• Title/Summary/Keyword: 미술기반

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Extensibility of Visual Expression in Projection Mapping Installation Art; Focused on Examples and Projection Mapping Installation Artwork Domino (프로젝션맵핑 기반 영상 설치 미술의 시각적 표현 확장성 -사례 분석 및 작품 을 중심으로-)

  • Fang, Bin-Zhou;Lim, Young-Hoon;Paik, Joon-Ki
    • Journal of the Korea Convergence Society
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    • v.12 no.11
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    • pp.207-220
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    • 2021
  • Recent advances in new media for sensory experiences keep expanding visual expression methods in installation art such as projection mapping and virtual reality. Artists can create and develop visual expression techniques based on such new media. Projection mapping is a new medium that continues to add various possibilities to visual expression in media art. Under the projection mapping environment, artists can recompose the object or space with the digital content by projecting video onto three-dimensional surfaces in the space. This paper focuses on the process where visual expression with the projection mapping technology leads to viewers' sensory experience. To this end, "reproducibility," "dissemination," "virtuality," and "interactivity" of media were analyzed to describe the meaning and *definition of visual expression. Artworks are considered as an example to study visual expression techniques such as "repetition and overlap," "simulacrum and metaphor," and "displacement and conversion." I applied the analysis and created Domino, a projection mapping artwork, which helps the research on visual expression techniques that can lead to sensory experience the extensibility of visual expression.

Case Study on the Development of STEAM Instruction Material for Mathematics Subject-Based Advanced Technology and ICT Teaching Tools (초등수학 교과 기반 첨단 기술 및 ICT 교구 활용형 융합교육 자료 개발에 대한 사례 연구)

  • Lee, Jong-hak
    • Journal of the Korean School Mathematics Society
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    • v.25 no.4
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    • pp.333-352
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    • 2022
  • This study is aimed at developing the STEAM instruction materials for mathematics subject-based advanced technology and ICT teaching tools. In order to develop the STEAM materials, a PDI model in which the implementation and evaluation steps were simplified to Improvement was used. The developed STEAM materials were revised and supplemented by a group of experts. The subject of the STEAM class material developed in this study is 『Graph! The bridge that connects the past, present and future』 , 『You are the same but different!』 , 『Creating a virtual reality three-dimensional space together』 , 『And making interesting figures』 and 『Cover the roof of the turtle ship!』 . As a suggestion based on the results of this development study, various STEAM education materials should be developed and shared so that STEAM education can be performed in the elementary education field. And for the spread and settlement of STEAM education, the cultivation and expansion of STEAM education capabilities of on-site elementary school teachers or pre-service teachers will be an absolute prerequisite. And this suggests the need for a continuous and long-term approach to follow-up research on STEAM education.

Research on the revitalization of Japanese artworks: Focus on Japan Advanced Art Museum Policy (일본의 문화경제전략과 미술품 유동성 활성화에 관한 연구 - 문화청의 선진미술관 정책 추진을 중심으로 -)

  • Chu, Min-Hee
    • Korean Association of Arts Management
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    • no.51
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    • pp.135-166
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    • 2019
  • Recently, the Japan Cultural Agency announced a plan for revitalizing the art market represented by reading museums (advanced art museums) to promote industry through strengthening the sustainability and economics of art museums. Along with these policy announcements, the Japanese cultural system and Bypyeongje are divided into pros and cons, and there has been a heightened opposition, which is now in a state where policy promotion has been temporarily suspended. The opposite reason is that it does not meet the museum's inherent purpose of preservation and lore, and the reason for favoring that commercialism can ruin the art world is that the Japanese art society is other than art museums and museums Also, it consists of non-profit organizations, art festival administration organizations, support staff, volunteers, etc., but because of the high subsidy bias, no real labor costs are paid, which means that it is virtually neglected. Also, there is a vigilance that the art society itself, which reduces its reliance on subsidies in response to social changes, can survive. Seeing that the situation is not much different from Japan, Korea is also actively discussing new establishments of the National Art Bank, performing art appraisal and evaluation functions for revitalizing art works, art loan, art trust, etc. There is. As it is difficult to solve realistic problems with subsidies from the future situation, it is difficult for us to expand investment in culture, and culture and economy are united and linked. You will find a plan to make it operational. In this regard, it is thought that the examination of the cultural and economic agency's strategy, represented by the Japanese advanced art museums, gives us a meaningful suggestion.

The Effects of STEAM-based Programming Education with Robot on Creativity and Character of Elementary School Students (로봇을 활용한 STEAM기반 프로그래밍교육이 초등학생의 창의성 및 인성에 미치는 효과)

  • Chai, Soophung;Chun, Seokju
    • Journal of The Korean Association of Information Education
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    • v.19 no.2
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    • pp.159-166
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    • 2015
  • STEAM is a multidisciplinary education program which intended to promote creative thinking by combining studies in the arts and STEM(Science, Technology, Engineer, Mathematics) fields. STEAM education can bring out creativities in students through educational activities of integrating and combining diverse studies. In this research, we integrated the educational elements of science, technology, engineering, mathematics, and arts using robots and then developed an educational program that raises the creative and character (focused on collaboration and communication) of students in a more fun and effective way. Using our developed educational program, we taught 6th grade students of an elementary school located in Seoul. As the result, most of students were found to be enhanced in their creativity and character after participating in the STEAM-based programming education course.

Development of the curriculum for enhancing practical competence of nail beauty - Focused on the National Competency Standards - (네일 미용 역량기반 교육과정 개발 - NCS 기반으로 -)

  • Lim, Soo Eun;Kim, Mun Young
    • The Research Journal of the Costume Culture
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    • v.30 no.3
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    • pp.414-428
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    • 2022
  • The goal of this study was to develop a curriculum based on practice and job competency, reflecting opinions on the required job competence of nail practitioners and professionals related to nail beauty. Through in-depth interviews with nail experts, the research focuses on developing nail beauty competency-based curriculum and curriculum profiles that reflect practitioners' needs of job competence in the field. In-depth interviews with 11 field experts and surveys of 154 people were conducted to develop a competency-based curriculum for beginner nail hairdressers. The results of this study show that the existing 38 National Competency Standards (NCS) job competencies were reduced to 21 job competencies. In addition, based on the common opinions of experts who reflect the current trend, two tasks on "eyelashes" and "waxing" were added, and they were modified and supplemented with 23 core competencies. The development of a competency-based curriculum and educational programs for nail beauty was performed based on the requirements of the core competencies investigated and the development of a systematic map for the core competencies of beginner nail technicians and hairdressers. In conclusion, the need for professional education and training for nail hairdressers is growing, and it can be seen that a curriculum building multi-faceted abilities is needed for their qualifications as experts. This study found that it is necessary to develop interpersonal communication skills that include marketing elements other than practical skills such as personality and customer response methods in the nail beauty curriculum.

Proposal of WebGIS-based Korean Archaeological Dictionary Information Service Model (WebGIS 기반 한국고고학사전 정보서비스 모델의 제안)

  • KANG Dongseok
    • Korean Journal of Heritage: History & Science
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    • v.57 no.1
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    • pp.6-19
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    • 2024
  • The Korean Archaeological Dictionary, which represents Korean archaeological knowledge information, contains refined and high-quality information written by expert collective intelligence. This is a characteristic that clearly distinguishes it from overseas archaeological data archives, and can be called differentiated infrastructure data. However, it has not played a role as an information service or knowledge information platform reflecting the latest digital technology. As a way to maximize these strengths and compensate for weaknesses, it was proposed to develop and operate a GIS-based knowledge and information platform for Korean archaeology. To realize this, it is necessary to develop a title management system centered on repositories and metadata that can collect and store various information, link open linked data design and related systems, develop a search function that can analyze and visualize data in response to the big data era, and establish a WebGIS-based information service system. This will be a platform to continuously manage, supplement, and update Korean archaeological knowledge information, build a ubiquitous environment where anyone can use information anytime, anywhere, and create various types of business models.

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.

The E-Learning for Practice Training Using Augmented Reality in the College Education (증강현실을 이용한 대학 e-Learning 실습교육)

  • Lee, Ki-Ho
    • Cartoon and Animation Studies
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    • s.40
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    • pp.443-476
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    • 2015
  • The university e-learning classes give a major focused on practical training in the art and design field are opened such as theory classes. The cyber universities that fully gives on-line classes even open as theory classes. They speak about difficulty and limitation of operating cyber class with practice. So, many of them organize off-line special lecture at the classroom in weekend. In the reason of studying that has the constraints of time and space, the student wastage rates in cyber universities are going higher. This research focused on giving an efficient e-learning practice environment in college e-learning courses, and operated scholastic achievement test between the augmented reality(AR) based practice education and the existing classroom based practice education. The subjects of study were totally 84 people who are the freshmen of the design department in the two-year diploma course college. They were divided 3 groups which one was treated AR based practice e-learning and two others groups were existing classroom based practice. Each of the group took the same treated lecture during 7 weeks. The first of the outcome was the AR based practice e-learning was more effective than existing classroom based practice on the side of scholastic achievement. The second, the AR based practice e-learning aroused increasing in the interest in class on the side of attribute factors. The third, the AR based practice e-learning group made higher level of studying immersion than others. In consideration of this experiment was processed in the regular college academic course, the finding by this research shows AR based major practice e-learning is an alternative lecturing strategy what can be supplemented existing classroom based academic teaching methods.

A study on U.K.:s design education program of the Primary school (Centered on analysing program of study in the National curicurrum) (영국의 초등학교 디자인교육 프로그램에 관한 연구 -국가교육과정 학습프로그램 분석을 중심으로-)

  • Son, Yeoun-Suck
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.243-254
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    • 2005
  • Great Britain and the United States and Finland are having an interest in long policy subject about child design education through early design education. And they approaches and practices it systematically. The research about the design learning program instance of advanced nation of primary school's design education for various objective is necessary for use with the fundamental reference data for an elementary design education. And so, This research presented the program instance investigation and analysis result of British primary school's design education. U.K is teaching an primary design education from two subjects of Art & Design and Design and Technology which is a legal subject with national curriculum. The analysis result of design relation unit learning program of two subjects is: Design relation unit learning programs of 'Design and Technology' subject's 20 unit which except 4 food relation unit is largely scientific engineering contents that include utility function contents in part. The reason is as behavior styles based on Design process solve problems scientifically & rationally. Design relation 6 units in subject of Art & Design which except the units which relates with the pure fine arts and architecture in 19 units is aesthetic-symbolic and utility-functional contents largely. And so, the result was analyzed about relation of scientific-engineering content of 'Arts & Design' subject is insufficient comparing with 'Design and Technology' subject Specially, I think that the design relation's unit learning program instances of 'Design and Technology' subject of the British primary school which have been presented by this research paper is a possibility becoming one reference model for a program development. And so I expects that this research could be applied in the program development for the primary design education of primary teacher & education agency.

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A Study on the Effects of Early Childhood Design Education Program Activities Based on Brain-Compatible Learning Principles (뇌 기반 학습원리를 적용한 유아디자인교육 활동이 유아의 창의성과 친사회적 행동에 미치는 영향)

  • Ahn, Gyoung Suk;Shin, Ae Sun
    • Korean Journal of Child Education & Care
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    • v.17 no.2
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    • pp.45-73
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    • 2017
  • The purpose of this study was to suggest the effects of early childhood design program based on brain-compatible learning principles. Subjects were thirty-six children from two class of I kindergarten and S kindergarten in K city. One class was assigned to an experimental group and had early childhood education program activities based on brain-compatible learning principles and the other class was assigned to a comparative group the general art education program activities. The results of this study are as follows. First, there was a significant difference between the experimental group and the comparative group in their fluency, originality, sensitivity of creativity. Second, participants in the experimental group also score higher on the helpful act, communication skill, sharing skill, empathy, and regulation of emotion. Therefore, early childhood design education program based on brain-compatible learning principles should be considered as a meaningful alternative method for promoting children's creativity and prosocial behaviors.