• 제목/요약/키워드: Artistic Experience

검색결과 156건 처리시간 0.022초

이공계박물관의 전시디자인에 관한 기초적 연구 -정보통신 박물관의 전시체계와 연출방법에 관한 사례연구를 중심으로- (A Basic Study on the Exhibition Design of a Science Museum -Focus on the Case Study on Exhibition System & Prestutation Method of a Museum of Telecommunication-)

  • 김종훈;임채진
    • 한국실내디자인학회논문집
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    • 제10호
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    • pp.58-68
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    • 1997
  • The core of character and concept in an exhibition space of contemporary museum is that the place for relics and materials changes into the place for spectators, the static exhibition place changes into the dynamic exhibition place, and the place for learning naturally during amusement. In other words, it could convey the conceptual exhibition object which is not the material object called a relic, it could be a place where is to investigate, participate, experience and enjoy with easily method to general public, and ordinary people are supposed to experience with integrative the world of intellectual, cultural and artistic which is inconcionsly rising a dimensiov. In order to response positively the change of these exhibition concept itself, exhibition system will be established through the analysis of realistic exhibition objects with the visulatization of theme or thought of an exhibitiov. In process of conveying image, the effective and concrete exhibition method and technique should be measured in order to realize the communication between spectators and exhibition objects. The purpose of this study is to find the methodology which is enable to establish the exhibition theme and presentation system through the selection and analysis of exhibition objects in major cases of a musem of ecience and engneering, to find the process model till the methodology applies to the space scheme, and to find finally the designed indicators which is applicable to the progress of exhibition desigv.

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Folding fan Production Incorporated into Engineering Education - "Monodzukuri" Learning from Traditional Technique in Japan -

  • ABE, Fujiko;OHBUCHI, Yoshifumi;SAKAMOTO, Hidetoshi
    • 공학교육연구
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    • 제22권5호
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    • pp.49-55
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    • 2019
  • Folded structure is widely applied in various engineering fields. Many of the Japanese folding fans in the Edo era (1603-1868) have been successfully blended with the processing technology of "natural materials" that is the origin of Japan's "Monodzukuri" (craftsmanship) and its application "artistic originality". The charm of a fan lies in the diversity of stereoscopic expression not born in plane representation. For example, the effects of folds, the expression of the front and back sides flowing from the front to the back by double-sided description, and the two-layer effect of raising the backside from the surface using the permeability of Japanese paper, the calculated depiction are also seen. Moreover, by handling the fan, it also produced an illusion effect which skillfully calculated the change due to movement of the viewpoint. Students experience the natural materials such as Japanese paper, bamboo and starch paste, which are the materials of paint and fan at the time, and processing method, and know the difference with the current one. This study is to verify the effectiveness of engineering education which gains experience by making concrete fans and to understand deeply this traditional technology with the artistry of a Japanese fan at the same time. And we can learn from the characteristics of the fan to Japan's history and culture.

A Study on Character Consistency Generated in [Midjourney V6] Technology

  • Xi Chen;Jeanhun Chung
    • International journal of advanced smart convergence
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    • 제13권2호
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    • pp.142-147
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    • 2024
  • The emergence of programs like Midjourney, particularly known for its text-to-image capability, has significantly impacted design and creative industries. Midjourney continually updates its database and algorithms to enhance user experience, with a focus on character consistency. This paper's examination of the latest V6 version of Midjourney reveals notable advancements in its characteristics and design principles, especially in the realm of character generation. By comparing V6 with its predecessors, this study underscores the significant strides made in ensuring consistent character portrayal across different plots and timelines.Such improvements in AI-driven character consistency are pivotal for storytelling. They ensure coherent and reliable character representation, which is essential for narrative clarity, emotional resonance, and overall effectiveness. This coherence supports a more immersive and engaging storytelling experience, fostering deeper audience connection and enhancing creative expression.The findings of this study encourage further exploration of Midjourney's capabilities for artistic innovation. By leveraging its advanced character consistency, creators can push the boundaries of storytelling, leading to new and exciting developments in the fusion of technology and art.

디즈니 극장용 애니메이션의 아티스트 트레이닝 프로그램 사례 연구 (Case Study on Artists' Training Program at Walt Disney Feature Animation)

  • 백지원
    • 한국멀티미디어학회논문지
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    • 제23권7호
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    • pp.840-849
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    • 2020
  • Walt Disney Feature Animation released high quality films such as 'Frozen', 'Big Hero 6', 'Wreck-it Ralph', 'Zootopia', 'Moana', 'Frozen 2' and not only got high score in box office but showed great CG and visuals. However, making feature animation requires a lot of time, money, and efforts so it is very important to support studios' artists to finish each show within limited budget and time. This paper shows artists' training program such as 'Short Circuit' and 'Bootcamp' that walt disney feature animation provides their artists to improve their creativity and do their jobs artistically and efficiently. Disney's training program not only provides artists various training classes but gives them chances to work on short animation which enhances artistic skills and enable them to work in different departments and experience different tasks. This paper also explains some training cases of CG studios in South Korea and Disney Animations' in-house tools.

공원설계에서 기념성의 문제 -서울대 4.19 기념공원과 서초조각공원의 예- (Some issues on monumentality in park design -two case of 4.19 memorial park of SNU and Soecho sculpture park-)

  • 유병림
    • 한국조경학회지
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    • 제23권4호
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    • pp.40-49
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    • 1996
  • The judgement of how good a memorial park is designed in terms of representing symbolic meanings through moonument depends on whether it decisively reflects peoples' common value and affection to specific event or place of the park. It is in fact, not easy to define the kind of value and affections peoples have in mind for the park. It is likely that most park design concepts are primarily based on designer' subjective view of the world by which the public is expected to understand, accept, and eventually share the common symbolic meanings of the park. AS memorial park design as the works of art might be appreciated not only in view of artistic performance of designer but in terms of its social meaning of the newly defined space. Two cases of park designs by author include issues on conceptual alternatives, experience of memorial space, symbolic use of materials, and perspectives on the direction of contemporary park design. It is noteworthy that authentic approaches should be challenged for a new way in which symbolic meanings could be given in rather contradictory style.

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전통의 현대적 계승과 장소의 신화 사고들의 유한적 표상과 '민속건축'에 대한 소고 (Consistency of Tradition and Myth of Place Re-Thinking of a Finit Representation of Ideas and Vernacular Architecture)

  • 변태호
    • 건축역사연구
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    • 제6권1호
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    • pp.67-79
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    • 1997
  • Architecture is a shelter for society whose social pattern requires a specific form to accord with its material and spiritual needs. Providing a truly acceptable architecture requires our deeper understanding of cultural tradition - mythic values - not only because myth is an interpreted and configured form of 'thing' through man's second nature, such as his subjective and objective consciousness -'self-revelation of the absolute'- but also because, in the world of mythical imagination, a fragment of substantial reality -'thing'- becomes an equivalent mode to the signification, and emerges as 'its independent spiritual form' and 'the characteristic force of the logos.' In this sense, myth of place and myth behind tectonic form are the most essential sources for comprehending people's relationship to the world of inner and conscious experience. The recent efforts of modern architects to achieve cultural continuity should begin with re-interpretation and configulation of the myths behind describable material culture, especially artistic imagination inspired by deeper understanding of the myth of place. Myth provide artists with a creative inspiration, as they did in the past.

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2D애니메이션에서의 시각이미지표현에 관한 연구 -그레이브스의 명암이론을 중심으로- (A Study of Expression Visual Image in 2D Animation)

  • 김광환
    • 만화애니메이션 연구
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    • 통권9호
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    • pp.94-111
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    • 2005
  • 시각은 일상생활이나 예술작품을 이해하고 표현하는데 가장 중요한 역할을 하는 신체적 기능 중의 하나이다. 우리의 오감 중 시각을 통하여 들어오는 사물 및 공간에 대한 총체적 인지의 정보는 80% 이상이다. 이는 인간의 시각적 기능이 감각과 지각에 얼마나 많은 영향을 미치는가를 입증하는 것이며, 그 영향은 사람들에게 다양한 정서적 감응을 불러일으키게 된다. 정서는 애니메이션 작품을 구성하는데 빼놓을 수 없는 중요한 요소로서 관객의 감동을 불러일으키기 위한 여러 가지의 장치를 필요로 한다. 어떠한 사건과 상황, 시간, 공간 등의 요소들은 관객의 정서적 경험을 위한 장치들이다.

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현대 디스플레이의 미학적 해석 - 미술사조와 디스플레이의 병렬 계보를 방법으로 - (Aesthetic interpretation of modern display)

  • 임진이;임종훈
    • 한국실내디자인학회논문집
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    • 제29호
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    • pp.220-227
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    • 2001
  • Display and art have different purposes. But they share a common mean, so-called artistic experience. These two formative business that seeks the profit as a commercial design, it has some relationship with art in the aspect of socialization of pursuit of aesthetics. Although the historical status and directivity of display have not been established systemiically yet, and aesthetic expansion of displace is uncertain it would be effective that the present and future of display art is connected with art history in the view of dynamic state of art history. In this thesis, the issues such as what is the relationship between display and art history or whether display can be mentioned as a formative art were analyzed by matching them with the trends in art history like naturalism, high tech, minimalists and so on. Modern display is a commercial design that can be developed in various ways and that is related to the as development of art history.

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The Key to The Future Development of Interactive Art - Virtual Reality Technology

  • Wang, Junyi;Wang, Yuanyuan;Zhang, Ning;Lee, Eung-Joo;Yabin, Li;Liao, Gang
    • Journal of Multimedia Information System
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    • 제5권4호
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    • pp.277-282
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    • 2018
  • Interactive art is an art form that closely links art creators and art participants. It has been doomed with advanced technology from the very beginning. Virtual Reality is a technology which born in the background of the maturity of computer technology. Its birth has brought immeasurable possibilities for interactive art, especially the interactivity and multi-sensory experience. This paper discusses the current development status of interactive art in the field of interactive art through the characteristics of virtual reality technology and the future development of this technology will bring to interactive art.

Body Food: Touch Mat for Emotional and Physical Development of Children

  • Jo, HanGyeol;Kang, EunJeong;Yoon, Youngjun;Choi, Yongsoon
    • International Journal of Advanced Culture Technology
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    • 제7권1호
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    • pp.162-173
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    • 2019
  • This study proposed 'Body Food,' an interactive tactile mat that provides interactive visual responses and induces physical activity in young children at the time of developing tactile and five senses, along with the touch of various stimuli. The product combines fiber materials and digital content to achieve a variety of visual and auditory responses in real time when children touch the fabric. User tests were conducted for 4-year-olds and the result was positive in terms of physical exercise and artistic experience, but quantitative testing is required to generalize it. In the future, we will complement physical and digital contents to realize more complete product.