• Title/Summary/Keyword: Integrated Art

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A Review of Studies on the Educational Influence of Drama and Theatre in South Korea (국내학술논문을 통해 살펴 본 연극의 교육성관련 연구 동향)

  • Kim, Su-youn
    • (The) Research of the performance art and culture
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    • no.36
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    • pp.649-691
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    • 2018
  • A number of studies on the educational influence of drama and theatre have increased since the 1990s in South Korea. These days, more Korean researchers seem to have recognised the educational influence of drama and theatre than before. At this time, it is meaningful to look into how the domestic trend of studies has changed and developed over the past thirty years. This paper especially adopted a bibliometric method to analyse the trend by time of studies from the late 1990s to 2017. In addition, target age, research topic and research approach of each study were investigated. Some of terminologies particularly used in South Korea were also defined to help young researchers' understanding in this paper. In detail, the total number of studies for the last thirty years is 225 and the first domestic study on the educational power of drama and theatre was published in 1994. In the 2000s, there was quantitative expansion in terms of the number of studies and topics. Eventually pragmatic and integrated features of the studies were found in the 2010s. It is anticipated that the pragmatic and integrated features of the studies will be stimulated to fit into the need of the time. Until now, the most fevered research target age was mainly primary school students. However, it would be possible to widen a target age range in the future. It should be considered having collaboration among researchers who have different expertises for conducting higher quality studies.

The Effects of Human Relationship Class Using Simsang-Poetry Therapy on the Mental Health of Nursing Students (심상 시치료를 활용한 인간관계 수업이 간호대생의 정신건강에 미치는 효과)

  • Jeong Hye Bak;Hyun Mi Jo
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.137-144
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    • 2024
  • This study shows the effectiveness of mental health by applying the Light of the Mind program to 45 nursing students who applied for the Human Relations class at JS University and showed 90% attendance once a week for a total of 10 sessions and 60 minutes per session. The 'Light of the Heart' program was carried out in the Simsang-Poetry therapy stage and technique, an integrated art and cultural therapy that recognizes the 'light' representing 'inner positivity'. As a result of phenomenological and qualitative analysis of the participants' descriptions, the categories of source, healing power, positive perception, self-realization, positive emotion, potential, and self-awareness were shown, and there was a statistically significant difference in the experimental group compared to the control group when analyzing before and after the resilience scale. This study is significant in that it improved the mental health of nursing students through human relations classes. It is necessary to develop and carry out various programs for the promotion of human relations and mental health of college students, and it will be helpful to the mental health of modern people by expanding this program to the general public.

The Characteristics and Settlement of Drama Education in German School - Focusing on Drama Class of Secondary School- (독일학교 연극교육의 정착화와 연극수업의 특징 -중등학교 연극수업을 중심으로-)

  • Lee, Won-Hyeon
    • The Journal of the Korea Contents Association
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    • v.16 no.6
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    • pp.114-122
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    • 2016
  • For the correct settlement of 'drama' subject mentioned as a new art subject within school education of Korea, this paper deals with the relevant contents by using German drama education equipped with the systematic educational system in the world as an objective model. First, analyzing the historical correlations between German school and drama education, this paper refers to the settlement process of drama education in German school after the enforcement of educational reform policy in Germany of 2009, and also the direction and characteristics of drama class. Such a research background contains the objectives to directly/indirectly verify the suitability of drama education for the suggestion of convergence(integrated) education and increase of creativity required for the current Korean school education, and also to be helpful to the establishment of institutional directions for Korean culture & art education in the future.

Development of a Model of Animation Education Contents applied in STEAM (융합인재교육(STEAM)을 위한 애니메이션 교육콘텐츠 모형 제안)

  • Chang, Seyoung;Chung, Jeanhun
    • Journal of Digital Convergence
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    • v.13 no.2
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    • pp.333-341
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    • 2015
  • The purpose of this research is to study possibilities of animation education in art centered STEAM. We suggest not the animation education contents model of a functional skills of the past but the one for STEAM. In order to suggest the role of animation education, we should first study the convergence values of animation. And this study make a curriculum of animation for the creativity by convergence thinking. Finally, this study build the animation class model applied in STEAM by Fogarty's integrated education method. By studying, we can get the result that animation has the convergence characteristics and it has the effective role of art centered STEAM education for the convergence thinking. Also, it is expected that the results of this study will contribute to education and training of convergence of the global talent with creativity in STEAM.

A Study on the Structural Characteristics and Metal Ornament of Jeonju-Jang (전주장의 구조적 특징과 금구장식 연구)

  • Baik, Da hee;Lim, Seung Taek
    • Journal of the Korea Furniture Society
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    • v.28 no.3
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    • pp.207-223
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    • 2017
  • Jeonju-Jang is the wood furniture that was made in Chonbuk Jeonju province during the Joseon Dynasty, and was used by middle-upper social classes. It has value as a local cultural heritage because it has unique characteristics in terms of the shape of the furniture, the metal ornament and various functions are integrated in accordance with user's requirements. Therefore, the purpose of this study is to define the structural characteristics of the Jeonju-Jang through case studies of 16 existing artifacts in order to preserve and inherit the value as local cultural resources. The conclusion is as follows. First, Jeonju-Jang in the late period of Joseon Dynasty that is made up of one board to the bottom with the binding of the board. and the front wall, the Juibyuckkan and the Meoruemkan are omitted or made small, so the structure of the surface is simple. There are three or four drawers under the Cheon pan(top plate). There are drawers and shelf inside the hinged door. In the case of a two-layer type, there is a Gaegumeong type door which has half of one side hinged. Second, Jeonju-Jang of the Japanese Ruling Era had a Juibyuckkan by frame binding and an increase in the number of Meoruemkan. and it had independent legs. The Cheon-pan(top plate) was more left and right than both sides. Third, in the late Joseon Dynasty period as a feature of the metal ornaments, cast iron and yellow brass were used as materials. In the Japanese Ruling Era, nickel was mainly used. Various patterns were engraved and the number increased, and it became gorgeous surface as a whole.

Service model strategy for the Promoting of game industry (게임 산업 육성을 위한 서비스모델 전략)

  • Kwon, Hyeog-In;Park, Jeoung-Eun;Joo, Hi-Yeob;Choi, Yong-Seok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.4
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    • pp.1589-1596
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    • 2011
  • Through the convergence of the games industry value creation is possible regions. It typically appears as a Serious Game. Education, medical, defense such as industry and convergence are creating greater added value. The government also identified the importance of the games industry, and the budget set, game development, support business, human resources development policy, along with business and industry to industry to solve the social problems of regulatory policy and operations are being announced. However, by accessing it from a different perspective on the continued growth of the industry's problems is thought to act as. Thus, policymakers in government positions and in fact industry to conduct business in the private sector to reflect both the position of the design of a new development approach is needed. In this study examines the current game industry development policies, as well as activities at corporate level and industry level, the activities of national at the same time that the service should consider using a model with an integrated perspective of the games industry development policy is proposed.

Investigation into Industrial Application of Creative Knowledge Creation Model Using Whole Brain Theory and Creative Thinking Tools (전뇌 이론과 창의적 사고 도구를 활용한 창의적 지식 창출 모형의 산업적 적용에 관한 연구)

  • Jo, JooHyung;Yang, DongYol;Choi, ByoungKyu
    • Knowledge Management Research
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    • v.6 no.2
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    • pp.1-22
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    • 2005
  • Knowledge is recognized as the most important asset among enterprises. Therefore, the necessity of knowledge management is ever on the increase nowadays. While many people have endeavored to develop knowledge storage, sharing and usage, knowledge creation is not sufficiently investigated for practical application, because knowledge creation is largely related to creativity and difficult to establish a systematic methodology. In order to overcome such problems, the creative knowledge creation model is proposed by using the whole brain theory and creative thinking tools. First of all, the creative knowledge creation model is based on the Nonaka's knowledge creation model integrated with the whole brain theory. The whole brain theory is then used as a standard to organize a whole brain team that is composed of members who have diverse thinking patterns. For creative thinking tools, the mandal-art and the contradiction matrix of TRIZ are used for a knowledge conversion. Each process of the creative knowledge creation model is sequentially suggested and several terms are defined. In order to verify the effectiveness of the creative knowledge creation model, the proposed model is applied to the development of a dishwasher with a new concept. According to the order of the proposed method, the model is applied twice in the cycle of spiral evolution. Three kinds of dish-washing methods have been developed using the proposed model. The results of the application are then analyzed and presented.

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Analysis and Design of Arts and Culture Content Creation Tool powered by Artificial Intelligence (인공지능 기반 문화예술 콘텐츠 창작 기술 분석 및 도구 설계)

  • Shin, Choonsung;Jeong, Hieyong
    • Journal of Broadcast Engineering
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    • v.26 no.5
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    • pp.489-499
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    • 2021
  • This paper proposes an arts and culture content creation tool powered by artificial intelligence. With the recent advances in technologies including artificial intelligence, there are active research activities on creating art and culture contents. However, it is still difficult and cumbersome for those who are not familiar with programming and artificial intelligence. In order to deal with the content creation with new technologies, we analyze related creation tools, services and technologies that process with raw visual and audio data, generate new media contents and visualize intermediate results. We then extract key requirements for a future creation tool for creators who are not familiar with programming and artificial intelligence. We finally introduce an intuitive and integrated content creation tool for end-users. We hope that this tool will allow creators to intuitively and creatively generate new media arts and culture contents based on not only understanding given data but also adopting new technologies.

A Study on the Experimental Animation and Movement Expression of Norman McLaren (노먼 맥라렌의 실험적 애니메이션과 움직임 표현 연구)

  • Hong, Il-Yang
    • The Journal of the Korea Contents Association
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    • v.19 no.4
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    • pp.458-465
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    • 2019
  • Experimental animation is an independent art animation and a visual art that is integrated with the spirit of experimentation. Norman McLaren pursues original beauty in each piece through scientific exploration of visual expression technology and experiment that transcends common sense with great creativity and sensitivity, and the aesthetic value of animation is very high as the master of experimental animation that has brought innovation of real image media today. Therefore, it is meaningful to analyze the experimental expressions of Norman McLaren, who expanded the field of experimental animation by challenging various techniques and carried out a ceaseless search for motion creation between each frame, and to study the expressions of movement he focused on. The most significant feature of his movement expression was analyzed as repetition of motion and repetition of metamorphosis. I hope that this derivation will be understood as experimental animation of experimental method which requires more specific type of inquiry than simple question about experimental method. Also, I hope that it will be meaningful as a preliminary study to deeply explore the possibility and direction of animation creation in university education.

A study of fashion illustration applying grotesque characteristics (그로테스크의 특징을 활용한 패션 일러스트레이션 연구)

  • Heo, Seungyeun
    • Journal of the Korea Fashion and Costume Design Association
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    • v.21 no.1
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    • pp.35-45
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    • 2019
  • This study was initiated to add value to fashion illustration as a genre of plastic art, as its importance as a progressive visual art is growing. The research purpose is to analyze characteristics of Grotesque, a subculture that emerged from the challenges and problems of groups which deviated from social and cultural trends, and to develop fashion design illustration utilizing the characteristics unique to that subculture. As a method of research, this study examined the characteristics and expression methods of Grotesque, which appeared in fashion literature, referenced a prior study of Grotesque, and developed fashion design illustration using Grotesque as a based. The result of this study are as follows. First, the characteristics of Grotesque that are applicable to fashion illustration were derived as 'evil, aversion, playfulness, heterogeneity, and abnormality'. Second, the expressive elements of Grotesques, reflecting the beauty of ugliness, present a methodology for developing new and creative fashion design illustrations. Third, it was found that Grotesque fashion illustration is a visual tool that is suitable for expressing the problematic origins of human existence, values, alienation, and social chaos. Fourth, 'arthropod' motifs were identified as a suitable theme for extracting the newly integrated Grotesque images through the process of contradiction and confrontation between humans and objects. Fifth, the Grotesque fashion illustrations could be understood in terms of plastic arts, and could provide a gateway to rediscovering human dignity. Based on the finding, we expect that creative design thinking and development that combines the motifs of various themes and Grotesque's expressive methods will proceed more deeply and specifically.