• Title/Summary/Keyword: Artists

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Development of a Page Turner Application based on Eye Tracking Algorithm for the Performing Artists (연주자를 위한 시선 추적 기반 페이지 터너 애플리케이션 개발)

  • Kim, Tae-Yu;Kim, Seokhoon
    • Journal of Digital Contents Society
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    • v.19 no.4
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    • pp.829-836
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    • 2018
  • Sheet music is one of the inevitable elements for successful melody interpretation, playing or rendering, and performance, most of performing artists usually utilize a paper sheet music in the cases. However, the paper sheet music can be a one of the reason to degrade the concentration of audiences and artists or entire performing flows. In addition, it might be a weakness to use a paper sheet music in an outside performing place. We propose an electronic sheet music page tuner application, which can overcome these problems, based on a Tablet PC. The proposed page tuner application, which uses the OpenCV to adapt an eye tracking and behavior recognition, can provide an automatical page pass function to the performing artists. We will expect that the proposed application can highly decrease the weakness of paper sheet music.

A Study on the Fine Art and Cultural Policy under the U.S. Military Government in Korea, 1945~1948 (미군정의 문화정책과 미술, 1945~1948)

  • Ahn, Jin-Ie
    • The Journal of Art Theory & Practice
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    • no.4
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    • pp.7-32
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    • 2006
  • This study is about the cultural policy related to fine art under the U. S. Military Government in Korea(USAMGIK), from September 8, 1945, to August 15, 1948. Drawing on the previous studies of Korean art history in the 'Liberation Period', this study especially concentrates on intention, attitude and activities of the USAMGIK. Particularly the historical documents, stored at the National Archives at the College Park, Maryland, U.S.A., were valuable to do research on the cultural policy of USAMGIK. The cultural policy was subordinated to the political objectives of occupation that can be summarized to building a stronghold of anti-communism in South Korea. Under the U.S. Military government control, cultural matters were assigned to the Cultural Section, the Bureau of Education, which later turns into the Bureau of Culture, the Department of Education. The Bureau of Culture dealt with matters of the ancient Korean art treasures and of the Korean contemporary art. USAMGIK reopened the Korean National Museum which had been closed by the Japanese since the World War II period. After that, U.S. Department of State sent arts & monuments specialists to South Korea for investigating ancient Korean art and culture. Although some of the destructed art treasures were restored during the occupation, th ere were many negative cases including intentional destruction of historic sites or loot of art treasures by U.S. army. In contrast to their interest in the Korean antiquities, USAMGIK payed little attention to promoting the Korean contemporary artists and their arts. USAMGIK distrusted and suppressed the artists of leftism, while they kept good relations with the pro-American artists and the right-wing artists. In conclusion, the visual-cultural policy of USAMGK was mainly planned and carried out in order to preserve the national interest of the United States. This period produced long-term effects on the fine art and visual culture of South Korea, in terms of institution, policy, and reorganization of art community based on anti-cummunism.

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A Study on the Characteristics of Graphics on Architectural Surfaces through Artistic Intervention (예술적 개입을 통한 건축표피의 그래픽 특성 연구)

  • Moon, Eun-Mi
    • Korean Institute of Interior Design Journal
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    • v.19 no.3
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    • pp.119-127
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    • 2010
  • This study investigates the examples of artistic intervention especially on the surface of architecture as a meeting place of art and architecture. Artistic intervention demonstrates the possibilities for the meaningful integration of arts into architectural spaces. This study summarizes the characteristics of artistic intervention on the surfaces of architectures as follow; first, the artistic intervention is applied to the broad ranges of designs including public art, architectural design and sign design that establish identities and unique characters to the spaces. Second, the artistic intervention on the surfaces is conducted by the participation of the various fields of artists, i.e. painters, installation artists, graphic designers and landscape designers. The artistic intervention is also conducted by individual collaboration between artists and architects as well as by the forms of public art of art-in-architecture program. Third, the artistic intervention on the surfaces is expressed using the complex combination of images, colors, patterns, and texts. They are applied to enhance the aesthetic and symbolic characters of buildings in public arts, to improve the visual characters of architectural design with graphics, colors, and patterns, as well as to increase communication skills and cognitive effects of sign design with letters and colors on walls and floor surfaces. Fourth, the artistic intervention is also applied on the surfaces to encourage people to communicate historic and symbolic meanings related to the locations and functions. Thus, graphics on the architectural surfaces could provide a public space, with which people could share common feeling on public arts. As a conclusion, the study finds that artistic intervention either as artworks or as elements of architectural design can not only enhance the aesthetic quality of architectural space but also expand the techniques of design representation. In addition, the artistic intervention can contribute to create a new realm of design where artists and architects work together to enrich our surroundings.

A Study on Characteristics of Swedish Furniture Company, $K{\ddot{a}}llemo's$ chair Design

  • Kim, Jin-Woo
    • Journal of the Korea Furniture Society
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    • v.17 no.4
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    • pp.1-13
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    • 2006
  • This study attempted to identify the characteristics of chair design from furniture company, $K{\ddot{a}}llemo$, the furniture manufacturer in Sweden manufacturing mostly the limited edition of art furniture on the basis of the unique management philosophy. There are 12 artists manufactured chairs for $K{\ddot{a}}llemo$. Of them, this study selected 4 artists-Sigurdur Gustafsson, John Kandell, Komplot Design, Mats Theselius-who designed at least more than three chairs. Total 25 chairs were analyzed; 6 from Sigurdur Gustafsson, 8 from John Kandell, 3 from Komplot Design and 8 from Mats Theselius. The chair structure was divided into three parts, seat, back and structure and analyzed by material, color, type of legs and finishing. The following results were derived from the study. First, $K{\ddot{a}}llemo$ secured the regular customers who want to possess the chairs as the artistic works by continuing the small quantity mass-production system insisting that the maximum quantity of production is 360 pieces and the minimum quantity is 33 pieces. Second, the sufficient time and cost were invested in the initial phase of design. This approach seems to be deviated from the traditional business system that has to create the revenue at a glance, but ultimately induces the commercial success by exponentially increasing the revenue through the creation of various product lines. Third, $K{\ddot{a}}llemo$ provides the space that the artists who work for $K{\ddot{a}}llemo$ can sufficiently enjoy the mental composure and luxury required for the designers by strictly selecting the artists and providing the best environment for enabling the creative activities that look like the pure art area. This study enables the further analysis and research on other collections of $K{\ddot{a}}llemo$ that mass-produces the chairs on the basis of the unique philosophy in the world as well as in Sweden using more various kinds of analysis frameworks.

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Fame-work Design on 3D Cyber Museum-Construction of Augmented Reality(AR) Creation Module of National Museum of Contemporary Art (3차원가상미술관 프레임워크디자인 - 국립현대미술관의 증강현실 창작모듈설계)

  • Lim, Janghoon
    • Trans-
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    • v.9
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    • pp.93-122
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    • 2020
  • I intended to establish Augmented Reality(AR) Museum of 3D Cyber Space where artists and graphic designers can freely create in user integrated environment. This study is aimed at building a sufficient and integrated production environment for artists and graphic designers who utilize three-dimensional simulation methods in integrated development environment(IDE). This study intends to build a 3D simulation engine and a creation module of augment reality of 3D cyber space in Android platform to help artists and graphic designers to freely perform their creation in IDE. Based on these designs, I produced exhibition rooms of National Museum of Contemporary Art in 3D virtual space in which artists and graphic designers can put the graphics they have created on display, conducted a user survey and conducted tasking to an Android smartphone.

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Government Visual Arts Support Policy (정부의 시각예술 지원정책)

  • Hyun, Young-ran
    • Journal of Communication Design
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    • v.60
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    • pp.402-412
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    • 2017
  • Since the 1990s, the role of the government has been shifting towards governance. This new governance emphasizes government's role in establishing a cooperative system with private organizations through network structure and interaction. In the 1990s, Korean Government support for artists and exhibitions increased unprecedentedly. In the 2000s, support for the arts shifted in ways so as to integrate genres. Simultaneously, in order to strengthen the creative capacities of artists, support for new artists, multi-art and fusion arts have increased. From 2010, 'visual arts' business support was provided. In addition, 'visual arts' was supported by a joint planning project from 2013 Also, an overseas residence program has actively supported exhibitions through international exchanges. Since 2005, it has expanded to cooperation with India, Iran and Asian countries as well as with the Betani Studio in Germany. In addition local government supported for artists and the Biennale, residences, regional cooperative business through the local cultural foundation.

The Effect of Group Counseling Program Based on the Strength of Characters on the Happiness of Youth Popular Culture Artists (성격강점기반 집단상담 프로그램이 청소년 대중문화 예술인의 행복감에 미치는 효과)

  • Yoo, Hyun-Mee
    • The Journal of the Korea Contents Association
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    • v.22 no.6
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    • pp.487-494
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    • 2022
  • The purpose of this study is to construct a personality strength-based group counseling program that can have a positive effect on the happiness of pop culture and arts people and to verify its effectiveness. To this end, 16 artists from entertainment agencies and art high schools in Seoul and Gyeonggi-do were recruited and assigned to experimental and control groups, and pre- and post-examinations were conducted on both groups as personality strengths and happiness tests. In order to verify the effectiveness of the program, the experimental group conducted a total of eight personality strength programs once a week and 60 minutes per session, and the control group was ignored. As a result of the study, the personality strength and happiness of the group participating in the program were significantly improved compared to the control group, showing that training to strengthen personality strength can lead a happier life by promoting the happiness of youth pop culture artists. This is meaningful in that it has created a starting point for managing the mental health of pop culture subjects.

Re-interpretation of Jeju Oreum image using artificial intelligence (인공지능(AI)을 활용한 제주 오름 이미지의 재해석)

  • Kang, Myo-seon;Yang, So-hee;Park, Jin-woo;Jwa, Dong-hun;Kim, Mincheol
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.252-254
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    • 2022
  • The purpose of this study is to show the works of Jeju artists and ways to contribute to the Jeju tourism industry, with the research background in that it has recently continued to accept the works of Jeju contemporary artists and draws active works. As a measure to achieve this research purpose, the Deep Dream Generator software was judged to be an effective method for promoting this study. As a specific research process, we will use the Deep Dream Generator to synthesize each of the works of Jeju artists and works of famous foreign artists provided by Deep Dream Generators with their own photos of Jeju Oreum and display the results, and attempt to reinterpret Jeju Oreum using artificial intelligence. In addition, it is expected to revitalize Jeju's art works and tourism by seeking ways to use the results in Jeju tourism products.

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A Case Study of Collaboration between Global Luxury Fashion Brands and Korean Contemporary Artists (글로벌 명품 패션 브랜드와 한국 현대 예술가의 콜라보레이션 사례 연구)

  • Park, Keunsoo
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.13-22
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    • 2023
  • Recently, global luxury fashion brands such as Gucci, Saint Laurent, and Louis Vuitton have been showing special interest in Korean contemporary artists and actively collaborating with them. This can be said to be a new change that is distinguished from previous collaborations of fashion brands. Therefore, this study investigated the cases of collaboration between global luxury fashion brands and Korean contemporary artists, and analyzed the types and characteristics to examine the trends and characteristics and draw meaning. As a result, fashion brands combine the characteristics of Korean art works of various genres with the brand concept and pursued values to create new sensibility and high value-added products. It can be seen that the intention was to prepare a place to draw out. In addition, it was found that collaboration was also utilized in terms of marketing so that domestic customers could visit the brand store with a sense of familiarity by utilizing Korea's artistic and cultural sentiments. Based on the results of this study, we intend to provide basic data for the development of creative contents for various collaborations between fashion and art that can help develop the modern fashion industry.

Coexistence Direction of AI and Webtoon Artist

  • Bo-Ra Han
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.2
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    • pp.87-99
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    • 2024
  • This study aims to identify the competencies required for webtoon artists to survive in the future era of AI commercialization. It explores the current and future use of AI in webtoons, and predicts the role of artists in the future webtoon industry. The study finds that AI will replace human workers in some areas, but human empathy-related fields can be sustained. Artist roles like story projectors, Visual directors, and AI editors were identified as potential models for the changing role of artists. To address terminology ambiguity, a three-step AI categorization mechanical type AI, humanoid type AI, and transcendent type AI was proposed for a more realistic separation of AI capabilities. The researcher suggested these findings as guidelines for developing skills in emerging artists or re-skilling existing ones, emphasizing collaboration with AI for mutual growth rather than a negative acceptance of new technology.