• Title/Summary/Keyword: Creative art

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A Research of Madeleine Vionnet's Work II (Madeleine Vionnet의 작품에 관한 연구II -연구대상 작품의 제작되어진 패턴을 중심으로-)

  • 박선경
    • The Research Journal of the Costume Culture
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    • v.4 no.1
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    • pp.93-109
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    • 1996
  • Madeleine Vionnet, a representative designer of the 1920′s, who made prefectly organized clothes with unique formativeness was the first to express fabric in a modern method and was called "The architect of fashion". This is because she developed a three dimensional design by expressing cloth-she rejected corset, should pad, etc-into elegant curved lines that do not stick to the body. By granting meaning to the beauty of the body and its movement in her own unique ways, she emphasized the formativeness in her work and gave shape to creative artistry. Expecially with the "Bias-Cut" she could express the lines of the body more flexibly and could make geometrical styles like the diamond shape dress or the triangle dress more effectively. Using the "Tired Bias cut" and "Handkerchief point" she let the skirt hemline dangle irregularly in geometrical forms, thus showing modern formative sense which forms a three dimensional solidness along the movement of the human body. Thus far, analyzed how the contemporary trend of art was reflected in her designs by studying her work; also investigated through her artistic characteristics and pattern method. Also be tried to find out what can be learned through her artistic view and superb formativeness as a designer.

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A study for characterizing personal ornaments designing education (대학 장신구 교육의 특성화를 위한 연구)

  • 김병찬
    • Archives of design research
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    • no.16
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    • pp.149-158
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    • 1996
  • Personal ornaments designing has a great influence on present-day life and culture and allied industries, but the current collges fail to provide its productive and creative programs because it is considered as just a part of metal crafts. Most colleges present programs only for producing items of pure fine art crafts, and therefore fail to present the programs that help the student to understand the related industries and their management. This study seeks to point to the problems of current personal omaments designing education in order to help to find its remedies, and tries to present long-term and short- term plans for them. I belive when the colleges develop their own suitable programs based on these plans, they will strengthen their ability to survive in this privailing open-door compryiyive world, widen their opportunities to contribute to related industries, and help the students to play better roles in the society.

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A Study on the Movement focused on Bernard Tschumi's Early Works (Bernard Tschumi의 초기 작품을 중심으로 본 움직임 연구)

  • Suh, Jeong-Yeon
    • Korean Institute of Interior Design Journal
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    • v.18 no.1
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    • pp.27-34
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    • 2009
  • Architect Bernard Tschumi had explored a new architectural conception through his own notional devices such as space, event and movement during 1970s. But, among these notions, the concept of movement was ambiguous and difficult to adopt it for architectural design strategy. Because the movements in everyday's behaviour or in dancing art are significantly different from architectural thought. However he had succeeded in coining the creative notion of movement as almost real body's and of living flesh. He invented an acute methodology and bold interpretation for his early experimental works. So, this paper tried to understand and analyse his concept of movement focused on his early works. The results of this paper's discussion are as follows; First, Tschumi's movement concept Is dynamic one operated by desire and can violate space in physical level as well as metaphysical level. Next, the movement performs the role of generator which deforms space or even generate it. Third, his movement can be readable only when you go down and bring it in practice. Also it Is unblocked potentiality, undetermined sequential material and unfinished practice. Fourth, when Tschumi's movement could be thought as walking, this walking movement makes up a story through rhetorical speech acts that are presented by turns and detours.

From Imagism to Vorticism: Understanding the Early Work of Ezra Pound

  • Hofer, Matthew
    • Journal of English Language & Literature
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    • v.64 no.2
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    • pp.171-185
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    • 2018
  • Students and other new readers of modernist poetry often experience difficulty with the influential early work of Ezra Pound. Although these typically brief poems may appear (deceptively) simple, an understanding of the relationship between Imagism and Vorticism is crucial to reading-or teaching-them effectively, which in turn requires significant familiarity with relevant poetics theories as well as representative poems. This essay clarifies the complex relations Imagism and Vorticism as two distinct styles that are too often conflated to the detriment of an accurate understanding of either one (and, in consequence, of the later modernist poetry that builds on their discoveries). In order to elucidate the modernists' justification of free verse over traditional metrical composition, I begin with an elaboration of T. E. Hulme's 1911 theory of the "cheerful, dry, and sophisticated" modern classicism on which both Imagism and Vorticism were largely predicated, developing Hulme's important distinction between the version of classicism that is "static" (and gives rise to Imagism) and the one that is "dynamic" (and leads to Vorticism and beyond it). In the following two sections, I draw upon and synthesize a broad range of Pound's own poetics statements to reveal the evolution of first sound ("melopoeia") and then the image ("phanopoeia") throughout his early work. Although the body of this article is analytical and historical in nature, it concludes with a practical template prompt for a creative response assignment, appropriate to undergraduate and graduate students, designed to help new readers recognize for themselves how Vorticist art works and why it matters.

Style on the Aesthetics of the Body in Contemporary Dance Works Focusing on the Works of TAO DANCE THEATER in China (현대무용 작품에 나타난 신체 미학 연구 중국 타오 댄스 시어터(TAO DANCE THEATER)작품을 중심으로)

  • Chen, Yue
    • The Journal of the Korea Contents Association
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    • v.22 no.5
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    • pp.611-619
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    • 2022
  • This thesis is about body language of Tao Dance Theater by combining Schuster's body aesthetic concept with the aesthetic characteristics of early dancers in modern dance. The body aesthetics of Tao Dance Theater were analyzed from the perspectives of minimalism and abstract aesthetics as they expressed and conducted overall research. Therefore, this study intends to analyze the elements such as the creative intention, content, body aesthetic, and costume stage of Tao Dance Theater's work <10>. Accordingly, it is meaningful in that it understands the aesthetic concept of the body asserted by Lee through the work, and analyzes the current state of development of modern dance art according to the change of the artistic trend.

A Comparative Study on the Features and Applications of AI Tools -Focus on PIKA Labs and RUNWAY

  • Biying Guo;Xinyi Shan;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.86-91
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    • 2024
  • In the field of artistic creation, the iterative development of AI-generated video software has pushed the boundaries of multimedia content creation and provided powerful creative tools for non-professionals. This paper extensively examines two leading AI-generated video software, PIKA Labs and RUNWAY, discussing their functions, performance differences, and application scopes in the video generation domain. Through detailed operational examples, a comparative analysis of their functionalities, as well as the advantages and limitations of each in generating video content, is presented. By comparison, it can be found that PIKA Labs and RUNWAY have excellent performance in stability and creativity. Therefore, the purpose of this study is to comprehensively elucidate the operating mechanisms of these two AI software, in order to intuitively demonstrate the advantages of each software. Simultaneously, this study provides valuable references for professionals and creators in the video production field, assisting them in selecting the most suitable tools for different scenarios, thereby advancing the application and development of AI-generated video software in multimedia content creation.

A Study of 3D Digital Fashion Design Using Kazmir Malevich's Formative Elements as AI Prompt (카지미르 말레비치의 조형적 요소를 AI 프롬프트로 활용한 3D 디지털 패션디자인 연구)

  • Jooyoung Lee
    • Journal of Fashion Business
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    • v.28 no.3
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    • pp.122-139
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    • 2024
  • Image-generated AI is rapidly emerging as a powerful tool to augment human creativity and transform the art and design process through deep learning capabilities. The purpose of this study was to propose and demonstrate the feasibility of a new design development method that combined traditional design methods and technology by constructing image-generated AI prompts based on artists' formative elements. The study methodology consisted of analyzing Kazmir Malevich's theoretical considerations and applying them to AI prompts for design, print pattern development, and 3D digital design. This study found that the suprematist works of Kazmir Malevich were suitable as design and print pattern prompts due to their clear geometric shapes, colors, and spatial arrangement. The AI-prompted designs and print patterns produced diverse results quickly and enabled an efficient design process compared to traditional methods, although additional refinement was required to perfect the details. The AI-generated designs were successfully produced as 3D garments, thereby demonstrating that AI technology could significantly contribute to fashion design through its integration with artistic principles. This study has academic significance in that it proposes a prompt composition method applicable to fashion design by combining AI and artistic elements. It also has industrial significance in that it contributes to design innovation and the implementation of creative ideas by presenting an AI-based design process that can be practically applied.

A Case Study of PBL in a College General Art Class (융복합수업모형으로서의 PBL(Problem-Based Learning) : 대학교양미술 수업사례를 중심으로)

  • Kang, Inae;Lee, Hyun-Min
    • The Journal of the Korea Contents Association
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    • v.15 no.11
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    • pp.635-657
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    • 2015
  • The current society characterized by knowledge-based information technology and multiculturalism put more emphasis on problem-solving skills, creative thinking, and communication skills than any other periods did. In response to the demand of the current times, multidisciplinary, or convergence courses and majors are being created and conducted in college education, yet, with the lack of specific teaching and learning model for the convergence courses. In this context, this study aimed to examine PBL as an instructional model for the convergent approaches in classroom, since PBL has been regarded as a model for fostering the 21st century learning capabilities for student coupled with the learning principles of authentic tasks, learner-centeredness, collaborative learning. This study, after conducted a PBL course for the general art education during the summer semester of 2014, analyzed the result using data collected from students' reflective journals, in-depth interviews, and SNS posts among the students. The result presented students' enhanced self-respect, increased interest in their learning and communication skills, and their recognition of the value on diversity and empathetic attitudes toward each others. In conclusion, PBL showed its potential as an alternative instructional model for the multidisciplinary and convergent learning in college education.

Art based STEAM Education Program using EPL (EPL을 활용한 예술 중심의 STEAM 교육 프로그램)

  • Jeon, SeongKyun;Lee, YoungJun
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.4
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    • pp.149-158
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    • 2014
  • The rapidly changing 21st-century knowledge and information society is emphasizing converged education that crosses various academic fields. In particular, the society expected the cultivation of the talent who balance scientific creativity and artistic sensitivity by adding arts to the existing converged education revolving around science and technology. However, at present, most STEAM education has been actively conducted with a focus on science and technology, whereas the subject of arts has been regarded or utilized as a supplementary means. Its problem is that the educational characteristics and values of art education have not been effectively utilized in educational terms and this could lead to superficial integrated education. In this respect, this study had the knowledge of various fields, such as science, technology, and mathematics, utilized usefully during the process of experiencing and creating arts. Accordingly, this study designed an education programs as with the case of Nam-Jun Baek who expanded the dominion of arts by creatively utilizing his own time's scientific technologies. In this educational process, the target program was developed in a manner that enables EPL to be utilized essentially as the study's knowledge-based tool and medium. The results of applying this educational program in 5th-grade elementary school students showed that the program has positive effects on the creative attributes of the students.

A Study on the utilizing parody and pastiche in Contemporary Art Works (현대 예술 작품에서 나타나는 패러디와 패스티쉬에 관한 연구)

  • Song, Ho-Jin;Jeong, Eui-Tae
    • Journal of the Korea Convergence Society
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    • v.6 no.6
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    • pp.201-212
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    • 2015
  • They insist that there is no more new stuff in modern art to change every circumstance rapidly. According to this situation, they recreate the works which are made with the existed idea or materials, and also transform creative concept which cites the existing functions with modern meaning. Furthermore they can look into any data everywhere from their daily routine using the internet. And this must become one of the general forms which they imitate others' works which are referred or chosen in modern art. These social complextion is called a parody and pastich is technique of the Post Modernism which is the existence of past. Using the new construction, the parody and pastich which can accomplish some better value and bring other meanings makes original recreation with the concept of copying and repeating. It keeps changing and is shaping up to be different aspect so far. Every field has a little different term using its own expression but it keeps empathizing each other a same essential meaning. Although it is like universal mode of expression, It is fact that the public cannot distinguish what is creation, imitation, or piracy. This thesis shows the concept of it and files for terms which is using like that. At last it selects some artist who worked with parody and pastich analyses and compares them and their works.