• Title/Summary/Keyword: 예술과 과학기술의 융합

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A Technical Planning for Emotion Evaluation of Art Performance using the Human Emotional Data (공연에 대한 고객감동 평가를 위한 감성데이터 활용 방안)

  • Moon, Hyo-Jung;Ko, Hee-Kyung;Park, Young-Ho
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.87-91
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    • 2017
  • Recently, several kinds of researches using IoT wearable devices are active in the field of sports, design, emotional sciences and so on. The human bio data such as blood pulse, ECG, SKT signal, and GSR Signal producing from IoT wearable devices such as Watch, Smart-band, Grass can adapt to the meaningful future applications. Using the human's emotional data and a physical status with variation and so on, we can individually get the personal status. Due to knowing the personal emotion or physical status is related and connected to the valuable wallet of customers, the approach is more important in nowadays. Therefore, the personal information can effectively adapt to the marketing of the culture industry, which deals with emotions of customers. The research shows implementation steps for explaining overall architecture of the convergence research between Art and Technologies.

Production of an Interactive Artwork through Analysis on the Expression Method for Subject Area on Screen (Focused on Color, Face and Brightness) (화면의 주제영역 표현방법 분석을 통한 인터랙티브 아트 제작(색상, 면수, 명도를 중심으로))

  • Kim, Kyoung-Nam;Lim, Yang-Mi
    • Journal of Digital Contents Society
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    • v.13 no.3
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    • pp.439-449
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    • 2012
  • Recently, many interactive artworks produce through convergence of art and scientific technology. Artists or designers should cooperate with other areas for analysis in order to share database. According to these requirements, In this study, we analyze Kandinsky's works which are more emphasis on subject area than the emphasis to background area by using a number of colors, faces, and brightness levels. Due to this approach, it determines how to represent for stable screen composition attracting viewer's eyes. As a result, the subject area has more a number of colors, faces, and brightness levels than the background area. In addition, we produce the interactive artwork based on the analyzed data. According to the requirement of convergence and collaboration in the historical background, this study will be able to contribute to make the collaboration by sharing common information between artists and professionals in other areas. In addition, it is expected that other production makers who do not have the background of arts education will be able to configure the visual screen.

Developing a Convergent Class Model of Augmented Reality and Art (증강현실과 예술의 융복합 수업모형 개발)

  • Pi, Su-Young;Lee, Myung-Suk
    • Journal of Digital Convergence
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    • v.14 no.5
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    • pp.85-93
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    • 2016
  • Convergent education is essential to develop consilient thinking skills, ability to recreate information and knowledge, and problem-solving skills which are demanded in society of convergent knowledge. Accordingly, this study is going to develop a convergent class model of augmented reality and art based on consilient knowledge. Teaching model is designed based on the ADDIE model, which was operated by opening a real class in order to verify the validity. The result showed a high satisfaction of learners showed the ability to adapt to the major areas associated with the cultivation of learners. Characteristics of augmented reality medium were found to enable learners to analyze a new phenomenon and to fuse the necessary knowledge by inducing them to actively interact by the their intention in learning. Therefore, it is possible to cultivate creative and convergent persons of ability equipped with more flexible and creative thinking ability and discernment through deepened education for recognizing and understanding convergent cases between art and scientific technology. There is a study on the validation and the convergence of different subjects in terms of a variety of aspects, left behind of this study.

A Study on the Development of Visual Arts Convergence Education Model with the Formless Concept (비정형 개념에 따른 시각예술 융합교육 모형 개발)

  • Cho, Hyun Geun
    • Korea Science and Art Forum
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    • v.37 no.2
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    • pp.275-292
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    • 2019
  • This study was initiated with the attention of demanding new and diverse approaches, we're talking familiar with imitations in the design process like a way to draw a image. So I studied a convergence of humanities and visual arts with the understanding and conceptual approach of the formless. The purpose of this study is to develop formless languages and to organize practical courses which are to enable deeper research and design expression on theoretical approaches and explanations of outcomes required before and after the process when we practice in connection with the formless. The method of this study is to draw detailed items from selected words through advanced researches, work and author researches and practice teaching. The results of the study I proposed the formless language that is related to the horizontality in spatial positioning system, and pulse in the separation of space and time, and entropy in structural orders of the system, and base materialism in the limitation of matter as the operating mechanism and parent item of formless. And those elements are related with shape, size, shading, color, texture, space, structure as visual elements of formative elements and those have various adjectival meanings as the subordinate concept. So I presented an education materials of basic design which is to enable understanding and expressing the formless language in the overall process of formless visual art(theoretical approach, practice course, presentation, etc.). Based on these study results, I hope that this educational materials will be used as educational contents that makes them express and understand different new beauties, and a role that reveals social identity, and a reference for research on a formless visual arts.

Development of Convergence Education Program for Elementary School Gifted Education Based on Mathematics and Science (초등학교 영재교육을 위한 수학·과학 중심의 융합교육 프로그램 개발)

  • Ryu, Sung-Rim;Lee, Jong-Hak;Yoon, Ma-Byong;Kim, Hak-Sung
    • Journal of the Korea Convergence Society
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    • v.9 no.10
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    • pp.217-228
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    • 2018
  • The purpose of this study is to develop STEAM program for gifted education by combining educational contents of humanities, arts, engineering, technology, and design into various subjects, focusing on mathematics-science curriculum of elementary school. The achievement standards and curriculum contents of elementary mathematics-science curriculum were analyzed while considering 2015 revised national curriculum. And then, a 16 class-hour convergence education program consisting of 3-hour block time was developed by applying the STEAM model with 4 steps. The validity of the program developed through this process was verified, and four educational experts evaluate whether the program can be applied to the elementary school. Based on the evaluation results, the convergence education program was finalized. As a result of implementing the gifted education program for mathematics-science, students achieved the objectives and values of convergence education such as creative design, self-directed participation, cooperative learning, and interest in class activities (game, making). If this convergence education program is applied to regular class, creative experiential class, or class for gifted children, students can promote their scientific creativity, artistic sensitivity, design sence, and so on.

A Study on the new works obtained by the combination of prints and various media (판화와 다양한 매체와의 결합으로 얻어지는 새로운 작품에 관한 고찰)

  • Song, Dae-sup;Park, Ye-shin
    • Cartoon and Animation Studies
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    • s.46
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    • pp.207-231
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    • 2017
  • Printmaking is a field of fine arts and is placed on a vague boundary that is perceived as a commercial product with a popular character due to the speciality of editions. Advances of modern science and technology has developed a new technique of printmaking, and the fusion of printmaking and computer has shown the possibility of reproduction art. Reproduction printmaking has been heavily influenced by photography and extended areas, and the various forms of printing have brought about many changes and attempts by stimulating the possibilities of indirect art at various angles. As the history of printmaking and technology closely relate, the development of computer makes widespread expansion of plural artistry, technological and artistic change. A new conceptual shape can be created on the copied image simply by placing the material of the print on the smoothly flat surface expressed in digital form. The process and the result of such work show the area of unique work which is different from the value of the $\grave{a}$ la carte art or the characteristics of the material given by the print. The deprecated perception of reproducibility evaluated the value of the work in a direct sense of printmaking. It is undeniable that it is devalued by a bundle of works regardless of the value of each edition. However, the physical properties of the prints on the paper are brought up with hand drawings drawn on the canvas by hand. And it becomes an opportunity to show new aspect and change through the process of combining digital print information on paper. The diversity of media is sometimes a controversy of identity between art and technology. In the future, it should be discussed how the limit of the media which can be enjoyed in the field of art can be set as a standard.

The Case Study on the Tablet based STEAM G Learning Platform Development (태블릿 기반 G러닝 STEAM 플랫폼 개발 사례 분석)

  • Wi, Jong Hyun
    • Journal of Korea Game Society
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    • v.14 no.6
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    • pp.69-78
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    • 2014
  • The purpose of this paper is to analyze a developing process of 3D STEAM based G learning contents. STEAM means Science, Technology, Engineering, Art, Mathematics. It is focused on to raise students interest on science and technology through integrating the subjects together. Also it's purpose is to raise students understanding capabilities on technology convergence and problem solving. Therefore, this paper focused on the analysis of the development of 3D STEAM based G learning contents. Science topic, 'solar system and stars' was decided as a G learning based contents. Students showed higher immersion and motivation on the contents.

Actor Doctor: Actors Visiting Hospitals for Care (액터 닥터: 병원으로 간 배우들)

  • Lee, Gang-Im
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.229-238
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    • 2022
  • Through the converging concept of 'an actor doctor,' this paper deals with an actor and its double, the emotional care giver. In the first place, actor doctors have appeared in the medical scene as hospice volunteers. But, as a developing project, the concept of 'an actor doctor' leads to a professional emotional specialist who works at hospitals during the day and performing at the stage at night. In our contemporary culture, our emotional life is threatened by various social and environmental stimuli. The role of 'an emotional specialist' in our everyday life and hospitals is very essential to our healthy life. Against the backgrounds of the high emotional intelligence and the systemic training, actors are qualified to embody this social vision. From the perspectives of performance studies and cognitive studies, this paper tries scientific explanations of the role, the function, and the techniques of an actor doctor. By doing so, this paper seeks to build a scientific foundation for an actor doctor as an emotional specialist.

Convergence Analysis on Policy Decision Making Factor of Local Construction Planning Phase by Using Unstructured Data in point of the Technology and Culture (비정형 데이터 분석을 통한 기술과 문화의 융합적 관점의 지역 건설기획단계 정책의사결정 영향요인 분석)

  • Park, Eun Soo;Kim, Ji Eun
    • Korea Science and Art Forum
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    • v.23
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    • pp.149-162
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    • 2016
  • Here are background, method, scope, main contents of this research. As the interests increased in recent about the construction in complex and diverse areas, construction is locally connected to human life like to coexistence of the technology and culture. The local development should not be fragmentary construction to improve local recycling ability. Local society should be inherited by modern cultural perspective through a variety of local culture and coexistence. Effective decision making analysis is necessary to build a livable area with a combination of high-tech industry. For this reason, this paper will study the political analysis for decision making at the planning stage of construction in point of fusion of technology and culture by using unstructured data analysis. Conclusion is as in the following. Local planning stage of construction describes diverse meanings of intangible and intangible factors as political factor. Technology factors have various qualitative and quantitative factors in construction field. Understanding decision making at the planning stage of construction means not only visible 'technology factor' such as structure, method, shape, and so on, but also invisible 'culture factor' such as spirit of age, religion, learning, and life-style reflected in formation process of space, and insight of brain power about art.

A study on the Convergence of Culture and Technology Contents of Traditional Old Capital, Kyoto - Focused on the Lake Biwa Canal - (전통 고도(古都) 교토(京都)의 문화기술 융합 콘텐츠 연구 - 비와코(琵琶湖) 운하를 중심으로 -)

  • Park, Eun Soo;Kim, Ji Eun
    • Korea Science and Art Forum
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    • v.16
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    • pp.157-169
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    • 2014
  • Lake Biwa Canal was a dream project that reminds us the passion and innovation of Kyoto Citizens more than water supply. It is a modernization project combining engineering knowledge and scientific technology, which started transportation by ship through big-scale civil construction as well as supplying electricity as the first waterpower plant in Japan, and it overcame the physiographic limit through adopting unique method of waterway transportation. Lake Biwa Canal, which has tangible and intangible culture heritage value as the traditional space of Kyoto, the Old Capital of 1200 years, conceives a cultural meaning that is connected through various mutual relation as well as scientific technologic factor. Lake Biwa Canal is not only the function for supplying water to gardens and temples of Kyoto region, but it is also a cultural fruit that is formed by complex causal relationship of various contents such as geographical and environmental background, the phases of the times, local development policy, political circumstances and religions. This study is aimed at interpreting the value of Lake Biwa Canal multilaterally by the convergence of cultural and technological aspects through the view of the world which the age tried to pursue, focusing on the construction of Lake Biwa Canal which was accomplished in the process of promoting the modernization of Kyoto.