• Title/Summary/Keyword: 과학예술

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An Analysis of Hirata Oriza's Plays based on Lyotard's Postmodern Scientific View (리오타르 포스트모던 과학관에 따른 히라타 오리자의 희곡 분석)

  • Lee, Hye Jeong;Heo, Jae Sung
    • The Journal of the Korea Contents Association
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    • v.22 no.8
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    • pp.200-210
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    • 2022
  • The purpose of this paper is to analyze Hirata Oriza's three plays, "Scientific Minds," "Monkeys on the Northern Limit Line" and "Balkan Zoo" with Lyotard's postmodern scientific view. Liotar, who claims that science and narratives follow the rules of their own pragmatic use, talks about the incommensurable parallelism between the two. Hirata Oriza points out that humans rely on narratives in the postmodern world. This paper analyzes Hirata Oriza's plays in three aspects. First, in the postmodern world where the master narrative has disappeared, it identifies the point where the boundaries that define the identity of human beings under the lost and developing science technology are fading. Second, we look at the pattern in which the parallelism between scientific knowledge and narrative knowledge is constantly diluted due to the characteristics of humans who understand the world by leaning on narrative. Finally, the aspects of small narratives are idetified, raised by individuals to comfort themselves toward a world where the master narrative disappears and is justified only by maximizing performance.

Study on the Fun of Program for Science Puppet Show (과학인형극 프로그램의 재미에 관한 연구)

  • Ha, Ju-Il;Kim, Kyoung-Soo
    • Proceedings of the Korea Contents Association Conference
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    • 2014.11a
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    • pp.171-172
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    • 2014
  • 4C-STEAM을 활용한 과학인형극 프로그램은 연구자가 지난 6년 동안 50여회의 전국 공연을 담은 학생중심의 '과학예술융합 체험 프로그램'이다. 이는 학생들에게 융합과 창의, 소통과 배려의 기회를 제공하였지만, 프로그램의 재미 요소의 차이에 따라 참가자의 반응이 엇갈리는 것을 확인하였다. 따라서 본 프로그램 속에 재미 요소를 분석하고 전략을 강화하여 학생 참여와 교육 효과를 높이고자 한다.

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사용자탐방-서강대학교 컴퓨터학과 임인성 교수

  • Lee, Jung-Yeon
    • Journal of Scientific & Technological Knowledge Infrastructure
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    • s.3
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    • pp.134-136
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    • 2000
  • 최근 문화, 예술, 과학 등 많은 분야에 걸쳐 컴퓨터 그래픽의 중요성이 부각되고 있다. 특히 컴퓨터 그래픽의 한 분야인 3D 그래픽은 영화, 광고, 게임, 교육 CAD/CAM, 과학적 가시화 등 많은 분야에서 널리 쓰이면서 그 중요성이 더욱 커졌다. 그러나 이와 관련된 국내 기술력은 외국의 기술력에 비해 많이 뒤쳐진 상태다. 국내의 컴퓨터 그래픽관련 기술력을 세계적인 수준으로 끌어올리기 위해 연구에 매진하고 있는 서강대학교 컴퓨터그래픽스연구실의 임인성 교수님을 만나보았다.

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Developing a Convergent Class Model of Augmented Reality and Art (증강현실과 예술의 융복합 수업모형 개발)

  • Pi, Su-Young;Lee, Myung-Suk
    • Journal of Digital Convergence
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    • v.14 no.5
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    • pp.85-93
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    • 2016
  • Convergent education is essential to develop consilient thinking skills, ability to recreate information and knowledge, and problem-solving skills which are demanded in society of convergent knowledge. Accordingly, this study is going to develop a convergent class model of augmented reality and art based on consilient knowledge. Teaching model is designed based on the ADDIE model, which was operated by opening a real class in order to verify the validity. The result showed a high satisfaction of learners showed the ability to adapt to the major areas associated with the cultivation of learners. Characteristics of augmented reality medium were found to enable learners to analyze a new phenomenon and to fuse the necessary knowledge by inducing them to actively interact by the their intention in learning. Therefore, it is possible to cultivate creative and convergent persons of ability equipped with more flexible and creative thinking ability and discernment through deepened education for recognizing and understanding convergent cases between art and scientific technology. There is a study on the validation and the convergence of different subjects in terms of a variety of aspects, left behind of this study.

Study on the Digital Character and Realism in the Digital Age -Focused on the CG Works of the ACM SIGGRAPH Asia- (디지털 시대: 디지털 캐릭터와 리얼리즘 -ACM 시그래프 아시아 출품작을 중심으로-)

  • Choo, Hye-Jin
    • Cartoon and Animation Studies
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    • s.37
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    • pp.439-461
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    • 2014
  • Art has evolved into remarkable changes in its art form maintaining a close link with the contemporary scientific technologies that gave birth to new tools of expression in each era. Animation is an art form in an inextricable connection with technological aspects because it was spawned by the technical background like movies. In this regard, animation is often viewed very strongly by technical advancements in terms of an aesthetic approach. John Whitney Sr., one of the pioneers in computer graphics arts, turned his attention to the new technology called computer graphics as a means to visualize images and movement. The advent of a new medium had a strong influence not only on tools and means for novel expression but also on the gradual shift in thinking about arts and even the audiences' taste. In the 1980s, animation was combined with computer technology and the rapid progress of computer graphic technology opened up the era of new visual aesthetics, Today, the development of digital technology presents a different dimension of realism, either advocating hyperrealism by digital actors or presenting new illusionism by classic cartoon characters emphasized in a distortion or metamorphosis from a real life in order to consolidate animation realism. Based on the two perspectives mentioned above, this study can identify methods of digital character appropriation focused on the works of the ACM SIGGRAPH Asia and find how the relationship between art and technology has changed the digital realism and evolved the digital character as the digital technology has developed.

New Roles and Identity of Literary Writers from the Perspective of Cultural Intermediary (문화매개자 개념으로 바라본 문학 작가의 새로운 역할과 정체성)

  • Shim, Bo-Seon
    • Korean Association of Arts Management
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    • no.58
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    • pp.49-88
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    • 2021
  • Contemporary literary writers engage in multiple jobs and activities in the changing industrial and institutional environments to manage careers and produce literary value. The notion of art entrepreneurship envisages writers as the actors pursuing optimal rewards at both literary and economic levels by applying creative knowledge and skills to the management of career. In contrast, the notion of creative labor argues that writers go through career insecurity as they pursue self-fulfillment through work. This paper critically reviews two notions and suggests the notion of cultural intermediaries to better understand their production of literary value within the variety of relational contexts where they are situated. This paper analyzes the structures and characteristics of a wide range of intermediary practices by literary writers. Based on the analysis, I argue that the autonomy of literary value the writers construct and their status of entrepreneur-labourer are contingent upon the relational contexts within which they practice the intermediary work. I also suggest that literary writers by utilizing a variety of tactics cope with the changes that shape the autonomy of literature and invent new roles and identities as cultural intermediaries. Furthermore, literary writers develop not only self-management skills to adapt to the changing environments but also the collective capacity to cope with the constraints derived from the structural change of literary production and circulation. Finally, I argue that the art management discipline can reflect upon and support the creative endeavors of literary writers by embracing the critical understanding of structural changes suggested by the disciplines of humanities and social sciences.

Developing the Research Contents Life Cycle Model: Based on the Curation Model for KISTI Curation Center (연구콘텐츠 라이프 사이클 모델 개발: 한국과학기술정보연구원 콘텐츠 큐레이션 센터를 중심으로)

  • Lee, Hyewon;Yoon, Soyoung;Park, Ziyoung;Hwang, Hyekyong;Kim, Jayhoon;Rhee, Hea Lim
    • Journal of the Korean Society for information Management
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    • v.36 no.3
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    • pp.203-228
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    • 2019
  • This study developed KISTI CLCM, a curation model suitable for the content life cycle, focusing on the KISTI Content Curation Center. For developing the KISTI Curation Model, the previously developed models DCC, DCC&U, UC3 and DCN models were reviewed and the advantages of the models connected to the mission and tasks of the digital curation center were derived. Interviews with staffs of the KISTI Content Curation Center identified the characteristics of the content and identified the level of achievement of the current task. In addition, this study proposed to enhance usability by developing KISTI content curation waves based on the UC3 model to discover user-centered services and add new values to digital resources.

A Study on the Value of Dance Education through the Quality of Culture and Arts Education Service (문화예술교육 서비스 품질을 통한 무용교육의 가치에 관한 연구)

  • Lee, Sook-Young
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.51-62
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    • 2020
  • The purpose of this study was to verify whether the quality of service provided by culture and arts education has a bearing on the service value of dance education, and to verify the role of the intention of reuse of culture and arts education participants in this relationship. The survey was conducted from October 1, 2019 to December 30, 2019, and a sample was collected from stratified sampling methods for the general public participating in culture and arts education. In order to verify the relationship between the independent variable and the dependent variable, multiple regression analysis was performed, and the role of the parameter in the relationship between the independent variable and the dependent variable was examined using the three-step intermediary regression analysis. The research results are as follows. First, as a result of analyzing the relationship between the sub-factors of service quality and emotional value, it was found that facilities and environmental services had the greatest impact. Second, the results of analyzing the relationship between the sub-factors of service quality and functional value showed that the most significant impact was on facilities and environmental services. Third, as a result of analyzing the relationship between the sub-factors of service quality and social values, it was found that facilities and environmental services had the greatest impact. Fourth, In the relationship between contents and instructor service and service value, the intention to reuse was found to have a full mediating effect. In addition, in the relationship between facility and environmental services and service value, the intention to reuse was found to have a partial mediating effect. Based on the quality of service of culture and arts education, this study suggested a way for dance education to work with the region.

A Technical Planning for Emotion Evaluation of Art Performance using the Human Emotional Data (공연에 대한 고객감동 평가를 위한 감성데이터 활용 방안)

  • Moon, Hyo-Jung;Ko, Hee-Kyung;Park, Young-Ho
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.87-91
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    • 2017
  • Recently, several kinds of researches using IoT wearable devices are active in the field of sports, design, emotional sciences and so on. The human bio data such as blood pulse, ECG, SKT signal, and GSR Signal producing from IoT wearable devices such as Watch, Smart-band, Grass can adapt to the meaningful future applications. Using the human's emotional data and a physical status with variation and so on, we can individually get the personal status. Due to knowing the personal emotion or physical status is related and connected to the valuable wallet of customers, the approach is more important in nowadays. Therefore, the personal information can effectively adapt to the marketing of the culture industry, which deals with emotions of customers. The research shows implementation steps for explaining overall architecture of the convergence research between Art and Technologies.

Analysis on Immersion of Digital Animation -Focused on complex analysis on the concept and story- (디지털 애니메이션의 몰입감 분석 연구 - 콘셉트와 스토리의 복합적 분석을 중심으로 -)

  • Kim, Ki Bum;Kim, Kyoung Soo
    • Korea Science and Art Forum
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    • v.24
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    • pp.1-13
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    • 2016
  • The aim of this study is to find the reasons of success and failure of digital animations in terms of 'immersion.' For the purpose, the causes of immersion were analyzed through complex comparison about concepts and stories of two animation films with similar size of budget: 'Shrek 2' which ranked number 1 in the box-office of animation and 'Mars Needs Moms' which ranked number 172 in the same category. The complex results showed that immersion becomes bigger with creativity and popularity of the characters' outer concept, diversity and organic of the characters' inner concept, and diversity and consistency of the background. Moreover, gradual arrangement of characters' appearance in the story and increasing number of the characters, and visual changes around the plot heightening with a well-organized passage increase immersion. After all, immersion of digital animation requires developing creative, diverse, and popular concept and arranging and strengthening strategic well-organized plot of parts and the whole. This is the key to convergence it.