• Title/Summary/Keyword: 예술과 과학기술의 융합

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A Study on the Process of Sequential Collaborative Projection Mapping - Focused on case of 'Media Conglomerate' - (순차협업형 프로젝션 맵핑 제작 과정에 관한 연구 - 'Media Conglomerate'의 사례를 중심으로 -)

  • Lee, Eun Ju;Lim, Yang Kyu;Park, Jin Wan
    • Korea Science and Art Forum
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    • v.26
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    • pp.289-299
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    • 2016
  • The range of art has been gradually expanded with the passage of time. Science and technology have also contributed to the arts in the name of media art, and artists and technicians have become collaborative. In this paper, we investigate the meaning of collaboration in art and analyze the case focusing on Projection Mapping which is a field of Media Art. In particular, this study propose the concept and production process of Sequential Collaborative Projection Mapping works, and see the work of making and exhibition as one experiment. Based on this, sequential collaborative procedures are defined in the case of work production, and the underlying technologies and procedures for collaboration are presented. The presented techniques and procedures can be applied to projection mapping exhibitions and festivals as a platform. In this process, we have reviewed the collaborative relationship between artists and technicians, and the issues with regard to giving and receiving the credit of works.

Education for 4th Industrial Revolution (4차산업혁명을 준비하는 교육)

  • Park, Jae-Hwan;Ahn, Jeeyoung
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.5
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    • pp.885-892
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    • 2018
  • A series of revolutionary industrial changes took place from the 18th century of the First Industrial Revolution. The fourth industrial revolution is a new industrial revolution in which intelligence and information unite. Social, cultural, economic and educational systems are expected to emerge within the category of access and experience. In the course of intelligent mechanization, manpower and machinery need to be commandeered. Tools should be left to the machine and humans should look at essential issues. In the 4th Industrial Revolution, the paradigm of education should fundamentally change. Instead of routine technologies based on memorization, one should learn how to access and utilize. It needs to focus on areas of debate, cooperation, communication, sensibility, and artistry that robots and artificial intelligence can not afford. The fourth industrial revolution is the fusion of human beings and technology, the humanities and the technology.

A Study on the Direction of Digital Convergence and Multidisciplinary Education based on Rhythmik, Music Physiology and Musicians' Medicine, Performance Science (리드믹, 음악생리학과 음악인의학, 행위예술과학을 중심으로 본 디지털 융복합 교육의 방향성 연구)

  • Eum, Hee Jung;Kim, Hee-Cheol;Roh, Kyeong-Won
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.12
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    • pp.1726-1733
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    • 2019
  • Movement is everything in life and music is with our whole lives. Based on movement and sound, art has developed and reflected the times with close ties to technology and is creating new cultural content in the digital age. The absence of experts and research institutes with academic knowledge and experience in various fields compared to the frequency with which music and body movements are interwoven in the intermedia art and education of convergence is a real problem. Introducing the Rhythmik that studied the most basic principles of music and exercise through the precedent of foreign universities, we raise the need to introduce music physiology, musicians' Medicine and music performance science, the areas we studied together. It presents a new direction in the convergence era and education in pioneering research areas in which the only "I myself" systematically recognizes the movement to become the subject through physiology and medicine and scientifically moves and expresses music as a medium.

Art based STEAM Education Program using EPL (EPL을 활용한 예술 중심의 STEAM 교육 프로그램)

  • Jeon, SeongKyun;Lee, YoungJun
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.4
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    • pp.149-158
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    • 2014
  • The rapidly changing 21st-century knowledge and information society is emphasizing converged education that crosses various academic fields. In particular, the society expected the cultivation of the talent who balance scientific creativity and artistic sensitivity by adding arts to the existing converged education revolving around science and technology. However, at present, most STEAM education has been actively conducted with a focus on science and technology, whereas the subject of arts has been regarded or utilized as a supplementary means. Its problem is that the educational characteristics and values of art education have not been effectively utilized in educational terms and this could lead to superficial integrated education. In this respect, this study had the knowledge of various fields, such as science, technology, and mathematics, utilized usefully during the process of experiencing and creating arts. Accordingly, this study designed an education programs as with the case of Nam-Jun Baek who expanded the dominion of arts by creatively utilizing his own time's scientific technologies. In this educational process, the target program was developed in a manner that enables EPL to be utilized essentially as the study's knowledge-based tool and medium. The results of applying this educational program in 5th-grade elementary school students showed that the program has positive effects on the creative attributes of the students.

Analysis of STEAM Elements of Creative and Convergent Activities Presented in Elementary School Science Authorized Textbooks: Focusing on the 3rd and 4th Grade Group (초등학교 과학과 검정 교과용 도서에 제시된 창의·융합 활동의 STEAM 요소 분석: 3~4학년군을 중심으로)

  • Kim, Seong-Ryong;Park, Jeongwoo;Shin, Ae-Kyung
    • Journal of the Korean Society of Earth Science Education
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    • v.15 no.2
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    • pp.224-234
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    • 2022
  • The purpose of this study was to analyze STEAM elements and convergence types that appeared in the creative and convergent activities in elementary school science textbooks, which were converted from the national issuance system to the authorized system in 2022. For this study, 6 elementary school science textbooks for 3rd and 4th graders were selected. And STEAM elements in creative and convergent activities were analyzed by publishers, grade-semesters, and science fields, and the convergence type was analyzed for each publisher. The results of this study are as follows. First, the total frequencies of STEAM elements and the ratios of each element in the creative and convergent activities of textbooks were different for each publisher. However, among the four elements except for science (S) element in all publishers, the tendency to have a high proportion of art (A) element and a very low proportion of mathematics (M) element was common. Second, the higher the number of fused STEAM elements, the lower the rate of appearance in the textbooks in overall. Also the ratio of convergence types of STEAM elements varied by each publisher. Third, the ratio deviations of art (A), technology (T), and engineering (E) elements for each grade-semester were not large, but the ratio deviation of the mathematics (M) element was large. Fourth, technology (T) and engineering (E) elements appeared a lot in the fields of 'movement and energy' and 'material', while art (A) element appeared a lot in the fields of 'earth and universe', 'life', and 'integration'.

The Interdisciplinary Research on Cultural Technology (문화기술에 관한 간학제적 연구 -미디어아트를 통한 혼합현실형 공공 문화콘텐츠를 중심으로-)

  • Lim, Kyung-Ho;Yoon, Joon-Sung
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1359-1362
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    • 2009
  • Digital media technology has power of influence as extended in not only science and technology but also our society and culture. These phenomenon is explained as 'digital convergence'. Edmond Couchot argue the term 'hybridization'. Yvonne Spielmann and Jay David Bolter also argue that digital hybrid artworks across and integrates a diverse range of modes of representation, such as image, text, sound, space and bodily modes of expression. They must also address communicative interaction in the convergence of real and virtual spaces. In this paper, I noticed mixed reality environment which is seen as the form of hybrid between real and virtual object. And I discuss about this phenomenon as the study of interdisciplinary between art and science.

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Achieving the improvement of efficiency and vitalization of ARD-based ICT experiential education contents (ARD기반의 ICT체험 교육콘텐츠 효용성 개선 및 활성화 구현)

  • Chung, Hee Hyoung;Kim, Kyung Hoon
    • Korea Science and Art Forum
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    • v.19
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    • pp.623-633
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    • 2015
  • Use of technology through utilization of ICT (Information Communication Technology) in field study area is rapidly increasing. Thus, when applying ICT to experiential education, apart from experiential education contents in simple form, the demand for new high quality contents is increasing considering change in education paradigm focusing on creativity. As a result, high quality interactive experiential education content for developing self-directed future talents is required. As a result of this, the development of ARD-based ICT experiential education content system that enhances learning effect of students by integrating ARD-based (Augmented Reality Display) ICT and experiential education to promote existence and immersion is being tested. This paper aims to improve efficacy and achieve vitalization through case analysis of AR-based ICT experiential education content. As a result of case analysis, the composition of content for improving education content included 1) constant securing and strengthening of experiential education content, 2) necessity for development of participating education content by diverse age groups, 3) development of differentiated ICT experiential education content, and 4) securing professional manpower and development of content in connection with education process. Therefore, with the efficacy of ARD-based ICT experiential education content, this study can first, enhance bond between students, second, enable self-directed learning, third, increase practical understanding in contents that were difficult to control by textbook contents, and fourth, increase interest and immersion in learning. Therefore, the contents on new converging technology that can maximize the development of constant content and cooperation between ICT technology and pedagogy for educating creativity and autonomy of ICT experiential education content.

Art-Tech Performance Case Study for 'The Korean Wave' Business Growth (한류 비즈니스 성장을 위한 아트테크 공연 사례연구)

  • Park, Arum;Chang So-Jung
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.831-835
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    • 2023
  • In contrast to the global public's interest in the Korean Wave, which has persisted since the early 2000s, our efforts and knowledge on business studies that combine art and technology are limited. This study utilizes a case study methodology to select and analyze notable examples of the integration of various technologies into the performing arts for the growth of Korean performing arts and the continued growth of the Korean Wave. In particular, cases of performing arts utilizing Metaverse have been presented recently, but there is a lack of consideration from the stakeholders' perspective. This study aims to suggest implications for the revitalization of performing arts through the integration of various technologies through case study analysis from these perspectives.

Technology Acceptance Model and fashion: Toward an integrated model for fashionable technology products (패션과 기술의 융합 제품을 위한 TAM과 패션의 통합 모형 연구)

  • Shim, Soo In
    • Korea Science and Art Forum
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    • v.30
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    • pp.217-230
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    • 2017
  • The purpose of this study is to develop a theoretical model identifying how consumers accept a fashionable technology product. A systematic review of 39 influential TAM studies focusing on theory development in the context of information technology results in three tendencies, which become backbone of the model of fashionable technology acceptance. A subsequent review of the nature of fashion fleshes out the backbone with detailed propositions in the more specific context of fashionable technology. The model of fashionable technology acceptance includes key propositions of Theory of Reasoned Action, in which internal beliefs consist of functional, aesthetic and symbolic values, and other factors, such as technology features (i.e., hardware specification, software specification, brand, and price factors), environmental conditions (i.e., technical infrastructure and user occasion), individual differences (i.e., age, gender, experience, personality, aesthetic sense, fashion innovativeness, and income), and social influence (i.e., subjective norms, social reputation, and cultural difference). Implications, limitations, and suggestions for future research are also discussed.

Artistic Meaning of the Game Experience : Focus on Player's Perspective (플레이어 경험을 통한 게임의 예술성 의미 연구)

  • Kim, Minseo;Kim, Mijin;Oh, Gyuhwan;Doh, Young Yim
    • Journal of Korea Game Society
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    • v.19 no.5
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    • pp.63-76
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    • 2019
  • The purpose of this study is to identify how game players experience games artistically. We organized indicator categories related to artistic experiences in games through play report produced in participatory player workshop. Based on this indicator, we embodied the artistic meaning of game experience by performing semantic network analysis. As a result, we verified that games can offer opportunities for players to reflect on themselves and their lives.