• Title/Summary/Keyword: Sound Art

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The Interdisciplinary Research on Cultural Technology (문화기술에 관한 간학제적 연구 -미디어아트를 통한 혼합현실형 공공 문화콘텐츠를 중심으로-)

  • Lim, Kyung-Ho;Yoon, Joon-Sung
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1359-1362
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    • 2009
  • Digital media technology has power of influence as extended in not only science and technology but also our society and culture. These phenomenon is explained as 'digital convergence'. Edmond Couchot argue the term 'hybridization'. Yvonne Spielmann and Jay David Bolter also argue that digital hybrid artworks across and integrates a diverse range of modes of representation, such as image, text, sound, space and bodily modes of expression. They must also address communicative interaction in the convergence of real and virtual spaces. In this paper, I noticed mixed reality environment which is seen as the form of hybrid between real and virtual object. And I discuss about this phenomenon as the study of interdisciplinary between art and science.

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A Study on the Fashion Sensibilities of Korean Clubbers (한국 클러버(Clubber)의 패션 스타일 연구)

  • Kim, Ji-Lyang;Choy, Hyon-Sook
    • Journal of the Korean Society of Costume
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    • v.58 no.4
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    • pp.155-170
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    • 2008
  • Club culture is the global trend for youth in 21st century. Club is the space that is created with close relationship among music, dance and fashion. It is also experimental cultural art space with endlessly transforming style. Furthermore it is a space for independent minor culture which represents speciality than generality of cultural appetite and style of club. Cultural communities formed around club and their parties have placed as a strong subculture trend based on youth age group. What they are creating as a subculture could be our tomorrow's main trend and clubbers also could be our major power sources for future. Therefore it is necessary to pay attention to club culture. The purposes of this research are to identify the concept of clubber, to analyzes their basic club culture characteristics and elements, and to find out unique fashion styles of Korean clubber in comparison with the origin. To study club fashion style's origin and background, this study searched a theoretical flow from 1930's to 1990's. Then, Korean clubber's style is derived by comparing background and origin of Korean club culture with those of abroad. To analyze in various point of view, theoretical backgrounds about social, cultural, dresses, and design were considered. Since research target is a visual image, street fashion is analyzed on through, music channels and magazines from 1930's to present as well as designer's art photographies. Internet sites', cub culture association's and sound association's photos were also extracted. as a visual evidences to offer actual evidences. Geological targets are selected among Korean club culture's origin such as Hong-Ik University area, Shin-chon, Chungdam-dong and Apgujung-dong areas. The results of this study are as follows. Firstly, clubber's fashion style influenced magnificently on major fashion design instead of being just youngster's resistance toward control group and it is contributing to our fashion culture to enrich it. Secondly, fashion styles of korean clubbers are based on those of western sub-culture, but with a unique localized history.

A Study on Formative Style of Silla Bell

  • Lee, Jaehyuck;Kim, Cheeyong
    • Journal of Korea Multimedia Society
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    • v.16 no.10
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    • pp.1214-1229
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    • 2013
  • Maintaining our tradition makes us have pride for our nation and plays important role for recognition and establishment of identity for our unique culture in the world. Contrast to the western scientific technique, the scientific technique of Silla Bell absorbed in the life of our nation is the fruit of wisdom science found through rich life and experience by harmony between our nation and nature. Today, ideological backgrounds for many cultural heritages weren't be found and there are many overflowing hypothesis. Silla Bell is the plastic art including cumulative utopia of the racial spirit. So there would be the information of the racial spirit including symbolization, artistry, creativity, and historicity. However, unlikely with the words, it is the profoundly concentrated shape, so the meaning can be diluted or distorted in later generation. The efforts to figure out the symbolization in Korean bells, especially Silla bell according to its exclusive shape, but no hypothesis was accepted as an established theory of academia by gaining extensive agreements. Thus this paper traces the symbolic meaning accumulated in the shape and prepares for the theoretical background accessing to the artistic spirit of forebears who created super-humanity formativeness. Also regarding the Silla bell which is regarded as the best Buddhist metal craft that people believe they can be free from the anguish at the time of listening to its sound, we studied the symbolization of the bell as the religious ritual custom as well as the possibility to utilize the bell as a motif of living art in the aspect of formative expression.

A study on Interactive-type Exhibition Using Fractal Images (프랙탈 이미지를 활용한 쌍방향 실감형 전시에 관한 연구)

  • Lim, Mi-Jeong;Cho, Hyong-Je;Choi, Gyoo-Seok
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.15 no.5
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    • pp.163-168
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    • 2015
  • Recent exhibition's paradigm is changing from the existing unidirectional oriented exhibition form to a form of interactive hands-on exhibits that viewers can get and realistically feel a variety of information. Hands-on exhibit embodies the human interface by utilizing light, sound, pressure, etc. in time and space. In this paper, we have studied the creation of fractal image by the Mandelbrot technique and proposed the interaction method for it to be converted into a variety of forms. By using the proposed method, a variety of image transformation such as printmaking effect, sketch effect, Pop Art effect can be performed, according to clicking a certain fraction on the created fractal image screen by a user mouse. Interactive image generated in this study are expected to be used for trade shows, promotional products, media art design.

Characteristics of Media Image Expressed in Impressionism Monet's Works (인상주의 모네 작품에 나타나는 영상 특성)

  • Kang, Suk-Bum;Jeon, Byeong-Ho
    • The Journal of the Korea Contents Association
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    • v.6 no.12
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    • pp.309-323
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    • 2006
  • Before the appearance of luc-media image, art is performed by the hands of man. That was the best of the reality and the absolute standard of reality. However the appearance of luc-media image brings together the scientific thoughts on realism, which gave birth to 'impressionism' where 'light' becomes the most important part in art as well as in luc-media image and analyzed scientifically. In this paper, I'd like to analyze 5 paintings of Monet, a representative of the impressionism, chronically and present the various aspects of luc-media image as follows; 'picture the present moment', 'picture the light', 'picture the sound and movement', 'picture in the several frames', 'picture continuous frames'. These image phenomenon presented in this paper are mainly concerned with the photograph image, because the time when impressionists entered the stage was the age of photograph image, accordingly there are a little difference from digital image.

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Wheelchair martial arts practitioners have similar bone strength, sitting balance and self-esteem to healthy individuals

  • Fong, Shirley S.M.;Ng, Shamay S.M.;Li, Anthony O.T.;Guo, X.
    • Physical Therapy Rehabilitation Science
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    • v.3 no.1
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    • pp.27-32
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    • 2014
  • Objective: The aim of this study was to compare the radial bone strength, sitting balance ability and global self-esteem of wheelchair martial arts practitioners and healthy control participants. Design: Cross-sectional study. Methods: Nine wheelchair martial art practitioners with physical disabilities and 28 able-bodied healthy individuals participated in the study. The bone strength of the distal radius was assessed using the Sunlight Mini-Omni Ultrasound Bone Sonometer; sitting balance was quantified using the modified functional reach test (with reference to a scale marked on the wall); and the self-administered Rosenberg self-esteem (RSE) scale was used to measure the global self-esteem of the participants. The velocity of the ultrasound wave (speed of sound, m/s) traveling through the outer surface of the radial bone was measured and was then converted into a T-score and a Z-score. These ultrasound T-score and Z-score that represent bone strength; the maximum forward reaching distance in sitting (cm) that represents sitting balance; and the RSE total self-esteem score that indicates global self-esteem were used for analysis. Results: The results revealed that there were no statistically significant between-group differences for radial bone-strength, maximum forward reaching distance, or self-esteem outcomes. Conclusions: The wheelchair martial arts practitioners had similar radial bone strength, sitting balance performance and self-esteem to able-bodied healthy persons. Our results imply that wheelchair martial arts might improve bone strength, postural control and self-esteem in adult wheelchair users. This new sport-wheelchair martial arts-might be an exercise option for people with physical disabilities.

A Study on the Direction of Digital Convergence and Multidisciplinary Education based on Rhythmik, Music Physiology and Musicians' Medicine, Performance Science (리드믹, 음악생리학과 음악인의학, 행위예술과학을 중심으로 본 디지털 융복합 교육의 방향성 연구)

  • Eum, Hee Jung;Kim, Hee-Cheol;Roh, Kyeong-Won
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.12
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    • pp.1726-1733
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    • 2019
  • Movement is everything in life and music is with our whole lives. Based on movement and sound, art has developed and reflected the times with close ties to technology and is creating new cultural content in the digital age. The absence of experts and research institutes with academic knowledge and experience in various fields compared to the frequency with which music and body movements are interwoven in the intermedia art and education of convergence is a real problem. Introducing the Rhythmik that studied the most basic principles of music and exercise through the precedent of foreign universities, we raise the need to introduce music physiology, musicians' Medicine and music performance science, the areas we studied together. It presents a new direction in the convergence era and education in pioneering research areas in which the only "I myself" systematically recognizes the movement to become the subject through physiology and medicine and scientifically moves and expresses music as a medium.

Interaction Design Type in sensor-based meida installation Artwork (센서 기반 미디어 설치 제작에서의 인터랙션 설계유형)

  • Seo, Sang Hee;Lee, Jung Eun
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.747-752
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    • 2023
  • This study is about interaction design types in the production of sensor-based media installations combining Arduino, an open source platform. By typifying the realized media installation works, we seek to explore the diversity and meaning of new media art expression methods. Based on the understanding of the interaction method of media art, the interaction design type in the production of media installation using sensors was divided into physical movement through motor control, 'artificial plants using ultrasonic sensors and motors', and 'virtual garden using light and sound sensors'. 'Moving images using tilt sensors' are classified into four types. Through this, it is expected that media software can be selected as an appropriate technology for the work and can be presented as an example of artistic expression that is evolving into various expressions.

Brutal sorigeuk of the use of educational view of (잔혹소리극 <내다리내놔>의 가치 교육적 활용에 대한 고찰)

  • Kim, Jeong Sun
    • (The) Research of the performance art and culture
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    • no.32
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    • pp.595-628
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    • 2016
  • Pansori of a creative group pansori 2006 demonstration factory floor sound brutal sorigeuk the home of is a legend 'deokttaegol' in pansori, a creative for adaptation to remakes Work is. Evil Twin 'deokttaegol' called "Give me my leg back" in of Ghost Stories, broadcast on a kbs of lines from breakneck work is considered to be a pronoun. Sound and shadow play and playing drums and payments sentiments of the cruelty I've come across in this 'Give me my leg back' audience to be deployed to the cruel is formed by the center. Based on emotional horror of cruelty. When I was little, ever heard of Korean Ghost Stories, a bedrock of the main feeling revulsion of value in a short time and is contained in a story of filial piety, while in education, to the target Provided. Done in our lives using genre called 'pansori' sentiment and efficient learning can move about the value education can know. Sound and stories, many carefree a stimulus such as Pansori is a great gesture can be a means of education. Valued with any information, work is performed in pansori, depending upon efficient and the various, education and made an emotional cultivation resulting from the value. In my life friendly, our own via a variety of materials that can easily access many values and sentiments, and to culture for each age group on languages and customs Each age groups and instructive preferred allowing them access through their rhythm, pansori, access to the target is persistent about it with curiosity and interest. Can have interest. This wealth not belong to the traditional pansori and new together private and to the tune called creative work for the Pansori. Therefore, our language and customs, their poems span a friendly, the pansori and created using the vocabulary for each age group creative content is educational effects if used in education It is expected to be big thing. These effective approach for each age group and based on the vocabulary by the content easily understood lessons by causing only a smoothly acquired Can to provide an opportunity. Therefore, the Pansori of a creative education is important to take advantage of educational value.

Analyzing animation techniques used in webtoons and their potential issues (웹툰 연출의 애니메이션 기법활용과 문제점 분석)

  • Kim, Yu-mi
    • Cartoon and Animation Studies
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    • s.46
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    • pp.85-106
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    • 2017
  • With the media's shift into the digital era in the 2000s, comic book publishers attempted a transition into the new medium by establishing a distribution structure using internet networks. But that effort shied from escaping the parallel-page reading structure of traditional comics. On the other hand, webtoons are showing divers changes by redesigning the structure of traditional sequential art media; they tend to separate and allot spaces according to the vertical scroll reading method of the internet browser and include animations, sound effects and background music. This trend is also in accordance with the preferences of modern readers. Modern society has complicated social structures with the development of various media; the public is therefore exposed to different stimuli and shows characteristics of differentiated perceptions. In other words, webtoons display more relevant and entertaining characteristics by inserting sounds and using moving texts and characters in specific frames, while traditional comics require an appreciation of withdrawal and immersion like other published media. Motions in webtoons are partially applied for dramatic tension or to create an effective expression of action. For example, hand-drawn animation is adopted to express motions by dividing motion images into many layers. Sounds are also utilized, such as background music with episode-related lyrics, melodies, ambient sounds and motion-related sound effects. In addition, webtoons provide readers with new amusement by giving tactile stimuli via the vibration of a smart phone. As stated above, the vertical direction, time-based nature of animation motions and tactile stimuli used in webtoons are differentiated from published comics. However, webtoons' utilization of innovative techniques hasn't yet reached its full potential. In addition to the fact that the software used for webtoon effects is operationally complex, this is a transitional phenomenon since there is still a lack of technical understanding of animation and sound application amongst the general public. For example, a sound might be programmed to play when a specific frame scrolls into view on the monitor, but the frame may be scrolled faster or slower than the author intended; in this case, sound can end before or after a reader sees the whole image. The motion of each frame is also programmed to start in a similar fashion. Therefore, a reader's scroll speed is related to the motion's speed. For this reason, motions might miss the intended timing and be unnatural because they are played out of context. Also, finished sound effects can disturb the concentration of readers. These problems come from a shortage of continuity; to solve these, naturally activated consecutive sounds or animations, like the simple rotation of joints when a character moves, is required.