• Title/Summary/Keyword: Artistry

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A Study on Game-Playing Plasticity of Modern Art Focused on Media Arts (미디어아트를 중심으로 한 현대미술의 유희성에 관한 연구)

  • Lee, See-Jeung;You, Hyun-Bea
    • Journal of Digital Contents Society
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    • v.11 no.4
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    • pp.503-511
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    • 2010
  • While various artistic trends coexisting in the 20th century, media arts that formed with the medium of a material attempts in various ways to induce the establishment of the artwork through the public communication. The visual arts that use the media satisfy both the artistry and the popularity in the area of popular culture as the form of variable. Moreover, visual arts stimulate a playful sense of human to maximize the public satisfaction that works here. This paper aims to discuss the potentials and the trends in the contemporary art by understanding the conceptual and principle background of the contemporary media art which shows the active employment the playful sense of human nature in the work in order to establish the effective communication with the public. Consequently, as the digital environment and advanced network technology which were thought to be the key elements of the popularization of media art were reached its limit, media artist, Tony oursler's artwork which was created based on human playful nature and interactive artwork that supports the audience to interact with artwork and its space are proven to be the useful devises for the public communication.

Study on Self-Reflexivity of Changgeuk Seopyenje (창극 <서편제>의 자기반영성 연구)

  • LEE, JINJOO
    • (The) Research of the performance art and culture
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    • no.32
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    • pp.333-370
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    • 2016
  • This study examines self-reflexive scenes of Changgeuk [창극; Korean classical opera] Seopyenje [서편제]. This show deals with Pansori [판소리; a kind of Korean folk play] and its singers. The uniqueness of this show is that although it is a new creative work of Changgeuk, the traditional Pansori music is used intactly. These characteristics are related to some self-reflexive scenes in the show: the narcissistic reference of Pansori makes to seem that this show inherits a artistry of Pansori; a play within a play and a role-play reinforce a reality on the action and characters of outer play; an intertextuality, bringing the narrative and music of Pansori Simcheong-ga [심청가] in this show, it makes audiences spontaneously discover a connection between the cited original text and the hypertext. Namely, the self-reflexivity of Changgeuk Seopyenje doesn't destroy an illusion, but rather it presents a kind of conservative self-reflexivity which uncovers a part of tricks for the illusion in order to create new illusion.

Visual Representation in 'Concept Movie Posters' Designed by Chinese Artist HuangHai (중국작가 황해(黃海)의 콘셉트 영화포스터에 나타난 시각적 표현방법)

  • Tong, Shiyuan;Yang, Jong Hoon;Lee, Sang Eun
    • The Journal of the Korea Contents Association
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    • v.19 no.2
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    • pp.581-590
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    • 2019
  • As the film industry develops in China, movie posters come in various types. Among them, 'concept poster' has been recognized as an important means to form the first impression of a movie at the early stage of promoting the movie. In China, however, there are not many movie posters that have been recognized for their creativity. Accordingly, it calls for research on creative methods of implicitly expressing the content of the movie. This study analyzed visual expressions in the concept posters of HuangHai, who has been recognized not only for commerciality but also for artistry. The results showed that he did not use images of famous scenes and actors in the movie. Instead, he created the implicit image that reflects the main theme of the movie by using Minimalism, color, typography, and pictorial images. This study has a significance in terms of providing fundamental resources for improving movie poster designs in China.

Analysis of fashion narrative by communication platforms - Louis Vuitton as a case study - (커뮤니케이션 플랫폼에 따른 패션 내러티브 분석 - 루이비통을 중심으로 -)

  • Park, So Hyoung;Yim, Eunhyuk
    • The Research Journal of the Costume Culture
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    • v.26 no.6
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    • pp.994-1014
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    • 2018
  • The objective of this study was to evaluate the characteristics of the fashion narrative from the commercial and artistic viewpoints by identifying and evaluating the attributes of the fashion narrative and analyzing the fashion narrative focusing on various cases according to fashion media. Louis Vuitton, a brand of the Louis Vuitton $Mo{\ddot{e}}t$ Hennessy (LVMH) group that operates the entire fashion community platform, is recognized as an influential luxury company with enormous capital and capabilities. This study targeted Louis Vuitton to examine the fashion narrative. The common results of Louis Vuitton's fashion narrative according to the communication platform are as follows. First, it emphasizes well-designed craftsmanship and artistry to convey the value and meaning of the brand. Second, it expresses the lifestyle of the bourgeoisie using traveling for finding life purpose, nature, and freedom as common denominators. Louis Vuitton connects, shares, and engages with customers by crossing the communication platform and trying multi-sensory changes based on the fashion narrative of the 'artification' message encompassing craftsmanship, innovation, and travel. The fashion narrative of Louis Vuitton applies tools (e.g., design, direction, stage, and props) differently according to the nature of media. In other words, the fashion narrative in the form of transmedia storytelling is a marketing communication strategy that indicates the representation means and direction of a brand's goals by remediating the brand narrative in various ways through the communication platform.

The aspect and attitude toward translation of a prodigy man story - in The Classical Novels of Korea (이인전류 영역(英譯) 양상과 번역 태도)

Musical Film Acting Method (뮤지컬 영화 연기 연구)

  • Park, Hoyoung
    • The Journal of the Korea Contents Association
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    • v.21 no.2
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    • pp.718-726
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    • 2021
  • A musical that combines singing, dancing, and acting is a popular musical drama created by the development of opera. These musicals are the cultural and industrial sectors that are commercially compatible with artistry and popularity. Musicals remind you of exciting and colorful live performances. This musical industry has been loved by the public as it was created not only on stage but also as a musical film. The film industry has been striving to express the musical's unique originality through film screens. In terms of acting, acting in musical films should be implemented to suit musical films. In order to do so, the characteristics of movie acting and musical acting will be understood at the same time and true musical film acting can be implemented on the screen when each genre is fused. In order to act as a musical film, it is necessary to understand the functional characteristics of each genre and apply the necessary functions on the spot.

Development of Knitted Fashion Culture Products Using Gangneung Cultural Resource -Focusing on Gangneung Subo Patterns- (강릉 문화자원을 활용한 니트 패션문화상품 개발 -강릉 수보 문양을 중심으로-)

  • Han, Sun Mi;Woo, Hyun Ri
    • Journal of Fashion Business
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    • v.26 no.2
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    • pp.95-109
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    • 2022
  • This study was aimed at developing a new textile design based on the authentic and cultural resources of the Gangneung Subo pattern and applying the textile design to knitted fashion products. Gangneung has been recognized for its outstanding artistry in the field of Gyubang art. Gangneung Subo is an embroidered wrapping cloth. The discovered and preserved Subo at this time was from the Kwandong region centered in Gangeung, and is regarded as the product of the indigenous native culture in Kwandong. Therefore, as a representative cultural resource of Gangneung, the Gangneung Subo has sufficient value as a material for the development of cultural products with uniqueness, distinctiveness, and historicality. As a research method, the background of Gangneung Subo was investigated. A total of 12 motifs were created while preserving the authentic originality of the Gangneung Subo pattern and minimizing unwanted deformations of the pattern during the developing process. The created motifs were repeatedly applied to the pattern and new textile designs were created. Eighteen knit fashion products, including narrow and wide-width mufflers and neck warmers, were developed by applying the new textile designs. As a significant cultural resource for cultural goods development, this study ascertained the value of Gangneung Subo, preserving its unique distinction and history. This study was especially significant since the Gangneung cultural goods developed used knitted material and extended the development to producing real products.

Research on Paper Board Banja With Woomul(井) Structure of Royal Palaces in the Joseon Dynasty (조선시대 궁궐건축의 우물천장 구조 종이반자 연구)

  • Lee, Jong-Seo
    • Journal of architectural history
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    • v.32 no.1
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    • pp.61-72
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    • 2023
  • Korean architecture classifies Banja (the decorated flat of the ceiling visible from the inside) of Royal Palaces into two types: Woomul(water-well, 井) banja, which inserts rectangular wooden board into lattice frame, and paper banja, which applies paper to the flat ceiling. Such classification was established in the 19th century. Before that, Banja was classified according to what was inserted into the lattice frame, either wooden or paper board. At first, the banja that used paper board was widely installed regardless of the purpose or nobility of the building. However, since the 17th century, the use of paper board banja became mostly restricted to Ondol (Korean floor heating system) rooms which are characterized by private usage and the importance of heating, and it was considered inferior to wooden board banja in terms of rank or grace. The contemporary paper banja was mainly installed in low-rank ondol rooms until the late 19th century to early 20th century, when roll-type wallpaper was introduced from the West and the paper banja came to decorate the King's and Queen's bedrooms. The traditional paper board banja benefits heat reservation, reduces the weight of the ceiling, and allows the adjustment of the lattice frame size. Furthermore, it can feature unique artistry if covered with blue, white, or red Neung-hwa-ji (traditional flower pattered paper).

Education for 4th Industrial Revolution (4차산업혁명을 준비하는 교육)

  • Park, Jae-Hwan;Ahn, Jeeyoung
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.5
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    • pp.885-892
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    • 2018
  • A series of revolutionary industrial changes took place from the 18th century of the First Industrial Revolution. The fourth industrial revolution is a new industrial revolution in which intelligence and information unite. Social, cultural, economic and educational systems are expected to emerge within the category of access and experience. In the course of intelligent mechanization, manpower and machinery need to be commandeered. Tools should be left to the machine and humans should look at essential issues. In the 4th Industrial Revolution, the paradigm of education should fundamentally change. Instead of routine technologies based on memorization, one should learn how to access and utilize. It needs to focus on areas of debate, cooperation, communication, sensibility, and artistry that robots and artificial intelligence can not afford. The fourth industrial revolution is the fusion of human beings and technology, the humanities and the technology.

Empirical Research on the Interaction between Visual Art Creation and Artificial Intelligence Collaboration (시각예술 창작과 인공지능 협업의 상호작용에 관한 실증연구)

  • Hyeonjin Kim;Yeongjo Kim;Donghyeon Yun;Hanjin Lee
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.1
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    • pp.517-524
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    • 2024
  • Generative AI, exemplified by models like ChatGPT, has revolutionized human-machine interactions in the 21st century. As these advancements permeate various sectors, their intersection with the arts is both promising and challenging. Despite the arts' historical resistance to AI replacement, recent developments have sparked active research in AI's role in artistry. This study delves into the potential of AI in visual arts education, highlighting the necessity of swift adaptation amidst the Fourth Industrial Revolution. This research, conducted at a 4-year global higher education institution located in Gyeongbuk, involved 70 participants who took part in a creative convergence module course project. The study aimed to examine the influence of AI collaboration in visual arts, analyzing distinctions across majors, grades, and genders. The results indicate that creative activities with AI positively influence students' creativity and digital media literacy. Based on these findings, there is a need to further develop effective educational strategies and directions that incorporate AI.