• Title/Summary/Keyword: 시각예술

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Scientific Creativity and Visual Artistic Creativity: The Domain-universality and Domain-specificity on Creative Accomplishment (과학적 창의성과 시각예술적 창의성: 창의적 성취 사례의 영역보편성 및 영역특정성)

  • Kang, Jung-Ha;Choe, In-Soo
    • Journal of Gifted/Talented Education
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    • v.18 no.2
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    • pp.201-237
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    • 2008
  • The object of this research is to understand the domain-universality and domain-specificity of scientific domain and visual art domain from case studies on individuals who had made creative accomplishments in the domain of science and visual art. For case studies, 10 people who made creative accomplishments in the science and technology domain and 9 people who made creative accomplishments in the visual art domain were selected as the research participants. The conclusions for the case studies were made on the data obtained from interviewing the research participants using KES as an analytical frame. The findings of this study support as follows. Creativity on scientific domain and visual art domain is both the domain-universality and domain-Specificity. The domain-universality Of scientific domain and visual art domain is related to the nature of human beings, originality in creativity, and the natural selection. On the other hand, The domain-specificity of scientific domain and visual art domain is related to the type of knowledge and the context of applying the knowledge, will, thinking skill, direction, and social components.

Animation Education as VCAE in the Digital Age (시각문화교육과 디지털 미디어 시대의 애니메이션 교육의 방향)

  • Park, Yoo Shin
    • Cartoon and Animation Studies
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    • s.35
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    • pp.29-65
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    • 2014
  • Visual culture art education (VCAE) seems to be the new paradigm for art education after postmodernism. Getting beyond the traditional art education, VCAE has expanded its scope of interest to include the visual environment that surrounds our life, thus pushing the boundary of art education beyond the traditional fine arts to cover pop culture and visual art. VCAE shares the issues as well as a lot of elements of culture and art education and in fact serves as a major theoretic background for culture and art education, in that it pays attention to the sociocultural context of images and emphasizes visual literacy and constructionist learning. In this paper, I have reviewed the theoretical background and related issues of VCAE with a view to presenting a direction for animation education, which is gaining in importance coming into the Age of Digital Media. VCAE was born in the progressive cultural atmosphere from the 1970s and thereafter, and its gist consists in figuring out visual artifacts and their action in order to improve individual and social life. Yet, VCAE continues with its development according to the changing aspects of visual culture, and currently, it is expanding its scope of interest to cover the esthetic, experiential education in visual culture and construction of meaning through digital story-telling. In the visual environment of the Digital Age, animation is establishing itself as the center of the visual culture, being a form that goes beyond an art genre or technology to realize images throughout the visual culture. Also, VCAE, which has so far emphasized visual communication and critical reading of culture, would need to reflect the new aspects of the visual culture in digital animation across the entire gamut from experiencing to understanding and appreciating art education. In this paper, I emphasize on Cross-Curricula, social reconstruction, the expansion of animation education, interests in animation as a digital media, and animation literacy. A study of animation education from the perspective of VCAE will not only provide a theoretical basis for establishing animation education, but also enrich the content of VCAE, traditionally focused on critical text reading, and promote its contemporary and futuristic orientation.

Aesthetic Expansion from Information Visualization to Performance : Research on Sensorium in Perspective of Audience (정보시각화에서 퍼포먼스로의 미학적 확장 : 관객시각에서 하이퍼매개센소리엄 요소 고찰)

  • Kim, Eung-Suk;Yoon, Joon-Sung;Lim, Kyung-Ho
    • The Journal of the Korea Contents Association
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    • v.12 no.10
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    • pp.35-42
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    • 2012
  • This study will research the possibility about the extension from aesthetic artwork of information visualization to performance area. In information visualization fields, the function of transmitting information is important factor. In addition, the relationship with the audience concerning immersion and interactivity is also significant. Therefore, if an artwork in information visualization can extend to a performance, this study proposes that it is necessary to consider what elements are needed to intensify sensorium for the audience in that artwork. In order to solve that question, this study introduces and analyzes the installation artworks by Ben Rubin and Mark hansen in 2001. From this case study, we suggest three elements-the performing self, the performing interface and the dramatic pattern-to amplify sensorium by hypermediacy for the audience. This research would contribute to the understanding aesthetic artworks based on information visualization in terms of performing arts.

Visual Information Tactile Transformation Display to Expand the Enjoyment of Art and Culture for the Blind (시각장애인 예술 문화 향유 확장을 위한 시각 정보 촉각 변환 디스플레이)

  • Sang-Don Lee;Ju-Hyeon Lee;Jae-Hyeong Hwang;Hyeon-Jung Hwang;Jae-Hun Lee
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.11a
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    • pp.996-997
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    • 2023
  • 시각 장애인들의 시각 정보에 대한 낮은 접근성은 문화, 예술 활동에 큰 제약을 가져다 주고 있다. 실제로 시각 장애인 중 약 절반 이상이 문화, 여가생활에 만족하지 못한다고 답하였고 전시회, 미술품 감상 또는 관람 활동은 약 5%만이[1] 참여하고 있는 것으로 나타났다. 이러한 한계를 극복하기 위해 시각이라는 감각의 한계를 뛰어넘어 시각 미디어를 즐길 수 있게 하는 서비스를 제작하였고, 이는 크게 웹서비스인 web view editor와 물리적인 촉각 디스플레이로 구성된다. 시각 미디어인 이미지는 8×8로 나눠 각 영역을 OpenCV 라이브러리와 K-means clustering 알고리즘을 이용하여 9 level로 분류시키고, 구분된 level에 맞게 cell의 높낮이 차이를 두기 위하여 Arduino를 통한 회전-선형 변환기를 제작했다. Arduino의 PWM 기능을 이용해 모터의 속도와 방향을 제어하며, 각 모터의 드라이버는 Arduino와 연결되어 있어 모터의 회전을 제어하게 했다. 결과적으로 본 연구에서는 cell의 높낮이 차이를 9 level로 구분하여 시각 정보를 촉각으로 수용할 수 있는 장치를 제작하였고, 이 장치를 통해 기존의 시각 장애인들이 문화 생활을 쉽게 향유하고 이를 바탕으로 창의성과 상상력을 증대시켜 더욱 밀접하게 사회와 연결되고 소통 할 수 있는 기회의 초석이 되기를 기대하는 바이다.

RLVisualizer: An application for Visualizing Trajectories of Reinforcement Learning Problem (RLVisualizer: 강화학습의 문제의 학습궤적을 시각화하는 응용)

  • Chung, TaeChoong;Tuyen, Le Pham
    • Proceedings of the Korea Contents Association Conference
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    • 2017.05a
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    • pp.13-14
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    • 2017
  • 딥러닝을 비롯한 전반적인 인공지능에 대한 관심이 뜨겁다. 특정 영역에 영향력을 주었던 과거와 다르게 인공지능의 영향력은 인류문명 전체에 변화를 주고 있다. 예술 분야도 영향을 받고 있는데, 그 중 한 분야는 과학적 실험의 자료를 어떻게 시각화 하느냐의 문제를 풀다가 나오기도 한다. 자료를 시각화하는 것은 실험과정 및 결과를 과학자 및 독자들에게 쉽게 전달하기위한 것이다. 그런데, 그 시각화된 영상 중에는 미적인 아름다움이 있는 경우가 있다. 본 연구자는 강화학습의 정책이 어떻게 개선되고 있는지 보기위해 강화학습의 과정을 시각화 해서 검증하는 시도를 했다. 그 과정에서 만든 자료가 미술적인 관점에서도 아름다움이 있는 작품을 만들 수 있다는 확신이 들어서 강화학습용 디지탈예술 도구를 만들어 작품을 생성해 보았다.

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Aesthetic Strategies in Steina and Woody Vasulka's Video Art (비디오아티스트 슈테이너 바술카와 우디 바술카의 미적 전략)

  • Lim, Shan
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.3
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    • pp.261-266
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    • 2020
  • As pioneers of the early video art, Steina Vasulka(1940-) and Woody Vasulka(1937-2019) had lead not only their own experimental arts, but also entire changes of contemporary avant-garde performance, music, and visual art. Two artists invented and developed electronic machines for video image-processing by collaborating with engineers, and performed creative experiment on transformation of digital image. For them, video art is not just a means of documentation. The Vasulkas' artistic practices were not bounded by conventional canons and rules in art world, and preferably were parts of active aesthetic strategies for coexistence of vision of human and vision of machine. Particularly, their video art recognized the video as the key medium in an era where media technology began to dominate the system of communication, and established artist's authority over manipulation of moving image electronically without depending on video camera. In that regard, we can value on their video art. Therefore, the paper reflects on the Vasulkas' art and life which have not yet been studied, and suggests academic interests in the context of their artistic activities and aesthetic strategies.

A study on the possibilites of Journalism as a cartoon (만화의 시사저널리즘으로서의 가능성 연구(Yellow Journalism으로서의 MAD를 중심으로))

  • 오유미;정성환
    • Archives of design research
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    • v.16 no.3
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    • pp.41-50
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    • 2003
  • Cartoons as one of visual art forms seek the essence of an, which is creation. They also have great ripple effects as popular art and culture. Cartoons as a communication tool by means of visual image give a better understanding thanks to its function of combining messages and animation. That is why cartoons have a unique place in journalism as the function of delivering facts through messages and pictures. MAD, a cartoon magazine for current issues, reveals and harshly criticize social contradictions, thereby eliciting readers'positive response. To effectively utilize cartoons, an approach in phases should be taken. First, different genres should be compared and embraced. And then, when the genre of cartoons enters the stage of expansion or growth, cartoons will become a new visual information medium from the perspective of communication in society and from the perspective of journalism, and literature, design and art in academia.

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Netart Implementation Using Visualization of Image Color Data (이미지 컬러 데이터의 시각화를 통한 넷아트 구현)

  • Kim, Byeung-Won;Kim, Jong-Seo;Kwak, Hoon-Sung
    • The Journal of the Korea Contents Association
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    • v.9 no.6
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    • pp.53-61
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    • 2009
  • Among the properties of new media art works, interaction with audience has now become a big issue, and its influence to general arts, in particular media art, is being stressed more and more. Under the this influence, various experimental works using digital media are being produced and having a try to combination of art and multimedia technology on the network. This paper analyses studies about netart and suggests visualization expression of color data to be interactive between users and art works. The work is to make formative elements based fluid shapes on the analysis of color data extracted from images. This is a new experiment in picturesque expression of data and aesthetic visualization of data.