• Title/Summary/Keyword: 성공한 예술

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A study of the use of media in modern performance (현대 연극공연에서의 영상 미디어활용에 관한 연구)

  • Lee, Jae-Joong;Kim, Hyeong-Gi
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.484-488
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    • 2007
  • 연극이라는 것은 복합적인 표현예술장르로 하나의 요소가 아닌 여러 가지의 요소들아 합쳐져 연극이라는 예술작품을 만들게 되어 있다. 현대의 연극공연에서 영상의 비중은 날로 높아지고 있다. 무대 공간의 공간감, 협소함, 표현의 제약 등을 따져 볼 때 그것은 당연한 이유일지도 모른다. 연극이라는 것은 최종적으로 배우와 관객과 함께 호흡할 때 완성되는 것으로 배우의 연기에 따라 영상도 실시간으로 반응할 수 있어야한다. 이러기 위해서는 영상뿐만 아니라 배우와 인터렉션할 수 있는 영상의 제어 또한 상당부분 생각하지 않을 수 없다. 그리고 무대의 뜨거운 조명과 그 아래의 영상은 같은 빛으로 만들어진 작품이기 때문에 빛이라는 환경적 요인에서 벋어나지 못한다. 그 밖의 스크린의 존재와 무대의 조형물과의 조화 등도 생각해야 한다. 하지만, 연극의 성공은 관객의 몰입정도에 따라 결정된다. 몰입요소는 음악, 배우, 무대 등의 기존 연극요소가 있으며 여기에 영상 활용은 관객을 더욱 연극으로 몰입시킬 수 있는 또 다른 중요 표현방법이 된다. 그 영상의 활용방안과 문제점은 현재 여러 기술과 방법으로 해결되어지고 있으며, 연극에서 사용되는 영상은 더욱 발전 가능성과 활용 가치를 가지고 있다. 본 논문 이러한 대중문화인 연극에서 공간에서의 영상 미디어 활용의 중요성과 관객의 몰입에 관한 발전 가능성에 대한 연구이다.

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A study of playing character analysis on the Mobile Role Playing Game (모바일 RPG 게임에 나타난 플레이어 캐릭터 분석 연구)

  • Shin, Hye-Mi;Kang, Hyo-soon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.929-932
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    • 2014
  • As Smartphone Popularity Increases, mobile games market has been received increasing attention. Therefore, Games that offers a variety of Characters desired by the user is increased. and become industrial extension in the Korea mobile device market from 2012, this paper, we purposed to research and analyze effective designs of playing character that impact directly on success of the mobile role playing game.

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A Study on the Core Competency of Dance Festival Using VRIO Model (VRIO모델 분석을 활용한 춤 축제 핵심역량 도출)

  • Kwak, Ji-Hye
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.77-91
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    • 2019
  • As of 2019, a report by the Ministry of Culture, Sports and Tourism showed that 884 diverse regional festivals are being held in the country. While there are successful festivals with large audience numbers and local economic effects, there are many festivals that only waste local budgets. Against this backdrop, the question of this study is "What are the key competences of a successful dance festival utilizing the VRIO model?" The development process and success factors of the success dance festival at home and abroad were analyzed in order to explore the key competences and specialization measures of the festival that our dance festival can take off as a successful dance festival. The purpose of the study is to examine what is the source of competitiveness of the regional festival through VRIO model, which can identify the key competencies of the festival to grow into a successful dance festival, and to derive the key competencies of the festival through the interview of the expert group(Focus Group Interview) to apply the development measures of our country's dance festival. According to the analysis, festival experts view the success factors of local festivals from various perspectives based on their empirical knowledge. The key competencies priority was 1. Theme, 2. the festival organization and professional personnel management, 3. The results came in the order of residents' participation. And the successful domestic and foreign dance festivals had their own core competencies. Growing up as a successful festival through festival management, which is worth no other festival, difficult to emulate, rare and difficult to replace, is seen as the biggest key to leading the regional festival to the world festival.

A Study on the Direction of Cultural City Designation Project in the Case of European Capitals of Culture (유럽문화수도 사례로 본 문화도시 지정사업의 방향성 고찰)

  • Kim, Sun Young;Yi, Eui Shin
    • Korean Association of Arts Management
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    • no.52
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    • pp.135-156
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    • 2019
  • The purpose of this study is to derive more practical and concrete policy implications for the successful implementation of the Cultural City Designation Project, which is emerging as a main topic of cultural policy. To this end, the background and implementation system of the European Capitals of Culture(ECOC), which is the subject of benchmarking in various aspects, were examined. As a result, it was confirmed that there is a possibility that the Cultural City Designation Project can reveal its limitations in the background and process, and the improvement is as follows. First, rather than creating an ideal cultural city model to achieve its goals in a short period of time, efforts should be made to secure diversity and expand insufficient infrastructure in accordance with local autonomous decisions. Second, in order to secure the continuity of the business, it is necessary to secure and educate professional manpower for organizational operation in the form of independent or direct agency of each local government. Finally, careful policy consideration should be made at the national level to balance regional interests. Therefore, there is a need for an organized 'government-level organization' that can take on the role of the city selection process, support system, and ex post evaluation. In short, successful cultural city projects require critical acceptance and efforts to remedy fundamental problems rather than benchmarking unconditional overseas cases in terms of cultural policy.

인터뷰 - 음악 여행 40년! 신성길 진흥인쇄랜드 대표 "음악 속의 휴식이 삶을 지탱하는 에너지의 원천"

  • Jo, Gap-Jun
    • 프린팅코리아
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    • v.11 no.9
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    • pp.106-109
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    • 2012
  • 젤로소윈드 오케스트라 단원, 성공사관학교 문화예술 교수, 미래촌 미래마을대학 악기박물관학교 교장, 색소폰 부는 아저씨 상도동 명물 1호 인증$\cdots$. 신성길 진흥인쇄랜드 도서출판 다사랑 대표의 명함을 빼곡히 채우는 직함은 거의 음악과 관련이 있다. 30여년 인쇄인의 한길을 걸어왔지만, 11년 먼저 인연을 맺은 음악을 통해 세상과 쉼 없이 소통하고 있기 때문이다. 인쇄인 신성길의 음악 여행은 트럼펫을 처음 접한 중학교 1학년(14세) 이후 42년 동안 끊임없이 이어지고 있다.

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Study on the theme melody of main character in the animation (애니메이션<알라딘>에서 주인공의 주제선율 연구)

  • Lee, Mi-ru;Lee, Seungyon-seny
    • Proceedings of the Korea Contents Association Conference
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    • 2017.05a
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    • pp.55-56
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    • 2017
  • 애니메이션은 여러 세대와 인종을 아우르는 문화예술로서, 애니메이션의 중요한 구성요소 중 하나로 음악이 인식되고 연구되어야 한다. 애니메이션 산업으로 큰 성공을 거둔 디즈니사의 <알라딘>을 연구작품으로 선택하였으며 스토리진행과 상황에 따른 캐릭터의 주제선율의 변화의 상관관계를 연구한다. 주인공 '알라딘'의 주제선율은 총 49개의 곡 중 22개의 곡에서 나타나며 리듬, 템포, 조성, 선율, 화성, 악기구성 등으로 변주를 하여 캐릭터가 처한 상황이나 심리상태를 대변하고 대응한다.

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Successful Ageing among the Elderly : Influence of Support from Family and Friends (노인의 성공적 노화에 영향을 미치는 요인: 가족지지와 친구지지를 중심으로)

  • You, Yong-Mi;Kim, Sunghee
    • Journal of Family Resource Management and Policy Review
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    • v.23 no.1
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    • pp.1-16
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    • 2019
  • The purpose of this study was to investigate the actual conditions of successful ageing and the influencing factors focusing on social support from family and friends to improve elderly's quality of life. The 300 respondents, all participants in programs at facilities for the elderly, were interviewed via a questionnaire. The collected data were analyzed using SPSS 23.0. The results are as follows. First, the average score for successful ageing among the participants was above average. Second, the level of successful ageing varied according to income and religion. Third, the common variables affecting active or emotionally successful ageing were support from friends, subjective health conditions, and gender. It is suggested that the community should be informed of the importance of support from family through educational programs, as the elderly still want the support of family despite family's reduced role.

A Study on Game-Playing Plasticity of Modern Art Focused on Media Arts (미디어아트를 중심으로 한 현대미술의 유희성에 관한 연구)

  • Lee, See-Jeung;You, Hyun-Bea
    • Journal of Digital Contents Society
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    • v.11 no.4
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    • pp.503-511
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    • 2010
  • While various artistic trends coexisting in the 20th century, media arts that formed with the medium of a material attempts in various ways to induce the establishment of the artwork through the public communication. The visual arts that use the media satisfy both the artistry and the popularity in the area of popular culture as the form of variable. Moreover, visual arts stimulate a playful sense of human to maximize the public satisfaction that works here. This paper aims to discuss the potentials and the trends in the contemporary art by understanding the conceptual and principle background of the contemporary media art which shows the active employment the playful sense of human nature in the work in order to establish the effective communication with the public. Consequently, as the digital environment and advanced network technology which were thought to be the key elements of the popularization of media art were reached its limit, media artist, Tony oursler's artwork which was created based on human playful nature and interactive artwork that supports the audience to interact with artwork and its space are proven to be the useful devises for the public communication.

A Study of the method about Improving engineer by YeGamChang creating mechanism (예술창조 매커니즘을 통한 창조적 공학인의 육성 방안 연구 -교육 사례를 중심으로-)

  • Kwon, Yong Rang;Lee, Kyung Hwan;Kim, Su Jeong
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.3 no.2
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    • pp.11-17
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    • 2011
  • As a rapid rate of social change and competitive, paradigm of industry environment manufacturing products and services is shifted. Engineers design, develop, manufacture the products and services are strongly asked competency of different new creative practices. This means while industrial structure has been shifted from mass production to various allied production and social engineering based production, qualifications of engineers are required to individual creative competency as alternatives. In order to improve the competency, engineer become the creative people have ability to develop the professional knowledge competency and expand the competency to convergence the new product and services with sensing the life and social structure shift, human engineering, psychology, and emotion. For the competency, we develop the training program "improving convergence, creativity through Art." we intend that the program should be composed of creative engineering mechanism combined creative arts mechanism. It has been operated to the engineers for 17 weeks. we will discuss the program result and research direction and utilization in depth.

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A Study on Bigdata Utilization in Cultural and Artistic Contents Production and Distribution (문화예술 콘텐츠 제작 및 유통에서의 빅데이터 활용 연구)

  • Kim, Hyun-Young;Kim, Jae-Woong
    • The Journal of the Korea Contents Association
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    • v.19 no.7
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    • pp.384-392
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    • 2019
  • Big data-related research that deals with the amount of explosive information in the era of the Fourth Industrial Revolution is actively underway. Big data is an essential element that promotes the development of artificial intelligence with a wide range of data that become learning data for machine learning, or deep learning. The use of deep learning and big data in various fields has produced meaningful results. In this paper, we have investigated the use of Big Data in the cultural arts industry, focusing on video contents. Noteworthy is that big data is used not only in the distribution of cultural and artistic contents but also in the production stage. In particular, we first looked at what kind of achievements and changes the Netflix in the US brought to the OTT business, and analyzed the current state of the OTT business in Korea. After that, Netflix analyzed the success stories of 'House of Cards', which was produced / circulated through 'Deep Learning' cinematique, which is a prediction algorithm, through accumulated customer data. After that, FGI (Focus Group Interview) was held for cultural and artistic contents experts. In this way, the future prospects of Big Data in the domestic culture and arts industry are divided into technical aspect, creative aspect, and ethical aspect.