• Title/Summary/Keyword: 문화예술콘텐츠

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A Study on the Convergence of Digital and Analog Art -Art Collaboration Focused on My Series- (예술에 있어서 디지털과 아날로그 융합에 관한 연구 -아트콜라보레이션 본인작품 <결합체>시리즈를 중심으로-)

  • Ryu, Ji Eun;Yang, Jong Hoon
    • The Journal of the Korea Contents Association
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    • v.17 no.4
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    • pp.510-519
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    • 2017
  • Our world is communicating by digital network that transcends time and space. In such world of rich technology, people are longing for humanity and analog esthetic. 'Art' stimulates analog esthetic and 'design' is a good and easy tool to show personal esthetic preferences. This study is about the convergence of digital and analog art focusing on the researcher's artwork series. The series is derived from series. They are made by cut and deconstructed pieces from the original series. I assembled these pieces into another creation by using graphic editing programs. I looked into the succession cases of art and design collaborations and developed various design products with the assembled artwork images. Through this, I want to communicate more familiarly with the world widely connected to network viewers. There are already many fine artists making their artworks into design products. Collaboration with cultural art and commercial product provides win-win effect to artist, company, and consumer. It also creates innovative products and values. In this study, I try to design products from various fields using my artwork images, and research about how to promote the artist and art products effectively to the world.

A Study of the Plan for Library Operation and Curation Provision as a Community Memory Preservation Center (공동체 기억보존센터로서의 도서관 운영 및 큐레이션 제공 방안 연구)

  • Kwak, Woojung;Noh, Younghee
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.31 no.2
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    • pp.53-70
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    • 2020
  • This study was intended to present the need for building the library as a hub of the community memory preservation which provides the collection, sharing, and curation services of the locality specific historical and local data based on the policy task, namely supporting the collection, preservation, and management system of the community's life memory. To this end, the current status of data collection, management, and operation of institutions serving regional-based materials such as cultural centers and regional archives was grasped, and the cases and status of curation services in libraries were investigated and analyzed. The discussion proposed via the results of the study are as follows. First, to the culture center, external demand has been increased from the aspect of social education including festivals, cultural and art event, cultural and art educational business, art activities business of local residents and managerial business is to be carried out, which makes it difficult for the culture center to manage its businesses. Accordingly, it is necessary to collect and preserve regional various data at the pubic libraries playing various roles including provision of informative services, cultural programs and information sharing places to local residents and provision of services to vulnerable social group. As the existing libraries have a plan to collect data systematically, it is considered that those libraries will smoothly operate the data management through cooperation with existing culture centers and various cultural organizations. Second, it appears that a plan will be needed to set up all the data including the ones owned by libraries, local administrative agencies, individuals and other competent agencies in online database so that they are easily available to the public and always available in the libraries because there are a lot of data which cannot be moved to other place and it is actually difficult to concentrate and set up all the data to those libraries.

A Validation Study on Scale of Determinants for Korean Traditional Music Performances (국악공연의 관람 결정요인 척도 타당화)

  • Jeon, Juhee;Chang, Inhee;Choi, Baesuk
    • The Journal of the Korea Contents Association
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    • v.19 no.8
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    • pp.265-275
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    • 2019
  • The purpose of this study is to validate scale of deteminants for watching Korean traditional music performances to activate the market by procuring and increasing Korean traditional music performance consumers that exhibit generally low preference in the performance market. Accordingly, FGI was conducted on seven employees and professionals in the arts and cultural sector and then open survey results were categorized into eight factors and a total of sixty-five items using the KJ method to find the viewing decision factors per consumer type of Korean traditional music performances. Afterwards, a six-factor and thirty-five items were extracted after conducting an exploratory factor analysis and confirmatory factor analysis was conducted to verify the structural appropriateness, and then the feasibility of the composition of Korean traditional music performance viewing decision factor scale was verified. Results of the analysis showed that first, for general Korean adults making decisions to view Korean traditional music performances, there was positive impact in the order of interest-creating factors, fame and talent factors, emotional and information factors, creativity factors, reasonable price factors, and social relation factors. Second, the general tendency of decision factors to view Korean traditional music performances showed relatively high levels in reasonable price factors and interest-creating factors among the Korean traditional music performance viewing decision factors, while emotional and information factors were found to be relatively low.

Photo Comics Courses targeting Mothers of Developmentally Disabled Children: A Case Study (발달장애 어머니 대상의 <포토툰 수업> 사례연구)

  • Kwon, Kyoung-Min
    • Cartoon and Animation Studies
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    • s.50
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    • pp.131-151
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    • 2018
  • Notwithstanding various discourses among scholars on the unique characteristics of comics, in Korea there is nevertheless a scarcity of quality research on the subject. Therefore, to promote quality research, it is important to consider how to best use source materials in the field of comics scholarship. Source materials can generally be categorized into three types: pre-existing comics, scholar-generated comics and user-generated comics. For this study, user-generated comics are the primary source materials, specifically comics created by mothers of children with disabilities. It is intended that this research will contribute to the future direction of education for mothers who suffer from a relative sense of alienation as the primary caregivers of children with special needs. Although therapeutic arts and cultural programs make a tremendous difference in the lives of these mothers, teaching methodology and educational opportunities are extremely limited. Furthermore, existing scholarship focuses primarily on either the psychological transformation of the individual or a phenomenological approach for parents to understand and deal with the problematic behavior of children with disabilities. However, this research does little to help improve learning programs for these parents. Against this backdrop, this research sets out to consider the potentiality and effectiveness of using comics in the education of mothers of children with disabilities. These mothers, by creating comics, develop better awareness of themselves in a positive and enriching way. It is therefore hoped that this research provides a useful analysis for developing the potentiality and effectiveness of these programs.

Analysis on the Design Developing for the Better Park -Focused on Busan Children's Grand Park- (문화, 예술 공원 조성을 위한 디자인 개발에 관한 연구 -부산 어린이대공원을 중심으로-)

  • Hong, Dong-Sik;Woo, Sang Chul;Kim, Sung Jae
    • Proceedings of the Korea Contents Association Conference
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    • 2011.05a
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    • pp.409-410
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    • 2011
  • 도시경관에 있어서 이를 구성하는 시각적 요소로서의 도시시설물, 건축물 등의 주변 환경과의 조화는 도시의 정체성 및 이미지를 결정 짖는다. 현대 서울을 비롯한 국내 대부분의 도시는 난립된 간판과 도시시설물들이 주변 환경과 조화롭지 못하고 지역마다의 고유색이 사라지고 어느 도시나 비슷하게 획일화되어 있다. 이에 따라 우리나라 도시들은 고유의 도시 정체성을 찾아보기 어렵게 되었으며, 세계적 수준에 못 미치는 실정이다. 이러한 문제점이 개선되기 위해서는 장기적인 도시경관디자인 개선이 시급하다고 볼 수 있다. 본 연구에서 국내 도시경관디자인 현황을 파악하고 문제점을 분석함으로써 추후 국내 도시경관의 체계적인 개선방안을 제시하는데 자료로 사용 가능케 한다.

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The Weights Analysis of Evaluation Areas and Items for the school Dance Education Program through the AHP (계층의사결정법(AHP)을 활용한 학교 무용교육의 평가지표 개발)

  • Lee, Ji Young;Kim, Eun Hye;Kim, Ji Young
    • Proceedings of the Korea Contents Association Conference
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    • 2018.05a
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    • pp.521-522
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    • 2018
  • 본 연구의 목적은 학교 무용교육의 교수평가를 위한 영역과 항목을 도출하고, 우선순위별 가중치를 도출하여 평가를 위한 프로토타입을 제시하는 것이다. 이를 위하여 델파이조사와 AHP분석을 실시하였다. 학교무용교육의 평가지표는 주체성, 창의성, 다양성, 관계성의 4개 영역과 총 16개의 항목이 도출되었으며, 영역을 포괄하는 모든 항목의 복합가중치에서는 전반적으로 주체성과 창의성을 중요하게 요구하고 있는 것으로 확인되었다. 이를 토대로 학교문화예술교육 정책에 의해 최근 변화된 학교무용 교수환경에서 종래의 기법중심 무용수업과는 전혀 다른 학교무용의 교수전략을 요구하고 있으며, 실제적인 교수전략과 특성이 반영되어야 함을 강조한다.

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A Study on the Planning and Operation of Environmentally Sustainable Exhibition Content (환경적으로 지속가능한 전시 콘텐츠 기획·운영 방안에 관한 연구)

  • Park, Minwoo
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.275-286
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    • 2021
  • While art and culture always actively intervene and send messages to social issues and issues, there are critics who say that the way they show them goes against environmental issues. Therefore, this study compared and analyzed the environment-friendly methods applied to four types of exhibitions held at existing domestic art museums in order to derive environmentally sustainable exhibition content planning and operation plans. By deriving the method commonly applied to the four exhibitions, the wooden temporary walls that are discarded through local remanufacturing, use of waste resources, and prefabricated module walls were minimized. In addition, when printing/publishing, there were methods such as grafting eco-friendly inks and materials or avoiding the production of unnecessary printed matter. Based on these common factors, a plan that can be applied to each stage of exhibition hall construction and construction, printing and publishing, and exhibition hall operation was derived. However, it is necessary to approach more diverse cases in the future, and it is necessary to supplement the points to enhance scientific explanatory power in quantitative terms.

A Study on Creative Industry Development Vision based on Digital Contents (지식창출형 콘텐츠 기반 창조산업 육성방안)

  • Noh, Si-Choon;Bang, Kee-Chun
    • Journal of Digital Convergence
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    • v.10 no.2
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    • pp.47-53
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    • 2012
  • Economic crisis, efforts to overcome the digital content industry development at home and abroad have been racing in the country's future lies in the digital content industry. Therefore, the digital content industry through vision, model identification knowledge-based global digital content market-based deployment is required. For research purposes the digital content industry to derive an alternative to national industrial development that will lay the groundwork. The deployment order for the first digital content industry, SWOT analysis performed to derive the Korean-specific model. As a result, measures based on the advancement of digital content industry as a long-term vision and specific goals are presented as staged. The age of convergence of the u-media content markets in government, corporations, consumers, and these form the structure of a virtuous cycle distribution systems for energy by being active, synergistic effects are obtained. Above all, based on the content industry to secure internal and external growth is key. Vision of the digital content, the growth momentum of the national social development policies to be used as a role model by changing the way a series of courses is required.

Analysis of Parody Game as Tragicomedy (현실을 패러디한 인디게임의 희비극성 연구)

  • Han, Hye-Won;Kim, Su-jin
    • Journal of Korea Game Society
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    • v.16 no.2
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    • pp.97-110
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    • 2016
  • Digital game is an entertainment content as well as a cultural content so that digital game can deliver social messages to make people confront with current problems. Based on Gonzalo Frasca's expanded model theory, this study aims to analyze independent games parodying reality on the level of the narrative and the gameplay to demonstrate that digital game can be a powerful medium to represent a satire on society. Parody games describe irrational side of society as being comical and provoke players' repetitive gameplay. Therefore, players can experience serious theme through casual play in the first-person, and realize the tragic reality directly.

Utopianess in the Early Disney Animation: Focusing on Benjamin's thought on Mickey Mouse (초기 디즈니 애니메이션의 유토피아적 가능성 : 미키 마우스에 관한 벤야민의 사유를 중심으로)

  • Choi, Jeong-Yoon
    • The Journal of the Korea Contents Association
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    • v.10 no.7
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    • pp.142-148
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    • 2010
  • In the society where contradiction of modernism in 20th century was vividly exposed and paradigm was being changed from text culture into visual culture according to the development of technology, Benjamin tried to practically suggest solutions for socio-historical problems he was facing. In contrast with Adorno who criticized cultural industry, Benjamin found out the possibility to overturn existing value order and innovate reality in mass art media having emerged according to the development of new technology. And such Utopian possibility appears in his thought on the early Disney animation even if it is fragmentary. This thesis reviews how Utopian possibility was realized in the early Disney animation, which had been thought by Benjamin.