• Title/Summary/Keyword: art experience

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Satisfaction with Development Direction of Local Culture and Arts through the PCSI Model: Focused on Daegu Music City

  • Lee, Sea-Bom;Lee, Chi-Woo;Moon, Jae-Young
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.11
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    • pp.255-261
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    • 2021
  • In Korea, there are a total of 8 creative cities selected by UNESCO in 7 fields. UNESCO creative city refers to a network of creative cities with international level of experience, knowledge, and expertise in the field of culture and arts. Based on the PCSI 2.0 model, this study conducted a satisfaction survey of experts on Daegu's Creative City. Variables were composed of service quality, social responsibility, inconsistency, satisfaction and performance, and service quality was measured by dividing it into three categories: content quality, delivery quality, and environmental quality. Therefore, this study verified that the three types of quality, social responsibility, and inconsistency affect satisfaction, and that satisfaction affects performance. As a result of the study, it was found that the three service quality did not directly affect satisfaction, but rather affected satisfaction through inconsistency. So, 3 out of 10 hypotheses were rejected.

A Study for Interior Color of Cultural Products Shop in Gion Shopping Street Kyoto (교토 기온상점가 문화상품점 인테리어 색채 연구)

  • Lee, Joonhan;Kim, Sun Mee
    • Journal of Fashion Business
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    • v.23 no.3
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    • pp.101-114
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    • 2019
  • This study aims to analyze the color characteristics of Japanese cultural product shops and differences in business categories by analyzing the colors of the Gion Shopping Street in Kyoto, Japan. Through the study, the traditional colors are reflected not only in the domestic cultural products but also the interior colors of shops. That way, visitors can be influenced naturally and gain indirect cultural experience to form a good image of Korea, which can help to improve sales of cultural products. The analysis was conducted through the colors of Munsell to determine the overall, dominant, assort, and accent colors based on categories of goods to identify the characteristics of the traditional Japanese cultural product shop. Among the 85 shops that were surveyed, YR and W frequently appeared as chromatic and neutral colors. Dominant was W, and assort was YR. B, P and Y also showed up. In color combination analysis, 35.3% was contrasted. For the hue, 32.9% was dark. Based on goods categories, confectionary shops used YR mainly, while souvenir and fashion accessory shops used W the most. Restaurants mostly had W as thedominant and YR for assorting. Cafes and art shops used Bk the most. The interior colors of cultural products shops should maintain the atmosphere of tradition and convey images of the products well. Based on this research, Korea also needs to actively reflect the interior designs of cultural product shops using traditional colors.

ZMET-based Participation Motivation Analysis of Chinese Tourists's Floral Arrangement Courses Visit to Korea (ZMET을 활용한 방한 중국인 관광객의 꽃꽂이교육 관광콘텐츠 참여동기 연구)

  • Cui, Ru-Ru;Kim, Young-Jae
    • The Journal of the Korea Contents Association
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    • v.19 no.3
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    • pp.223-235
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    • 2019
  • In order to develop the marketing strategy of Korean floral arrangement courses for chinese tourists, this study aimed at gaining their participation motivation with application of the ZMET (Zaltman metaphor-elicitation technique). According to the results, 18 constructs ('a sense of accomplishment', 'Korean culture visit', 'teacher's high-quality service', 'professionalism', 'to be together', 'communication with others', 'joint pleasure', 'better than China', 'not available in China', 'healing', 'the feeling of happiness and love', 'easy access to art', 'wonderful life shot', 'beautiful interior', 'special design', 'expectation', 'close to nature', and 'nice daily-life decoration') were derived and 4 main constructs ('a sense of accomplishment', 'Korean culture visit', 'teacher's high-quality service', and 'professionalism') of the consensus map were analyzed. Therefore, the Korean floral arrangement courses for chinese tourists should open an adjustable level of difficulty of curriculum, offer an opportunity to experience other Korean culture and increase florist's abilities from various aspects.

Development strategy of acting skills based on the principle underlying physical behavior - Using Taekwondo technology - (신체행동에 내재된 원리를 바탕으로 한 연기술의 발전방안 - 태권도 기술을 활용하여 -)

  • Nam, Chan-Gyu
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.2
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    • pp.233-238
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    • 2019
  • The purpose of this study was to realize and apply Taekwondo's technology and the fact that actors on stage and screen have much in common. In the meantime, there have been many prior studies on the development of the theoretical field. However, there is a slight lack of practical development and development plans, and it is time to improve. This seems to be a lack of practical experience leading to the creation of physical images. In that sense, I think that it should be supported by the complement of concrete and detailed research that seeks to make changes in open technology significantly. Considering this situation, it is necessary to further develop the practical field in parallel with the theoretical field. Therefore, I suggested the principle of physical behavior through Taekwondo technology and the development of acting skill. The performance training using these taekwondo techniques is meaningful research.

Information-Based Urban Regeneration for Smart Education Community (스마트 교육 커뮤니티 정보기반 도시재생)

  • Kimm, Woo-Young;Seo, Boong-Kyo
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.34 no.12
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    • pp.13-20
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    • 2018
  • This research is to analyze the public cases of information facilities in terms of central circulations in multi level volumes such as atrium or court which provide visual intervention between different spaces and physical connections such as bridges. Hunt Library design balances the understood pre-existing needs with the University's emerging needs to create a forward-thinking learning environment. While clearly a contemporary structure within a traditional context of the NCSU campus, the Hunt Library provides a positive platform for influencing its surroundings. Both technical and programmatic innovations are celebrated as part of the learning experience and provide a versatile and stimulating environment for students. Public library as open spaces connecting to an interactive social domain over communities can provide variety of learning environments, or technology based labs. There are many cases of the public information spaces with dynamic networks where participants can play their roles in physical space as well as in the intellectual stimulation. In the research, new public projects provide typologies of information spaces with user oriented media. The research is to address a creative transition between the reading space and the experimental links of the integration of state-of-the-art technology is highly visible in the building's design. The user-friendly browsing system that replaces the traditional browsing with the virtual shelves classified and archived by their form, is to reduce the storage space of the public library and it is to allow more space for collaborative learning. In addition to the intelligent robot of information storages, innovative features is the large-scale visualization space that supports team experiments to carry out collaborative online works and therefore the public library's various programs is to provide visitors with more efficient participatory environment.

Development of patterns for comfortable wrap-one-piece style dance sport practice wear in daily life for middle-aged women with abdominal obesity (중년기 복부 비만 여성의 생활형 랩 원피스 스타일 댄스 스포츠 연습복 패턴 개발)

  • Kim, Jeong Ha
    • The Research Journal of the Costume Culture
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    • v.28 no.6
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    • pp.771-786
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    • 2020
  • This study aims to develop a life-friendly, wrap-one-piece style dance sports practice wear considering the physical characteristics of middle-aged, abdominally obese women. These types of practice wear allow people to enjoy exercise easily and to wear these garments as daily wear while meeting the requirements for dance sports wear. The three participants selected for this study were all women with five or more years of dance sports experience and were all average sized on Korea's abdominal obesity scale. In the first phase of the study, practice wear was created in a total of nine styles with three different styles of neckline depths for three different styles of dress skirt lengths. In the second phase of the study, the practice wear was created in 15 styles with five different styles of sleeve lengths for three different styles of waistline heights. After analyzing the design preferences of the participants, the fit preferences of the designs were evaluated and the final appearance was analyzed in order to suggest a pattern. The results of the subjects' first and second preference evaluations showed a preference for a 10 centimeter neckline depth, for high waistlines, and for elbow to wrist-length sleeves. The implementation of this research is expected to be extensive, as its results can be used as basic data for making lifestyle dance sports practice wear that covers the physical insecurities of middle-aged, abdominally obese women and enables them to enjoy their leisure time.

Model of Future Teacher's Professional Labor Training (Art & Craft Teacher)

  • Tytarenko, Valentyna;Tsyna, Andriy;Tytarenko, Valerii;Blyzniuk, Mykola;Kudria, Oksana
    • International Journal of Computer Science & Network Security
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    • v.21 no.3
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    • pp.21-30
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    • 2021
  • Economic transformations have led to an increase in the role of creative assets and their central role in public life. Changes in creative activity have led to a change in the organization of the work of institutes engaged in the training of specialists, in particular teachers of labor education. Methods and approaches to training determine the development of creative industries, being the basis for models of professional training of future teachers of labor training. The purpose of an article was to develop a modern model of professional training of future teachers of labor training based on the concept of creative economy. The methodology is based on the concepts of holistic craft and creative economy. Based on the integration of pedagogical learning models "Craft as design and problem-solving", "Craft as skill and knowledge building", "Craft as product-making" and "Craft as self-expression" developed and experimentally confirmed the conceptual model of professional training of future teachers of labor training. The proposed model forms a practitioner with professional, technical, digital and creative skills who is able to transfer the experience to students. The training course "Creativity and creative thinking" has been developed. The model provided for the development of a course based on the strategy of developing professional creativity, flexibility, improvisation, openness, student activity, joint practice, student-oriented approach. The practical value implies the adaptation of the developed model of professional training of future teachers of labor education during the training of teachers in higher education, which is confirmed in the experiment.

An Exploration of a Way for Contemporary Actor Training/Acting: A Perspective from Denis Diderot and Tadashi Suzuki's Concepts

  • Son, Bong-Hee
    • International Journal of Advanced Culture Technology
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    • v.9 no.1
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    • pp.58-63
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    • 2021
  • This research aims to reconsider the necessity of an alternative way(s) for contemporary actor training and acting in discussing and articulating Diderot and Suzuki's concepts and approaches for acting/training. First of all, the physical body, assumed and conceptualized by Diderot is beyond our control by means of a type of radical body/mind dualism, and is based on the concept that body and mind are separate. In contrast, Suzuki's notion of acting/training is raised by his concern about the role of an actor's body in the constitution of an actor's bodily experience against the imitation of the West-oriented theatre/acting/training. The descriptions of the two theatre artists' notion of acting/training gives us insight into the place and role of contemporary theatre as a practical root to encounter and communicate between a doer and a spectator where an actor's body must appropriately be attuned and cultivated towards the cultivation of bodily attributes which are foundation but usually neglected by actors/directors/practitioners particularly in Korea. Especially, misunderstanding of a specific training sources/approaches, namely 'scientific system' and the 'method' have taken us away from the potential possibilities of the lived oneness. Here, the 'possibility' refers to the primary bodily functions within a specific context or being in the here and now rather than attempting to copying, imitating and/or adapting a specific cultural source(s)/approaches/techniques as we have faced with through the previous century. We reconsider and argue that a potential way to correspond the nature of theatre/acting/training is that how to meet the demand of contemporary spectators which in turn intensifies an actor's stability, sustainability and hopefully professional identity in this contemporary era.

Study on the Perception and Application of AI in Korean Medicine through Practice and Questionnaire of Korean Medicine Using a Diagnostic Expert System (진단전문가시스템을 이용한 한의 실습의 설문 조사를 통한 AI에 대한 인식 및 활용방안 고찰)

  • Yang, Ji-Hyuk;Woo, Jeong-A;Shin, Dong-Ha;Park, Suho;Kwon, Young-Kyu
    • Journal of Physiology & Pathology in Korean Medicine
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    • v.35 no.1
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    • pp.22-27
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    • 2021
  • This study conducted a questionnaire for students of Pusan National University Graduate School of Korean Medicine who practiced using the Oriental Medicine Diagnosis System (ODS). From the questionnaire, this study investigated current state of application and perception of AI in Korean Medicine and explored the direction of ODS improvement and utilization. The survey questions consisted of six questions examining the satisfaction of the diagnostic expert system, five questions evaluating the availability of the diagnostic expert system, and six questions to predict the impact of AI on the Korean medicine community. The survey analysis showed high satisfaction with practice using ODS. On the other hand, the possibility of using ODS, especially in clinical use, was evaluated as relatively low compared to the satisfaction of the practice. Therefore, the overall impact of AI on the Korean medical community is not expected to be large. Although there are difficulties in standardization of clinical data due to the academic characteristics of Korean medicine, it is necessary to continue attempts to apply AI. By actively introducing educational tools using the latest AI techniques to the diagnosis experience and doctor-patient role in a practice, students will be able to increase their satisfaction with their practice and respond appropriately to the state-of-the-art medical environment.

A Study on Gameplay Narrative of Contemporary Animated Films (당대 애니메이션 영화의 게임플레이성 서사에 관한 연구)

  • Qin, Jianbo
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.83-91
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    • 2019
  • Gameplay exists not only in game activities, but also in other art forms. An animated film with strong gameplay whose gameplay narrative follows the presupposition principle, achieved through unimaginable sound effects, exaggerated visual styling, hypothetical time and space concepts, fictional storylines and character performances. The strength or the presence or absence of gameplay in animated films is reflected in the grasp and use of these gameplay elements in the process of animated film narratives. The gameplay narrative of animated films fully utilizes the characteristics of gameplay thinking. In the process of scriptwriting and narrative, it combines entertainment, action, adventure, competition and other elements to fully reflect the characteristics of "gameplay". Gameplay narratives often use the strategies of reverse setting, repetition and interaction, and rules and challenges setting, which not only enhances the fun of animated film narratives, but also attracts the attention of the audience, which then can enhance the audience's viewing experience.