• Title/Summary/Keyword: 과학예술

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The Impacts of Artistic Creativity, Scientific Creativity, General Creativity on Perceived Enjoyment and Intention to Reuse : Focused on Role-Playing Game Players (예술적 창의성, 과학적 창의성, 일반적 창의성이 지각된 즐거움과 재이용의도에 미치는 영향 : 롤플레잉 게임 이용자들을 대상으로)

  • Byeon, Hyeon-Su
    • Journal of Korea Game Society
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    • v.11 no.1
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    • pp.59-67
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    • 2011
  • The increase in the use of video games is resulting in the perception of some variables for video gamers. Therefore, it is necessary to identify the drivers for video games and their effects on the users to lead the growth strategies for the video gaming business. In this study, the drivers of video game play are creativities and enjoyment which are based on previous studies. And an empirical analysis was performed to determine the effect of these variables on intention to reuse. First, the results showed that artistic, scientific, and general creativity affect perceived enjoyment. Second, perceived enjoyment appeared to be a significant factor of intention to reuse. Specially, the author confirmed that artistic creativity has a very significant effect on enjoyment of video games.

A Study on the Direction of Digital Convergence and Multidisciplinary Education based on Rhythmik, Music Physiology and Musicians' Medicine, Performance Science (리드믹, 음악생리학과 음악인의학, 행위예술과학을 중심으로 본 디지털 융복합 교육의 방향성 연구)

  • Eum, Hee Jung;Kim, Hee-Cheol;Roh, Kyeong-Won
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.12
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    • pp.1726-1733
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    • 2019
  • Movement is everything in life and music is with our whole lives. Based on movement and sound, art has developed and reflected the times with close ties to technology and is creating new cultural content in the digital age. The absence of experts and research institutes with academic knowledge and experience in various fields compared to the frequency with which music and body movements are interwoven in the intermedia art and education of convergence is a real problem. Introducing the Rhythmik that studied the most basic principles of music and exercise through the precedent of foreign universities, we raise the need to introduce music physiology, musicians' Medicine and music performance science, the areas we studied together. It presents a new direction in the convergence era and education in pioneering research areas in which the only "I myself" systematically recognizes the movement to become the subject through physiology and medicine and scientifically moves and expresses music as a medium.

Historical Meaning through Technological Issues on Photography (기술적 관점에서 바라본 사진사에 대한 고찰)

  • Kim, Sang-Ki;Kim, Yoo-Jin
    • The Journal of the Korea Contents Association
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    • v.12 no.10
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    • pp.93-105
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    • 2012
  • Science and technology are deeply based on the invention of photography. The images that were made through machines and scientific process were not just delicate images. Photography was used wherever accurate record and realistic description were needed, such as public culture, art, advertisement, science research and so on, so it became an important part of anthropologic culture. However, the history of photography in the present photography education mainly deal with photographic tendency of famous photographers, the change of art paradigm by time period, social changes through big wars, thus there is a lack of diverse perspective in the history of photography, such as technological perspective. In this study, the history of photography was examined through science and technology, and analyzed how photography was affected and changed by the stage of important technological accomplishment. From this point of view, It will be helpful to understand modern photography, and meaningful to be a good reference. Furthermore, by understanding that photography relies on technology, the people who majored in photography will realize how important studying photographic technology and theories is.

Research on Cross-border Practice and Communication of Dance Art in the New Media Environment (뉴미디어 환경에서 무용예술의 크로스오버 실현과 전파에 대한 연구)

  • Zhang, Mengni;Zhang, Yi
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.1
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    • pp.47-57
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    • 2019
  • The end of the 20th century, along with the popularity of new media technology and the rise of new media art, dance as a visual art, and body language art, has the features of more and more rich and changeful. In today's Internet booming new media environment, many different fields, such as film and theater, computer technology, digital art, etc.) with its commonness and characteristics of all kinds of interaction between the creation, produced a new interdisciplinary research with theoretical model. When cross-border interactions between various areas become a hot topic at the same time, the traditional form of dance performances are also seeking new breakthrough. Canada's famous social psychologist McLuhan believes that modern is retrieving lost over a long period of time "overall" feel, return to a feeling of equilibrium. The audience how to have the characteristics of focus on details of visual art back to the "overall" feel worthy of study. At the same time, the new media in today's digital dance teaching in colleges and universities dancing education remains to be perfect and popular, if continue to use the precept of the traditional teaching way blindly, so it is difficult to get from the development of the current domestic dance overall demand. In this paper, the main body is divided into two parts, the first chapter is the study of image device dance performance art, the second chapter is the research of digital dance teaching application system, thus further perspective of media technology to explore dance art crossover practice under the new media environment and mode of transmission.

a Study on the Hands-on Education and the Out-of-School Education of the Nuclear Energy Using the Cloud Chamber in the Science Museum (과학관에서 안개상자를 활용한 원자력 체험교육 및 학교밖 교육에 관한 연구)

  • Oh, Kyu-Jin;Hong, Daegil
    • Korea Science and Art Forum
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    • v.6
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    • pp.67-78
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    • 2010
  • The purpose of this study was to examine the educational methods and the educational effects using the cloud chamber in order to help young people to understand the nuclear energy and the ionizing radiation. In this study, we surveyed not only the history and the value of the cloud chamber as an hands-on exhibit in the science museum, but the case study on the nuclear hands-on education and the nuclear out-of-school education using the cloud chamber. And we analysed the satisfaction degree of participants in the out-of-school education using the cloud chamber in the science museum.

출협 선정 '이 달의 청소년도서' 13종

  • Korean Publishers Association
    • The Korean Publising Journal, Monthly
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    • s.91
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    • pp.30-31
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    • 1991
  • 대한출판문화협회(회장 권병일)가 선정하는 '이 달의 청소년도서' 91년 6-7월분으로 다음 13종(13책)의 도서가 선정됐다. 분야별로는 철학(4종) 문학(4종) 예술(1종) 역사(1종) 과학(3종). 재단법인 한국출판금고(이사장 정진숙)는 총 1200여만원의 예산을 들여 선정도서 1종당 300부씩을 구입, 전국 각 지방의 공공도서관 81곳을 비롯, 청소년 선도기관.소년원.지방문화원 등 300곳에 기증했다. '이 달의 청소년도서' 선정위원은 다음과 같다. 문학.예술-남미영(한국교육개발원 연구원) 신상철(아동문학가) 과학.기술-현원복(한국과학사회연구소장) 종교.철학-이은봉(덕성여대 교수) 역사-하현강(연세대 교수) 인문.사회-송복(연세대 교수)

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Technology Acceptance Model and fashion: Toward an integrated model for fashionable technology products (패션과 기술의 융합 제품을 위한 TAM과 패션의 통합 모형 연구)

  • Shim, Soo In
    • Korea Science and Art Forum
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    • v.30
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    • pp.217-230
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    • 2017
  • The purpose of this study is to develop a theoretical model identifying how consumers accept a fashionable technology product. A systematic review of 39 influential TAM studies focusing on theory development in the context of information technology results in three tendencies, which become backbone of the model of fashionable technology acceptance. A subsequent review of the nature of fashion fleshes out the backbone with detailed propositions in the more specific context of fashionable technology. The model of fashionable technology acceptance includes key propositions of Theory of Reasoned Action, in which internal beliefs consist of functional, aesthetic and symbolic values, and other factors, such as technology features (i.e., hardware specification, software specification, brand, and price factors), environmental conditions (i.e., technical infrastructure and user occasion), individual differences (i.e., age, gender, experience, personality, aesthetic sense, fashion innovativeness, and income), and social influence (i.e., subjective norms, social reputation, and cultural difference). Implications, limitations, and suggestions for future research are also discussed.

우리 문화유산속의 과학(11) - 고분벽화 "천연 광물성 재료 쓴 정상의 고구려 예술"

  • Lee, Jong-Ho
    • The Science & Technology
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    • v.35 no.12 s.403
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    • pp.30-31
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    • 2002
  • 우리나라의 고분벽화는 주로 고구려 무덤에서 많이 발굴되었는데 압록강 유역과 평양을 중심으로 하는 중국지방에서 90여기가 발굴되었다. 삼국시대 이후 고려와 조선조에 이르기까지 명맥만 유지해 왔다. 이 고분벽화는 종교적 내용에서 비롯하여 고구려인의 전투적 모습과 수호신이 주류를 이루고 있고 재료는 물에 녹지 않는 천연 광물성 재료들을 많이 이용했다.

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NEW&TOPICS 해외

  • Lee, Ju-Yeong
    • The Science & Technology
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    • no.9 s.412
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    • pp.9-11
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    • 2003
  • 은하계도 '약육강식' 장면 촬영 성공/ 아기들의 요람사 원인은 자궁으로 되돌아가는 꿈 때문/ 스트레스, 암세포 전이 촉진/ 녹차 항암효과, 생각보다 탁월/ 과학 · 의학 전공자가 예술 · 법학 전공자보다 장수/ "집안에서는 무조건 금연해야"/ 레이저 대신 태양광선으로 수술/ 넥타이 죄어 매면 녹내장 위험 증가/ 생각만으로 움직이는 휠체어 개발/ 크고 선명할수록 보기 어렵다/ 운동중 수분 과음하면 사망 위험

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첨단게임

  • Korean Federation of Science and Technology Societies
    • The Science & Technology
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    • v.29 no.9 s.328
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    • pp.53-70
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    • 1996
  • 컴퓨터게임을 어린이들을 유혹하는 못된 놀이 쯤으로 생각하는 사람들이 있다. 그러나 컴퓨터게임은 사고ㆍ지각ㆍ인지ㆍ판단력을 높이고 건전한 여가선용으로 현대인의 스트레스를 해소시켜 준다. 컴퓨터게임은 앞으로 종합예술로 승화해서 21세기 핵심산업이 될 전망이다. 첨단게임의 모든 것을 알아본다.

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