• Title/Summary/Keyword: 아트 21

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A Study on Ludo-narrative Harmony in the Video Game "Ghost of Tsushima" (비디오 게임 "고스트 오브 쓰시마"의 게임플레이-스토리의 조화성 고찰)

  • Chun, Bumsue
    • Journal of Korea Game Society
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    • v.21 no.5
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    • pp.87-104
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    • 2021
  • Ludo-narrative dissonance is a prevalent problem among open-world genre video games. However, Ghost of Tsushima (2020) alleviates this issue by designing its characters and narrative structure influenced by Akira Kurosawa's samurai films. The game's protagonist represents "Bushido," a samurai code, and the structure exudes similarity to Joseph Campbell's "Hero's Journey," which heavily influenced Kurosawa's films. The developers also designed the gameplay mechanics such as level-up system, map design, and side quests based on these narrative traits, ultimately making the goal of the narrative and the gameplay mechanics cohesive.

What is Critical Fashion? (크리티컬 패션에 관한 고찰)

  • Jung, Jung-hee;Yim, Eun-hyuk
    • Fashion & Textile Research Journal
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    • v.21 no.5
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    • pp.540-551
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    • 2019
  • This study analyzes a new fashion phenomenon for critical fashion. Critical fashion is a message-centered fashion that delivers consciousness and sociocultural issues for contemporary society. The research method for this study combined literature reviews and case studies along with a research scope, that reviewed aspects of critical fashion through works, presentations, and images of collections, various media, and joint projects from the 2000s to the present day. This study indicates that critical fashion exhibits a conceptual pattern that metaphorically expresses the message of designers' perspectives on society and the fashion system. Critical fashion designers' socially critical messages began to emerge in avant-garde fashion influenced by avant-garde art movement that then developed into a conceptual fashion heavily influenced by conceptual art movement before it evolves into concepts of critical fashion. Critical fashion has been influenced by community-oriented critical art, which signifies that the characteristic of criticism of an art system is expressed through the language of fashion. In conclusion, critical fashion resists the idea of the integration of a cultural industry whose homogeneity is continuously collapsing the differences for the purpose of consumption and challenges to the established fashion system.

A Study on the Environmental Elements for Physical Computing Game Development (피지컬 컴퓨팅 게임 개발을 위한 환경적 요소에 관한 연구)

  • Lee, Jun Suk;Rhee, Dae Woong
    • Journal of Korea Game Society
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    • v.21 no.1
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    • pp.81-90
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    • 2021
  • In this study, we derive the important environmental elements for developing physical computing game. Environmental elements are selected based on the analysis of the physical computing environment in the area including physical computing itself, existing physical computing games, digital art, and information education. The derived elements are verified by Delphi's investigation methodology. The 27 factors are chosen in terms of development environment, development case, and development service. Among them the environmental aspects of physical computing are ranked as the highest importance.

The "Logos" Bible Study: An Experience of Building a Model of Effective Religious Education in the 21st Century ("로고스" 성경 연구: 21세기 효과적인 종교교육 모형의 구축)

  • Atkins, Charles Jr.
    • Journal of Christian Education in Korea
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    • v.65
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    • pp.215-241
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    • 2021
  • New models for prison ministry are crucial during the current era of mass incarceration in America-a time when the potential reach of prison ministries can grow as the population of incarcerated individuals grows. In this article, I lift up one prison ministry in New Jersey as an example of how Christian evangelicals who are engaged in traditional prison ministry can bravely open their minds and hearts to models of religious education that go beyond individual conversion toward communal transformation. In this article I present an example of a neo-evangelical group named Jericho Ministries, Inc., a prison ministry that understood this and consequently tried to develop a prison ministry that was not only a charitable endeavor, but also a just one.

A Study on Audio-Visual Interactive Art interacting with Sound -Focused on 21C Boogie Woogie (사운드에 반응하는 시청각적인 인터랙티브 아트에 관한 연구)

  • Son, Jin-Seok;Yang, Jee-Hyun;Kim, Kyu-Jung
    • Cartoon and Animation Studies
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    • s.35
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    • pp.329-346
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    • 2014
  • Art is the product from the combination of politics, economy, and social and cultural aspects. Recent development of digital media has affected on the expansion of visual expression in art. Digital media allow artists to use sound and physical interaction as well as image as an plastic element for making a work of art. Also, digital media help artists create an interactive, synaesthetic and visual perceptive environment by combining viewers' physical interaction with the reconstruction of image, sound, light, and among other plastic elements. This research was focused on the analysis of the relationship between images in art work and the viewer and data visualization using sound from the perspective of visual perception. This research also aimed to develop an interactive art by visualizing physical data with sound generating from outer stimulus or the viewer. Physical data generating from outer sound can be analyzed in various aspects. For example, Sound data can be analyzed and sampled within pitch, volume, frequency, and etc. This researcher implemented a new form of media art through the visual experiment of LED light triggered by sound frequency generating from viewers' voice or outer physical stimulus. Also, this researcher explored the possibility of various visual image expression generating from the viewer's reaction to illusionary characteristics of light(LED), which can be transformed within external physical data in real time. As the result, this researcher used a motif from Piet Mondrian's Broadway Boogie Woogie in order to implement a visual perceptive interactive work reacting with sound. Mondrian tried to approach at the essence of visual object by eliminating unnecessary representation elements and simplifying them in painting and making them into abstraction consisting of color, vertical and horizontal lines. This researcher utilized Modrian's simplified visual composition as a representation metaphor in oder to transform external sound stimulus into the element of light(LED), and implemented an environment inducing viewers' participation, which is a dynamic composition maximizing a synaesthetic expression, differing from Modrian's static composition.

A Study on Cultural Arts Program Development Policy of US Public Broadcasting - Focused on PBS 「Art 21c」 (미국 공영방송의 문화예술 프로그램 육성정책 연구 - PBS 「Art 21C」사례를 중심으로)

  • Choi, Jonghan
    • The Journal of the Korea Contents Association
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    • v.19 no.8
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    • pp.399-411
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    • 2019
  • TV Broadcasting is an undeniable cultural medium. TV Broadcasting Station needs a long-term perspective that suits cultural media and an aggressive cultural and artistic program development strategy that matches rapidly changing culture and technology. Of course, production staff should be composed of experts in the field as well as cultural artists. This paper is researching the promotion strategy of TV Arts programs by substituting the three keywords - the U.S., the public broadcasting station(TV) and Arts programs. And through case studies and analyses of PBS TV's "Art in the 21st Century" series, the way the public TV broadcasting station shares cultural arts with viewers is extracted. It raises the question of how the U.S. TV public broadcaster's cultural and artistic programs are different from South KOREA's. Through the above research, let's find a clue to the future direction of how the new media, now represented as Korea's blacklist, should recognize, foster, educate and strategize Fine Arts.

Effect of Cultivars and Planting Distance on Growth and Yield of Spinach for Hydroponic Cultivation in Autumn Season (가을철 수경재배시 품종과 재식거리가 시금치의 생육 및 수량에 미치는 영향)

  • Seo Jong-Bun;Choi Kyong-Ju;Ahn Pyong-Ryol;Lim Hyung-Ki;Hong Sae-Jin
    • Journal of Bio-Environment Control
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    • v.14 no.3
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    • pp.155-159
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    • 2005
  • This study was carried out to investigate the effects of cultivars and to establish the hydroponic cultivation method of spinach (Spinacia oleracea L.) f3r autumn season. Considering the rate of germination, plant height is 25 cm interior and exterior and leaf blade and petiole attitude is erect the best two cultivars 'Artlars', 'Dimple' were selected among the 19 cultivars tested. Seed germination was more than $90{\%}$ in both cultivars of 'Artlars', 'Dimple'. Seed rate of germination drops more or less, but it was cultivar that 'Mahoroba' cultivars is becoming in export standard production, and 'Premium', 'Platon' cultivar which plant height of leaf blade and petiole attitude is erect is about 20 cm was thought by suitable cultivars to domestic. Plant height relationship difference that follow to planting distances decreased according as planting distances growth than $12{\times}11$ cm to $12{\times}15$ cm. In the meantime, the increase of leaf area and fresh weight was increasing transplanting distance. The yield per ha of 14,890 kg in the $12{\times}11$ cm was $67{\%}$ increased than that in the $12{\times}9$ cm. Therefore, $12{\times}11$ cm spacing is considered optimum planting distance for spinach hydroponic cultivation in autumn season.

- A Study on the Reliability and Activation Plan for Internet Electronic Commerce of Crafts - - With Centering Around Artshop - (인터넷상 공예품 상거래의 신뢰성과 활성화 방안 연구 - 아트샵을 중심으로 -)

  • Lee Hyung Kyu
    • Journal of the Korea Safety Management & Science
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    • v.6 no.3
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    • pp.109-120
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    • 2004
  • As an information-oriented era arrives, an environmental change of Internet marketing is going with high speed and such open door around the countries is providing worldwide companies with a new business opportunity. Now, Internet is a new communication tool for global network and is emerging as a new e-commerce market. Also, this trend is having an effect upon online site that sell crafts. Hence, this study aims to select artshop, which simultaneously operate off line and online while sell crafts, to research the present status, and analyze the problems to suggest the activation plans for effective Internet commerce. Accordingly, this study suggested six models for the settlement of these problem s and the activation plans as following: offer of the various works and the contents, security of price competition, reinforcement of marketing, establishment of brand recognition, management of customers and settlement of payment ways etc. The commerce of crafts in the artshop is only early stage today, but it is expected to grow into an universal connection way of information and buying which transcend space and to be briskly used for securing the competition of crafts in 21century.

Change of Roles of Twenty-First Century Spectators in the Analysis of 《ZENetic Computer》 (《ZENetic Computer》 작품 분석을 통한 21세기 관람자 역할의 변화)

  • Kim, Hee-Young
    • The Journal of the Korea Contents Association
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    • v.9 no.9
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    • pp.134-142
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    • 2009
  • Entering the twentieth century, the development and change of artworks have had influence on spectators. When spectators appreciate artworks such as paintings and sculptures, they usually show passive, contemplative attitude towards artworks. Through upheavals like the two World Wars, the change of artworks requires the participation of spectators. Active change of spectators' roles have a lot to do with the changes of artworks that spectators enjoy. With the invention of computer and development of media in the mid-twentieth century, spectators reached the position of active users. Also contemporary spectators attempt to change from users to producers. Contemporary spectators' role as producers can be examined especially in the works of $\ll$ZENetic Computer$\gg$ by Naoko Tosa. This research explored the new role of spectators to clarify this trend.

A Study of Utilizing Sanjo as Cultural Contents in Modern Society (현대사회 문화콘텐츠로서 산조의 활용 방안 연구)

  • Cho, Seogyeon
    • (The) Research of the performance art and culture
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    • no.32
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    • pp.399-426
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    • 2016
  • Sanjo has a quintessential value not only because of its musical depth but also because of its style of music that best expresses Korean sentiment. However, new values are being established from different viewpoints as time passes so Sanjo's values need a modification in order to encompass a contemporary value that is required and accepted by modern society. In this context, while focusing on communication with the public, I contemplated the developmental direction of Sanjo in five perspectives; The Social realization of value, The Experimental and social transformation, The Social diffusion of creation, The Leap of fusion and harmony and finally The Socialization of contents. In the perspective of 'social realization of value', Sanjo refers to creative activity as a new 'duneum' which allows traditional and creative activity to deviate freely while still being under the Sanjo guideline. Either way, it has a periodical value because new forms with new rhythms are the only ways to communicate with the modern public. When these values can be understood by modern society can Sanjo be revived and be acknowledged as an infinite value. Secondly as an experiment and social transformation, there is a transformation of musical instruments in the 21th century. Our musical instruments should be transformed to effectively perform our music rather than to perform Western music. Third, social diffusion of creation should be the 'new Sanjo festival in 21th century' which can facilitate the communication with the public. Fourth, regarding leap of fusion and harmony, I suggest a performing culture consisting of 'Storytelling Sanjo' and 'Media Art' which will ceaselessly evolve Sanjo performance as a medium to communicate with the public. Finally, in regards to the socialization of contents, I emphasize that Sanjo should have contents of mass media as a way of means to help utilize mass media.