• Title/Summary/Keyword: 디지털아트

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A Study on the Realistic Spatial Expression in Digital Art to Escape the Limitations of Flat Screens (평면 스크린의 한계를 벗어나기 위한 디지털 아트에서의 현실적 공간 표현에 대한 연구)

  • Sebinn Jung;Doo-Hyun Choi;Sooyeon Lim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.105-112
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    • 2023
  • Attempts to embody the three-dimensional world into works have continued without distinguishing between the times and the media, and the purpose is to realize an immersive state rather than the reproduction of reality. It was considered that the flat screen, which is the medium that finally faces the viewer in digital media art, hinders complete immersion, and this study investigated and analyzed the cases of works that give a sense of reality of space beyond the limits of the screen. Using the results of the analysis to produce the work, it was found that the presentation of the realistic space and enhancing immersion in the digital media art field should be viewed not only as visual video content on the screen, but also as an installation suitable for the exhibition environment and the resulting space itself.

Analysis of the Emergence of Interactive Art in Art and Artificial Life (인터랙티브 아트의 창발성에 관한 분석 -인공생명 예술을 중심으로-)

  • Kim, Hee-Young
    • Journal of Digital Contents Society
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    • v.9 no.1
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    • pp.131-137
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    • 2008
  • The salient features of interactive art development through the participation of spectators in the late 20th century could be creativity and possibility of future growth by biological factors. With the development of artificial life studies, Interactive art holds a position in the biological developmental stage, but relevant studies have not been active. This study analyzes three representative case studies located in the emergent stages of development and examines the traits closely so that the foundation of developmental direction of emergent property would be clarified.

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클릭, e업체- 은아트프로덕션

  • Sin, Jong-Hun
    • Digital Contents
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    • no.5 s.132
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    • pp.102-103
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    • 2004
  • 이름도 낮선 조그마한 애니메이션 제작자가 최근 업계의 주목을 받고 있다. 애니메이션 투텐스타인(한국명:타탕)의 제작자인 은아트가 그 주인공. 은아트가 최근 관심을 끌고 있는 것은 이회사가 제작한 첫번째 애니메이션 투텐스타인이 지난 3월 미국 에미싱 본선 후보작으로 선정된 것을 비롯해 지난달에는 유럽 방송 연맹이 주관하고 유네스코에서 후원하는 국제 청소년싱(2004 Prix Jeunesse International)에서도 본선 최종후보작으로 선정되는 등 인기를 끌고 있기 때문이다. 이제 막 서른 줄에 접어든 젊은 대표 서은아 사장이 이끌고 있는 은아트를 찾았다.

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A Consideration on the development of Interactive Art in 20th Century (20세기 인터랙티브 아트의 전개에 관한 고찰)

  • Kim, Hee-Young;Lee, Wang-Joo
    • Journal of Digital Contents Society
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    • v.9 no.2
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    • pp.177-185
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    • 2008
  • It was a special phenomenon in the art of 20th century that the earnest engagement of spectators came up to the surface in the area of artwork-creation and art-experience which had been one-sided processes for a long time. Such a genre of Optical art or Kinetic art, had pulled out active engagements of audiences in enjoying diverse works, played the role of locomotive in the Interactive Art. Of course, many kind of art made an appearance on the channels of diverse media from that times. For example, many people came to enjoy taking part in such a genre as Happening formated the mode of face-to-face communication between the creator and the spectator. The appearance of the technology of digital media had a decisive influence on the area of the Interactive Art. From that time on, people have come to accept the reciprocity of the relations between artist and spectator naturally. This paper makes researches on some trends in the development of Interactive Arts by way of analyzing some representative Interactive Artworks typing the birth and growth of Interactive Art.

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A Study on the Characteristics and Artistic Application of the Image in Post-Internet Art (포스트-인터넷 아트에서의 이미지 특징과 예술적 적용에 관한 연구)

  • Noh, A Young;Lee, Jung Eun
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.4
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    • pp.347-357
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    • 2020
  • This study intended to examine the nature of image which uses the network as the medium in the context of 'post-internet art' and categorize and analyze the cases of applications within art images. In the post-internet art which embraces the background of Web 2.0 and extended digital and network environment, image is transformed and re-mediated into various formats beyond fixed forms. Hito Steyerl defined the image, copied, downloaded, and reedited digitally in low quality as 'poor image.' Young artists, the digital native generation, capture and re-contextualize the changed network environment and depict it in various images. In this context, the application of image in post-internet art can be categorized and analyzed into the 'Image Collected as Material' produced by collecting and recomposing images found in social media, operating system, and website, 'Image Processed through Work' which is newly processed and re-contextualized by using editing programs, and 'Combined Digital-Reality Image' which represents the section of the digital society as the film and image that combine virtuality and reality.

A Study on the Utilization of Customizing Nail Art Design Using Laser marking System (레이저 마킹 시스템을 이용한 Customizing 네일아트 디자인 활용 방안 연구)

  • Yoon, Jae-Won
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.353-359
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    • 2022
  • Entering the era of the 4th Industrial Revolution, as humans pursue beauty with a differentiated lifestyle and the quality of life improves, nail art is in the spotlight as another art field as part of beauty and jewelry art. In addition, as the rapidly growing and digitalized decorative beauty nail industry has become a major industry in the world, it is expressed as a formative beauty art that requires creative and original decorative expression. Recently, as the rapidly growing and digitalized decorative beauty nail industry has become a major industry in the world, it is expressed as a formative beauty art that requires creative and original decorative expression. This study aims to present the direction of a new expression idea that expresses visual beauty, expecting the creative beauty industry and jewelry nail art to become popular as an image imprinting expression method using a laser marking program among digital systems.

A Study on Records as an Act of Artistic Creation: Focusing on Archival Art (예술창작 행위로서의 기록에 대한 고찰 아카이브 아트를 중심으로)

  • Lee, Hosin
    • The Korean Journal of Archival Studies
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    • no.80
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    • pp.197-232
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    • 2024
  • This study aims to understand archival art, which is spreading in the art world, and to look at records in a new way. Archival art refers to the act of creating and exhibiting art using records as a medium of expression. Archival art is attracting attention as a method of exhibition and creation of works, forming a trend in contemporary art. Archival art was born amid changes in art creation methods resulting from the rise of conceptual art, the development of media including photography and advancements in digital technology, and the influence of Foucault and Derrida's discourse on archives. The encounter between archives and art, which originated from photographic aesthetics in the 1920s, led to archival turn in contemporary art in the 1990s, thanks to the spread of conceptual art, digital technology, and postmodernism. Archival art not only subverts traditional art creation methods, but also includes criticism and deconstruction of social systems, including modern archives. Archival art rearranges and reorganizes records according to the artist's intention, and even accepts fiction rather than fact. The essence of records in archival art is not the reproduction of the past, but the expression of present needs. The way records are utilized in archival art shakes up the concept of records in archival science, calling for a new look at records as objects with not only legal and administrative value but also aesthetic value.

A Plan to Maximizing the Visual Immersion of 3D Media Art (3D 미디어아트의 시각적 몰입감 극대화 방안)

  • Kim, Ki-Bum;Kim, Kyoung-Soo
    • Journal of Digital Contents Society
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    • v.16 no.4
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    • pp.659-669
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    • 2015
  • Recently, media art is transforming from analogue to 'digital', and from 2D to '3D'. In particular, the range of utilizing 3D Media Art is getting wider through merging with other genres of contents in the digital environments, such as Media façade, Hologram, Virtual reality, App application, and etc. Therefore, by referring to the 3D award-winning works of Pirx Ars Electronica, which are regarded as the most outstanding works of media art of today, factors that affect sensation of visual immersion have been analyzed, through which strategies for maximizing viewers' interests in media arts and heightening their emotions while viewing have been determined. Based on the findings of the study, it has been shown that such works of media arts that involve development of concepts with 'creativity' and 'variability' from the perspective of visual concept, such as 3D modeling and mapping, with 'consistency' through out all concepts, as well as the works with stronger 'restriction' of concept within its animation and postproduction, attracted more interests from the viewer. From the point of view with visual four steps in composition, positioning the change in quality of 3D 'shape' and 'material' following the four-step rule, and gradual increase of change in quantity within the 'number' and 'size', in addition to increased degree of systematization within the change in editing, such as the 'scene change', resulted in more heightened emotions from the viewer. Thus, in order to maximize sensation of visual immersion, strategies for 'developing 3D visual concepts' while 'synchronizing' them, as well as 'strengthening the four steps within 3D visual composition' while 'systematizing' them should be emphasized.

Approach to the possibility of Multimedia Art in the Digital Media World (디지털 미디어 환경에서의 멀티미디어 아트의 가능성에 대한 접근)

  • 장용훈
    • Archives of design research
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    • v.16 no.3
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    • pp.309-318
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    • 2003
  • A work of Art is not supposed to be isolated from the world, but it should be influenced by its cultural background and situations of the times. Therefore, Art itself reflects its era. In other words, it is created being based on the thought of its artist and simultaneously interacting with external conditions or circumstances of the era, so it would also affect the cultural code of its society. This is why modern art made by the individual living in this complicated and diversified society is quite avant-garde. Various demands from its society and diversified senses have been influencing diversification of works of Art. Now we can say that a mode of art is also dose to current stream of the times. A lot of artists have been trying to get out of traditional way of presentation techniques and classification of genres. In that point, the emergence of Multimedia Alt is inevitable in this digital era. The terms of Internet or multimedia are now familiar with everybody in the world, and a lot of works like Technology Art, Information Art, Computer Art, Digital Art, New Media Art, and so on have been coming into the world by using multimedia. Unlike other works of Art, these works from multimedia are practically used by being combined with technologies. Hereupon, in this paper I would like to find out a concept of Multimedia Art, its social function, and the future prospect of this brand-new form of art.

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Interactive Art using a Sensing task of Motion Tracking (모션 트레킹의 센싱화 작업을 이용한 인터랙티브 아트)

  • Lee, Jun-Eui;Bae, Seong-Joon;Kim, Hyeong-Gi
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.442-449
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    • 2006
  • 탈 장르화와 영상의 다양화로 예술에서의 표현의 한계는 극대화 되고 있으며, 디지털 매체를 통한 인터랙션 역시 디지털 아트에서의 보편적인 표현 방법으로 전환 되었다. 예술에서의 상호작용은 보여주는 것에서 참여하는 것으로의 전환을 꿰 하고 있고, 디지털을 기반으로 한 다매체, 다중화가 이를 뒷받침 한다. 상호작용을 위한 디지털 아트 작품을 위해서는 센서를 이용한 표현방법들이 있으나, 기타의 센서도구를 사용치 않고, 단지 카메라로부터 입력된 신호만을 기반으로 영상과 관객의 상호작용을 끌어 낼 수 있다. 이를 위해서는 모션트레킹을 위한 알고리즘을 응용함으로써 사물의 밝기 값에 충족한 데이터를 만들어 낼 수 있고 그에 해당하는 밝기의 변환 값을 이용해 미세한 사물의 변화를 감지 할 수 있는 것이다. 이런 일련의 영상작업을 위해서는 사물의 움직임과 반복성을 얼마만큼 인지하고 감지 해내느냐고 관건인데, 다시 말해 한번 측정한 움직임이 있는 사물의 데이터도 프로그램상에서 계속하여 인지가 되어야 하고, 그 데이터 값을 영상으로 반환하여야 하는데, 이는 영상의 지속적인 변화를 가져 올 수 있다는 걸 의미한다. 따라서 본 논문에서는 모션 트래킹의 기본 알고리즘을 제시하고 영상작품과 인턱래션작품의 변환를 위해 사용된, 센서 대체도구인 웹 캠의 데이터 즉, 색상 값과 밝기 값을 적절하게 활용함으로써 표현의 다양성을 이끌어 내고 디지털 인터랙티브 작품으로써의 제작을 꾀하고자 한다.

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