• Title/Summary/Keyword: Art contents

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NPR Style of 3D Animation as an Art Direction (아트디렉션으로서 3D애니메이션의 NPR 스타일 연구)

  • Lee, Sun-Ju
    • Proceedings of the Korea Contents Association Conference
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    • 2004.11a
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    • pp.84-90
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    • 2004
  • NPR style makes it possible that 3D animation images can be used as an art direction by escaping from the cold and realistic image. And these expression methode are developed technically and, many kinds of animation styles are being created by directing various 2D materials and lighting system.

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Comparative study of monster characters in the games - Focused on South Korea and America's MMORPG (게임에서의 몬스터 캐릭터 표현 비교연구 -한국과 미국의 MMORPG게임을 중심으로)

  • YUAN, TIEPING;Kim, Maeng-Ho
    • Proceedings of the Korea Contents Association Conference
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    • 2013.05a
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    • pp.159-160
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    • 2013
  • 본고는 한국과 미국의 MMORPG 게임에 나타난 몬스터 캐릭터 각 100개를 뽑아서 비교연구를 진행하였다. 몬스터 캐릭터에 대한 이해부터 착수하여 몬스터 캐릭터의 비례, 색채, 하이브리드와 뮤트턴의 응용, 다자인 머티어리얼 등 여러 각도에서 비교연구를 해보았다.

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Surrealistic Expression with Interactive Art (인터렉티브 아트의 초현실적 표현)

  • Lee, Jinsil;Kim, Sangwook
    • Proceedings of the Korea Contents Association Conference
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    • 2016.05a
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    • pp.95-96
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    • 2016
  • 3d 게임 혹은 애니메이션 툴로 제작된 인터렉티브 아트 작품은 디스플레이를 통해 표현 될 때 가상의 입체공간이 시각적 평면 상태로 전달되는 물리적 한계를 가지게 된다. 관람자의 몸의 움직임과 가상현실의 시각적 재현, 물리적 공간에서 물체의 변화와 움직임을 동시에 경험한다면, 다양한 감각과 자극으로 작품의 몰입도를 높이고 전달하고자 하는 내용에 집중도를 높을 수 있다. 이 프로젝트에서는 이러한 복합적인 인터렉션을 통해 현대사회의 가상과 현실의 모호성을 표현하고, 삶의 본질과 현상에 대한 철학적 질문을 제시한다.

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A Study on the Expression of eroticism and Modern Costume -Surrealism, Pop Art, Post Modernism- (현대복식과 에로티시즘(Eroticism)적 표현에 관한 연구 -초현실주의, 팝아트, 포스트 모티니즘-)

  • 김명주;김분숙
    • Journal of the Korean Society of Clothing and Textiles
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    • v.18 no.4
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    • pp.460-472
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    • 1994
  • The Purpose of this study was to find in the art the basis of originality appeared on the fashion design and investigating the erotic expression appeared on the ornaments how art surrealism, pop art, post moderninism-formularize in the modern fashion. This study about the expression of eroticism and modren costume, through the source of pictures contained in art books and mode magazine and documents investingation has resulted as follows: First, the formality and contents that related art and fashion shows us a various aspect. That based on modeled characteristic and various technique of the art. Second, the expression of eroticism in fashion expressed differently in style, material and expression method that is more strongly, sometimes metaphorically with spirit of the time's. Third, the expression of eroticism in fashion whether direct way or symbolic way has appeared as partial exposure of the body. It is appearing to the course that can display individuality of each person over the taboo of the part and the previous limitation of fashion.

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A Study on the Art Deco Style and Background Element Influence to the Interior Design (아르데코양식과 배경적요소가 실내디자인에 미치는 영향)

  • 안희영
    • Archives of design research
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    • v.3 no.1
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    • pp.71-81
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    • 1990
  • Style have been changing by the situations and the background of contemporary politics, society and economics, and which influence significantly to create new forms. Since the style of ART DECOC 1929s -1930s) has been studied with main reference to its cause and motivation, it is known that the style of ART DECO is one that has given $$\mu$h potential and chance to the development of interior design.In the study, it was focussed on to study on interior design, architecture, funiture, etc. in America where ART DECO had been once successful in his career. The following are the contents of the study implying the establishment of directions concerning styles in accordance with the transitional process of the era, etc.; i.e., the purpose of the study, the range + period of the study, contemporary backgrounds, elements of ART DECO' style, ART DECO in AmericaCthe background of ART DECO s subject, etc.).The writer of this study, while referring to the study and groping for any help to finding a brilliant concept of design and the merit of the trend of a contemporary era, hope to contribute more my own interior design.

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Real-time Interactive Performing Arts using Particle System (파티클 시스템을 이용한 실시간 인터랙티브 퍼포먼스 :Rhythmic Gesture(마리오네트의 꿈)사례를 중심으로)

  • Yoo, Mi-Ohk;Park, Kyoung-Ju
    • The Journal of the Korea Contents Association
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    • v.10 no.9
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    • pp.117-125
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    • 2010
  • Development of digital media and computer graphics related research had changed the overall stream of cultural art and our daily life, as well as its development also had an effect on a fresh and exciting area of cultural arts such as the new media art, interactive art and real-time performing. In this paper, we used emotional expression techniques that they lead audiences on the process of natural communication by combining the particle system of computer graphics with performance based screen art. In this paper, we used emotional expression techniques that they lead audiences on the process of natural communication by combining the particle system of computer graphics with performance based screen art. Namely, by capturing the creation and location speed of particle which is synchronized between the sound, behavior and particles, performance based screen art as the form of the experimental structure in which is combined with scientific technology and art is therefore proposed.

Success and Failure Case Analysis of Crowdfunding : Focused on Community Art Project (크라우드펀딩의 성공·실패 사례분석 : 커뮤니티 아트 프로젝트를 중심으로)

  • Kwon, Hyeog-In;Lee, Seoung-Ha;Na, Yun-Bin
    • The Journal of the Korea Contents Association
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    • v.14 no.7
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    • pp.125-136
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    • 2014
  • The purpose of this study is to derive a implications for and analysis a CrowdFunding cases in order to activate domestic Community Art. First, in the area of culture and art of CrowdFunding platform, search for Community Art' projects were selected examples of success and failure. As a result, differences in sample were compared in five items of Confidence & Information & Communication & Content & Benefit aspect etc,. Additional total analysis result, Genre and Period, clear differences in terms of compensation and Promotion occurred, as well as the need to develop new goods and services compensation was raised. Based on these implications, this study is to be a practical implication to Community Art of difficult to create its own fundraising. On the other hand, we suspect the environment of the domestic previous research related to the evaluation of Community Art is insufficient, and so must be concurrent also study the framework of analysis and systematic evaluation to complement these parts in the future.

Importance of School Art Education & Alterative (학교미술교육의 중요성 인식과 대안)

  • Jin, Jung-Sik
    • The Journal of the Korea Contents Association
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    • v.12 no.12
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    • pp.510-516
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    • 2012
  • Recently, along with mechanization, automation, modernization of industry, because of decrease in the conventional job that provide labor and receive wages, the industrial society that require production workers have become overcrowded. accordingly, the unemployeds are increasing. in the future, in preparation for IT, content industry that stand on the basis of knowledge industry, we have to develop competitive IT, content industry based on creativity. in the center of the progress, art education holds a special place. However, recent our education is so concentrated in college entrance examination that art education is losing its footing. this paper try to search the basis of creativity for future industry in the art education, emphasize the importance and invigoration of school art education. by the increase of artistic sensitivity that can be attained through art education, we can promote the whole man that can be creative, change one's way of thinking and develop the ability of carving one's way and leading future society. Therefore, we need future education that can promote the whole man that can be creative, change one's way of thinking through revitalized art education.

Prospects & Issues of NFT Art Contents in Blockchain Technology (블록체인 NFT 문화예술콘텐츠의 현황과 과제)

  • Jong-Guk Kim
    • Journal of Information Technology Applications and Management
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    • v.30 no.1
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    • pp.115-126
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    • 2023
  • In various fields such as art, design, music, film, sports, games, and fashion, NFTs (Non-Fungible Tokens) are creating new economic value through trading platforms dedicated to NFT art and content. In this article, I analyze the current state of blockchain technology and NFT art content in the context of an expanding market for blockchain-based NFT art content in the metaverse. I also propose several tasks based on the economic and industrial logic of technological innovation. The first task proposed is to integrate cultural arts on blockchain, metaverse, and NFT platforms through digital innovation, instead of separating or distinguishing between creative production and consumption. Before the COVID-19 pandemic, there was a clear separation between creators and consumers. However, with the rise of Web 3.0 platforms, any user can now create and own their own content. Therefore, it is important to promote a collaborative and integrated approach to cultural arts production and consumption in the blockchain and metaverse ecosystem. The second task proposed is to align the legal framework with blockchain-based technological innovation. The enactment and revision of relevant laws should focus on promoting the development of the NFT trading platform ecosystem, rather than merely regulating it for user protection. As blockchain-based technology continues to evolve, it is important that legal systems adapt to support and promote innovation in the space. This shift in focus can help create a more conducive environment for the growth of blockchain-based NFT platforms. The third task proposed is to integrate education on digital arts, including metaverse and NFT art contents, into the current curriculum. This education should focus on convergence and consilience, rather than merely mixing together humanities, technology, and arts. By integrating digital arts education into the curriculum, students can gain a more comprehensive understanding of the potential of blockchain-based technologies and NFT art. This article examines the digital technological innovation such as blockchain, metaverse, and NFT from an economic and industrial point of view. As a limitation of this research, the critical mind such as philosophical thinking or social criticism on technological innovation is left as a future task.

A Study on the Case and Preference of The Art-toy Body Ratio (아트토이 등신 비율 사례 및 선호도 분석 연구)

  • Yeon, Sang-Min;Jo, Seong-Hwan
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.162-171
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    • 2022
  • According to <2020 Industry character white paper> No.1 character products are toys, which are 58%, and every year. the Art-toy development is receiving attention. Because of this situation, the Art-toy market is growing, and the number of Art-toy artists and companies is also rising. As the Art-toy markets are growing variety of Art-toy needs to be created, and also need to analyze and researched about Art-toy. The Art-toy is primarily personified and is created based on a human proportion body figure. The research conducted a case analysis of Art-toys and a preference survey for general adult men and women through the head-to-head ratio, which is a measurement standard for human proportions. As a result, The Art-toy has an ideal shape ratio and crafting area according to the body ratio. As preference research from men and women, men show seven heads life-sized and women appeared to three heads life-sized figures are most popular. The two and three heads life-sized have a high preference, and the Art-toy case had a relationship. As the Art-toy case and research of preference help to develop the Art-toy design, and following this research will be used as basic data when creating or researching about the Art-toy in the future.