• Title/Summary/Keyword: 시각 예술

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A Study on the Inflection Point from the Stanislavsky's System to the American Acting Method - Focusing on "Experiencing" and Actor's "Double consciousness" - (스타니슬랍스키 시스템에서 아메리칸 액팅 메소드로의 변곡점에 관한 연구 -체험(Experiencing)과 배우의 이중 의식(Double consciousness)을 중심으로-)

  • Bae, Minhee
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.828-841
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    • 2021
  • This study attempts to investigate why Stanislavsky's System, which has been the basis of modern acting, and the American Acting Method, which is the American succession of the System, were forced to become acting theories with a completely different nature. First, this study tracks the publishing and translating process of Stanislavsky's books related to System targeting the major countries of System succession, Russia, the United States, and South Korea, so it confirms that the System has been understood completely differently in each country. Based on this, this study aims to clarify the difference and cause of it in the two acting theories by discussing how the "Experiencing" and the actor's "Double Consciousness", which keep the ground of System, were accepted in the Method. To recognize Stanislavsky's publication, translation, and understanding of the System, which is an inflection point from the System to the Method, will be an attempt to fully understand both acting theories. It is hoped that this study that fundamentally seeks to comprehend System and Method will serve as the foundation for discussion from various perspectives on both acting theories in the future.

A Study on Barrier-Free Culture and Art Content Applications (배리어 프리 문화예술 콘텐츠 애플리케이션에 관한 연구)

  • Chung, HaeKyung;Ko, JangHyok
    • Journal of the Semiconductor & Display Technology
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    • v.21 no.1
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    • pp.56-61
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    • 2022
  • The purpose of this study is to provide a cultural and artistic content guide service that can provide customized guides according to the disability status of the disabled who consume cultural and artistic contents. It is designed to provide a more individualized service through user input of disability information including the type and degree of disability of the disabled, the type of cultural and artistic content desired by the disabled, and information on the cultural and artistic level of the disabled. In addition, it is not limited by time and place, and it has the distinction of providing appreciation of cultural and artistic contents and commentary information of the corresponding cultural and artistic contents in various ways on the application. In particular, to provide cultural and artistic contents differently by identifying the type or degree of disability of the user, or to provide cultural and artistic contents with different expertise in consideration of the user's cultural level and taste, and to improve the cultural level. The most special feature is that it provides recommended content in consideration of the difficulty of art content. User analysis was conducted through in-depth interviews and persona techniques. As a result of the analysis, the needs for the enjoyment of culture and arts are also increasing among the disabled, while the services that reflect those needs are very insufficient. Therefore, all interviewees stated that they are willing to actively utilize these services if they are released. In the future, it is necessary to increase the accessibility of the disabled to culture and arts by developing various services using new ICT technologies.

A Study on the Copyright Issues of Art Archives (미술 아카이브 저작권 쟁점에 관한 연구)

  • Jieun Lee;Jihyun Kim
    • Journal of Korean Society of Archives and Records Management
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    • v.23 no.3
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    • pp.1-20
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    • 2023
  • Art archives are archives that are produced and collected in activities carried out by artists, critics, and related organizations, and a large portion consists of individual records. Because of these characteristics, art archives have a wide range of media and formats, each with their own characteristics and creators, which can lead to copyright issues in individual cases. This study conducted interviews with six art archive professionals from four institutions, secured and analyzed the copyright status and issues that occurred in the art archives field by business area, and suggested applicable measures for each copyright case.

A Study on Gameplay Narrative of Contemporary Animated Films (당대 애니메이션 영화의 게임플레이성 서사에 관한 연구)

  • Qin, Jianbo
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.83-91
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    • 2019
  • Gameplay exists not only in game activities, but also in other art forms. An animated film with strong gameplay whose gameplay narrative follows the presupposition principle, achieved through unimaginable sound effects, exaggerated visual styling, hypothetical time and space concepts, fictional storylines and character performances. The strength or the presence or absence of gameplay in animated films is reflected in the grasp and use of these gameplay elements in the process of animated film narratives. The gameplay narrative of animated films fully utilizes the characteristics of gameplay thinking. In the process of scriptwriting and narrative, it combines entertainment, action, adventure, competition and other elements to fully reflect the characteristics of "gameplay". Gameplay narratives often use the strategies of reverse setting, repetition and interaction, and rules and challenges setting, which not only enhances the fun of animated film narratives, but also attracts the attention of the audience, which then can enhance the audience's viewing experience.

A Study on Mediterranean Tourism Impact Analysis by Specific Events using Photo Sharing Website (특정 사건에 따른 지중해 관광 영향 분석에 관한 연구 - 사진 공유 웹사이트를 기반으로)

  • Lee, Dong-Yul;Kang, Ji-Hoon;Moon, Sang-Ho
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.5 no.5
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    • pp.167-176
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    • 2015
  • Due to the variety of tourist attractions, many people of the world are visiting annually in Mediterranean area. In this paper, we analyze Mediterranean tourism impact by specific events such as the Arab Spring. In details, we make several density maps based on the position and time information of the geo-tagged photos extracted from Panoramio which is a representative photo sharing website. These density maps should be used to analyze how can specific events affect on Mediterranean tourism. To do this, first, a spatial database is constructed using geo-tag and time information of photo data extracted from Panoramio. Using GIS tool, then, several density maps are produced after performing density process based on spatial databases. Based on these density maps, finally, we analyze visually on Mediterranean tourism impact according to before, progress, and after of the Arab Spring.

A study on reading and writing and congnitive processing from multicultural in elementary (다문화가정 초등학생의 읽기, 쓰기와 인지처리능력 연구)

  • Park, Soon-Gil;Cho, Jeung-Ryeul;Kim, Eun-Hee
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.5 no.2
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    • pp.157-165
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    • 2015
  • The purpose of this study is to analyse literacy of children from multicultural backgrounds, and identify cognitive-linguistic predictors that can affect their literacy. First, the higher-grade students showed better cognitive-linguistic variables in reading and writing performance. Second, it has been noted that the predictor variable of reading in children from multicultural backgrounds was homeostasis in visual form, which is a sub-variable of visual perception. This implies that detained characteristics play an important role in reading prerequisite. Therefore it can be said that it is more important to recognise features and clues about the details than reading familiar words. Furthermore, learning consonants and vowels should come first rather than studying letters at the first stages of learning Korean.

Interactive Cultural Content Using Finger Motion and HMD VR (Finger Motion과 HMD VR을 이용한 인터렉티브 문화재 콘텐츠)

  • Lee, Byungseok;Jung, Jonghee;Back, Chanyeol;Son, Youngro;Chin, Seongah
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.11
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    • pp.519-528
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    • 2016
  • Most cultural contents currently we face are not suitable for associating with state of arts and high technology as simply providing one-sided learning. Pictures and movies of cultural contents also sees to utilize for efficacy of cultural education. There are still some limitations to draw interest from users when providing one-sided learning for cultural study, which aims to only deliver knowledge itself. In this paper, we propose interactive HMD VR cultural contents that can support more experience to get rid of aforementioned limitations. To this end, we first select quite interesting and wellknown cultural contents from world wide to draw more attention and effect. To increase immersion, presence and interactivity we have used HMD VR and Leapmotion, which intentionally draws more attention to increase interest. The cultural contents also facilitate augmented information as well as puzzle gaming components. To verify, we have carried out a user study as well.

Aesthetic Bridge Design using Creative Thinking (창의적 사고력을 이용한 미학적 교량 설계)

  • Kim, Nam-Hee;Koh, Hyun-Moo
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.29 no.3A
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    • pp.217-225
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    • 2009
  • Bridge design is a problem-solving process whose level of design quality strongly depends on how to relate design constraints with feasibile design objectives in conceptual design stage. This paper has focused on how to create bridge shapes using creativity toward better looking bridge appearances in conceptual design stage. The term creativity in this study does not refer to the creation of something from nothing but to the reorganization of existing concepts. Such creativity includes not only enlarging the number of structural forms which is established based on the relationship between form and statics but also combining bridge design with artistic components like an architectural style. Also, this study has investigated the usefulness of graphic statics as a structural analysis tool showing the analysis results visually to generate bridge forms in conceptual design stage. It is expected that the proposed way of generating bridge forms in this study to be used not only for practical purpose but also for educational purpose regarding the aesthetic bridge design serving as a new education paradigm.

A Study on the Realistic Spatial Expression in Digital Art to Escape the Limitations of Flat Screens (평면 스크린의 한계를 벗어나기 위한 디지털 아트에서의 현실적 공간 표현에 대한 연구)

  • Sebinn Jung;Doo-Hyun Choi;Sooyeon Lim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.105-112
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    • 2023
  • Attempts to embody the three-dimensional world into works have continued without distinguishing between the times and the media, and the purpose is to realize an immersive state rather than the reproduction of reality. It was considered that the flat screen, which is the medium that finally faces the viewer in digital media art, hinders complete immersion, and this study investigated and analyzed the cases of works that give a sense of reality of space beyond the limits of the screen. Using the results of the analysis to produce the work, it was found that the presentation of the realistic space and enhancing immersion in the digital media art field should be viewed not only as visual video content on the screen, but also as an installation suitable for the exhibition environment and the resulting space itself.

A Study on Ways to Revitalize Art Archive Professionals (미술 아카이브 전문인력 활성화 방안에 관한 연구)

  • Jieun Lee;Jihyun Kim
    • Journal of Korean Society of Archives and Records Management
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    • v.24 no.1
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    • pp.1-29
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    • 2024
  • This study aims to propose strategies for cultivating professionals in the field of art archives, drawing insights from the perceptions and opinions of practitioners and researchers involved in the establishment of professional human resources for the systematic management and utilization of art archives. To achieve this objective, in-depth interviews with practitioners and records management researchers related to art archives and policies were conducted. The grounded theory methodology, a qualitative research approach, was used in the analysis of interviews. The outcome yielded 57 concepts, 27 subtopics, and 13 super-topics. Through this, the study provides a comprehensive review of persistently emerging challenges related to art archive professionals, and by analyzing the opinions of experts in each field, this research presents effective ways to revitalize professional human resources. Ultimately, this study offers valuable implications that underscore the significance of professionals, who are prerequisites in art archives, within society and provide a platform for art archivists in museums to establish themselves as art archive professionals.