• Title/Summary/Keyword: 시각 예술

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Aesthetic Implications of the Algorithm Applied to New Media Art Works : A Focus on Live Coding (뉴미디어 예술 작품에 적용된 알고리즘의 미학적 함의 : 라이브 코딩을 중심으로)

  • Oh, Junho
    • The Journal of the Korea Contents Association
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    • v.13 no.3
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    • pp.119-130
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    • 2013
  • This paper researches the algorithm, whose materiality and expressiveness can be obtained through live coding. Live coding is an improvised genre of music that generates sounds while writing code in real time and projecting it onto a screen. Previous studies of live coding have focused on the development environment to support live coding performance effectively. However, this study examines the aesthetic attitude immanent in the realization of the algorithm through analyzing mostly used languages such as ChucK, Impromtu, and the visualization of live code and cases of "aa-cell" and "slub" performance. The aesthetic attitudes of live coding performance can be divided into algebraic and geometric attitudes. Algebraic attitudes underline the temporal development of concepts; geometric attitudes highlight the materialization of the spatial structure of concepts through image schemas. Such a difference echoes the tension between conception and materiality, which appears in both conceptual and concrete poetry. The linguistic question of whether conception or materiality is more greatly emphasized defines the expressiveness of the algorithm.

Analysis on Video Image Effect in , China's Performing Arts Work of Cultural Tourism (중국의 문화관광 공연작품 <장한가>에 나타난 영상이미지 효과 분석)

  • Yook, Jung-Hak
    • The Journal of the Korea Contents Association
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    • v.13 no.6
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    • pp.77-85
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    • 2013
  • This study aims to analyze the effects that video image in Seo-an's , claiming to China's first gigantic historic dance drama, has on the performance; it focuses on investigating which video image is used to accomplish the effects in showing specific themes and materials in . Image is meant by 'reflection of object', such as movie, television, dictionary, etc, with its coverage being extensive. The root of a word, image', is founded on imitary, signifying specifically and mentally visual representation. In other words, video image is considered combination of two synonymous words, 'video' and 'image'. Video is not just comprehension of traditional art genre, like literary value, theatrical qualities, and artistry of scenario, but wholeness as product, integrating original functions of all kinds of art and connecting subtle image creation of human being. The effects of video image represented in are as followings; first, expressive effect of the connotative meaning, reflecting the spirit of the age and its culture. Second, imaginary identification. Third, transformation scene. Fourth, dramatic interest through immersion. Last but not least, visual effect by dint of dimension of performance.

A Video Image Design Analysis with Emphasis on Colors in Video Art (비디오아트에서 나타난 색채를 중심으로 한 영상디자인 분석)

  • Cho, Hyang
    • Journal of Korea Multimedia Society
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    • v.10 no.11
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    • pp.1507-1515
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    • 2007
  • Many people have already mentioned the works of the Video Art. This is the age, video image is not a particular thing. We should not follow easily those things having been studied by a lot of people again. However, nowadays after he passed away, they voice their opinions that we should reanalyze his works properly. Therefore, it may be not new to make video image a subject of discussion. However, this study intends to look into the works of Paik Nam June once again from a new aspect that no preceding researchers did not pay much attention. It will be the main theme of this study to try to discover the expansion of nature and educational effects through technology by analyzing his works from another aspect as one person who lives in the age that video image is no more special.

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A Study on the Experimental Animation and Movement Expression of Norman McLaren (노먼 맥라렌의 실험적 애니메이션과 움직임 표현 연구)

  • Hong, Il-Yang
    • The Journal of the Korea Contents Association
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    • v.19 no.4
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    • pp.458-465
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    • 2019
  • Experimental animation is an independent art animation and a visual art that is integrated with the spirit of experimentation. Norman McLaren pursues original beauty in each piece through scientific exploration of visual expression technology and experiment that transcends common sense with great creativity and sensitivity, and the aesthetic value of animation is very high as the master of experimental animation that has brought innovation of real image media today. Therefore, it is meaningful to analyze the experimental expressions of Norman McLaren, who expanded the field of experimental animation by challenging various techniques and carried out a ceaseless search for motion creation between each frame, and to study the expressions of movement he focused on. The most significant feature of his movement expression was analyzed as repetition of motion and repetition of metamorphosis. I hope that this derivation will be understood as experimental animation of experimental method which requires more specific type of inquiry than simple question about experimental method. Also, I hope that it will be meaningful as a preliminary study to deeply explore the possibility and direction of animation creation in university education.

Analysis of Convention Tourism Destination Brand Slogans: Focusing on International Convention Cities (컨벤션 관광 목적지 브랜드 슬로건 분석 - 국제 컨벤션 도시를 중심으로 -)

  • Lee, Hey Ryon;Ban, Seo Yeon;Yoon, Yoo Shik
    • Korea Science and Art Forum
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    • v.26
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    • pp.339-351
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    • 2016
  • This study analyzes convention tourism destination brand slogans focusing on the international convention cities. Data were collected from official tourism web sites of 190 cities which hosts more than ten international meetings in 2013. One hundred and six destination brand slogans were identified. Specifically, the researchers attempt to carry out content analysis of the linguistic and visual expressions of the slogans. Results indicated that in terms of linguistic expressions, most of slogans adopted word or phrase patterns pursuing brevity. In the brand slogan spectrum, nearly half of slogans are common type which didn't express destinations' specific attributes and benefits properly. And the most frequently used key words in the slogans are 'visit' and 'city'. While in terms of visual expressions, about 70% of slogans adopted typography for explicitness and 60% of them utilized human and natural resources as visual signs for building up unique images. Based on the results, implications for creating effective convention tourism destination brand slogans were also discussed.

Design and Evaluation of Multisensory Interactions to Improve Artwork Appreciation Accessibility for the Visually Impaired People (시각장애인의 미술 작품 감상 접근성을 높이는 다중감각 인터랙션의 설계 및 평가)

  • Park, Gyeongbin;Jo, Sunggi;Jung, Chanho;Choi, Hyojin;Hong, Taelim;Jung, Jaeho;Yang, Changjun;Wang, Chao;Cho, Jundong;Lee, Sangwon
    • Science of Emotion and Sensibility
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    • v.23 no.1
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    • pp.41-56
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    • 2020
  • This study suggests multisensory interaction techniques to help visually impaired people appreciate and understand artworks through non-visual senses such as tactile, auditory, and olfactory senses. A user study was conducted on the basis of a qualitative interview about the experience of appreciating artwork through the multisensory interaction system to visually impaired people so as to verify the development of the interaction techniques. The user test shows that the multisensory interactions in artwork generally not only help them appreciate and understand it but also give them satisfaction through artwork appreciation. However, it also indicates that some multisensory interactions caused the visually impaired people confusion and could not be perceived during the appreciation. On the basis of these outcomes, implications in this study are as follows. This study has contributed to providing specific development guidelines and indicators of non-visual multisensory interactions as a technical alternative to improve accessibility to cultural and artistic activities for the visually impaired. Furthermore, this study is expected to contribute to building a technical background, which can provide comprehensive sensory experiences with not only blind people but also non-blind people such as children and the elderly through universal interaction techniques beyond existing visual-oriented fragmentary experience.

A Study for Visual Style for Feature Animation - A Case of Feature Animation - (극장 판 장편 애니메이션의 시각적 스타일에 관한 연구 -장편애니메이션 'Life is Cool'의 제작사례를 중심으로-)

  • Choi, Seung-Won
    • Journal of Broadcast Engineering
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    • v.12 no.5
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    • pp.391-400
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    • 2007
  • The ways of expression are infinite to make animated film. When we compare to live action film, that fact is the actual power that animation only has and is one of the big weapons to appeal to the audience. Nonetheless, techniques to be chosen are monolithic like drawing, 3D computer, and clay when animation maker makes feature animation to screen in movie theatre. It's probably because feature animation must have popularity of visual style and they need to standardize technique about side of making. But popularity in expression does not mean monolithic visual style and making technique. It should be understood about side of artistic value to fascinate public audience. Audience is always eager for new subject, new directing style and new visual style. Monotonous and boring animation cannot but turn away from the audience. So if production does not have artistic value, we cannot expect commercial value and success also even it plans and makes for the feature animation. To create new visual style fnr animation is not only limited to artwork itself but also creation, which is included story and tone of the film and acting style about character. Also making process must be calculated and experimented to actualize that visual style about side of making.

A Study on the Abstraction of Movements Based on Laban's Space Theory "Choreutics" (라반의 공간조화이론 "코레우틱스(Choreutics)"를 활용한 움직임의 추상적 시각화 연구)

  • Kim, Hyeran;Lee, Sang Wook
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.3
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    • pp.371-381
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    • 2017
  • This paper presents a methodology for creating abstract animation based on the human movement theories originating from the work of dance theorist Rudolf von Laban. Laban Movement Analysis is a method and language for describing, visualizing, interpreting and documenting all varieties of human movement, and Choreutics is based on universal patterns of nature and of human as part of a universal design. Laban defines the space of movements in a profoundly dualistic way. Outwardly, his objective and scientific definitions provide a concrete base for generating human movements in computer graphics in terms of geometric and motion primitives such as points, lines, planes, polygons, linear and nonlinear movements. On the other hand, he also offers a system for understanding the subtle characteristics about the way a movement is dynamically done with respect to inner intention. Laban's interpretations of human motion can be utilized potentially in plastic arts and computer arts. Our work was inspired by those physical and psychological analyses and computer algorithms have been developed for creating abstract animation. We presented our computer animation works entitled "Choreography" in the exhibitions: a special section in "2015 Craft Trend Fair" and "Make Your Movement" held in the Korean Cultural Centre in UK, 2016. In this paper, we describe our ideas and methods for creating abstract object movements based on the Laban's motion representations.

A Study on Industrial Potential of Artificial Intelligence through the Cases of Film and Artificial Intelligence Art (예술에서 살펴본 인공지능의 미래 산업화 가능성 - 영화와 인공지능 예술을 중심으로)

  • Kim, Hee-Young
    • Cartoon and Animation Studies
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    • s.50
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    • pp.423-452
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    • 2018
  • The possibility of future industrialization of artificial intelligence was studied through aspects of artificial intelligence art and movie. The field of artificial intelligence is developing by imitating humans through past and present, so it can be inferred that it is important to grasp the future image presented in movie and artificial intelligence art. Human values are represented differently in artificial intelligence films and arts. Artificial intelligence film and art are concerned with the external and internal aspects of human values, respectively. The AI movie looks at similar external aspects in human and AI shape and function, but artificial intelligence art deals with human alienation and lack of communication due to artificial intelligence technology development. Artificial intelligence in movies is a direction to visualize the imagination for artificial intelligence technology, and artificial intelligence art is expressed in the way of making and implementing works using technology. The future of artificial intelligence, which we have shown in imagination in movies today, is being realized technologically. Artificial intelligence art reflects the problems of artificial intelligence technology that can be appeared through current technology, and human problems that may arise from artificial intelligence technology development. Movies and artificial intelligence art reflect the current problems, and through them we can see the future of artificial intelligence. The future of artificial intelligence in movies is an artificial intelligence service that provides human convenience, cyborg artificial intelligence industry, industry that uses exoskeleton robot and exoskeleton suit, and artificial intelligence secretary. If we look at the future of artificial intelligence through the artificial intelligence art in terms of the problems of artificial intelligence technology and the problem of human value, there are artificial intelligence to learn from trial and error or mistakes, self-expression and communication by lifelogging, recovery of miscommunications by a reflective thinking, and an expansion of the area of artificial intelligence artist through human uncertainty. The future industrialization potential of artificial intelligence as study through aspects of artificial intelligence art and movie is an industry that extends the five senses, an industry that improves the insufficient physical ability of the human, an industry that enhances the physical ability of the human being, and an industry that maintains psychological and mental well-being.

Study on Development of Perception Arts Action Group Counseling Program Focused on Popcorn Brain Phenomenon (팝콘브레인 현상에 대한 지각예술작용 집단상담 프로그램 개발에 관한 연구)

  • Jang, Seung-Young;Jeong, Hyang
    • The Journal of the Korea institute of electronic communication sciences
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    • v.8 no.4
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    • pp.517-526
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    • 2013
  • This thesis revolves around dual sensory therapy techniques using perception arts group counseling program focused on Popcorn Brain phenomenon. The program emphasizes intrinsic motivations for changes by activating the brain's dual sensory such as a sense of smell, tactile sensation and vision to deal with brain issues caused by digital devices addiction. Perception arts group counseling program is based on voluntary satisfaction of relationship desires, which can lead to a sense of accomplishment and belonging. Expression methods using dual sensory were presented as an alternative to resolving digital devices addiction by blending cognitive-behavioral counseling technique and group art therapy technique. The blending method offers an environment that can maintain a change to a senseless and lackluster brian due to excessive uses of digital devices, the main cause of Popcorn Brain, by emphasizing "thoughts${\rightarrow}$emotions${\rightarrow}$behavior" with a structural expression approach. If perception arts group counseling program is established in more systematic fashion and used strategically to offer such environment, it may be used as a treatment for brain issues described above. In addition, the program can be used a basis for encouraging voluntary treatment to satisfy relationship desires.