• Title/Summary/Keyword: science and art

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NFT 아트의 미래와 전망 : 행위자네트워크 이론을 중심으로 (The Future and Prospects of NFT Art : On the basis of Actor-Network Theory)

  • 천미림;김홍규
    • 문화기술의 융합
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    • 제8권4호
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    • pp.397-405
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    • 2022
  • NFT 아트는 NFT 기술을 바탕으로 형성된 새로운 미술형태로써 기존 미술계와 미술시장에서 큰 관심을 끌고 있다. 따라서 NFT 아트가 새로운 미술의 영역으로 자리매김할 수 있는가에 대한 분석이 요구된다. 따라서 NFT 아트의 형성과 발전 과정을 과학기술학(Science and Technology Studies)의 행위자네트워크 이론(Actor-Network Theory)의 관점에서 분석하고 대표적인 사례로 NFT 아티스트 '비플(beeple)'의 사례를 조망한다. 또한 과학기술학 연구자인 그레이엄 하먼(Graham Harman)의 미학을 바탕으로 NFT 아트의 예술적 가치와 전통 미술 네트워크와의 관계를 논의한다. 특히 NFT 프로젝트 '크립토펑크(Crypto punks)'와 새로운 미술장르를 표방하는 '펑키즘(PUNKISM)' 사례를 통해 NFT 아트의 미래와 장르적 지속가능성을 분석한다. 행위자네트워크 이론으로 NFT 아트를 분석함으로써 기술적, 미적, 철학적 질문들을 가시화하고 새로운 미술장르로써의 긍정적인 전망을 제시하고자 한다.

Localization of Metadata Elements in the Art Museum Community

  • 남영준;이승민
    • 한국문헌정보학회지
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    • 제46권2호
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    • pp.175-197
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    • 2012
  • The art museums in South Korea are mostly small-scaled institutions with small amount of art works. Thus, internationally accepted metadata standards such as CDWA and VRA Core may not be efficient to manage their collections. Because of these distinct local characteristics, there is a need to create a set of metadata elements that can be used for the art museum community in the country. This research aims to propose a set of metadata elements customized to fit into the context of small-scaled art museums in South Korea. The construction of the element set was not from scratch but on the basis of existing standards such as CDWA, VRA Core, and Dublin Core. By identifying core elements that are indispensable in describing art works and collecting opinions of experts in art museums, the proposed set of metadata elements is expected to support the operation and management of art works and satisfy the localized needs of the art museum community.

Impact of Artificial Intelligence on the Development of Art Projects: Opportunities and Limitations

  • Zheng, Xiang;Xiong, Jinghao;Cao, Xiaoming;Nazarov, Y.V.
    • International Journal of Computer Science & Network Security
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    • 제22권9호
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    • pp.343-347
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    • 2022
  • To date, the use of artificial intelligence has already brought certain results in such areas of art as poetry, painting, and music. The development of AI and its application in the creative process opens up new perspectives, expanding the capabilities of authors and attracting a new audience. The purpose of the article is to analyze the essential, artistic, and technological limitations of AI art. The article discusses the methods of attracting AI to artistic practices, carried out a comparative analysis of the methods of using AI in visual art and in the process of writing music, identified typical features in the creative interaction of the author of a work of art with AI. The basic principles of working with AI have been determined based on the analysis of ways of using AI in visual art and music. The importance of neurobiology mechanisms in the course of working with AI has been determined. The authors conclude that art remains an area in which AI still cannot replace humans, but AI contributes to the further formation of methods for modifying and rethinking the data obtained into innovative art projects.

예술과 과학기술이 융합된 뉴미디어아트의 특성에 대한 연구 (A Study on Characteristics of New Media Art with the Integration of Art and Technology)

  • 뢰근이;장혁신;김원석;김성민
    • 디지털융복합연구
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    • 제19권12호
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    • pp.451-456
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    • 2021
  • 과학기술의 진보는 시대의 발전을 인도했고, 예술과 뉴미디어에 풍부한 기술적 수단과 새로운 도구, 새로운 사유 각도도 제공하며 예술의 창의성과 경질의 중요한 추진적인 힘이 된다. 본 연구는 예술과 과학기술의 융합적인 창의성의 추세에서 출발하여 뉴미디어아트가 나타난 새로운 특징을 중심으로 논술하여 작품의 사례를 결합해서 특징 등 방면에서 상세하게 분석하면서 현재의 뉴미디어 예술을 깊이 파악하는 시대적 특징과 그의 발전추세를 이해하는 점에 대해서 가치를 발견하고자 한다.

미술치료기법을 적용한 미술활동이 유아의 일상적 스트레스 및 사회적 유능성에 미치는 영향 (The Effects of Art Education Program Based on Art Therapy for Young Children on Daily Stress and Social Competence)

  • 이정화;이미성;이수련
    • 수산해양교육연구
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    • 제24권6호
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    • pp.806-819
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    • 2012
  • The objective of this study is to assess the effect of art activities of young children by utilizing the art therapy techniques on the daily stress and social competence of the young children. Out of children at the age of 5 in two classes of H kindergarten in P city, the study of 25 and controlling group of 25 are allocated to make a total number of 50 study objects. After pretests on the surveyed and controlling groups, 2-3times a week, totaling 12times of experimental treatments are made by selecting the art works of easy application on the education fields for the young children. The outcome of this study is as follow. First, the surveyed group participating in the art activities based on art therapy techniques gets lower points than the controlling group in criticism-attacking circumstance, anxious-frustrated circumstance, pride-deteriorated situation and the general daily stress. Second, the surveyed group participating in the art activities based on art therapy techniques gets higher points than the controlling group in positive-social activities, anxious-contracted activities, angry-aggressive activities and the general social competency.

컴퓨터 비전 기술을 활용한 관객의 움직임과 상호작용이 가능한 실시간 파티클 아트 (Real-time Interactive Particle-art with Human Motion Based on Computer Vision Techniques)

  • 조익현;박거태;정순기
    • 한국멀티미디어학회논문지
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    • 제21권1호
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    • pp.51-60
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    • 2018
  • We present a real-time interactive particle-art with human motion based on computer vision techniques. We used computer vision techniques to reduce the number of equipments that required for media art appreciations. We analyze pros and cons of various computer vision methods that can adapted to interactive digital media art. In our system, background subtraction is applied to search an audience. The audience image is changed into particles with grid cells. Optical flow is used to detect the motion of the audience and create particle effects. Also we define a virtual button for interaction. This paper introduces a series of computer vision modules to build the interactive digital media art contents which can be easily configurated with a camera sensor.

인터랙티브 아트를 활용한 STEAM 프로그램에 대한 초등학생들의 흥미와 인식 (The Elementary School Students' Interest and Perception on the Interactive Art STEAM Program)

  • 현동걸;이명수;신애경;임성만;김성운;양경식
    • 과학교육연구지
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    • 제38권3호
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    • pp.691-702
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    • 2014
  • 이 연구는 과학과 미술을 융합한 인터랙티브 아트 STEAM프로그램을 개발하고, 이를 초등학생들에게 적용한 후 STEAM 프로그램에 대한 학생들의 흥미와 인식을 알아보고자 하였다. 인터랙티브아트 STEAM 프로그램은 과학교육전문가와 미술교육전문가, 현장 교사로 구성된 STEAM 프로그램 개발팀에서 개발하였으며, 개발된 프로그램은 인터랙티브 아트 보기, 인터랙티브 아트 따라하기, 인터랙티브 아트 창작하기 단계로 구성하였다. 그리고 개발된 프로그램의 과학 관련 개념은 산과 염기의 지시약 반응이다. 개발된 인터랙티브 아트 STEAM 프로그램은 초등학교 6학년 소규모 1개 반을 선정하여 적용하였다. 프로그램 적용 결과, 학생들의 과학과 미술 교과에 대한 흥미도가 높아졌으며, 체험을 통하여 과학과 미술의 융합 가능성에 대하여 확신을 갖게 되었다. 또한 학생들은 인터랙티브 아트 STEAM 프로그램에 대해 만족도가 높았고, 이러한 STEAM 프로그램에 다시 참여하기를 희망하였다.

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A Case Study of Art Marketing in Fashion Brand

  • Hong, Sung-Sun;Hwang, Choon-Sup
    • 유통과학연구
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    • 제11권11호
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    • pp.19-32
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    • 2013
  • Purpose - This study examines the effects of art marketing management of the marketing mix in fashion, focusing on the cases of the leading global fashion brands in art marketing management. Research Design, Data, and Methodology - This study was implemented using the content analysis method. Criteria, including product differentiation, promotion strategies, store strategies, and social contributions, were based on previous research, brand promotional references, and critical reviews in newspapers or professional magazines for various cases of art marketing management by fashion brands. Results - To achieve product differentiation, art marketing management has borrowed images from artworks, and employed parodies and collaboration with artists; this has facilitated the pleasure derived from utilizing the artistic value of products. Promotion strategies were integrated with art performances, advertisements, and runway shows. Store strategies developed emotional feelings and a longing for brands among consumers. Reputational marketing of the social contributions made by corporations elevated the corporate brand image perceived by consumers. Conclusions - This study's findings revealed that consumers can derive emotional satisfaction through art marketing that seeks to profit effectively by stimulating consumers' emotions. From an economic perspective, a convergence of art and marketing plays an important role in profit-making and satisfying consumers' emotions.

구성주의에 기초한 과학.미술 통합 활동이 유아의 과학과정기술과 과학적 태도에 미치는 영향 (The Effectiveness of Constructivist Science Education Integrated with Art Experience on Young Children's Science Process Skills and Scientific Attitudes)

  • 김정현;김선영
    • 아동학회지
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    • 제31권6호
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    • pp.51-69
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    • 2010
  • This research involved the conducting of an experiment in order to determine the relative effectiveness of constructivist science education when integrated with art experience and constructivist science education for young children. Forty-one children of five years of age in two daycare center classes were assigned to experimental and comparative groups. The experimental and comparative group participated in 15 units. The experimental group participated in science education integrated with art experience, while the comparative group participated in science education. The analysis of covariance revealed significant differences between the mean scores of the two groups on the posttests for science process skills and attitudes. This indicates that the children in the experimental group performed significantly better on the tests than the children in the comparative group. The results of this study suggest that incorporating constructivist science education activities with art experience are good activities for developing young children's science process skills and attitudes.