• Title/Summary/Keyword: New media art

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The significations of 'The absence' as an advertising creative (광고 크리에이티브로서의 '부재 (absence)' 의 의미작용에 관한 연구)

  • Park Young-Won
    • Journal of Science of Art and Design
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    • v.4
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    • pp.5-25
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    • 2002
  • It is not easy to get more attention as a prominent advertising expression among various types of numerous advertisements. Due to the voluminous expansion of advertising communications and the change of the media, new advertising creatives must be needed for serving to differentiate the message , inviting audiences to participate more positively in advertising communications This thesis aims at reviewing the absence as an advertising creative. And this thesis is about the significations of the absence. Chapter I describes the aim of this thesis about the absence as an advertising creative And Chapter II introduces the general concept, perception of the absence and its possibilities as an advertising creative And also mentions about the absence as one of paradoxical expressions with rhetorical theories as well as semiotics. Chapter III deals with the signification of the absence with introducing semiotic methods such as the theory of R. Barthes Chapter IV discusses the signification of the absence as an advertising creative talking into consideration of semiotic theories. And I categorize the types of the absence in advertising expressions. The absence is categorized into 5 types in this thesis. Type (1) is the absence of product which is supposed to be advertised, type (2) is the absence of product and make product image located out of main image of an advertising expression for introducing features of a product itself. And type (3) is the absence of the imaginary audience to invite an audience to participate more spontaneously. Type (4) is the absence of headlines, and type (5) is the absence of almost all visual images and verbal message but a corporate symbol or brand logo. The signification of S types of the absence can be described on the basic of semiotic theories, especially the theory of R. Barthes. It's my hope that this thesis about the absence as an advertising creative will serve as the basic theory for the empirical research about advertising expressions containing images of the absence.

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A case study of modern urban night-lighting (현대 도시의 야간 라이트 사례 연구)

  • SHI, YU;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.365-371
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    • 2021
  • In this paper, the writer studies the lighting technology and types used in urban night lighting performance. With the continuous change and innovation of life style in today's society, the multiple functions of the city continue to develop. At present, urban night lighting is not limited to lighting the landscape in the daytime by lighting tools. It uses new digital lighting technology to deduce innovative and constantly changes digital nightscape. In this way, through the integration of urban nighttime lighting and modern digital art, the city's brand image can be improved and its economic development will also be affected. In this way, through the integration of urban nighttime lighting and modern digital art, the city's brand image can be improved and its economic development will also be affected. With the development of innovative lighting technology, urban night scene will provide more rich experience in media design.

A Study on the Performative Case of Contemporary Ceramics through Convergence with Performance (퍼포먼스와 융합을 통한 현대 도예의 수행적 사례 연구)

  • Chung, Yong Hyun
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.227-232
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    • 2022
  • This thesis studies and analyzes the performative expression and meaning of ceramic performance art in the diversifying contemporary ceramic art. Therefore, after analyzing the ceramic performance works of Miquel Barcelό, Josef Nadj, Kang-hyo Lee, Teri Frame, and J. J. McCracken, I tried to find out the performativity and effectiveness of the performance. As a result of the study, the ceramic performance shows the expandability beyond the expression form and production process shown in general ceramic artworks through physical actions using clay. In addition, the real-time performance of the actor is a process embodiment of creating an event, and the open structure in which the artist and the audience relate to each other enables interpretation and understanding in a different way than before. Convergence attempts with other media imply borderlessness in contemporary ceramics and show the possibility of expanding into new field. This is expected to have a positive impact that breaks the ideological frame of the ceramic arts field, which has strong craft characteristics.

Media Work as Creative Labor?: Toward Critical Inquiry of Media Work with Critical Cultural Economy (창의적 일로서의 미디어 노동?: 미디어 노동의 문화경제 분석을 위한 시론)

  • Seo, Dong-Jin
    • Korean journal of communication and information
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    • v.57
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    • pp.33-48
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    • 2012
  • Over the last decades, the issue of work or labor has played a critical role in prevailing discourses to represent the changed economic reality. Aesthetic labor, cultural work, network labor, team-work and alike, have played a dazzling role to represent the emerging economic order, employing the word of labor. Certainly, it is not less than a part of a wide range of shifts in order to make capital work with more effect by making up a workable and governable subject. In this article, I try to examine shifts around the media work which has contributed to expand the new discourse of 'labor.' I will say that it is quite crucial for accounting for the reality of media work to shed light on moves to represent media work, and, among others, one to transform the subjectivity involved in it among others. Furthermore, it would be necessary to take a close look at the subjectivity of media work and its modification to deal with and eliminate the precariousness of media work. Saying about media work without paying any attention to heterogenous and various practices to compose a media work, one is forced to regard media work as the matter of economic and legal interests. In addition, it would bring about that the cultural political concerns of media work will be detached from critical sight of the media cultural studies. Referring to major studies around media work in critical media studies, cultural studies and political economy of communication, this article will briefly look into the arrangement of contentions around subjectivity of media work in South Korea. And it will try to suggest what cultural-political strategy we need to investigate, fighting against the hegemonic power to generate and regulate media work and its workers in precarious conditions. It does not intend to search the media work and its complicated realities in detail in South Korea. I wish that it would make a preliminary step to propose and elaborate the critical analysis of media work and its form of subjectivities.

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Seeking for a Curriculum of Dance Department in the University in the Age of the 4th Industrial Revolution (4차 산업혁명시대 대학무용학과 커리큘럼의 방향모색)

  • Baek, Hyun-Soon;Yoo, Ji-Young
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.3
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    • pp.193-202
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    • 2019
  • This study focuses on what changes are required as to a curriculum of dance department in the university in the age of the 4th industrial revolution. By comparing and analyzing the curricula of dance department in the five universities in Seoul, five academic subjects as to curricula of dance department, which covers what to learn for dance education in the age of the 4th industrial revolution, are presented. First, dance integrative education, the integration of creativity and science education, can be referred to as a subject that stimulates ideas and creativity and raises artistic sensitivity based on STEAM. Second, the curriculum characterized by prediction of the future prospect through Big Data can be utilized well in dealing with dance performance, career path of dance-majoring people, and job creation by analyzing public opinion, evaluation, and feelings. Third, video education. Seeing the images as modern major media tends to occupy most of the expressive area of art, dance by dint of video enables existing dance work to be created as new form of art, expanding dance boundaries in academic and performing art viewpoint. Fourth, VR and AR are essential techniques in the era of smart media. Whether upcoming dance studies are in the form of performance or education or industry, for VR and AR to be digitally applied into every relevant field, keeping with the time, learning about VR and AR is indispensable. Last, the 4th industrial revolution and the curriculum of dance art are needed to foresee the changes in the 4th industrial revolution and to educate changes, development and seeking in dance curriculum.

A Study on the Online Perception of Chabak Using Big Data Analysis (빅데이터 분석을 통한 차박의 온라인 인식에 대한 연구)

  • Kim, Sae-Hoon;Lee, Hwan-Soo
    • The Journal of Society for e-Business Studies
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    • v.26 no.2
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    • pp.61-81
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    • 2021
  • In the era of untact, the "Chabak" using cars as accommodation spaces is attracting attention as a new form of travel. Due to the advantages, including low costs, convenience, and safety, as well as the characteristics of the vehicle enabling independent travel, the demand for Chabak is continuously increasing. Despite the rapid growth of the market and related industries, little academic has investigated this trend. To establish itself as a new type of travel culture and to sustain the growth of related industries, it is essential to understand the public perception of Chabak. Therefore, based on the marketing mix theory and big data analysis, this study analyzes the public perception of Chabak. The results showed that Chabak has established itself as a consumer-led travel culture, contributing to the aftermarket growth of the automobile industry. Additionally, consumers were found to be increasingly inclined to enjoy travel economically and wisely, and actively share information through social media. This initial study on the new travel trend of Chabak is significant in that it employs big data analysis on a theoretical basis.

The Possibility of Contemporary Ceramics Creation through the Convergence of Materials -Focusing on Paperclay- (재료의 융합을 통한 현대도예의 창작 가능성 실험연구 -페이퍼클레이를 중심으로-)

  • Lim, Yun Jun;Park, Jung Won
    • Journal of Digital Convergence
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    • v.19 no.7
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    • pp.303-312
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    • 2021
  • The Possibility of contemporary ceramics creation through the convergence of materials In modern society, the creation of new values through convergence is emerging as a new trend. Modern potters are also trying to expand a new concept of art by combining various materials with other media. In craft, materials are essential and the most fundamental elements of expression. Therefore, from the viewpoints of various fusions, the significance of the fusion between materials will be explored. Also, focusing on paperclay, which is the most likely to be transformed material, we explore creative possibilities in the process of producing materials and works. Chapter 2 presents the concept and significance of fusion and material properties, and introduce the trend of fusion used in contemporary ceramics as material expression. In Chapters 3 and 4, characteristics and possibilities are examined through paper clay production and presentation based on the structure of the previous analysis. As a result, it is intended to present the direction that modern ceramics should pursue through a fusion phenomenon such as bonding between materials in the future and to explore potential possibilities for development.

An Interpretation of Jeungsan's Haewon(解冤) Thought in Film - Focusing on The Way of Peace (1984) - (강증산(姜甑山)의 해원사상에 대한 이해 - 영화 <화평의 길>(1984)을 중심으로 -)

  • Ahn, Shin
    • Journal of the Daesoon Academy of Sciences
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    • v.23
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    • pp.109-152
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    • 2014
  • This paper deals with the artistic expression of religious thought in terms of the uniqueness of different images and creativity. The relationship between religion and art is complicated but popular in modern society. Film becomes the icon of modern culture to enhance the knowledge of religious traditions. Among many Korean religious films, Kang Daejin's work, The Way of Peace (1984) contains the life and thought of Kang Jeungsan(1871-1909), the highest god of Daesoonjinrihoe. First, the film, The Way of Peace, pays attention to the legitimacy of succession from Kang Jeungsan to Cho Jeongsan(1895-1958). Korea was beset with trouble both at home and abroad. China, Japan, Russia, and the US had the colonial desire to conquer the lands of Korea and to explore natural resources. Though the people of Eastern Learning(東學) protested government and Japanese colonialists, Jeungsan applied the principle of non-violence to the world. In order to save all the living beings of the world, he reordered the universe and renewed the harmonic relationship of human beings and their spirit. Second, The Way of Peace proposed the soteriology of peace and change to audience regardless of seekers(道人) or not. Jeungsan transformed the closed society to the open society, changed divided religions to the transcendent truth(道). He empowered the marginalized people such as women, the lowly, the elderly, and the sick, who were oppressed in the Confucian society. And he redeemed the people from the disease by healing all diseases and correcting disorders. In conclusion, The Way of Peace is a good resource of religious education by which we can overcome the religious illiteracy. The knowledge of new religious movements and Daesoonjinrihoe is necessary for us to understand the diversity of human nature. In the near future, the new images of Jeungsan should be created through multi-media and cultural contents for the new generation.

A Case Study of User-Centered Design Process for Developing Mobile Contents - Focused on Occupation Simulation Game Contents for Children on the Wireless Internet (사용자 중심 디자인 프로세스를 적용한 모바일 컨텐츠 개발 사례 - 어린이를 위한 무선인터넷 기반의 직업 시뮬레이션 게임 컨텐츠 개발을 중심으로)

  • 최수의;김현정
    • Archives of design research
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    • v.17 no.1
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    • pp.309-318
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    • 2004
  • As the mobile market has been expanded and segmented, a mobile market for kids could be possibly appeared sooner or later. Then, it is necessary to develop a new contents for the new media - a mobile game hardware for kids. These days, kids are most interested in computer games, and they do not have enough time to play with peers. Therefore, in this paper, edutainment game contents based on the wireless internet, are developed. The game could supply kids' learning, fun and especially, peer interaction. In order to develop a game contents through user centered design process, the state of art in mobile hardware and contents was examined, a secondary research and interviews and survey was conducted to understand users. Then, when ideas for game contents has suggested, behavior prototype test was done to verify and modify contents. The suggested game contents in this study, is a occupation simulation game, in which kids simulate their own future career and learn related knowledge in a unintentional way. The result of the study suggests the new direction of edutainment game contents and platform. Also, this study shows the representation of user-centered contents developing process for kids, which could be helpful for the following studies.

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Utopianess in the Early Disney Animation: Focusing on Benjamin's thought on Mickey Mouse (초기 디즈니 애니메이션의 유토피아적 가능성 : 미키 마우스에 관한 벤야민의 사유를 중심으로)

  • Choi, Jeong-Yoon
    • The Journal of the Korea Contents Association
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    • v.10 no.7
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    • pp.142-148
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    • 2010
  • In the society where contradiction of modernism in 20th century was vividly exposed and paradigm was being changed from text culture into visual culture according to the development of technology, Benjamin tried to practically suggest solutions for socio-historical problems he was facing. In contrast with Adorno who criticized cultural industry, Benjamin found out the possibility to overturn existing value order and innovate reality in mass art media having emerged according to the development of new technology. And such Utopian possibility appears in his thought on the early Disney animation even if it is fragmentary. This thesis reviews how Utopian possibility was realized in the early Disney animation, which had been thought by Benjamin.