• Title/Summary/Keyword: 디지털예술

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A study of 3D animation using projection mapping in the space on the utilization (프로젝션 매핑을 사용한 3D 애니메이션의 공간에 따른 활용 사례 분석 연구)

  • Lee, Sooyeon
    • Cartoon and Animation Studies
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    • s.33
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    • pp.449-467
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    • 2013
  • Contemporary 21st century, the rapid development of technology has achieved due to the emergence of various digital devices, a variety of media to the diversification of the limits of visual representation is reduced. Therefore, the combination of technology and art, visual arts, giving limits of getting it free to the public will feel fresh new visual impact. Such a new approach to light of a combination of technology and art, a variety of fine art and motion picture of the visual arts, such as has been recognized as a new genre. Of the resolution of the projector by utilizing the current reality and unreality beyond the boundaries of the building or structure in the city, as a schematic design of the screen projected structure and mapping of the art technology in an attempt to integrate recent has been studied in various ways. The projected structure design and the mapping of the art technology in an attempt to incorporate recent research has been diverse. In this study, as a new technology of a projection mapping to study the technique of looking for the definition of mapping practices to maximize the effectiveness of Visual Perception 3D animation was applied to a case study. A combination of 3D animation and project mapping in the future the fusion of art and technology to meet the zeitgeist with new possibilities of visual art to create synergies that is expected.

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 of University Art Center Design based on the Deleuze-Gattari's 'devenir' thought (들뢰즈.가타리의 '생성'사유를 바탕으로 한 대학교 예술관 계획연구)

  • Kang, Hoon
    • Journal of The Korean Digital Architecture Interior Association
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    • v.9 no.1
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    • pp.61-69
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    • 2009
  • The purpose of this study on university Art Center Design based on the Deleuze Gattari's 'devenir' thought. So, this paper studies the concept of Deleuze Gattari's 'devenir' thought. Expressing the potential constantly is to actualize he 'Devenir Architecture', and planing by using the digital design method of utilizing the digital media. Above all things, raising the virtual through the digital method, it creates devenir space that it try to make sustainable moving space. This trial can be one actual example as form generation in digital architecture, it is significant to be presented the one way to design architecture.

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A study on the production of animated GLOOM used in indie music (인디음악에 사용되는 애니메이션(GLOOM) 제작에 대한 연구)

  • Kim, Tae-eun
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1495-1500
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    • 2017
  • The animation "Gloom" based on the low poly art expresses the intention of the production by expressing an music as an animation. The paper describe the production process including the modeling, rigging, animation, and rendering. Furthermore, the production process for pure creative animation with client's intention was also considered. Therefore, it can provide guidelines for pure creators who do similar creative work.

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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Design and Implementation for Presentation Animation Contents Based on the Mobile (모바일 기반의 표현 애니메이션 컨텐츠의 설계 및 구현)

  • Hong, Sung-Soo;Kim, Woo-Sung
    • Journal of Korea Multimedia Society
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    • v.7 no.7
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    • pp.956-966
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    • 2004
  • The Korean animation has enjoyed the brisk formation and establishment of its world-class infra for the last several years without unified titles or concepts, under the name of a national strategic project in the age of digital image. It also enjoys its new evaluation as digital animation that it's one of the greatest money making business in the non-education and frivolous culture and has the closest relations with the modern time. A great portion of popular image media has been taken by animation for the last 30 years. In this paper we propose a motion algorithm using an animation technology. It was developed for education purposed and accessible through the internet. For instance, in Cyber Clam Museum, 1000 gesture contents, the visual processes were used to design a screen with a realistic image and create an animation that makes possible show at 360 and every such transformation as translation, rotation, and scaling can be applied in the image interactively for the convenient and effective viewing.

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Evaluation of Key Elements and Priorities of Initial Coin Offering(ICO) for Integrating Blockchain Technology and Digital Content (디지털 콘텐츠 산업과 블록체인 기술의 융합 활성화를 위한 ICO(Initial Coin Offering) 핵심요인 중요도 평가)

  • Ryu, Gui Jin;Baek, Bo Hyun;Kwon, Hyeog In
    • The Journal of the Korea Contents Association
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    • v.19 no.8
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    • pp.194-204
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    • 2019
  • This study aims to review previous research on the key elements of an Initial Coin Offering (ICO) and establish their priorities in order to help relevant stakeholders build and invigorate an ecosystem that integrates blockchain technology with the digital content industry. To achieve this goal, we first structured the key elements identified from previous studies into a hierarchy model. We then assigned weighted values to each element using the Analytic Hierarchy Process (AHP) methodology. Among the main elements, the priorities were identified as follows, from most important to least: Business (0.422) > Technology (0.172) > Contents (0.144) > Human Resources (0.104) > Institutions (0.099) > Token (0.059). With regard to the sub-elements, the weighted values were found to be as follows, in descending order: Probability (0.162) > Laws and Regulations (0.071) > Estimated Growth (0.063). The implications of the results are also described within the present study. The findings of this study will be of great value to ICO founders as well as investors and provide a much-needed academic basis for the burgeoning blockchain-integrated ecosystems and businesses.

Visual Representation in 'Concept Movie Posters' Designed by Chinese Artist HuangHai (중국작가 황해(黃海)의 콘셉트 영화포스터에 나타난 시각적 표현방법)

  • Tong, Shiyuan;Yang, Jong Hoon;Lee, Sang Eun
    • The Journal of the Korea Contents Association
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    • v.19 no.2
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    • pp.581-590
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    • 2019
  • As the film industry develops in China, movie posters come in various types. Among them, 'concept poster' has been recognized as an important means to form the first impression of a movie at the early stage of promoting the movie. In China, however, there are not many movie posters that have been recognized for their creativity. Accordingly, it calls for research on creative methods of implicitly expressing the content of the movie. This study analyzed visual expressions in the concept posters of HuangHai, who has been recognized not only for commerciality but also for artistry. The results showed that he did not use images of famous scenes and actors in the movie. Instead, he created the implicit image that reflects the main theme of the movie by using Minimalism, color, typography, and pictorial images. This study has a significance in terms of providing fundamental resources for improving movie poster designs in China.

A Study on Xiao Quan's Documentary Portrait Focused on the Expression Method of (중국 사진가 샤오취안의 다큐멘터리적 초상사진에 관한 연구 : <우리들 세대>에 나타난 표현방식을 중심으로)

  • Liu, Yuan;Yang, Jong Hoon;Lee, Sang Eun
    • The Journal of the Korea Contents Association
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    • v.18 no.12
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    • pp.108-117
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    • 2018
  • Xiao Quan is a leading documentary portrait photographer in China. He tried to shoot portrait photographs of celebrities in the literary and artistic world. By doing this, he represented their time period. We explored the way Xiao Quan implemented the times they lived in by analyzing their portrait photographs included in . Our research showed that Xiao Quan used images of their living environments, clothes and facial expressions and composition of portraits. Such various methods of creation are a means for the symbolic expressions of their times. This research not only finds the way Chinese documentary portraits are created but also provides an opportunity to increase the value of documentary portraits as historic documents.

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.