• Title/Summary/Keyword: 문화예술적 측면

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A Discussion on AI-based Automated Picture Creations (인공지능기반의 자동 창작 영상에 관한 논구)

  • Junghoe Kim;Joonsung Yoon
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.723-730
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    • 2024
  • In order to trace the changes in the concept and understanding of automatically generated images, this study analogously explores the creative methods of photography and cinema, which represent the existing image fields, in terms of AI-based image creation methods and 'automaticity', and discusses the understanding and possibilities of new automatic image creation. At the time of the invention of photography and cinema, the field of 'automatic creation' was established for them in comparison to traditional art genres such as painting. Recently, as AI has been applied to video production, the concept of 'automatic creation' has been expanded, and experimental creations that freely cross the boundaries of literature, art, photography, and film are active. By utilizing technologies such as machine learning and deep learning, AI automated creation allows AI to perform the creative process independently. Automated creation using AI can greatly improve efficiency, but it also risks compromising the personal and subjective nature of art. The problem stems from the fact that AI cannot completely replace human creativity.

Research on Traditional Performing Arts Festival - case of Kanto Festival of Akita, Japan- (전통공연예술의 축제화와 연행양상에 대하여 - 일본 아키타 간토마쓰리(竿燈祭)를 중심소재로 삼아)

  • Shin, Keun-Young
    • (The) Research of the performance art and culture
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    • no.39
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    • pp.549-580
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    • 2019
  • There are many festivals in the region that mainly use traditional performing arts. Traditional performing arts has a story that incorporates the history of the area, and it is easy to build a brand that can be distinguished from other areas through traditional performing arts, so it has conditions that are easy to grow in the local festival it can. In this paper, I researched the relationship between the significance and regionality of regional performing arts, referring to the case where traditional performing arts, which is a joint cultural heritage of East Asia, are transmitted as a festival. The performance art with strong locality has grown into a local festival, and the Kanto Festival (竿燈) held in Akita prefecture in northeastern Japan was selected as a representative example of that area. Along with the Aomori Nebuta Festival and the Sendai Tanabata Festival, the Kanto Festival is called the 3 major festivals in the northeastern part of Japan. It was designated as an important intangible folk cultural property in 1980 and became more famous. It visited Seoul several times after the 2005 Japan-Korea Exchange Festival event. It is widely known as a regional festival that represents Japan. The Kanto Festival, which was a participatory event on a village basis, has faced problems such as the migration and aging of young people since the 1970s. In order to solve this, they led the participation of schools, educational institutions, and various groups beyond the village unit and persuaded the participation to the local companies. They have been steadily promoting free lectures on technical skills and school visit events that induce children's interest. As a result, the number of moths mobilized in the current festival has reached 250, and the Kanto tournament also shows great popularity every year.

Presentation for OSMU development method through the musical - Focused on the 'flying superboard' - (뮤지컬 공연을 통한 원소스멀티유즈의 개발방안 제시 - 뮤지컬 '날아라슈퍼보드'를 중심으로 -)

  • Lim, byung-suk;Ahn, seong-hye
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.680-684
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    • 2007
  • In Korea the musical was granted very close an art however recently it is rapidly take the position a new trend of the mass culture industry with some of promoted lifestyle due to increased income and with spreading consumer culture of well-being. This study is to consider the musical as a way of OMSU to observe how to produce the musical the with the original one that recorded as the best animation program with highly broadcasting rate as it is broadcasted on TV. It is belongs to a category of musical or a performance, has a good feature of children's program with arranging the broadcasting. Through this study, developing performance art to OSMU, it wishes to utilize people that produce the performance applying the contents of animations and cartoons, to make value added This study is for presenting an effective way of OSMU, with studying and researching the production process of the musical . The original source the cartoon and animation is transferred to a musical with a technical feature of digital audio-visual, with characterizing to an attractive musical characters from the original characters, and with humorize twisted story structure based on the basic storyline.

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The Analysis of Current Status of Vinyl Record Industry in Korea: Focusing on Expert Opinion on Planning, Producing, and Distributing Vinyl Records (국내 LP(Long Play Records)산업의 현황 분석 - LP 기획·제작 및 유통 분야의 전문가 의견을 중심으로 -)

  • Kim, Ji In;Lee, Jin Woo
    • Korean Association of Arts Management
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    • no.60
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    • pp.37-68
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    • 2021
  • The purpose of this study is to understand the attractiveness of the vinyl record industry and derive implications by analyzing the structure of the industry. A few previous studies pay attention to the rapidly increasing demand for vinyl records, especially from a consumer point of view, and unlike the analysis of the consumption and vinyl record industry, this study focuses on the subjects of production and distribution of vinyl records. This paper collects data through in-depth interviews with experts in the vinyl record industry and various secondary data, which is analyzed by Porter(1980/2008)'s Five Forces Model. According to the analysis, the attractiveness of the vinyl record industry is positive in terms of the appropriate competitive strength in the industry and weak bargaining power of buyers, but negative in terms of the strong bargaining power of new entrants and substitutes. The outcome of this research has significance as basic data implying that companies that are trying to enter the vinyl record industry need to make strategic decisions.

The Groping of the Possibility about Convergent Gifted Education (융합형 영재교육의 가능성 모색)

  • Choi, Tae-Ho;Park, Myeong-Ok
    • Journal of Gifted/Talented Education
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    • v.21 no.3
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    • pp.683-702
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    • 2011
  • The purpose of the study is to explore the justification and the possibility of convertgent gifted education through science and arts. Because the nature of art make up the base of each discipline and the creative talents in the heart of gifted education can be achieved through arts education. In order to achieve the purpose of these studies, three aspects have been explored. First, the relevance between the ontological nature of arts and gifted education discussed in philosophical and aesthetic point of view was explored. Second, the practical possibility was confirmed through an analysis of previous studies about the science and arts for gifted education. Finally, by looking at today's social and cultural phenomenon and future talent, it was argued that the development of convergent talent must be needed in the future. This paper will be a springboard for follow-up study to prove the feasibility of convergent gifted education through identifying factors in creative thinking process of gifted students in science and arts. And views of convergent gifted education with artistic will be expanded further and newly recognized. In addition to, it is expected that this study will help the establishment and operation Arts Gifted Education Institute in University and Science and Arts Gifted School.

Analysis of the Danmu Phenomenon on the Chinese Video Platform Bilibili - Focused on Henry Jenkins' Concept of Participatory Culture (중국 동영상 플랫폼 Bilibili의 탄막 현상 분석- 헨리 젠킨스의 참여문화 개념을 중심으로)

  • HUANG SHIYI;Kwon Hochang
    • Trans-
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    • v.15
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    • pp.81-104
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    • 2023
  • This paper analyzes the danmu phenomenon with the concept of participatory culture proposed by Henry Jenkins. Unlike other comments, Danmu is a function that allows users to post anonymously while watching a video, and comments posted at that time are immediately displayed on the screen and can be viewed by other viewers. The service was first launched by Niconico. In this paper, the danmu phenomenon in the Chinese video platform Bilibili is analyzed by focusing on three aspects. First, in terms of creative sharing under collective intelligence, we explore how users create their own creations and share them with other users through danmu. Second, in the collaboration model under public participation, the method and meaning of collective cooperation through users' interaction is dealt with. Third, in terms of financial support of commercial capital, the influence of danmu videos to create commercial profits is analyzed as a case. In addition, the negative aspects and challenges of participatory culture in Bilibili are analyzed. Negative aspects such as participation gap, copyright infringement, excessive use of danmu and problems of anonymity were reviewed, and major challenges to realize the potential of danmu as a participatory culture were suggested. This paper comprehensively analyzes danmu using research methods such as literature review and case studies, and through this, tries to derive insights on how participatory culture and danmu interact and evolve in modern society. Danmu, as a participatory medium, is an important tool that promotes individual and collective creation and interaction, and is pioneering a new boundary between the media industry and its users.

The Meaning of Analysis and Record in Dance Art - Laban Movement Analysis - (무용예술에서의 라반동작분석법의 총체적 의의)

  • Lee, Kyunghee
    • Trans-
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    • v.6
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    • pp.17-33
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    • 2019
  • The core of Laban Movement Analysis, which is used for academic research purposes, is that the individual's psychological or emotional state through movement is expressed in external motion by internal intention, which is symbolic of internal emotions. In addition, the Laban motion analysis focuses on analyzing the structure of the object of movement and its structure comparatively and analytically with the past or other structures, and the analyzed grammars of the dance ultimately influence each other in psychological, social and cultural aspects 'Relationality' provides clues to be found. It also provides a resource of records in terms of the system implied from the 'momentary nature' of dance, which has educational value as a multidisciplinary research material.

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Celeactor as Cultural Contents : Focused on the Multi-Persona in a South Korean Reality Show Program (셀러엑터를 활용한 문화콘텐츠 : <놀면 뭐하니?>의 멀티 페르소나를 중심으로)

  • Han, Ae-Jin
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.8
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    • pp.45-62
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    • 2021
  • This article examines celeactor as cultural contents focused on the multi-persona in a South Korean reality show program . The celeactor is a form of celebrity and part of a celetoid. Celebrity can be categorized by three forms: ascribed form, achieved form and attributed form. In attributed form, the celetoid suddenly becomes popular through the media. The celeactor is a subcategory of the celetoid. The celeactor is defined by a virtual character that exist in temporary or institutionalized traits of popular culture. The Korean celebrity culture presents Korean intellectual factors, spiritual aspects, tastes, moral virtue, power relationships and traditional hierarchy. In order to examine the features of the Korean celeactor in cultural contents, this article focuses on the multi-persona of celebrity in South Korean popular culture through fantasy, challenge and nostalgia. This article examines the multi-persona of celebrity represented in South Korean popular culture as a negotiated response to cultural identity deconstructed and reconstructed in performance. The research methodology is to analyze a South Korean television reality show program on MBC Hangout with Yoo that represents various sub-characters performed by Jae-suk Yoo, a South Korean comedian and host. As for theoretical underpinning, this exploration joins work on Erving Goffman's (1959) notion of self-presentation and Chris Rojek's (2001) celebrity studies.

The Creative Education for Digital Contents Production (창의적인 디지털 컨텐츠 개발을 위한 교육)

  • 김혜경
    • Archives of design research
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    • v.16 no.4
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    • pp.335-344
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    • 2003
  • Creativity has become a buzzword in the 21s1 century to the extent that it is considered as one of the criteria for a nation's competitiveness. In the cultural industry, one of the industries with the highest growth potential, creativity is the decisive factor Nevertheless, we have to admit that there is a serious lack of this quality in the planning area. Everyone is born with creativity and creative way of looking at things can be developed through training and education. Most of universities now classify digital contents within the realm of design, therefore, emphasizing only the formal or the artistic side of it. However, the study of digital contents requires creative thinking processes that are oriented to problem-solving, for which one needs to put together his/her planning (socio-cultural), expressive (artistic) and technological (scientific) capabilities at the same time. Also, the education of digital contents should be focused not only on acquiring the knowledge and skills, but also on developing individual creativity and learning to increase one's creativity working in a team of an organization. For the environmental aspect, education for creativity should take into account social and cultural specificities of Korea. Therefore, continuous studies must be done to explore more concrete ways of developing creativity on the individual, organizational and environmental levels.

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A case study on Urban Regeneration utilizing Community Cinema from Japan: Focused on Fukaya Cinema (일본 커뮤니티 시네마를 활용한 도시재생 사례 연구 - 후카야 시네마(深谷シネマ)를 중심으로 -)

  • Park, Dong-Ho
    • Korean Association of Arts Management
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    • no.49
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    • pp.149-176
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    • 2019
  • It is a known fact that the spread of multiplexes has contributed to movie industry flourish and extending public rights for enjoying movies. However, in terms of Urban Discourse, Multiplexes centered in new downtown have given rise to Doughnut Phenomena in old downtown. It is especially regrettable that the local theaters which have been symbolic cultural spaces storing the 'memory of life' of local communities are disappearing due to a recession of business zone in old downtown. Japan has long been worked in various activities spotlighting on movie/image contents as the major means of creative urban regeneration. Among them, the 'Community Cinema' has made a contribution to regional revitalization by improving movie screening environment of the local community through renewal of local theaters and further creating related culture and industry in the local area. In this study, I focus on 'Fukaya Cinema' which started from NPO(Non-Profit Organization) and reused a closed industrial facility to a movie theater in cooperation with local TMO(Town Management Organization). Fukaya Cinema, which operates in the form of a business community, plays important roles as the core cultural facility in the local community and is regarded as a significant case showing a possibility of urban regeneration using movie/image contents. I investigate the specific founding process and activities of Fukaya Cinema and intend to derive the implications from that. Through this, I aim to provide the basic urban regeneration data utilizing movie/media contents.