• Title/Summary/Keyword: 미술 작품

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The Suggestion for the Introduction of Game Culture to Museums (뮤지엄의 게임문화 수용을 위한 제안)

  • Kim, Young-Ae
    • Journal of Korea Game Society
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    • v.13 no.4
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    • pp.47-60
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    • 2013
  • Current perception of games is divided. On the one hand, they are criticized as harmful entertainment due to their violent content and addictive nature, and on the other hand, they are evaluated positively as products of a creative industry that offers alternative, interactive entertainment. Based on the latter, this paper will reevaluate the positive element of such games in relation to the museum, the canon of historical and cultural evaluation. The analysis on game culture introduction to the museums consists of three categories: the practical application that includes educational, communicational, and promotional purposes; the approval of games as industrial assets and their extensive cultural influence; and the indirect acceptance of art works using games. A panoramic view of game culture development would promote research on the link between game culture and museums; furthermore, it would establish a basis for an introduction of game culture in academia and predict the future of the industry.

The Evolving Sound Art (Part 2): A Deliberation about Advancement of Contemporary Genre-Disruptive Art Practices (진화하는 사운드 아트 (2부): 탈경계적 현대예술의 발전에 대한 궁리(窮理))

  • Lee, Irene Eunyoung
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.2
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    • pp.169-176
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    • 2020
  • As the sound art field is keep growing and expanding, we shall contemplate from the sociology of the arts and cognitive science point of views to wisely accept and properly appreciate various artistic works and practices. It is because the value evaluation of new arts shall substantially involve analysis and inspections with considerations of today's complex environments, the creative productions, and the consumptions; because, such critiques are necessity for the advancement of new arts. This paper briefly introduces reasoning of including sociological analysis and criticism in evaluating sound arts beyond dichotomy of the fine arts and music fields. It also looks into changes and conditions of cultural arts grants and allowances of the interdisciplinary art genre in South Korea as it has been almost alone a playground for its domestic creative practices of the sound art. This paper is written in a hope to suggest some possible directions for future developments of these contemporary borderless and/or experimental arts.

Research on the space concept of environmental sculpture by Isamu Noguchi (이사무 노구치 환경조각의 공간개념에 관한 연구)

  • Aeo, Ho-Sun;Koh, Woong-Kon
    • Journal of Digital Convergence
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    • v.11 no.1
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    • pp.447-457
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    • 2013
  • Given the our life environment being the original space which surrounding human today's our environment turned in the artificial and dried space because it's focus on planned and made by city's function and efficiency. So Isamu Noguchi is try to express the formative space which can live nature and human, and human and space together just for a bit. And he succeeded to create the new molding formation named the environment and sculpture to deeply get the problem on nature of place and understanding of place for aesthetic satisfaction. So he makes great contribution towards the monument and field of environmental sculpture. So this thesis is for making clear the importance of space for the sculpture and effect on Isamu Noguchi's environmental sculpture by analyzing the various artworks by Isamu Noguchi and studying his space concept and space sensation of his through generating the experiment of space and eclecticism. Noguchi pursed the harmony with the artwork by expending the architectural space to the full, and he focus his energies to left the artwork which with the public in their lives.

Comparison and Convergence of the Blank Space in Chinese and Japanese Graphic Design -Focusing on the Expression of Blank Space in Poster Design (중국과 일본 그래픽 디자인에서의 여백의 비교 및 융합연구 -포스터 디자인에서 여백 표현을 중심으로-)

  • Xie, Wenqian;Kim, Won-Seok
    • Journal of the Korea Convergence Society
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    • v.8 no.6
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    • pp.153-162
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    • 2017
  • Comparison and Convergence of the Blank Space in Chinese and Japanese Graphic Design This study discusses the philosophical foundation in Chinese and Japanese aesthetics. Most of the contemporary graphic designs in China lack influence or individual philosophy on aesthetics. In analyzing and comparing the use of blank-leaving in graphic design works showed that the traditional artistic sense of the blanks can enrich the cultural connotations of design and raise the artistic creation of the works. This paper used "convergence" to create a new approach on Chinese contemporary graphic design, especially on poster design. The application of blank-leaving in the graphic design has positive impact in the creation of excellent graphic design works that provide references and inspiration to develop a new blank on my own design.

Visual Media Service Retrieval Using ASN.1-based Ontology Reasoning (ASN.1 기반의 온톨로지 추론을 이용한 시각 미디어 서비스 검색)

  • Min, Young-Kun;Lee, Bog-Ju
    • The KIPS Transactions:PartB
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    • v.12B no.7 s.103
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    • pp.803-810
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    • 2005
  • Information retrieval is one of the most challenging areas in which the ontology technology is effectively used. Among them image retrieval using the image meta data and ontology is the one that can substitute the keyword-based image retrieval. In the paper, the retrieval of visual media such as the art image and photo picture is handled. It is assumed that there are more than one service providers of the visual media and also there is one central service broker that mediates the user's query. Given the user's query the first step that must be done in the service broker is to get the list of candidate service providers that fit the query. This is done by defining various ontologies such as the service ontology and matching the query against the ontology and providers. A novel matching method based on the ASN.1. The experiment shows that the method is more effective than existing tree-based and interval-based methods. Ontology merging issue is also handled that can happen when the service providers register their service into the service broker. An effective method is also proposed.

A Study on the Influence of Sculpture For Street Landscape Design -Focusing on Teheran-Ro in Seoul - (가로경관에 환경조형물이 미치는 영향에 관한 연구 - 서울 테헤란로를 중심으로)

  • 정수진;장영석
    • Archives of design research
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    • v.17 no.3
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    • pp.323-334
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    • 2004
  • Environmental sculpture is not just a decoration for architecture. It is a work of art with public interest and one of the best ways to improve street landscape design. Place of installation is very important for environmental sculpture, because it has close relationship with its surroundings and regional context. Field survey was performed on Teheran-Street, between Samsung station and Yeoksam station, central business district of Kang-Nam where lots of major buildings are located. All the 28 environmental sculptures facing Teheran-Street were examined. Relationship between environmental sculpture and street landscape design was investigated by three different points of view, relationship with architecture, intimacy with pedestrian, and space defined by the environmental sculpture. Environmental sculpture needs its own space and appropriate place to have beneficial influence on the sense of place. Environmental sculpture is important factor to control the quality of street landscape design. We should have macroscopic approach to determine place of installation, method and material of Environmental sculpture.

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A study on the site-specific theatre-performance - focused on the Korean performances - (장소특정적 연극-퍼포먼스 연구 - 한국의 공연작품들을 중심으로 -)

  • Shin, Hyun-Sook
    • Journal of Korean Theatre Studies Association
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    • no.49
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    • pp.171-208
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    • 2013
  • Site-specific performance is always the real on-site work taking place at the site. Hence, it deals with the reality, in other words, the time of creation and formation. And it creates value and meaning through the interaction and continuous direct communication process between the performers, audience and the local residents. In this performance, the audience's status as the passive observer changes. They become the co-agent who actively lead and complete the performance through their own experience. We have examined the The Working Methods of Site-specific Performance and Aesthetics of Effect through four Korean performances ; Marie, An aesthetic experiment of site as the storyteller; Heterotopia and Urban Movement Research or Play: We Will Move Your Sofa, as performances which have Revealed history, politics, institution engraved in the site ; A Song of Mandala and Miracle, as a ritualistic site-specific performance at the historic site. Some remarks on Site-specific performance ; First, In Site-specific performance, the habitus peculiar to the stage art and the mode of reception are changed. Second, a new mode of theatrical communication requires creator and audience to have a sharp aesthetic sensibility and to change one's perceptual habit. Third, Site-specific performance can act as a demonstration for the viewpoints of political activism through what could be called a dramatic close-up effect. Fourth, Site-specific performance also has the risk of merely becoming an unfocused and scattered performance or degenerating into a pseudo-sightseeing. To avoid this, an in-depth study of the site and its socio-cultural context, and the clear motivation with which one is trying to reveal and tell from the site must be indispensable. As the co-agent, the audience should also be aware and think about what the given performance signifies today.

Lu Xun's novel and art of color (노신(魯迅)소설과 색채예술(色彩藝術))

  • Bae, In Soo
    • (The)Study of the Eastern Classic
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    • no.32
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    • pp.51-69
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    • 2008
  • Lu Xun was closely bounded with art since he was young, and he had a thorough knowledge of art. This treatise discerned how Lu Xun substituted and expressed his emotion through his work of art, and what was characteristic of his selection and combination of colors. Truly, color is related to statement of human mind. Lu Xun expressed certain color either consciously or unconsciously when he created human figure. The group of black in human figure in his art is representative example of it. Lu Xun always used heavy and dark color to emphasize human figure so that people can assume their lives and character. This artistic mentality or, great choice of art, relates to Lu Xun's individual life and state of mind. However, Lu Xun did not always choose dark color. Sometimes he looked squarely at darkness and tried to pursue bright color presupposing 'hope' at the same time.

A Study on the Creation of Interactive Text Collage using Viewer Narratives (관람자 내러티브를 활용한 인터랙티브 텍스트 콜라주 창작 연구)

  • Lim, Sooyeon
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.4
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    • pp.297-302
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    • 2022
  • Contemporary viewers familiar with the digital space show their desire for self-expression and use voice, text and gestures as tools for expression. The purpose of this study is to create interactive art that expresses the narrative uttered by the viewer in the form of a collage using the viewer's figure, and reproduces and expands the story by the viewer's movement. The proposed interactive art visualizes audio and video information acquired from the viewer in a text collage, and uses gesture information and a natural user interface to easily and conveniently interact in real time and express personalized emotions. The three pieces of information obtained from the viewer are connected to each other to express the viewer's current temporary emotions. The rigid narrative of the text has some degree of freedom through the viewer's portrait images and gestures, and at the same time produces and expands the structure of the story close to reality. The artwork space created in this way is an experience space where the viewer's narrative is reflected, updated, and created in real time, and it is a reflection of oneself. It also induces active appreciation through the active intervention and action of the viewer.

A Study on User Experience through Analysis of the Creative Process of Using Image Generative AI: Focusing on User Agency in Creativity (이미지 생성형 AI의 창작 과정 분석을 통한 사용자 경험 연구: 사용자의 창작 주체감을 중심으로)

  • Daeun Han;Dahye Choi;Changhoon Oh
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.667-679
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    • 2023
  • The advent of image generative AI has made it possible for people who are not experts in art and design to create finished artworks through text input. With the increasing availability of generated images and their impact on the art industry, there is a need for research on how users perceive the process of co-creating with AI. In this study, we conducted an experimental study to investigate the expected and experienced processes of image generative AI creation among general users and to find out which processes affect users' sense of creative agency. The results showed that there was a gap between the expected and experienced creative process, and users tended to perceive a low sense of creative agency. We recommend eight ways that AI can act as an enabler to support users' creative intentions so that they can experience a higher sense of creative agency. This study can contribute to the future development of image-generating AI by considering user-centered creative experiences.