• Title/Summary/Keyword: 예술과 기술

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Efficient Timing Visual Effect Fluid Simulation using Mathematical Concept (수학적 개념을 활용한 효율적인 타이밍 비주얼이펙트 유체효과 구현)

  • Hwang, min-sik
    • Proceedings of the Korea Contents Association Conference
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    • 2016.05a
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    • pp.33-34
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    • 2016
  • 불이 타오르는 비주얼이펙트 효과는 관련 CG 소프트웨어의 발전에 따라 그 사실적 구현과 완성도는 괄목한 만한 성장을 이루었으나 단순히 툴에 의존하는 작업방식은 예술적인 측면은 결여된 획일적인 시각효과의 양산이라는 폐단을 불러왔다. 본 연구에서는 수학적인 접근방법을 통해 예술적인 결과물의 질적 향상을 도모할 수 있는 기술과 예술 상호 융합적인 효율적 작업공정 구축을 제안하는데 그 목적을 둔다. 본 연구는 수학적인 알고리즘을 바탕으로 시각화를 위한 비주얼이펙트 솔루션을 구축하기 위한 실험단계를 순차적으로 진행해 나감으로써 시뮬레이션중인 유체 화염효과가 물체와 충돌하는 정확한 타이밍에 불이 옮겨 붙는 비주얼이펙트를 구현하기 위한 방법론을 제시하며 숙련도가 낮은 작업자라 할지라도 쉽게 사용이 가능한 접근성이 용이한 기술을 제시한다.

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The Evolving Sound Art (Part 1): Sonic Singularities and Chronicle Traces (진화하는 사운드 아트 (1부): 소리의 특이성과 시대적 기록)

  • Lee, Irene Eunyoung
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.1
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    • pp.395-401
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    • 2020
  • Sound Art retains heterogeneous and borderless inborn-characteristics on it. Despite it is a non-mainstream art which could not foster fertile soil to bring up many established artists yet, the domestic area is keep growing and expanding. And now it will soon be that time of overcoming the debates between the art world and the music world to widely embrace de-facto artworks and practices, and bringing more quality critiques. This article talks about a concise history of sound art by addressing some singularities and chronicle traces of it which may be helpful information to lead into more opened future discussion forums in the domestic sound art field.

A Development of Amusement park Game using Virtual Reality (가상현실을 이용한 놀이공원 게임 개발)

  • Lee, Jeong Min;Park, So Ri;Yoon, Dong Won;Lee, Jong Moo;Kim, Sung Soo;Suh, Dong hee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.555-556
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    • 2014
  • ICT 기술이 발전하면서 놀이동산 같은 체험이 필요한 것들까지도 디지털화 하는 것이 가능하게 되었다. 최근에는 가상현실 기술을 이용하여 컴퓨터 시뮬레이션으로 창출된 3차원 가상공간에서 사용자의 오감 경험을 확장하고 공유함으로서, 기존의 놀이동산 게임에서 느낄 수 없는 3차원 현실세계와 유사한 경험을 추구할 수 있게 되었다. 따라서 본 논문에서는 가상현실을 이용하여 유저와 상호작용하고, 사용자에게 현실과 유사한 즐거움을 줄 수 있는 놀이동산 테마파크 게임을 개발하였다. 본 연구의 놀이동산 테마파크 게임은 Eon Studio 개발툴과 JavaScript를 이용하여 구현되었으며, Eon I-CUBE안에서 1인칭 주인공 시점으로 게임을 진행하도록 하였다. 또한 유저가 선택한 스토리 중심으로 놀이동산 테마파크를 구현하였다.

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The Mediating Effect of Workplace Spirituality on the Relationship between Emotional Labor and Life Satisfaction of Art Psychology Counselors (예술심리상담사의 감정노동과 삶의 만족도, 일터영성의 매개효과)

  • Lee, EunSook;Ko, JeongHoon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.2
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    • pp.587-592
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    • 2021
  • The purpose of this study is to grasp the mediating effect of workplace spirituality on the relationship between emotional labor and life satisfaction of art psychology counselors. The subjects of the study included 196 art psychological counselors in Sokcho city. As an analysis method, the SPSS program was used to perform frequency analysis, reliability analysis, correlation analysis, and regression analysis for the causal relationships between variables and the verification of the mediating effect. First, for the relationship between the emotional labor of art psychology counselors and their overall life satisfaction, both the surface behavior and inner behavior factors, which are sub-factors of emotional labor, have partial mediating effects on overall life satisfaction. Second, in the relationship between the emotional labor of art psychology counselors and their subjective life satisfaction, the inner behavioral factor, which is a sub-factor of emotional labor, has a partial mediating effect in relation to workplace spirituality. This means that workplace spirituality plays a mediating role in the relationship between emotional labor and life satisfaction of art psychology counselors. This study is considered as basic data for preparing plans for improving the life satisfaction of artistic psychological counselors.

The Effects of Emotional Labor and Job Exhaustion of Art Psychology Counselors on Life Satisfaction (예술 심리 상담사의 감정 노동 및 직무 소진이 삶의 만족에 미치는 영향)

  • Lee, EunSook;Ko, JeongHoon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.4
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    • pp.206-211
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    • 2021
  • The purpose of this study is to understand the relationship between emotional labor, job burnout, and life satisfaction for art psychology counselors. The subjects were 225 art psychology counselors in ◯◯ City. As for the methods used, frequency analysis, reliability analysis, and correlation analysis were applied using SPSS 22.0, and multiple regression analysis was applied to causal relationships between variables. As a result of examining the effect on life satisfaction of emotional labor by art psychology counselors, surface behavior had a significant negative effect, while inner behavior also had a negative effect. Emotional exhaustion and a self-achievement decrease, which are sub-factors of job burnout for art psychology counselors, had a negative (-) effect on life satisfaction. This means that the lower the surface behavior of emotional labor by an art psychology counselor, the higher the inner behavior, and the lower the emotional exhaustion of job burnout and the lower the factor of self-achievement, the higher the life satisfaction. This study is considered to be basic data for the preparation of measures to reduce psychological burnout in art psychology counselors and can improve resilience in adaptation to the teaching profession.

Convergence between Dance and Computer Game (무용과 컴퓨터 게임 컨버전스 특성 연구)

  • Lee, Jeesun
    • Journal of Digital Contents Society
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    • v.14 no.4
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    • pp.493-503
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    • 2013
  • Through everyday life to an art work creation, the computer technology is using intimately and infiltrated deeply in the digital era. Particularly dissemination and miniaturization of the computer cause remarkable development of computer and mobile game industry. Its popularity in general is reaching to the art field. This study contemplate the aesthetic changes and characteristics in game and dance convergence investigating the concept of art game and dance game as a new art form.

Shadow play art technique of expression of analysis used in film (영화속에 적용된 중국 그림자극 예술 표현기법 응용 사례 분석 - 쿵푸 팬더와 해리포터를 중심으로 -)

  • Xie, Yuqian;Lee, Hunwoo
    • Proceedings of the Korea Contents Association Conference
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    • 2014.11a
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    • pp.317-318
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    • 2014
  • 그림자극은 중국의 오래된 민간 전통 공연 예술이며 초기 중국영화에서 많이 이용했다. 지금 시대에 3D 및 입체 영화를 위주로 하는 추세에서 2D형식의 표현 기법인 그림자극은 어떻게 변화해야 할 것이고 고유의 특성을 발전시킬 것인가? 먼저 그림자극은 비주류 애니메이션 형식으로서 표현의 한계를 가지고 있으므로, 이러한 평면적 예술 기법을 사용하는 영화의 표현형식 및 표현 내용을 고려해야 한다. 둘째 이런 예술 표현기법의 특성과 현대 컴퓨터기술을 서로 결합한 것은 그림자극을 계승 발전시킬 수 있는 요소이다.

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Artificial Life Art : Research on Artificial Life Artworks of VIDA (인공생명 예술의 특성 : VIDA의 작품 분석을 중심으로)

  • Lim, Kyung-Ho;Yoon, Joon-Sung
    • The Journal of the Korea Contents Association
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    • v.11 no.1
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    • pp.193-201
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    • 2011
  • In this study, we consider the evolved interactivity at the Artificial Life Art beyond 'open interactivity' as 'closed relationship' between viewer/participant and artwork by immersive and interactive features of digital media art. In order to consider this evolved interactivity, we survey the theory of artificial life of which result of many studies like biology and computational science. And then we analysed characteristics related artistic context of artificial life at the autonomy and emergent behavior of artificial life. Especially, we research the artworks of interaction with ecologies and of living in outside(not in- silico) among the artworks of officially adopting an artificial life arts in 'VIDA : Art and Artificial Life International Awards'. And we are going to understand the relationship of emotional subjects between viewer/participant and artwork, and a step further to understand the diverse relationship of symbiosis and co-evolution of the technology and human.

Classification of Type in North Korean Literature and Art. - focused on concepts and standards of classification - (북한 문학예술의 유형분류 연구 - 분류개념과 기준을 중심으로 -)

  • Kim, Jung-su
    • (The) Research of the performance art and culture
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    • no.19
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    • pp.123-160
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    • 2009
  • North Korea classify literature and art according to some concepts and standards. First, as concepts, North Korea classify Literature and Art in a species and a type. But in 1996, North Korea added third concept, a kind of Genre, Galae. This shows us that North Korea attempts to subdivide Literature and Art in classification. But there are not fixed contents in each type. So we can say that North Korea emphasis on principles of classification and at the same time they have a flexible attitude. Second, as standards, North Korea in 1987 used manner depicted, medium employed, capacity, a literary style, figured plot, quality and in 1992 used manner depicted, medium employed, object depicted, a mission, a function and in 1996 used manner depicted, medium employed, object depicted, a form of plot and in 2007 used manner depicted, medium employed, a scale and a capacity of work, a quality of materials and contents, emotional color of works, and so forth. So we can say that North Korea regard classification as an important thing as a basic work for developed Literature and art in future. And to South Korea, classification means that it could suggest a way for creative work for Literature and Art.