• Title/Summary/Keyword: Art contents

Search Result 1,354, Processing Time 0.027 seconds

Fluid Interaction of Digital Media -Based on Net Art- (디지털미디어의 유동적 인터렉션 - 넷 아트를 중심으로 -)

  • Kim, Hyung-Nyun
    • The Journal of the Korea Contents Association
    • /
    • v.7 no.5
    • /
    • pp.193-201
    • /
    • 2007
  • The information technology is quickly changing the paradigm of the overall society. This change has influenced the art field and exceeded the limit of prior art characteristics and methods opening up a new world of art pieces starting among the young artists based on digital art technology. Especially the internet art of the computer technology made the communication of the artist and the viewer to communicate in a bilateral manner different from one way feeding of the past and made it possible for the viewers to choose their involvement in the act of seeing the work changing the reaction into a fluid concept. This thesis is about using the digital media in the net art communication to figure out the fluid interaction by approaching the digital media concept and by analyzing the characteristics of net art communication means and thus take a overall look at the artist related web sites and see the net art as a new communication means.

An Inquiry of the Possibility of the Healing Function of Art Museums (미술관의 치유적 기능에 대한 가능성 탐색)

  • Kim, Eun-Jin
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.10
    • /
    • pp.56-65
    • /
    • 2015
  • The purpose of this study is to find out the possibility of the healing function of art museums in modern times with the precedent studies and to explore the healing potential specifically. There have been studies on the various healing programs regarding patients with Alzheimer, learning disability, seniors, etc. The researcher approached this study in three aspects, art appreciation, space, communication as healing potential of art museums. These findings will be able to draw more social attention on art museums. Therefore, this study will provide a new perspective on the art museums to people concerned art museums. And it will make the professionals, working for company workers, students and other people suffering under the modern stress, recognize the art museums as a place to look inside in the professionals' own mind and to heal as well as a place for culture and sophistication. These findings will be able to draw more social attention on art museums.

The Influence of Modernism on Independent Games - From an Analysis of - (모더니즘이 독립 게임에 미친 영향 - 인디게임<더 바인딩 오브 아이작> 분석 -)

  • Guo, Dawei;Chung, Jeanhun
    • Journal of Digital Convergence
    • /
    • v.15 no.6
    • /
    • pp.385-390
    • /
    • 2017
  • With improvements in science and technology, independent game which through individuals or small groups development mode has become one of new art creation. In these constantly emerging works, there are contents include trend of modernism thought. In this article, independent game < The Binding of Isaac > is used as an example, by analyzing that game's script, art style and animation sequence, and comparing with westward modernism literature, modernism art and modernism movie's characteristics and manifestation, we try to find how modernism thought influences the independent game design, and conclude modernism game's characteristics. Through those deep influences, we prove that the progress of productivity can also stimulate mass culture to develop in a certain extent.

Case 2015 Revised Middle school Art textbook analyzed from Multicultural Education (다문화 교육 관점으로 분석한 2015개정 중학교 미술 교과서)

  • Lee, En-Seo;Huh, Yoon-Jung
    • Journal of Convergence for Information Technology
    • /
    • v.11 no.5
    • /
    • pp.118-129
    • /
    • 2021
  • The In Korea, where multicultural families are increasing, the need to reinforce multicultural competencies has been raised in education. Accordingly, this study selected 7 art textbooks of 2015 revised middle school and analyzed the proportion of the textbook's reference works and contents from the Macfee's perspective of multicultural education. As a result of the analysis, first, the proportion of multicultural reference works by region was high in Korean works(44%) and Western works (43%), whereas that of Eastern works(13%) was very low. In the experience area, 13.8% more Western works were included than Korean works, and Western works were also concentrated in USA and Europe. Second, as a result of analyzing the proportion of multicultural contents, 57.7% of the total units, or 90 units out of 156, contained multicultural contents. As a result, compared to the 2009 revised art textbooks, the 2015 revised middle school art textbooks have expanded the proportion of multiculturalism.

A Development of Theatre Art Major Course based on Case Studies of Media Technology-converged Performances (미디어기술 융합공연 사례분석을 통한 무대미술 전공 교과목 연구)

  • Park, Jin-Won;Kim, Ga-Eun
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.5
    • /
    • pp.562-571
    • /
    • 2019
  • The expansion of the performing arts market to include new genres of art that combine art and cutting-edge media technology has surpassed the limitations of traditional theatre art elements such as stage, costumes, lighting, sound, and props, allowing free expression of space-time and visual art. It is growing into a wide area with unlimited potential in the performing arts sector. In response to these changes and the demands of the time, there is an increasing demand for multi-talents who can plan and produce arts and technology-converged contents that will contribute to the development of the performing arts industry. As a result, university departments related to theatre art across the country feel that it is urgent to develop curricula that will enhance students' competency by incorporating the latest media technologies such as virtual reality, holography, and interactive motion sensors into the existing performance art visualization process. In this study, the author will examine the process of developing courses in technology-incorporated theatre art (design) through case studies of media technology-converged performances from the past 10 years. Based on the traditional concept of theatre art, the attempt to fuse stage art with media technology will be a cornerstone of attempts to foster a group of talented artists who transcend the limits of creative visual expression and creative value.

A Point of View on the Use of Fractals in Art Therapy (미술치료에서 프랙탈의 활용방안에 관한 소고)

  • Lee, Hyun-Jee;Yeon, Ohk-Hyun
    • The Journal of the Korea Contents Association
    • /
    • v.20 no.11
    • /
    • pp.354-367
    • /
    • 2020
  • This study is on the consideration of the scope of application of art therapy and fractal through the review of literature at home and abroad. The complex system is the opposite of the Euclidean system, a concept suitable for understanding the contemporaries with ambiguous boundaries and decentralized phenomena. The self-similarity and inventiveness of fractal, the geometry of nature, is used as fractal art in art as well as tree trunk, cloud and plant, especially in art therapy, fractal is considered to be available in the field of mandala and neuroscience. From brain-based research to mandala, exposure to natural patterns, clinical diagnosis through fractal analysis and software development, fractal has potential elements that can be developed in art therapy. Fractal, which is easy to link with computers due to its nature, is a necessary study at this point when non-face-to-face contact with the Corona virus is recommended. Currently, research on fractal art therapy is insufficient in Korea. Therefore, this research is intended to present as a basis for scientific and objective diagnostic tools and treatment at clinical sites using art therapy using fractal.

Activation Plan for Performing Art of the Northern Region of Gyeonggido (경기북부지역의 공연예술 활성화 방안)

  • Park, Joo-Won
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.15 no.11
    • /
    • pp.6492-6501
    • /
    • 2014
  • The purpose essay, through overall theoretical studies and comparison analysis of a performing art situation, aims to search for the creation and direction of various performing arts and examined the prospect and activation plans for performing arts of the future. The summary of the main contents deducted from this research was as follows. First, branding through unique competitive contents was found only in Northern Gyeonggi-do. Secondly, excellent performing art human resource supply from the locality is an urgent priority. Thirdly, by propelling diversification of performing programs, the performing art consuming activation movement that induces people to participate in the performances was actively developed. Fourthly, the most important thing for the ultimate goal achievement of art policy is excellent human resource development through professional education in each field of art.

Impact of the Fit of Immersive Technology and Media Art Type on User Commitment and Revisit Intention (몰입형 기술 특성과 미디어아트 관람 특성과의 적합성이 관객의 몰입감과 재방문의도에 미치는 영향)

  • Choi, Ji-Ae;Yoo, Kun-Woo;Kwon, Ohbyung
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.5
    • /
    • pp.654-667
    • /
    • 2021
  • This study examined the perceived fit between the characteristics of immersive technology and the type of media art affects commitment, satisfaction, and revisit intention. The results showed that the quality of projection mapping and the reputation of original art had a positive effect on the perceived fit whereas the accessibility of original art had a negative effect on the perceived fit. In addition, the reputation of original art and the perception of fit increased the commitment of the media art exhibition, which positively affected the satisfaction and revisit intention. This study provides theoretical and practical implications regarding the effect of immersive technology and media art type of digital media art.

Digital Transformation and Introduction of NFT in the Art Market (미술시장의 디지털 전환과 NFT 도입)

  • ROH, Tae Hyup
    • The Journal of the Convergence on Culture Technology
    • /
    • v.8 no.1
    • /
    • pp.261-269
    • /
    • 2022
  • The advent of the pandemic era due to COVID-19 is causing new changes in all areas of individuals, organizations, society and the country. The art market also faced a crisis due to restrictions on individual movement between regions and countries and social distancing, and even the contents of the work, the way the work is traded, and the propensity and characteristics of the buyer are changing. These demands for change in the art market are accelerating new opportunities for change by converting digital, expanding the online art market, expanding virtual space using VR(Virtual Reality) and AR(Augmented Reality) technology, and expanding the trading area of digital works NFT based on blockchain technology. In this study, the flow of change in the art market brought about by the Pandemic era is analyzed from the perspective of digital transformation. The contents of digital acceptance of the art market are identified through a summary of various types of digital transformation in the art market and a survey of perceptions following the introduction of digital transformation and NFT. Discuss major legal, economic, social, and transactional issues and countermeasures following the introduction of NFT based on blockchain technology in the art market.

Real-time Interactive Particle-art with Human Motion Based on Computer Vision Techniques (컴퓨터 비전 기술을 활용한 관객의 움직임과 상호작용이 가능한 실시간 파티클 아트)

  • Jo, Ik Hyun;Park, Geo Tae;Jung, Soon Ki
    • Journal of Korea Multimedia Society
    • /
    • v.21 no.1
    • /
    • pp.51-60
    • /
    • 2018
  • We present a real-time interactive particle-art with human motion based on computer vision techniques. We used computer vision techniques to reduce the number of equipments that required for media art appreciations. We analyze pros and cons of various computer vision methods that can adapted to interactive digital media art. In our system, background subtraction is applied to search an audience. The audience image is changed into particles with grid cells. Optical flow is used to detect the motion of the audience and create particle effects. Also we define a virtual button for interaction. This paper introduces a series of computer vision modules to build the interactive digital media art contents which can be easily configurated with a camera sensor.