• Title/Summary/Keyword: 과학예술

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The Study of the Correlation between Media Art Creative City and Local festival - with Lyon, Sapporo, Linz as the central figure - (미디어아트 창의도시와 지역축제의 연관성 연구 - 리옹, 삿포로, 린츠를 중심으로 -)

  • Jeong, Hye Young;Kim, Kyoung Soo
    • Korea Science and Art Forum
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    • v.24
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    • pp.399-409
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    • 2016
  • This study's purpose is to research the correlation between property and the major festivals with media art of exemplary 3 cities among 8 Unesco Media Art Creative Cities. As a result, it is drawn a conclusion that the below strategies are necessary to achieve success for Unesco Media Art Creative City. First, from the Creative City's point of view, on the basis of the maximization of various merits such as history, natural surroundings, and human resources of the city, it is necessary to reconcile a vision of the city and an identity of Media Art Creative City, and to seek for continuous growth of the city by consistency and durability of control tower within the local government. Second, from the local festival's point of view, it is necessary to provide a differentiated service in the existing media art festivals, to attract the fusion of media art and festivals, and the diversification and the popularization of media art programs. And, it needs to lead to involvement of young people with the fusion of on-line and off-line festivals, the fusion of analogue and digital festivals. In the conclusion, for the successful constructing of Media Art Creative City, it is necessary to maximize the merits of the city's own, to enhance the image for Media Art Creative City with the correlation between the merits and media art, and to differentiate the city's own various festivals, ant the same time, to converge them with media art technology. With these strategies, the local festival can make a new leap for global festival when it constitutes a whole with Media Art Creative City.

A Study on the Contents to Vitalize the Space for Making Traditional Gwangheemun A Tourism Resource (문화유산 광희문(光熙門)의 관광자원화를 위한 공간 활성화 콘텐츠 연구)

  • Kim, Ji Eun;Park, Eun Soo
    • Korea Science and Art Forum
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    • v.23
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    • pp.95-109
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    • 2016
  • The background and objective of this study are as follows. Gwangheemun, one of the 4 small gates of Seoul Castle is a space to represent ordinary people and it is a valuable cultural heritage that shows the process of technical transition of fortification technology during Chosun Dynasty. It is a place that we can expect to play a role as a field where history and culture mix and communicate together. But currently, the environment and facilities around Gwangheemun have fallen behind and become old, so they need to be reorganized as their local feature is not shown distinctly. We need to vitalize the new traditional space that shows local feature. This study has drawn out the method, contents and the result of study like as follows. This study aims to establish an identity based on the historical and cultural backgrounds and suggest the contents to vitalize the space of Gwangheemun as a traditional cultural heritage. By this, this study aims to create a historical and cultural space where people can enjoy, eat and look around. Therefore, based on the historical and cultural feature, it gives an identity as moonlight street, and it has developed and suggested 5 contents to vitalize space: Gwangheemun maintenance, plan, castle restoration plan, village inside the castle, village outside the castle and fashion art street. Contents to vitalize space has a meaning as a specific developmen method of urban restoration, and we can expect to be used as a direction to develop the area to enhance the cultural quality of life of both inhabitants and visitors by forming the brand identity of surrounding area with traditional cultural heritage.

A Study on the Design Preference Survey for Development of Auxiliary Therapy Products Utilizing Music of Mild Cognitive Impairment (경도인지장애인의 음악을 활용한 보조 치료기기 제품개발을 위한 디자인 선호도 조사에 관한 연구)

  • Lee, Hae Goo
    • Korea Science and Art Forum
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    • v.31
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    • pp.355-365
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    • 2017
  • The future population of Korea is expected to reach the second highest level in the world by 2060 for the elderly. It is because of the rapid development of low fertility and medical technology. The burden of society for the elderly is expected to increase steadily. The elderly person firstly appears functional disorder. They have low ability in memory and in cognitive will be. Their activities are therefore limited. And economic production capacity is sharply reduced. Self-sufficiency is a difficult situation. They need help in economic and social aspects. Products for them need research and development. The elderly have a Mild Cognitive Impairment(MCI) stage with poor cognitive abilities. It is effective to combine pharmacological and non-pharmacological treatment methods for people with mild cognitive impairment. The effects of non-pharmacological treatments on music have been proven. This paper is a study on the appearance from the viewpoint of design in the development of ancillary instruments using music therapy techniques with Digital Convergence. For this study, we investigated the preference for external appearance of mild cognitive impairment. Two times surveys were conducted. As a result, the design of home care product for the hard cognitive impaired was different from that of a conventional game machine or set top box. It should be designed according to the user's special circumstances. They are memory and cognitive abilities. Products that meet physical and mental changes must be developed.

A Study on the Method of Activation of Space of Gwangheemun Considering Historical and Cultural Speciality (역사·문화적 특수성을 고려한 광희문(光熙門)의 공간 활성화 방안 연구)

  • Kim, Ji Eun;Park, Eun Soo
    • Korea Science and Art Forum
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    • v.19
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    • pp.243-257
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    • 2015
  • The Cultural Heritage Administration has selected Seoul Fortress Wall as the representative heritage of Korea to be applied for being registered as UNESCO World Heritage and announced the plan to restore and organize it, which has increased the interest to the Seoul Fortress Wall, the Historical Site No. 10. The great work to make the heritage value of Walls, 4 Big Gates and 4 Small Gates composing the Seoul Fortress wall with the length of 18.627 km to be recognized worldwide has limits if it is focused only on the physical restoration. It is because the Seoul Fortress Wall represents the long historical and cultural value as the space of life which connects closely the capital city and its vicinity. We need the plan to discover and utilize historical and cultural contents of Seoul Fortress Wall and its vicinity. Especially, Gwangheemun, which is one of the four Small Gates of Seoul Fortress Wall, is a precious cultural heritage which represents the transition of fortification technology of Chosun period as the space representing ordinary people. However, now Gwangheemun and its vicinity does not stand out the charm because of passive accessibility, landscape falling behind and absence of program. This made the lack of domestic and overseas tourists and the convenient space and various contents. This reality is because the value of space has been considered simply as a cultural heritage without considering the traditional, historical and cultural specificity. Therefore, this study is aimed to find the meaning and value of Gwangheemun by discovering its own latent intangible cultural, historical and artistic resource, and to find the way to connect with Gwangheemun, the existing tangible traditional architectural space and the way of vitalizing Gwangheemun as a new space.

Convergence Analysis on Policy Decision Making Factor of Local Construction Planning Phase by Using Unstructured Data in point of the Technology and Culture (비정형 데이터 분석을 통한 기술과 문화의 융합적 관점의 지역 건설기획단계 정책의사결정 영향요인 분석)

  • Park, Eun Soo;Kim, Ji Eun
    • Korea Science and Art Forum
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    • v.23
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    • pp.149-162
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    • 2016
  • Here are background, method, scope, main contents of this research. As the interests increased in recent about the construction in complex and diverse areas, construction is locally connected to human life like to coexistence of the technology and culture. The local development should not be fragmentary construction to improve local recycling ability. Local society should be inherited by modern cultural perspective through a variety of local culture and coexistence. Effective decision making analysis is necessary to build a livable area with a combination of high-tech industry. For this reason, this paper will study the political analysis for decision making at the planning stage of construction in point of fusion of technology and culture by using unstructured data analysis. Conclusion is as in the following. Local planning stage of construction describes diverse meanings of intangible and intangible factors as political factor. Technology factors have various qualitative and quantitative factors in construction field. Understanding decision making at the planning stage of construction means not only visible 'technology factor' such as structure, method, shape, and so on, but also invisible 'culture factor' such as spirit of age, religion, learning, and life-style reflected in formation process of space, and insight of brain power about art.

The Effects of Emotional Sensibilities Using MTBL Approach in a College-Level Liberal Arts Class (대학 교양과목 수업에서 음악테크놀로지 기반학습 (Music Technology-Based Learning : MTBL)이 감성의 활성화에 미치는 효과)

  • Kim, Eun-Jin;Kang, In-Ae
    • Science of Emotion and Sensibility
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    • v.14 no.4
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    • pp.513-524
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    • 2011
  • Digital Technology actively utilized in all spheres by rapid changes in information and knowledge demands transformations not only in the sociocultural and educational spheres but also specifically in the field of arts education. Digital Technology becomes a challenging factor for the field of arts education. In this study purposed a new teaching-learning approach method in arts education, called "Music Technology-Based Learning"(hereafter, MTBL), which is to, first, take interdisciplinary approaches combining various subjects in the field of arts education. In the case study was conducted to examine the educational effects of the MTBL approach to the liberal arts course in university: mind maps derived from 2 sessions (pre-class and post-class), evaluation sheets regarding self-directed learning and in-depth interviews with ten voluntary learners after the class were used as methods for data collection. The result of case study shows positive changes in the terms of the degrees of emotional sensibilities of the learners. Moreover, the research confirmed the potential of MTBL as a new teaching and learning methodology in art education.

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Mathematics, Art and 3D-Printing in STEAM Education (수학과 예술을 3D 프린팅으로 연결하는 융합인재교육)

  • Lee, Sang-Gu;Lee, Jae-Yoon;Park, Kyung-Eun;Lee, Jae Hwa;Ahn, Seung-Chul
    • Communications of Mathematical Education
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    • v.29 no.1
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    • pp.35-49
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    • 2015
  • 3D-Printing is one of the most innovative technologies that will be widely used in the 21st century. 3D-Printing also serves as an indispensable tool in STEAM education. In this article, we introduce what we have done in our mathematical modeling class in Uni. and recent R&E project under the support of Korean Foundation for the Advancement of Science and Creativity. We planned a model of STEAM education originating from our wish to make tangible models that use mathematical formulas to express the natural beauty of an object. We used a free, open-source software, Sage, to simulate these models online. Then, we created a program that generates a .STL file from these 3D images. This model can help students understand the natural beauty inherent in mathematics and use formulas and technology tools to simulate models in 3D. Finally, we were able to help students to create their own. STL files through a website we developed by adding Sage code into a Sage notebook. Then students can make and hold a 3D object of their very own. This process shows the possibility that mathematics, art and 3D-Printing can be effectively used to achieve the goals of STEAM education.

Feedback Phenomenon in Technology Art (예술 공학의 피드백)

  • Kim Hyung-Gi
    • Science of Emotion and Sensibility
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    • v.8 no.4
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    • pp.423-433
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    • 2005
  • The computer hardware development has provided many chances of emergence between art and technology. In many cases today's interactive artworks cannot be completed without audience's participation. The interactive production process with technical supplementation can be celled feedback. Mr. Nam Jun Paik showed 'Participant TV' that interacts with audience's response in real time. It means artwork changes with the constantly changing value from the data set from human visual perception. Dan Graham showed another feedback related work, which delays 5second playback in mirror that implies consequence of time. Today's media art has to sublimate coincidence, time ant audience into philosophical artwork through consonance that comes with video and sound as we can see from Bill Viola. Stelarc produced artworks. That use input data that is weak signals from brain, muscles. Through a terminal display with player, body expanded meaning of media. Jeffrey Shaw's 'Legible City' provided a fabrication of the reality with the interaction of bicycle's pedal speed and steering direction that is controlled by 4river. RE:MARK used microphone as input device as Edmond Couchot's 'Je same a la vent' and Nam Jun Paik's 'Participant TV' did. There is no communication without feedback between human being. The reality makes audience involved into artworks. That is the reason why feedback has to be natural. Through the feedback process, the originality of the idea is altered by audience. The feedback is not just part of flesh of artwork rather skeleton of it. Technological showoff cannot be art itself The perfection of technological application plan helps feedback that interacts with audience naturally in order that audience hoes not feel the feedback as artificial plan. Interactive media art has to be evolved into new media form with new integration feedback technology.

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An art exhibition needs assessment survey of persons with visual impairment (시각장애인의 전시예술품 관람 욕구조사)

  • Lee, Yanghee;Kim, Sangwon;Eom, Munseol;An, Sae mi;Cho, Jun Dong
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.1
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    • pp.457-466
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    • 2019
  • The study was to improve the right to the enjoyment of culture of persons with visual impairment by increasing the accessibility to art exhibitions and exploring assistive measures through needs assessment survey of persons with visual impairment on arts exhibition. We used total 83 responses collected through an online survey. The result are as follows. First, watching movies at a teather was the most frequent leisure activity among persons with visual impairment, while respondents reported attending art exhibitions as the least frequent activity. Yet, 71.1% included attending art exhibitions as one of their top 5 culture and leisure activities. Most of the respondents reported the purpose of attending art exhibitions as fun. However, a primarily visual atmosphere prevented them from visiting the exhibition. Second, persons with visual impairment preferred approaching the art to have a closer look. More than about 50% of the respondents used their residual vision. Most of the respondents reported to use more than two senses when appreciating the exhibits. Moreover, respondents reported that devices/services for multi-sensory experiences would be helpful to appreciate the art. The findings imply that the consideration of the characteristics and needs of persons with visual impairment is required for establishing the environment of art exhibitions. This could further contribute to the improvement of the right to the enjoyment of leisure and culture of persons with visual impairment and lead to the realization of social integration.

Sound Visualization based on Emotional Analysis of Musical Parameters (음악 구성요소의 감정 구조 분석에 기반 한 시각화 연구)

  • Kim, Hey-Ran;Song, Eun-Sung
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.104-112
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    • 2021
  • In this study, emotional analysis was conducted based on the basic attribute data of music and the emotional model in psychology, and the result was applied to the visualization rules in the formative arts. In the existing studies using musical parameter, there were many cases with more practical purposes to classify, search, and recommend music for people. In this study, the focus was on enabling sound data to be used as a material for creating artworks and used for aesthetic expression. In order to study the music visualization as an art form, a method that can include human emotions should be designed, which is the characteristics of the arts itself. Therefore, a well-structured basic classification of musical attributes and a classification system on emotions were provided. Also, through the shape, color, and animation of the visual elements, the visualization of the musical elements was performed by reflecting the subdivided input parameters based on emotions. This study can be used as basic data for artists who explore a field of music visualization, and the analysis method and work results for matching emotion-based music components and visualizations will be the basis for automated visualization by artificial intelligence in the future.