• Title/Summary/Keyword: Artistic Communication

Search Result 142, Processing Time 0.036 seconds

Study for 3D Look Development Process (3D 룩 디벨롭먼트 과정 연구)

  • Lee, Yong Min
    • The Journal of the Korea Contents Association
    • /
    • v.20 no.1
    • /
    • pp.392-402
    • /
    • 2020
  • Many modern movies and animations rely heavily on CG (computer graphics). The use of CG has made it possible to produce beyond the limits of visual expression. There has also been an increase in technical and artistic efforts to create new and high quality CGs. Look development is the process of modifying and creating shaders and renderings in 3D to produce CGI (computer-generated imagery) that meets the director's intentions. However, small production or projects may have relatively little or no awareness of look development in the production pipeline. The problems that can occur when look development is not preceded are classified into three categories. first, the shader may react differently under the same lighting conditions. Second, there can be a problem in communication between workers. Third, there is a waste of not promising a look for a given situation. As a way to avoid these problems I studied by creating consistency by the look development system. In the limitation that make it difficult for small studios to do look development because of small workers, time and cost, it is meaningful to study and present a simple look development process that can be carried out by individual or small production.

Intention to Work as a YouTube Creator: Focusing on Generation Z's Occupational Values (유튜브 크리에이터 직업 선택 의향: Z세대 직업 가치관을 중심으로)

  • Cho, Ju-Yeon;Jang, Seong-Ho
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.3
    • /
    • pp.752-760
    • /
    • 2021
  • The present study aimed to identify predictors of Youtube creator's Willingness to work as a profession. This work is notable, given its prevalence in preference as an occupation due to the development of information and communication technology. In the present work, a survey study was utilized and respondents' perception of job values, interest, self-esteem as well as willingness to work were measured. The results from a multiple regression analysis indicate that, realistic type (-), artistic type (+), corporate type (+) job value and job interest were significantly predictive of willingness to work. This study discussed implications including the need to establish career support services for YouTube creators as a profession and further for differentiated approaches based on job values or individual tendencies. The result from the current work is important, in that this study identified the willingness and influential factors of YouTube creators from a professional perspective, reflecting the recent growing interest in YouTube creators.

Development of futurism fashion design based on 3D digital clothing technology (3D 가상착의를 활용한 미래주의 패션 디자인)

  • Cui, Xuemeng;Lee, Yoon Mee;Lee, Younhee
    • The Research Journal of the Costume Culture
    • /
    • v.30 no.5
    • /
    • pp.732-751
    • /
    • 2022
  • In this study, we aimed to apply 3D digital printing to basic clothing production and to propose futuristic fashion design and production methods that correspond to contemporary trends. Literature on future trends, dynamism, mechanical aesthetics, and experimentalism were used to define the characteristics of "futurism." Based on theoretical considerations about futurism, we created fashion designs using 3D digital printing methods. These designs were produced using the aesthetic characteristics of futurism; the 3D digital clothing program; and application of digital printing technologies to futuristic silhouettes, colors, and materials. The results were as follows: First, with the application of futurism as a fashion motif, we pursued collaboration between artistic work and fashion, and we then explored the possibility of creative expression. Second, harmony between achromatic and chromatic colors revealed even better dynamism and activeness, and the potential to express dynamism was observed. Third, with the development of fashion design processes based on 3D digital printing methodologies, it was found to be possible to eliminate the limitations of time and space, solve problems related to limited budget or communication, and positively influence the fashion industry by enhancing convenience and diversity. Fourth, with the development of fashion design that utilizes digital printing, it was found that problems related to time, space, or limited budget were able to be solved, as compared to the use of traditional printing and image reproduction.

The Impact of the User Characteristics of the VR Exhibition on Space Participation and Immersion

  • Wang, Minglu;Lee, Jong-Yoon;Liu, Shanshan
    • International Journal of Contents
    • /
    • v.18 no.1
    • /
    • pp.1-16
    • /
    • 2022
  • With the advent of the 5G, networks and information and communication technologies have been continuously developed. In the fields of art galleries, virtual reality (VR) exhibitions that can be visited online have emerged, innovating the way of human-computer interaction and creating new artistic experiences for users. This study explores the three-dimensionality, clarity, and innovative interactions that users experience when viewing a VR exhibit, which affects the exhibit's presence. Besides, in terms of research method, the research sets spatial participation and immersion as dependent variables, with three-dimensionality (high versus low), clarity (high versus low), and innovation (high versus low) in a 2×2×2 design as the base, and explores their interaction effects. The results show that three-dimensionality and innovative interactions affect spatial participation. First of all, in groups with high innovation and low three-dimensionality, spatial participation presents a higher positive factor. Secondly, with regard to immersion, three-dimensionality, clarity and innovation present a tripartite interaction. Groups with low three-dimensionality and high clarity have a higher positive effect on immersion when the level of innovation is low. When the degree of innovation is high, the positive effect on immersion is higher in groups with high three-dimensionality and low clarity. The above results show that in the production of VR exhibitions, it is necessary to increase the three-dimensionality and clarity of exhibited image contents, while taking into account the user's perception and innovativeness. On the other hand, this study puts forward suggestions for the design, content and future development of VR exhibitions, which has important reference significance for the improvement and innovation of future VR exhibitions.

Constructing a Knowledge Graph for Improving Quality and Interlinking Basic Information of Cultural and Artistic Institutions (문화예술기관 기본정보의 품질개선과 연계를 위한 지식그래프 구축)

  • Euntaek Seon;Haklae Kim
    • Journal of the Korean Society for information Management
    • /
    • v.40 no.4
    • /
    • pp.329-349
    • /
    • 2023
  • With the rapid development of information and communication technology, the speed of data production has increased rapidly, and this is represented by the concept of big data. Discussions on quality and reliability are also underway for big data whose data scale has rapidly increased in a short period of time. On the other hand, small data is minimal data of excellent quality and means data necessary for a specific problem situation. In the field of culture and arts, data of various types and topics exist, and research using big data technology is being conducted. However, research on whether basic information about culture and arts institutions is accurately provided and utilized is insufficient. The basic information of an institution can be an essential basis used in most big data analysis and becomes a starting point for identifying an institution. This study collected data dealing with the basic information of culture and arts institutions to define common metadata and constructed small data in the form of a knowledge graph linking institutions around common metadata. This can be a way to explore the types and characteristics of culture and arts institutions in an integrated way.

Research on Music Application UI Design and Feature Preferences by MBTI Personality Types (MBTI 성격 유형별 음악 애플리케이션 UI 디자인 및 기능 요구 선호도 연구)

  • Wu Yuhang;Inyong Nam;Bao Wenhua
    • The Journal of the Convergence on Culture Technology
    • /
    • v.10 no.3
    • /
    • pp.437-449
    • /
    • 2024
  • This study analyzed the influence of MBTI (Myers-Briggs Type Indicator) personality types on preferences for user interface (UI) design in music applications. Through an online survey, 535 responses were collected, and data were processed using ANOVA analysis in Python. The analysis revealed that certain MBTI types tend to prefer combinations of warm and neutral color tones, aligning with their artistic sensibilities and emphasis on harmony. Conversely, other MBTI types show a preference for colder color tones or combinations of cold and neutral tones, reflecting their practical and systematic tendencies. Additionally, it was found that UI layout preferences also vary according to personality types. Some MBTI types exhibit a preference for the 'Mostly Fluid' model, reflecting their efficient and systematic nature. These findings underscore the importance of considering users' individual personality types in UI design for music applications.

Disaster and Artistic Measures: Hermann Josef Hack's Project of World Climate Refugee Camp (재난과 미술적 대응: 헤르만 조셉 하크(Hermann Josef Hack)의 기후난민 프로젝트)

  • Kim, Hyang-Sook
    • The Journal of Art Theory & Practice
    • /
    • no.14
    • /
    • pp.53-83
    • /
    • 2012
  • This thesis is a study of artistic measures and climate refugees, based on Hack's World Climate Refugee Camp project. According to Hack, climate refugees appeared with the process of globalization. Hack claimed that the people who put climate refugees in danger are the industrialized nations, and therefore, their rejection of refugees is nonsense. He also stated that the fundamental solution would be the active participation of such nations. Thus, he travels around the world, encouraging participants and globalizing his project. Interestingly, the practical participation method of his climate calamity project is divided into four methods, which are all related to realizing the danger and presenting various solutions. First, the aesthetic of survival: the reason Hack focused on the warming trend and claimed that we have to accept the climate refugees as refugees comes from the thought that we are all potential refugees, and the anxiety that climate refugees may cause war in the end. The solution Hack found for surviving in such a world is to create "refugee camps" to notify people about the seriousness of climate change, and to put the "aesthetic for survival" in action. Second, a relation-oriented relationship: communication between Hack and the participants was done in various ways. They are experiencing a bond and emotions of an interrelationship through their actions in the experimental field, experiencing a new form of art, which they were not able to experience in a museum. Third, a utopian measure: Hack's utopian measure started from the fear of dystopia but Hack still believes that it is not only a dream, but that it can be realized. He claims that even though the start may be feeble, it is possible to rescue children from starvation and to treat climate refugees as proper human in the end, when communication and cooperation is done the right way and properly. Fourth, the aesthetic of global relation, the internet: the new solution Hack is trying on the internet is to make more people participate in his project. It is fate that "human are the wrongdoer and the victim at the same time", but according to Hack's opinion, social disaster can be avoided through effort and it is optimistic that we can give form to the culture revolution we are experiencing now. Hack's project illustrated the importance of daily life, compared to art inside a museum, through active participation of the people and opened up a new method of art through realistic responses to disasters. This is distinctive from the past exhibitions, where artists gave shape and form to ideals and an imaginary world, in that it shows that the artist and audience aim for creating a community-like structure, just like Bourriaud's art method. Hack's project of climate calamity illustrates that installation and action art is not only an art genre which shows installation and activities, but that it can include social and political issues and that it can be completed with the help of participants, consequently becoming a genre of modern art. Hack raises a question about art's identity through various descriptions. Artists as planners, who base their artworks on their subjectivity or the characteristics of a specific period, the people as participants, the duet of art work and play, human and human, and further, human and nature. The practical participation method, as a measure for "disaster", reveals the new art of the 21st century within Hack's artworks. Even though there are several problems with Hack's usage of art as a measure for disaster, it will actively open up a new page for the 21st century's art with the theme of disaster.

  • PDF

Effects of the Space in Image Equipment Characteristic (영상장치의 표현특성이 공간에 미치는 영향)

  • Yoo, Jae-Yeup
    • Proceedings of the Korea Society of Design Studies Conference
    • /
    • 2004.05a
    • /
    • pp.44-45
    • /
    • 2004
  • With the development of informational machinery and tools in the modern industrial society, the image is expressed diversely as tools of informational transmission and artistic communication. This image is revival equipment and transmissional media in which sound and light are comprehensively formed. The image's intuitive and sensational expressivity can revive subjects and express a fiction, a reality, a nonfiction, and a virtual reality as a communication tool that has synchronicity and the medium of meaning. Because of this, the domain of the image will be gradually extended in the future, and the world of cognizance that can be detected across our living space will absorb the image diversely and react. In this context, the investigator examined what influence image media and equipments have in space as spatial equipments, based on the recognition of cerrelation among the image, space, and mankind, namely, the environmental meaning the mage and the space contain. Therefore, this study was conducted from the aspects of relationship establishment between image equipments that are ever expansive to a variety of domains and the space that accommodates the equipments. As study findings, the influences the image equipments have on space and their expressional features are presented in three aspects: 'the expressional medium of mutual synergy','metaphysical ultra-epithelial space constituent',' and 'object'. This study seems to be meaningful in that we can expect the spatial approach method by purposes and spatial layout of image structures, with this study, through analyzing the meaning of relationship between image equipments and space.

  • PDF

A Study on Hybrid Expressed in Modern Fashion - Focusing on the End of 1990s - (현대패션에 표현된 하이브리드 경향 연구 - 1990년대 후반을 중심으로 -)

  • 임영자;한윤숙
    • Journal of the Korean Society of Costume
    • /
    • v.51 no.5
    • /
    • pp.113-134
    • /
    • 2001
  • This study was carried out with an objective to prepare the framework of conformity for the 21st century modern fashion, which is interactive with mankind, based on a position that the 21st century contemporary fashion with its amalgamating trend of diversified artistic forms may not be elucidated on a standpoint centering on one certain modality. The hybrid fashion trend of historical modality which provides freedom and satisfaction in creation of an individuals expressive power in expressing true desire of mans inside through man-centered thought of the times has made multifarious motives of the past and present fragmentary. It thus extracts inner divisions and the concept of consolidation through three-dimensional form. Modern fashion is newly interpreted by the material and details of high technologies. and is harmonized by mix and match with various expressions. By having it, it is being expressed together with many types of dresses and ornaments. Modern fashion is being expressed together with many types of dresses and ornaments by new interpretations with the material and details of high technologies and by being harmonized with mix and match with various expressions. The hybrid fashion design trend of regional elements formed by stimuli and contacts of diverse local culture by globalization of network that was achieved by scientific technologies of the contemporary information society has disintegrated varied boundaries in the conventional culture by the latest communication technology-new media on the basis of newly created culture. The fact that regional elements could be expressed as if they were interrelated without each being deprived of originality may be explained with an interpretation on pluralism. The hybrid fashion design trend of cultural aspect, which manifests in the background of scientific technological culture as it transcends the societal-cultural boundaries based on the de-centralization theory of Frederic Jameson, has supplemented the imperfect meanings through conversional correlation with other forms and internal program changes. The middle stratal and polyhedral characteristics are seen as each cultural element is dismantled and reassembled by application of 'multiple-time point expression'. Design forming method is not to bring destruction from outside, but to embrace instability and chaos through radical dismantling of the inside. and to pursue diversity and openness. Thus. it is implemented by an approach that takes the role of design process. In communication of discontinuity, continuity was dismantled through forms of mixing, overlap, perversion, insertion and coincidence.

  • PDF

Understanding the Selective Attention and Animation Induction Device According to the Visual Capture of Audience (관객의 시각포획현상에 따른 선택적 주의집중과 애니메이션 유도장치의 이해)

  • Lee, Jong-Han
    • Cartoon and Animation Studies
    • /
    • s.41
    • /
    • pp.133-152
    • /
    • 2015
  • Some artists and scientists in physics and animation originating from research on its form of expression thanks to the rapid development of the example in the late 20th century image production technology integrating existing media feature, perform a re-creation and pop culture content has been recognized as a key factor. animation of the modern emphasis is also commercial and artistic activities as show whether the artist can not be excluded that also target audience. The audience does not want only to receive offers simply 'seeing' and 'hearing' in the animation requires a more indirect mental met. the other side, the director should lead the audience to immerse myself in work as intended mystification induce the world. where a conflict occurs between the audience and the director and The director needs to have its troubleshooting point to 'Technology of the communication'. Which is reduced to 'How will tell,' is technology communication technologies that are abbreviated representations of animation director is accessible to the audience and it is a close relationship between the psychological aspect of audience. Because, the audience is reproduced in a limited space, but he called on the board of directors and the same time the screen, the audience located at reception and the director located at provide. It is given. led force is given to the director. for this reason, The director needs to pay attention to the psychological aspect of audience this can be explained based on psychoanalytic theory. In this paper, "How can you lie to the audience and the director is the same line?" put down logic that is the animation audience under the logic that takes place visually capture phenomenon "selective attention" and sub-concept of "goal-directed selection' and 'stimulus-driven capturel' for theory of psychology. also, Induction device to elicit selective attention of the audience accordingly, let's consider whether and how they apply in animation.