• Title/Summary/Keyword: art experience

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A Study of Modern Art and Fashion Trend Image -Based on after 1995 Fashion Trend- (현대예술과 패션의 트랜드 이미지에 관한 연구 -95년 이후 Fashion Trend를 중심으로-)

  • 이은영
    • The Research Journal of the Costume Culture
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    • v.6 no.3
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    • pp.88-99
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    • 1998
  • Image of Modern Art & Fashion are created on the whole in daily life. Image itself is not simple. There is no more distinction between content & form through mutual crossing for intellectual thinking. Specially, image of reproduction circumstance too many mixtual and compromise (collage) are continued to occur. They could pursuit to change their image through the more increase of impulse, exception and popular experience. In this thesis, I studied about image of Modern fashion & Art. In the modern art, visual image showed as anti-beauty and combination of cultural system. It has shown in the theory of Fred Davis and through fashion brand advertising image as follows; Youth vs maturity (ageless image), male s female and androgynous vs unisexuality (genderless image), colligation vs monopoly (street mode image). As a results, the modern trend image are showing the value of the ambivalence. It can be said that he anti-beauty which are occasionally showed in ambivalence has shown a tendency toward another tradition (feminity) through giving an impulse and paradox.

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Implementation of Dynamic Character Art using Image Association

  • Lim, Sooyeon
    • International Journal of Advanced Culture Technology
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    • v.7 no.3
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    • pp.52-57
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    • 2019
  • This study is about the creation of a character art using the free association. Character in proposed artwork induces the viewer's unconscious experience associated with it and creates new meanings to invigorate the character. When a character that performs both a linguistic function and a visual image function goes through a free association process, the viewer can induce interest and convey the meaning of the character more effectively. We proposed two ways to express the dynamic movement of the character more actively. One is drawing using various colors and free lines, and the other is the movement of the character synchronized with the gesture of the viewer. As a result of implementing dynamic character art, we can see that the viewer was actively involved in the free association process and immersed in the artwork. The viewers participated in the creation of the artwork, changing the shape of the character according to their various gestures.

Body Food: Touch Mat for Emotional and Physical Development of Children

  • Jo, HanGyeol;Kang, EunJeong;Yoon, Youngjun;Choi, Yongsoon
    • International Journal of Advanced Culture Technology
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    • v.7 no.1
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    • pp.162-173
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    • 2019
  • This study proposed 'Body Food,' an interactive tactile mat that provides interactive visual responses and induces physical activity in young children at the time of developing tactile and five senses, along with the touch of various stimuli. The product combines fiber materials and digital content to achieve a variety of visual and auditory responses in real time when children touch the fabric. User tests were conducted for 4-year-olds and the result was positive in terms of physical exercise and artistic experience, but quantitative testing is required to generalize it. In the future, we will complement physical and digital contents to realize more complete product.

A Consideration on the development of Interactive Art in 20th Century (20세기 인터랙티브 아트의 전개에 관한 고찰)

  • Kim, Hee-Young;Lee, Wang-Joo
    • Journal of Digital Contents Society
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    • v.9 no.2
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    • pp.177-185
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    • 2008
  • It was a special phenomenon in the art of 20th century that the earnest engagement of spectators came up to the surface in the area of artwork-creation and art-experience which had been one-sided processes for a long time. Such a genre of Optical art or Kinetic art, had pulled out active engagements of audiences in enjoying diverse works, played the role of locomotive in the Interactive Art. Of course, many kind of art made an appearance on the channels of diverse media from that times. For example, many people came to enjoy taking part in such a genre as Happening formated the mode of face-to-face communication between the creator and the spectator. The appearance of the technology of digital media had a decisive influence on the area of the Interactive Art. From that time on, people have come to accept the reciprocity of the relations between artist and spectator naturally. This paper makes researches on some trends in the development of Interactive Arts by way of analyzing some representative Interactive Artworks typing the birth and growth of Interactive Art.

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A Study on a Plan to Activate the Space of Small-Scale Art Museums by Using Space Analysis Program - Focused on Body Movement Elements - (공간분석 프로그램을 활용한 소규모 미술관의 공간 활성화 방안 연구 - 신체의 운동 요소를 중심으로 -)

  • Choi, Jin-Seok;Kim, Moon-Duck
    • Korean Institute of Interior Design Journal
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    • v.24 no.3
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    • pp.59-68
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    • 2015
  • As the economical and cultural levels become higher, the public have more various and new cultural desires, leading to an increase in the number and kinds of cultural facilities. Out of all the cultural facilities built in such a trend, art museums are the yardstick for a certain nation's cultural level, and the number of art museums is gradually increasing every year in Korea, as a cultural space where the public can make cultural exchanges with artists. On the contrary to the increasing number of art museums, however, the number of art museum visitors is decreasing every year, so various attempts are made to activate art museums in Korea. Thus, this study aims to seek a plan to activate the space of an art museum by improving the physical movement of art museum visitors, especially targeting small-sized ones out of all the art museums in Korea. For accurate analyses and verifications, this study used the visibility-ERAM program. As a result of analyses, this study found out and reconsidered several problems related to the space of art museums, and based on the results, the researcher could verify the related hypotheses, further comprehending possible errors of the proposed solution to those problems and supplement in a short period of time. Since such an analysis method and process has objective accuracy, it is expected that the results of this study will be used as basic data for future plans to activate the space of art museums.

A Study on Public Design using Fractal-Interactive Art (Fractal-Interactive Art를 활용한 공공디자인에 관한 연구)

  • Joo, Haejeong;Kim, Cheeyong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.10a
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    • pp.629-632
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    • 2009
  • The interactive art and design can be interpreted as an intelligent system in the aspect of engineering. Because this information is treated and analyzed in real time and then such results is expressed in various media such as image, graphic, sound and etc. after these information are input through the sensor, camera and etc., for the efficient communication between human and production, namely, to communicate the interactive reaction, The image utilizing such interactive is being gradually developed as it widens its region in various art design fields. This research is purposed to make the system, which lets the citizens contact the information naturally by mixing the information for the environment with the interactive art of the arty type, and which lets the citizens feel the surrounding environment directly. This research will construct the live mood in the space itself and is utilized for the public art that can be directly experienced. It can provide the experience in the participation type that acquires the information being harmonized with the human naturally in the more developed type than the concept of the existing static installation. Therefore, it is sincerely required to research the interactive art in utilizing the public design.

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Life Experience following Suicide Attempt among Middle-aged Men (중년남성의 자살시도 후 삶의 체험)

  • Chin, Eun-Young;Kim, Hyun Kyung
    • Journal of Korean Academy of Nursing
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    • v.46 no.2
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    • pp.215-225
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    • 2016
  • Purpose: This study was performed to identify the meaning of life experience following suicide attempt among middle-aged men. Methods: A qualitative research design was adopted using van Manen's hermeneutic phenomenological approach. The participants were six middle-aged men who had attempted suicide at least one time. Data were collected in 2013 through in-depth interviews. Individual interviews were recorded; and literary, art works and phenomenological literature were searched to identify the meaning of the experience. Results: The five essential themes of the life experience of middle-aged men who attempted suicide were 'Bitter reality confronted again', 'Anger buried deep inside', 'Broken family, inescapable fetters', 'Blocked relationships, closed world' and 'A step towards a new life'. Conclusion: The meaning of lived experience found in this study provides deep insight into the experience following suicide attempt in middle-aged men and crucial information to give directions to appropriate support and nursing interventions.

Self-Motivated Artists A Study on the Daily Experience and Art Practice of Agents in New Independent Art Spaces (스스로 '움직이는' 미술가들 자립적 미술 신생공간 주체들의 생활 경험과 예술 실천 연구)

  • Shin, Hyeyoung
    • Korean journal of communication and information
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    • v.76
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    • pp.183-219
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    • 2016
  • In light of the recent increase in new independent spaces within the field of artistic production, this study seeks to examine the daily experience and art practice of agents in such spaces. In-depth interviews were conducted with fifteen emerging artists, who manage new independent art spaces and participate actively in related activities, and the significance of their activities was analyzed. An important theoretical foundation of this study is Bourdieu's concept of the field of cultural production. According to Bourdieu, in order to understand a specific field, the habitus of agents must be studied together with the structure of the field. This study found that individuals belonging to the same or a close generation exhibit similar attitudes to life based on shared experiences, and they can be connected to their art practice. Most agents of new spaces did not have high expectations for success, and chose to practice art independently while bonding with their peers and enjoying the moment rather than wait for recognition or funding from external sources. Their self-fulfilling habitus is condition-specific and can be regarded as a form of flexible art practice. Given the poor conditions of today's field of artistic production, this is likely to serve as an advantage in entering the field and in position-taking. The social significance of this study lies in the fact that the aforementioned characteristics of the agents of independent production spaces not only reflect the current field of artistic production but also other fields of cultural production at large in our society.

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A Study on th e Creation of Floral Art Works Applying th e Meth ods of th e Narration and Visualization of the Experiences (경험의 서사화와 시각화 방법을 적용한 화예작품 창작의 연구)

  • Han, Yujeong;Yoo, Taeksang
    • Journal of the Korean Society of Floral Art and Design
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    • no.43
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    • pp.39-56
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    • 2020
  • This study is on the creation of floral art works based on the intuitive insight acquired by methodological process of ruminating the experienced meaningful events of the artists utilizing sensible perception. The researcher used the narration and visualization techniques. The narration process adopted the writing technique of subjective impression, emotion, stream of consciousness to capture sensations of subconscious state, which were applied in three steps of 'the exploration of experiences', 'the concretion of experiences', and 'the creation of meaning out of experiences'. The visualization process adopted collection, selection, classification, and interpretation of related images, which were applied in three methods of 'the creation of images', 'the utilization of intuition', and 'the perception through remembering'. Finally 5 art works of 'Hammock is Good', 'At the Rooftop with Warm Sunshine', 'Standing at the Waterside Alone', 'Dizziness at Hot Sand Field', and 'Having Good Time at a Botanical Garden'were created through the combination of these two methods mentioned above and complementary research and writing. The meaningfulness of this research lies in presenting methodological approaches of utilizing narration and visualization of experiences in art creation process.

Relationship characteristics of intermedia and fashion show in the Chanel collection (샤넬 컬렉션에 나타난 인터미디어와 패션쇼의 관계적 특성)

  • Lee, Seulah;Lee, Younhee
    • The Research Journal of the Costume Culture
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    • v.24 no.3
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    • pp.367-384
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    • 2016
  • The aim of this paper is to examine relationship characteristics and the relevance there of in the context of the Chanel collection, between the contemporary fashion show viewed from the artistic side and intermedia on interaction. This study analyzed the relationship characteristics between intermedia and fashion shows by focusing on Chanel fashion shows from 2010 S/S to 2016 F/W as actual case. The results are as follow: First, participational accessibility indicates the experience of a designer and audience in active participation changing into passive participation. Second, audience immersion is represented by the perception of being involved by the audience in the place and acting. Third, conceptual symbolism is sending of messages through the designer's concept manifesting in the specific features of the design. Finally, expandability of media explains trans-boundaries in experimental attempts. It concludes that fashion show is a space where the audience can have visual as well as new knowledge and experience through multi-sensory channels. The Chanel collection which is considered a huge art project at the fashion show, showed a relationship between philosophy and the direction through season concepts and brands. The Chanel collection has brought a new experience through the convergence of communications and cultural media, such as music and art according to traditional brand image.