• Title/Summary/Keyword: 디지털예술

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A study on Multiple Entity Data Model Design for Visual-Arts Archives and Information Management in the case of the KS X ISO 23081 Multiple Entity Model (시각예술기록정보 관리를 위한 데이터모델 설계 KS X ISO 23081 다중 엔티티 모델의 적용을 중심으로)

  • Hwang, Jin-hyun;Yim, Jin-hee
    • The Korean Journal of Archival Studies
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    • no.33
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    • pp.155-206
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    • 2012
  • Interests in archives management are getting expanded from the public sector into the cultural and artistic field for the ten years after legislation of "Act on the Management of Public Archives" in 1999. However, due to lack of recognition on the importance of archives in the cultural and artistic field, it is rather frequent that information is kept scattered or archives are lost. As an example, absence of precise contract documents or notes of bestowal keeps people from locating great amount of cultural properties, and because of it these creative properties are in the risk of thefts, the closed-door auctioning, or trades in unofficial channels. As how a nation manages cultural and artistic creation inside the nation reflects its cultural level, it can be said that one of the indexes to notice the extent of a nation's cultural level is to take a look at how they are circulated. This study started from this point. Growing economy and rising interests in culture and art made the society more cognizant of the importance and value that visual artworks have, but the archives and information which are showing the context of these artworks and are produced in the course of social interaction are relatively disregarded because too much emphasis lies on the work itself. It is harder to find archives or documentations in Korea than in other advanced countries about the artists themselves or philosophical discourse on the background of the artworks. There is not so much interest to preserve the archives and information produced after the exhibition also, and they are used for no more than promotion or reference. Hereupon, the researcher recognized the importance of visual arts archives and believed that systemic management on them are high in need. And metadata is an essential way for the systemic management, as recently management on artworks or their archives are conducted using the system of the agencies even though they are not produced electronically. The objective of this study is to manage visual arts archives systematically by designing a data model reflecting traits of visual arts archives. Metadata are needed in the every course of archives from acquisition to management, preservation and application. Visual arts archives find its rich value only when a systemic relationship is established among information on artist, artwork and events including exhibition. By establishing a Multiple Entity Data Model, in which artworks, artists and events (exhibitions) make relationship all together, metadata for management on visual arts archive gets more efficiency and at the same time explanatory trait of the archive gets higher. For this reason we, in the study, tried to design a data model by setting each as an independent entities and designating relations between them, in order to find a way to manage visual arts archives more systematically.

학술포럼-디지털인쇄

  • Korean Printers Association
    • 프린팅코리아
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    • s.2
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    • pp.84-89
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    • 2002
  • 한국출판문화학회(회장 전영표) 제12회 학술포럼과 임시총회가 6월 20일 오후 2시부터 6시까지 서울 마포구 마포동에 있는 한국학전문서점에서 개최됐다. '출판 잡지 인쇄문화의 현상학적 연구'라는 대주제로 열린 이날 포럼에서는 3부로 나누어 진행되었으며 그라데이션 커브 변화에 따른 CTP화상 재현연구(오세웅, 신구대교수), 디지털인쇄의 현황과 미래(이종찬, 신구대교수), 일본의 출판잡지 통계분석(전영표, 신구대학교수), e북과 한국출판계의 전망(이기성, 계원조형예술대학교수)등의 연구 논문이 발표됐다. 다음은 이날 발표된 '디지털인쇄의 현황과 미래인쇄'와 'eBOOK과 한국출판계의 전망'을 소개한다.

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Analysis of popular artistry of film industry on the trend of filming of Webtoon (Focusing on "Along with the Gods(2017)") (웹툰의 영화화 트렌드에 대한 영화산업의 대중예술성 분석연구 (영화 "신과 함께(2017)"를 중심으로))

  • Lee, Tae-Hoon
    • Journal of Digital Convergence
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    • v.16 no.5
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    • pp.391-398
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    • 2018
  • Analyzing the shortcomings and shortcomings of the film based on the Webtoon and the artistry as a popular artwork at the time when the filming of the webtoon is becoming the main trend of the Korean film, it is an analysis of the present state of the Korean film industry, Will be an indicator for. The present generation of young people who do not have the experience and knowledge of popular arts and culture that handed down a small number of high-quality arts by reflecting current literary, art, history, and popular consciousness are concentrating only on instinctive emotion, It is regrettable that it is consistently followed by follow-up and follow-up unconditionally. In this study, we will examine the methodology of the ideal webtoon filmization process by analyzing the structure and industry analysis of Webtoons, and analyzing the weaknesses in the transition process to the movie format. The essence of communicating with audiences will be unchanged even in the rapid change of media and technology. In the setting and expression of its essence, it is based on the humanistic authenticity mentioned above, the avant garde internal necessity of the artist seeking ideal, And the reflection of the original character of high-class culture that creates newness can be considered as a proposition that can include artistry in popular culture.

A effects of behavior type of dance art instructors in elementary on class satisfaction (무용 예술강사의 교수행동유형이 초등 수업만족도에 미치는 영향)

  • Woo, Jung-Wook;Lee, Eun-Joo
    • Journal of Digital Convergence
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    • v.18 no.2
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    • pp.455-462
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    • 2020
  • The purpose of this study was to investigate the effect of behavior type of dance art instructors in elementary dance education on class satisfaction focused on mediations of flow and perceived competence between commanding and positive reward types. A total of 453 questionnaires were analyzed for this study. For the analysis of the data, SPSS 18.0 version was used and double mediation model operating in serial, proposed by Hayes and a bootstrapping method were used. First, instructor's commanding type and positive reward type were statistically positive effect on class satisfaction. Second, the indirect effect of instructor's commanding type, and positive reward type on class satisfaction through the flow was statistically positive significant. Third, the indirect effect of instructor's commanding type, and reward type on class satisfaction through the perceived competence was statistically not significant. Lastly, the indirect effect of instructor's commanding type, and positive reward type on class satisfaction through the flow and perceived competence was statistically positive significant.

A study of contempt characters for storytelling (스토리텔링을 위한 모멸형 케릭터 연구)

  • Lee, Kang-Hyun
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.777-784
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    • 2013
  • A novel is a conversation between self and the real world. They are not only sensitive act to the real world, but also a pattern of the real through the converse between self and the real world without making the real his own. This analysis on the works of Son and his essence shows that he tried to express his self-denial aesthetics and human-denial aesthetics as well as self-closing aesthetics.

A Study on the Expression of Movement in the Space-Time of Modern Visual Art -Focused on the Constructivist Works- (근대 시각예술에서의 시-공간 운동성 표현에 관한 고찰 -구성주의 작품을 중심으로-)

  • Lee, Kwang-In
    • Journal of The Korean Digital Architecture Interior Association
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    • v.7 no.1
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    • pp.15-20
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    • 2007
  • This study is aimed to analyze the method of movement expression in the Space-Time of Modern Visual Art. According to the results of analysis. the following is obtained. (1) The still object is perceived by the sense or optical illusion, and its whole image is made through the information processing prodedure. The concept of Space-Time is integrated into the constructivist works by the composition of image through transforming the position of the fundamental geometry and projecting it. (2) The traditional notion that the work of art is still concept of is changed. The movement of observer is caused by inducing the direction and concept of time through the object in three dimensional space.

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Digital Storytelling Application for Modern Transformation of the Traditional Portrait -Focusing on the Portrait of Hong Do Kim- (전통 인물화의 현대적 변용을 위한 디지털 스토리텔링 적용 모색 -김홍도의 도석인물화를 중심으로-)

  • Kim, Sun-Young;Jeon, Hye-Seong
    • Journal of Digital Convergence
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    • v.13 no.2
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    • pp.325-331
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    • 2015
  • The purpose of this study is to apply the digital storytelling to the traditional portrait which includes the various historical and personal stories for modern transformation of it. In the general understanding of traditional paintings, there is a oversimplified analysis of the narrative about traditional portrait. Considering the contemporary cultural context, the multi-dimensional study on the various modern meanings of the traditional portrait are very essential. This study examines the digital storytelling application of the traditional portrait of Kim, Hongdo and applies for modern transformation. This research has the implications for modern transformation of traditional art that broaden our understanding of the various traditional portrait includes ideological and aesthetic significances by the digital storytelling.

A Study on the Application Development for the Drawing Test (디지털 기기에서의 그림검사를 위한 Application 개발 연구)

  • Kim, Sunhee K.;Kim, Sun-Joo
    • The Journal of the Korea Contents Association
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    • v.21 no.2
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    • pp.707-717
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    • 2021
  • The purpose of this study was to explore whether PPAT drawing using an application can be developed on digital devices for game addicts. The PPAT drawing test is useful and reliable for verifying problem-solving skills in how people pick apples. As a result of this study, the over-immersion group scored lower than the average user group in the "problem Solving" category of the PPAT drawing test using the PPAT drawing applicaion on digital devices, and expressed by not reaching for apples, or by picking apples without reasonable support. The findings in this study suggest that the PPAT drawing test application on digital devices has significantly demonstrated its original purpose of 'problem resolution', as well as future psychotherapeutic interventions for Internet over-immersion subjects as well as users who are familiar with digital devices.

A Study on Moral Functionalities of Digital Game as an Art Form (예술작품으로서 디지털 게임의 도덕적 기능에 대한 연구)

  • Ahn, Kay-Youn;Woo, Tack
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.159-170
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    • 2011
  • It seems that social distrust toward morality of video games has not been deducted even the influence of video game has increased drastically for last few decades. To rationalize the identity of video game and its social legitimacy, this paper first considered video game genre as a new art form. By doing so, we could derive various aesthetical and moral issues to dispute in modern society. Secondly, by considering former issues, this study could figure out moral vulnerabilities of the genre according to its own form, by categorizing them into virtual reality, interactivity and simulation. To suggest most effective way to overcome its immorality by functionalize social feedbacks which elaborately designed based on John Dewey's pragmatist aesthetics and immoralism.

프린팅 월드 - 품질 향상 첫 단계 컬러매니지먼트

  • Jo, Gap-Jun
    • 프린팅코리아
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    • v.11 no.9
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    • pp.144-147
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    • 2012
  • 컬러매지니먼트는 예전에는 작업자의 예리한 시각과 일관성을 유지할 수 있는 숙련된 경험에 의지했다. 그러나 오늘날에 이르러 디지털 기술의 발전에 따라 대량 부수의 인쇄, 재판 인쇄가 이뤄지는 물량에 대한 컬러매니지먼트는 개인의 능력보다 예술적인 수준의 높은 단계까지 올려 놓은 하이테크 작업에 의존하는 방식으로 진화했다.

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