• Title/Summary/Keyword: 문화예술 기술요소

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A Study on Classification & Description of Art Archives : Focused on "The Art Archives, Seoul Museum of Art" (예술기록에 관한 분류·기술 사례 연구 서울시립 미술아카이브를 중심으로)

  • Kim, Ji Ah
    • The Korean Journal of Archival Studies
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    • no.74
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    • pp.79-117
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    • 2022
  • In recent years, the term "art archives" has become increasingly popular, with the growing use of archives in exhibitions and program planning within domestic cultural and arts institutions. The need for art archives has been raised for reasons such as establishing the identity of art and culture and providing basic resources for academic research; however, they are now being recognized as a direct resource and service for users. Accordingly, research has also been conducted on the values, policies, and management practices of art archives in the archiving field. Nevertheless, there is a lack of research on management methodologies that can be applied to institutions that manage art archives. In particular, for the efficient use of art archives, classification, organization, and systematic management of descriptive areas must be preceded. But, There are different methods of managing art archives depending on the type of collection, the management institution, and the characteristics of the collection resources, which, in turn, makes it difficult to apply a consistent methodology for classification and description. Based on actual cases from The Art Archives, Seoul Museum of Art, this study examined the types and categories of arts, and presented the establishment of a classification system and archival description rules.

Integrating AI Generative Art and Gamification in an Art Education Model to Enhance Creative Thinking (AI 생성예술과 게임화 요소가 통합된 미술 교육 모델 개발 : 창의적 사고 향상)

  • Li Jun;Kim Yoojin
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.425-433
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    • 2023
  • In this study, we developed a virtual artist play lesson model using gamification concepts and AI-generated art programs to foster creative thinking in freshman art majors. Targeting first-year students in the Digital Media Art Department at Sichuan Film & Television University in China, this course aims to alleviate fear of artistic creation and enhance problem-solving abilities. The educational model consists of four stages: persona creation, creative writing, text visualization, and virtual exhibitions. Through persona creation, students established their artist identities, and by introducing game-like elements into writing experiences, they discovered their latent creativity. Using AI-generated art programs for text visualization, students gained confidence in their creations, and in the virtual exhibitions, they were able to enhance their self-esteem as artists by appreciating and evaluating each other's works. This educational model offers a new approach to promoting creative thinking and problem-solving skills while increasing learner engagement and interest. Based on these research findings, we expect that by developing and implementing educational strategies that cultivate creative thinking, more students will grow their artistic capacities and creativity, benefiting not only art majors but also students from various fields.

An Analysis of the AHP of the Lifelong Education Program based on the Six Classification Scheme (6진 분류에 따른 평생교육 프로그램의 AHP 분석)

  • Han, Sang-Hoon;Park, Myeung-Sin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.2
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    • pp.995-1005
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    • 2015
  • This study is to analyze the AHP of the lifelong education program per each domain of six classifications. According to this study result, the relative importance of the lifelong education program per each domain is as following: Literacy education, Vocation and Workforce education, Citizen Participatory education in descending order of importance. As for the relative importance of the lifelong education program per each subcomponent is Expended literacy, Fundamental Life Skill, Workforce Continuing Education in descending order of importance. The results of this study can be used in lifelong educators of education and training and lifelong education, designed, theoretically realistic lifelong education programs development and management of educational practice field, provides many implications for the development of lifelong learning as practical implications.

The effect of Spectators' Motivation on Satisfaction (관람객의 관람 동기가 공연만족에 미치는 영향)

  • Hwang, Kum-Ju;Kang, Eun-Ju;Hahn, Ju-Hee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.4
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    • pp.1684-1695
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    • 2011
  • This study explored effects of spectators' motivation on their satisfaction from culture-art performance. Most studies of performing arts have focused on effects of marketing elements. However, this study first looked at important elements affecting audiences' satisfaction to identify considerations for effective design processes for performing arts. Second this paper examined how audiences' satisfaction affect their stress in order to understand the relationship between audiences' satisfaction and their psychological stability. This study found that emotional satisfaction and rational satisfaction could improve emotional satisfaction, while only emotional motivation could affect aesthetic satisfaction. According to our analysis, emotional satisfaction led to psychological stability and reduced audiences' stress.

Meaning of Handicraft Elements as Applied to Modern Textile Design (현대 산업 직물디자인에 응용된 수공예적 요소의 의미)

  • 박남성
    • Archives of design research
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    • v.16 no.4
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    • pp.299-312
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    • 2003
  • In modern industry, creative sense together with advanced scientific technology is an important element. In modern textile industry as well, these two elements working in dose relationship one to another play important roles in the advent of high value-added textile of unprecedented high quality, high capability, and high sensitivity. Especially, creative sense which is necessary in generating additional value of textile is all the more essential for the development of diversified, unique, and differentiated products that are sought by all contemporaries. The aim of this research is to recognize the importance of handicraft which has a great impact on modern textile design in the generation of additional value, consider the applicability and the aesthetic method that this technique presents, thereby contributing to the development of modern textile

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Developing a Methodology for Designing Metadata Application Profiles: Applied to Korea Art and Culture Education Service (메타데이터 응용프로파일 개발방법론 연구 - 문화예술 교육 분야의 적용 -)

  • Oh, Sam G.;Park, Ok-Nam;Won, Sun-Min
    • Journal of Korean Library and Information Science Society
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    • v.39 no.4
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    • pp.353-376
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    • 2008
  • The main purpose of this research is to develop a methodology for designing metadata application profiles(AP) and to design a comprehensive AP for Korea Art and Education Service(KACES), The process of developing a methodology is divided into three steps, analysis of standard metadata schema, analysis of user needs, and content analyses. Metadata principles and guidelines were utilized in designing a KACES AP along with the developed methodology in this study. This paper describes what role the methodology developed here plays in devising metadata elements. The paper also discusses the benefits of three methods for AP design. The study has values in that it provides implications for designing APs for other domains.

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Caricature Generation System using A Front-View Facial Image (정면 얼굴 이미지를 이용한 캐리커쳐 생성 시스템)

  • Lee, Hyun-Chul;Hur, Gi-Tak
    • Proceedings of the Korea Information Processing Society Conference
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    • 2002.11a
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    • pp.657-660
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    • 2002
  • 컴퓨터그래픽의 급격한 기술 발달과 사용자 층의 다양한 멀티미디어 정보에 대한 요구로 기존의 단순한 2차원 영상 정보는 점차 3차원 정보로 표현되어가고 있고, 사용자의 예술 및 개인 문화에 대한 관심도가 높아지면서 독특한 자신만의 개성을 표현할 수 있는 아바타, 캐리커처와 같은 표현매체에 대한 욕구가 증가하고 있다. 그러나 기존의 펜이나 화필로 그리는 케리커쳐는 예술성, 정교함 그리고 자신만의 독특한 특징적인 개성을 표현 할 수 있는 장점이 있으나 장소, 시간, 인원 등에서 응용성과 확장성이 제한 될 수밖에 없고, 이에 따른 제작비용이나 소요 시간, 노력 등이 많이 소요된다. 본 논문에서는 기존에 수동으로 이루어지고 있는 캐리커쳐를 한 장의 정면 얼굴 이미지를 이용하여 3차원 얼굴 모델을 생성하고, 각 얼굴 영역의 특징 요소를 스플라인으로 표현하여 스플라인의 제어선과 제어점을 조정하여 자동으로 캐리커쳐를 생성하는 시스템을 개발하는데 목적이 있다.

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The Effect of the Experience Factors of New Media Art on the Motivation (뉴미디어아트의 경험요소가 이용동기에 미치는 영향에 관한 연구)

  • Yoon, Yeosun;Ahn, Byeonghoon
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.279-285
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    • 2022
  • The development of various media and technologies as a digital paradigm brought about a change in perception of the times along with the culture and art industry, and the innovative influence of new media accelerated the change in the environment for experiencing art. Technological and art converge and emerge due to changes in the digital environment, and New Media Art centered on interaction and participation enables two-way communication. As research on the interaction between domestic and foreign digital paradigms and New Media Art continues, this study also focused on this. In this study, the elements of experience in New Media Art were defined and their effects on motivation to use them were verified. In New Media Art, based on the theoretical basis of the existing experience factors and applying and analyzing the factors of motivation, it was verified that the factors of experience were applied as very useful variables, and it was confirmed that they actually affect usage motivation. The conclusion and significance of this study were discussed in that it was an early study that was used as a path on the use motives of experienced users according to the interaction characteristics in New Media Art.

A Brief Analysis of the Application of Chinese Traditional Culture in Big Fish and Begonia (<대어해당> 중 중국전통문화의 응용에 대한 간략 분석)

  • Xiaoli, Wang
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.5
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    • pp.67-72
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    • 2019
  • Animation is a comprehensive audio-visual art, animation literature, painting, music, architecture, photography and other art forms are integrated. China's animation industry has made some achievements in the new century, but on the whole, with the globalization of China, China's animation industry has been influenced by Japan and the United States. China has a history and culture of five thousand years, with profound social deposits and cultural foundation. Of the four ancient civilizations in the world, the Chinese civilization is the only one that has survived. China has too many stories to tell. From the development history of Chinese and foreign animation, we can see that many Chinese traditional cultural elements are used for reference. Since the 1980s, Chinese animation has been on the road of national revival. Chinese animation has begun to draw close to traditional culture in terms of themes, characters and scenes, and integrate Chinese traditional cultural elements. The theme of big fish and begonia is to repay kindness by sacrificing one's own life for the sake of justice and friendship. This fearless spirit of sacrificing one's life for justice is the concentrated embodiment of the fine qualities of the Chinese nation over the past several thousand years. Kun to save chun and give up his life, chun in order to repay rather give up half of his life, and qiushui in order to help their beloved, also would rather give up all of their own. These three protagonists are very distinctive personality characteristics, are to "righteousness" and give up their most precious things. At the same time, big fish and begonia combines many traditional Chinese cultural elements to form an animated film with Chinese characteristics.

A study on specializing the University Museum in the Perspective of Culture, Arts, and Science (문화.예술.과학의 관점에서 대학박물관의 특성화를 위한 기초연구)

  • Choe, Jong-Ho
    • KOMUNHWA
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    • no.68
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    • pp.25-39
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    • 2006
  • This article attempts to define identity, role and functions of a university museum and to suggest specialization of the university museum in the perspective of culture, arts, and science. A university museum is defined as a center for the service of the university community and its development which acquires, researches, communicates, exhibits and educates, for purposes of eduinfotainment,29 material evidence of people and their environment. The target user of the today's university museum are not only professors, students, university workers, but also university neighbourhood such as the related professionals, patrons, parents, school children and villagers. A multi-dimensional and multi-purpose university museum can be established and managed in a real world and / or a cyber world in the perspective of culture, arts, and science. Based on a ubiquitous system30 in a cyber world vis-a-vie a real world, the university museum can be easily utilized by users anywhere, anytime and any device. In order to specialize the university museum in the perspective of culture, arts and science, it is desirable that the university museum director with the CEO of the university community promote the specialization of the university museum based on philosophy and strategies of university community management after they definitely evaluate the components and resources of the university museum such as human powers, museum collections, organizational, technological, capital, spacial and symbolic resources, The specialization of the university museum should be projected and executed in the direction of maintaining the typical scope of museum activities and managing the effective museum management. Specializing the university museum in the perspective of culture, arts, and science can contribute not only to establish the identity of the university community and to perform role and functions of the university museum but also to encourage academic development, to revaluate the brand of the university community and to promote the marketing for the university.

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