• Title/Summary/Keyword: art experience

Search Result 783, Processing Time 0.029 seconds

Case study Analysis of Art works to foster Post-Human Sensitivity Education (포스트휴먼 감수성 함양 교육을 위한 미술작품 사례분석)

  • Lee, Yea-Seul;Huh, Yoon-Jung
    • Journal of Convergence for Information Technology
    • /
    • v.10 no.11
    • /
    • pp.185-194
    • /
    • 2020
  • The emergence of post-human beings in the 4th Industrial Revolution era led to an epistemological shift in the need for reflection on new relationships with non-human beings, away from human-centered modern humanism. For this reflection, post-human sensibility to empathize and understand the surrounding world is required. In order to cultivate this sensibility, we analyzed the case of art works that can think about and experience the post-human era based on the criteria of 'animal-becoming', 'earth-becoming', and 'machine-being' presented by post-humanist researcher Bridotti. Since the work of art reflects the spirit of the era, we confirmed the positive aspect of the text that can reflect and experience the post-human era. This study is meaningful as a basic study by presenting art works that can be used in art education to improve post-human sensitivity.

Narrative Inquiry on the Experiences of Field Workers in Art Education for the Developmental Disabled (발달장애인 미술교육 현장종사자의 경험에 관한 내러티브 탐구)

  • Cho, Min-Ju;Huh, Yoon-Jung
    • Journal of Convergence for Information Technology
    • /
    • v.11 no.10
    • /
    • pp.277-292
    • /
    • 2021
  • This study explores the narrative presented by Clandinin and Connelly as a qualitative study through in-depth interviews with five field workers in art education with developmental disabilities in order to find out what kind of experiences the field workers with developmental disabilities have in the field and what the meaning of that experience is. was performed. According to the purpose of the study, personal narratives generated through individual educational experiences, cultural and social narratives to which they belong, and institutional narratives of educational institutions such as schools, welfare centers, and children's art education institutions were examined. This study is meaningful as basic data that contributes to the study of art education for the developmental disabled from childhood to adulthood, and it is suggested that the discussion be expanded through the direction of art education for the developmental disabled presented by field workers.

The Effects of Culture and Art Activities and Participation Motivation on Subjective Well-Being of Individuals: Focusing on Mediating Effect of Learning Motivation (문화예술활동과 참여 동기가 개인의 주관적 안녕감에 미치는 영향 - 학습동기의 매개효과를 중심으로 -)

  • Kim, Seung Hyuk
    • Korean Association of Arts Management
    • /
    • no.51
    • /
    • pp.35-73
    • /
    • 2019
  • The purpose of this study is to investigate the effects of culture and arts activities (experience, type, frequency) and participation motivation on subjective well-being and to investigate the mediating effects of learning motivation. For this study, the subject is limited to adults who are leading consumers of culture and art activities can decide what activity to do. By survey, data from 1,000 respondents are used for analysis after applying proportional sampling based on the proportion of sex and age indicated in the population statistics. Exploratory factor analysis and reliability analysis were conducted based on the collected data using SPSS v.22.0. The results obtained from the empirical analysis are as follows. First, regarding culture and art activities (experience, type, frequency) and subjective well-being, the results are as follows. H1. Those who experienced culture and arts activities have higher subjective well-being than non-experienced ones. H2. Participating in culture and art activity increases subjective well-being more than just spectating culture and art programs. H3. Heavy participants in culture and art activities have higher subjective well-being than lighter participants. These results indicate that culture and art activities are important variables that have a positive effect on subjective well-being. Therefore, participating in culture and art activities may be an appropriate way to enhance subjective well-being because they are life experiences that individuals can experience in their daily lives. Second, H4. internal motivation and external motivation, sub-factors of participation motivation in culture and art activities, have a positive effect on subjective well-being, and amotivation has a negative effect on subjective well-being. Therefore, in order to improve subjective well-being, it is important to strive to lower amotivation and increase internal and external motivation. Third, H5. learning motivation has a partial mediating effect on the relationship between participation motivation in culture and art activities and subjective well-being. This result suggests that culture and art activities and education might be helpful for subjective well-being when they are conducted together since participation motivation in culture.

Design Case Analysis of Hotel Room Based on Artistic Quotient - Focused on the Experience of Livability Using Refuge and Sense - (예술 지능에 기반한 호텔 객실의 디자인 사례 분석 - 은신처와 감각을 활용한 생명감 체험을 중심으로 -)

  • Kim, Nayeon;Lee, Hyunsoo
    • Korean Institute of Interior Design Journal
    • /
    • v.26 no.6
    • /
    • pp.116-125
    • /
    • 2017
  • The study is aimed to analyze cases of hotel room designs based on the 'Art Quotient'. It is focused on design elements of livability, analyzing the space design in terms of biophilic design and experiential marketing. This paper proposes a direction for hotel design based on the analysis result. The scope of the study includes the cases of 17 hotels in the area of Seoul achieving five stars in Korea. This paper presents an analysis whether the room space of hotels provide a user-oriented life experience from the perspective of biophilic design and experiential marketing. In this study, we focused on the concept of 'refuge', one of the biophilic design elements that express the value of life sense, and the element of 'sense', one of the strategic experiential modules of experiential marketing. After analyzing the hotel case studies, the space was evaluated using five factors of art quotient as a design method to provide a life experience in the hotel room. Analysis of the design space from the viewpoint of refuge, rather than architectural elements, proved that decorative elements appeared most commonly in all hotel rooms. Further, through an analysis based on the measures of 'sense', an experiential element, visual elements were mostly enforced in among the elements of the five senses. In other words, when designing a hotel room space, visual elements such as color, pattern, furniture, lighting and style are mainly utilized. Examining the analysis of the design elements from the point of view of the art quotient, the rooms of all the hotel's suite types include elements of 'communication'. Most of the hotel rooms focused on stimulating the aesthetic sensibility of customers. This resulted in the elements of 'immersion' showing poor results. In conclusion, it is necessary to provide the five senses of the arts index in a balanced manner to provide a life experience through the five senses.

A Study on the Role of Art Museums and Experience of Museum Visitors Based on Social Platform (미술관의 소셜플랫폼 역할과 관람객 체험)

  • Koo, Bokyung
    • Trans-
    • /
    • v.9
    • /
    • pp.67-92
    • /
    • 2020
  • The development of social platforms and digital technology has promoted the age of the communication in our society. As online communication has become commonplace, expressing feelings, thoughts and experiences on the Internet has become an everyday routine. Among them, SNS is one of the representative platforms for expressing oneself easily and interacting with other users. The way of communicating with the SNS about what they did and what experiences they experienced from one's everyday lives became more common. As a result, the museum makes various efforts to enhance visitors' attention and interest with the use of SNS. It provides a content-based programs and museum environment that allow visitors to enjoy playing and learning at the same time. This study will explore not only a simple appreciation, but also the way of communicating to everyday life in terms of the changes for museum environment through the development, implementation and adaptations of digital technology. Through this, mobile-based communication with SNS provides various values and quality of museum visit, can be completed with meaningful museum experience, and various roles and functions of the museum are examined in terms of social platform of experience.

  • PDF

Examining Portraits in Digital Fashion Art Non-Fungible Tokens (NFTs) through Baudrillard's Simulation

  • Yoon Kyung Lee
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.47 no.5
    • /
    • pp.929-942
    • /
    • 2023
  • Web 3.0 enables people and machines to connect, evolve, share, and use knowledge on an unprecedented scale and in new ways, drastically improving our Internet experience. The metaverse is a collective, virtual shared space supporting all digital activities. Prompted by the rapid growth of digital art and digital fashion, this theoretical analysis explores using Jean Baudrillard's simulation concept to create unique digital art non-fungible tokens (NFTs), allowing them to express and communicate ideas like real-world art. Specifically, this study analyzes 120 digital fashion portraits of humans and animals and classifies them under three types of simulacra covering four stages of Baudrillard's simulation process. The result shows that NFT fashion artworks reflect the core features of a digital reality by connecting and transcending the boundaries of cultures, genders, and nationalities. However, in the final simulation stage (the fourth step), the simulacrum can only coexist in the virtual world as a hyperreal object (the Type III of simulacrum): an object more real than reality.

A Study on LED Light Art Reacts to Sound (Sound 에 반응하는 LED 라이트아트에 관한 연구)

  • Han, Jung-Hwa;Kim, Hyung-Gi
    • 한국HCI학회:학술대회논문집
    • /
    • 2009.02a
    • /
    • pp.1145-1149
    • /
    • 2009
  • In the 1960s, light art using neon or fluorescent lamp, etc and 'light and space art' appeared with kinetic art. Light art that is an extension of kinetic art tends to be digitalized art and focus on movement, while light and space art emphasizes psychological side and focuses more on phenomenal experience than movement itself. Light art generally tends to offer visual play, but light and space art offers not only visual play but also deep impression on audience's mind. In this paper, LED control method using sound and how color change influences people's mind are studied based on my works try to supplement shortcoming of light art. The main goal of my work is to make more effective and empathic interaction between audience and light in order to avoid cold and mechanical impressions that light art has. Based on its contents, this study seeks method to stimulate people's emotion, and suggests applying mentality on the color and sound interaction together to media art. In conclusion, it is believed that new model of media art is suggested through this study.

  • PDF

A Study on characteristics of method for New-media Art appeared in Interior of contemporary commercial space (현대 상업공간에 있어 뉴미디어 아트 표현 방법에 관한 연구)

  • Choi, Ji-Eun;Yoon, Jea-Eun;Yoon, Sang-Young
    • Korean Institute of Interior Design Journal
    • /
    • v.19 no.6
    • /
    • pp.67-74
    • /
    • 2010
  • Today, the world is facing overflowing digital technology, floating digital contents in the air, and various perspectives on the contents, and these are called new media waves. The waves show diverse features applied in arts and interior designs. In the new media world, a process that shows what artists and designers are dreaming of, planning, and presenting is becoming important., Therefore, a purpose of this research is to understand and refine the concept of new media world, and is to study on presentations of new media art in commercial spaces. Up to present times, New media art is a metaphor in the air, which connects digital art and design. Like the modifier "NEW" contains meaning of frequent changing, new media art has various characteristics in the commercial areas. First, new media art shows lighter and various space-designs with numerous lights and colors through the evolution of interface between substances and non-substances. Second, new media art has liquidity of spaces that come with diverse communication and change though infinite possibilities of digital technology. Finally, new media arts has amusement itself based on virtual images through interactive reality extension from human experience.

On the Fantastic Aspect in Electronic Media Art : A Preliminary Approach by Way of Barthes, Freud and Lyotard (전자매체예술에서의 '환상적' 측면에 대하여: 바르트, 프로이트, 리오타르를 경유한 접근)

  • Kim Won-Bang
    • Journal of Science of Art and Design
    • /
    • v.5
    • /
    • pp.159-174
    • /
    • 2003
  • 'Fantasy', the central notion of this essay, is discussed here more as a new paradigm in order to describe the structure of a work of art than as a stylistic characteristic proper to a specific genre of art. It means the whole situation and experience produced by two connected terms 'corporeal subject - screen'. Roland Barthes explained the 'semiographic painting' by Andre Masson as a field in which happens a certain connexion between the impulse of subject and the image, which views the painting not as a physical object but as a 'cinematic screen' ; painting may be redefined as a dream or a fantasy of the corporeal subject. And such an idea of 'art as fantasy' is closely related to the recent theoretical attempts consisting in abolishing the vision-centered conception of art since Renaissance. In this essay, the notion of fantasy as an aesthetic model is sketched by means of the Freud's notes on the fantasy 'A child is being beaten' and Lyotard's more advanced analyse on its attributes and operations. In Lyotard's analysis, fantasy is defined as a 'bloc' or a 'matrix-figure' featuring simultaneous conversion between the active and the passive, sadism and masochism, and coexistence of imcompossible meanings. In this sense, fantasy may be given to us as an analogical model from which we can outline the aesthetic characteristics of electronic media art involving virtual reality and interactivity.

  • PDF