• Title/Summary/Keyword: Media-Aesthetics

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The Characteristics of Affective Turn in Media Arts through Relational Aesthetics -Centered on the Digital Works of TeamLab- (관계미학을 통한 미디어아트의 정동적 전회의 특성 -TeamLab의 디지털 작품을 중심으로-)

  • Xiao, Lin;Lee, Hyun-Seok
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.323-337
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    • 2021
  • This study will attempt to analyze media art and discuss its main characteristics by using the concept based on Relational Aesthetics 'Affective Turn' as a basis of the theory. In addition, this study has some theoretical and practical implications, both in terms of the research and analysis of artworks and the structure development of art theories and aesthetics. To conduct the research, I have gone through a literature review on previous studies related to media art and Relational Aesthetics. Then, I have conducted a case study on the media art of TeamLab. This study shows that from the perspective of Relational Aesthetics, media art shows unique characteristics such as borderless and shareability. Moreover, it can allow the audience to actually 'feel' the relationship and integration between various objects. I hopethat this research could be used as a solid basis for future research and helpstrengthen the interaction between modern art and the public.

A Study on Creation Discourse of Digital Story in Tablet PC : Focused on < Alice for the iPad > (태블릿PC 기반의 디지털소설 담화생성 연구 : < Alice for the iPad >를 중심으로)

  • Han, Hey-Jin
    • Journal of Digital Contents Society
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    • v.12 no.2
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    • pp.225-232
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    • 2011
  • is an innovative creation, accommodating characteristics of various genres and media, ranging from elements of media aesthetics to visual aesthetics and games. Although it takes a form of a book, it exceeds stereotypes seen in paperbacks or eBooks. Because of such differentiated characteristics of this appBook (which is provided in the form of app), it induce users(readers) to conduct interactional activity. This study will mainly discuss about the formation of discourse of app based digital novel in a media aesthetic point of view. Considering the mutual relation between property of media and contents of stories, it is desirable to accommodate the mutuality of understanding between the digital media and formation discourse in creating stories.

A Study of the Mimesis in Media Costume Design (미디어의상 디자인에 표현된 미메시스 연구)

  • Yang, Su-Mi;Kwon, Mi-Jeong
    • Fashion & Textile Research Journal
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    • v.13 no.3
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    • pp.309-320
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    • 2011
  • Since Homeros in Greece, Mimesis was thought to be an art to imitate the nature, and it means an imitation of the nature classically. Mimetic theories were set to be a kind of art work in the era of Renaissance, and the terminology of mimesis was widely used to replace it with an originality in the 15th century. The purpose of this study is to understand the aesthetics of mimesis expressed in media costume design. For this purpose, I investigated the theories of the mimesis, categorized the definition, then applied those categories for media costume design. Documentary studies were conducted through aesthetics, fashion books and demonstrative studies were processed by analyzing photos from collection fashion magazines and media DVD, video, fashion site of internet. In the history of aesthetics, the mimesis could be defined into three categories; the external representation mimesis, the internal symbol mimesis and the multiful meta mimesis. In media costume, the representation mimesis included design historical point of view, a period that of 1900s and ancient representation mimesis. The internal mimesis included symbol of religion, character, riches, psychology and fear mimesis. The multiful meta mimesis included hybrid and distortion mimesis. Analysis on the mimesis expressed in media costume design fashion may provide an excellent method for understanding human aesthetic in costume.

Aesthetic Review on the Apparatus Characteristics of the Hyperrealistic Digital Animation (극사실주의 디지털애니메이션의 장치 특성에 대한 미학적 고찰)

  • Hyun, Seung-Hoon
    • The Journal of the Korea Contents Association
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    • v.8 no.9
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    • pp.94-100
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    • 2008
  • These days, there are a lot of digital images, which are using to communicate with each other people, can make a liberal and creative media. In this environment, the studies on the digital animation would play a leading role of the aesthetic and technology developments for creative digital images. Digital animation images have their own aesthetics, and characteristics. They should be considered as a part of technology expansions. In particular, hyperrealistic digital animation should be more concentrated in the mutual relation between technology and aesthetic, because hyperrealistic digital animation has not only an appartus feature as a side of aesthetics, but a technology feature as a post modernistic media. Therefore the technology of digital animation as a the possibility of future growth for media should adhere strictly the peculiarity of digital aesthetics.

Aesthetic Potential and Value Characteristics of the Game (게임의 미학적 잠재성과 가치 특성)

  • Lee, Jangwon;Yoon, Joonsung
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.131-148
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    • 2016
  • The cultural status of the game is always compared with the various area of art, and this discussion is continuing from appearance of the game to the present. During the same period, the cultural influence of the game is gradually increased, but public awareness was significantly undervalued the artistic value of the game. So, the change in this evaluation is needed in order to constantly maintain a cultural influence and to provide a positive influence on our society. Therefore, it is required that the research to prove their aesthetic value in the viewpoint of the game. This paper explores the new aesthetic potential of the game through a discussion of various similarities and the relationship between games and art. We look at the views on the game from the artistic point of view through game art and art game. And it find out the aesthetic subject and value of game. Finally, the approach through features of the information aesthetics and the generative aesthetics helps your understanding of the game aesthetics.

The impact of Fashion Brand Collaborations in Sandbox Games on Purchase Intention: The Role of Brand Coolness and Self-Avatar Identification

  • He Yang;Ding Hongyi;Geng Yingjie;Chen, Mingyuan;Yoo, Seungchul
    • International journal of advanced smart convergence
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    • v.13 no.3
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    • pp.214-226
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    • 2024
  • This study examines the impact of fashion brand collaborations in sandbox games on consumer purchase intentions, focusing on brand coolness and self-avatar identification. Through online surveys of U.S. consumers aged 20-40, it finds that aesthetics, scarcity, and familiarity contribute to brand coolness, with only aesthetics directly impacting purchase intentions. Emotional engagement, self-expression, and perceived enjoyment enhance brand coolness, with emotional engagement being the most influential, and all except perceived enjoyment positively affect purchase intentions. Brand coolness from collaborations positively impacts purchase intentions, indicating that positive consumer attitudes drive behavior. Self-avatar identification moderates the relationships between familiarity and brand coolness, self-expression, and purchase intentions, and moderates the mediating effect of brand coolness. The study underscores the importance of self-avatar identification in shaping consumer behavior and calls for further research in diverse industries and new marketing forms.

Self-reflexivity in Animation Media -focusing on exposure of production process and intertexuality- (애니메이션의 매체적 자기반영성 -생산과정의 노출과 상호텍스트성을 중심으로-)

  • Suh., Yong
    • Cartoon and Animation Studies
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    • s.34
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    • pp.81-104
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    • 2014
  • Self-reflexivity means consciousness turning back on itself and breaks with art as illusionism and exposes their own factitiousness as textual construct. Self-reflexivity in media deals with the media's condition and process itself and tends to pull viewers out of the reality represented on screen by reminding them that is a media's construction or illusion on the screen. Representation aesthetics has been recognized with an essential theory of the art since Ancient Greek, but it has encountered crisis with the invention of the photography and the cinema in the early 1900s. The supreme transparency of the new media induced a new perspective for the representation aesthetics, which had dominated the art world. The art derived from the representation stood on the crossroad of changing direction. Modernism aesthetics wanted to search for the self-referentiality in order to the replace the past principal. This essay focuses on self-reflexivity in animation and their methodology. First, the change of representation aesthetics in visual arts will be discussed. Second, animations exposing their process of production and components will be analyzed, and lastly, intertextuality in animation will be dealt. I hope to provide the vision of the expanded animation media with this study.

Effect of screen size of smart media on viewer's evaluation and presence -Focused on TV documentary (스마트 미디어의 화면크기가 수용자의 평가와 프레즌스에 미치는 영향-TV다큐멘터리를 중심으로)

  • Park, Dug-Chun
    • Journal of Digital Convergence
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    • v.12 no.1
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    • pp.525-530
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    • 2014
  • This experimental research explores the effect of screen size of smart media on viewer's evaluation and presence. For this experimental research, 2 groups of subjects composed of university students were exposed to TV document video clips which were shown by two different size of smart media, and evaluation and presence related questions were asked analysed. This research found that subjects exposed to large smart media showed higher degree of image aesthetic evaluation and presence than those exposed to small media. but the effect of screen size of smart media on viewer's program evaluation was not found. Through this study, screen size of smart media is main factor which has effect on image aesthetics and presence of TV documentary.

A study of contempt characters for storytelling (스토리텔링을 위한 모멸형 케릭터 연구)

  • Lee, Kang-Hyun
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.777-784
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    • 2013
  • A novel is a conversation between self and the real world. They are not only sensitive act to the real world, but also a pattern of the real through the converse between self and the real world without making the real his own. This analysis on the works of Son and his essence shows that he tried to express his self-denial aesthetics and human-denial aesthetics as well as self-closing aesthetics.