• 제목/요약/키워드: 예술적 융합

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The Impact of Interaction of Art Education in the Era of Pandemic on Satisfaction and Behavioral Intent: Focusing on Online and Offline Comparisons (팬데믹 시대 예술교육 상호작용이 만족도와 행동의도에 미치는 영향 연구: 온라인과 오프라인 비교를 중심으로)

  • Kim, Kwang-Cheol;Song, Jin-Ho
    • Journal of the Korea Convergence Society
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    • 제12권9호
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    • pp.99-111
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    • 2021
  • This study confirms whether interaction and satisfaction between educators and learners can be repeated as artistic activities in art education and compares online and offline differences. And it suggests ways to enhance the effectiveness of online art education. As a method of research, literature analysis shall be conducted on art education, educational and social interaction, satisfaction, and behavioral intent. Two surveys were conducted on online and offline education for music and art students who completed art education lectures. As a result, 89 online and 56 offline students participated. The higher the satisfaction level of educational and social interaction in art education, the more it led to artistic activities. Educational interaction in online art education was higher, social interaction was lower, and it was different from offline.

A Quantitative Study on the Artistic Perception and Value Acceptance of NFT Art Buyers (NFT 미술품 구매자의 예술적 인식과 가치 수용에 대한 양적 연구)

  • Bang Jin won
    • The Journal of the Convergence on Culture Technology
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    • 제10권3호
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    • pp.731-737
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    • 2024
  • This study conducted a quantitative research on the artistic perception and acceptance of value among buyers of commodified digital art known as NFT artworks. NFTs, digital assets, have shown rapid growth as investment products, but recently there has been a trend of declining value. However, NFT art, characterized by uniqueness and scarcity, continues to undergo continuous development to create new opportunities and values. Nonetheless, there are also negative opinions regarding NFT art itself as a form of technological art, as well as concerns about copyright disputes and fears of a bubble due to the conversion of physical artworks into NFTs. Predicting the value of artworks targeting specific demographics is difficult, and the value of innovative art such as NFT art, which changes along with the fluctuation of cryptocurrency values, is even more challenging to predict. Therefore, through research on the buyers who play a crucial role in the growth and development of this new form of art, the study aims to contribute to the expansion of NFT art.

A Study of the method about Improving engineer by YeGamChang creating mechanism (예술창조 매커니즘을 통한 창조적 공학인의 육성 방안 연구 -교육 사례를 중심으로-)

  • Kwon, Yong Rang;Lee, Kyung Hwan;Kim, Su Jeong
    • The Journal of Korean Institute for Practical Engineering Education
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    • 제3권2호
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    • pp.11-17
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    • 2011
  • As a rapid rate of social change and competitive, paradigm of industry environment manufacturing products and services is shifted. Engineers design, develop, manufacture the products and services are strongly asked competency of different new creative practices. This means while industrial structure has been shifted from mass production to various allied production and social engineering based production, qualifications of engineers are required to individual creative competency as alternatives. In order to improve the competency, engineer become the creative people have ability to develop the professional knowledge competency and expand the competency to convergence the new product and services with sensing the life and social structure shift, human engineering, psychology, and emotion. For the competency, we develop the training program "improving convergence, creativity through Art." we intend that the program should be composed of creative engineering mechanism combined creative arts mechanism. It has been operated to the engineers for 17 weeks. we will discuss the program result and research direction and utilization in depth.

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A Study on the Effects of Culture and Arts Education to Adolescents' Ego-Resilience (문화예술교육이 청소년의 자아탄력성에 미치는 영향 연구)

  • Yun, Seon Mi;Nam, Sang Moon
    • The Journal of the Convergence on Culture Technology
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    • 제7권4호
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    • pp.281-289
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    • 2021
  • Adolescence is a period when ego resilience, the ability to overcome stress, is important because self-identity is not established. Culture and arts education has various effects on the ego resilience of adolescents, so school culture arts education and social culture arts education use teaching and learning methods appropriate to the situation of adolescents. Self-understanding of the effects of culture and arts education has a significant effect on emotional control, vitality, interpersonal relationships, optimism, and curiosity of adolescent ego resilience, On the other hand, it was found that emotional stability among the effects of culture and arts education did not have a significant effect on all factors of adolescent ego resilience. Therefore, it is necessary to prepare a plan to provide opportunities for career exploration as a more practical program for adolescence to understand themselves and develop themselves. In addition, Culture and arts education should be conducted with convergence research that enables youths to maintain good relationships with others, have high self-confidence, and play a role in a wide range of stable and mature lives.

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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    • 제9권10호
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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.

홀로그램과 예술 -과학문화와 새로운 감수성-

  • Jin, Ik-Song
    • Information and Communications Magazine
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    • 제34권2호
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    • pp.83-87
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    • 2017
  • 오늘날의 예술은 과거보다는 그 경계를 넓혀 점점 더 빠르게 과학정신에 가까워져가고 과학에 의한 기술과 그 발전이 예술창작에 중요한 매개(Medium)로 작용하여, 과학기술에 의한 인류문명의 격변을 예고하고 있다. 이에 예술가들은 과학기술을 하나의 '새로운 감수성'으로 받아들여 포스트 휴먼(Post human)시대에 인류가 꿈꾸어왔던 새로운 문화를 창조해 인류의 정체성(正體性)을 재정립시킬 것으로 여겨진다. 나는 순수 예술가로서 홀로그램 기술을 응용한 현대예술(회화)을 실험하는 과정에 있으며, 과학적 실험실에 예술적 감수성을 버무려'새로운 패러다임의 예술적 감수성'을 증명하고자 실험하는 작가이다. 이것은 과학과 예술의 융합을 통해 하나의 사회적 공동체로서 함께 인류문명에 기여할 수 있는 어떤 사유(思惟)의 형상화이며, 과학과 그 기술이 예술과 더불어 인류의 미래를 이끄는 혜안(慧眼)이 되어주길 바라는 기대이기도 하다.

Empirical Research on the Interaction between Visual Art Creation and Artificial Intelligence Collaboration (시각예술 창작과 인공지능 협업의 상호작용에 관한 실증연구)

  • Hyeonjin Kim;Yeongjo Kim;Donghyeon Yun;Hanjin Lee
    • The Journal of the Convergence on Culture Technology
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    • 제10권1호
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    • pp.517-524
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    • 2024
  • Generative AI, exemplified by models like ChatGPT, has revolutionized human-machine interactions in the 21st century. As these advancements permeate various sectors, their intersection with the arts is both promising and challenging. Despite the arts' historical resistance to AI replacement, recent developments have sparked active research in AI's role in artistry. This study delves into the potential of AI in visual arts education, highlighting the necessity of swift adaptation amidst the Fourth Industrial Revolution. This research, conducted at a 4-year global higher education institution located in Gyeongbuk, involved 70 participants who took part in a creative convergence module course project. The study aimed to examine the influence of AI collaboration in visual arts, analyzing distinctions across majors, grades, and genders. The results indicate that creative activities with AI positively influence students' creativity and digital media literacy. Based on these findings, there is a need to further develop effective educational strategies and directions that incorporate AI.

An Analysis of Arts Management-Related Studies' Trend in Korea using Topic Modeling and Semantic Network Analysis (토픽모델링과 의미연결망분석을 활용한 한국 예술경영 연구의 동향 변화 - 1988년부터 2017년까지 국내 학술논문 분석을 중심으로 -)

  • Hwang, SeoI;Park, Yang Woo
    • Korean Association of Arts Management
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    • 제50호
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    • pp.5-31
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    • 2019
  • The main purpose of this study was to use Deep Learning based Topic Modeling and Semantic Network Analysis to examine research trend of arts management-related papers in korea. For this purpose, research subjects such as 'The Journal of Cultural Policy', 'The Journal of Cultural Economics', 'The Journal of Culture Industry', 'The Journal of Arts Management', and 'The Journal of Human Content', which are the registered journal of the National Research Foundation of Korea directly or indirectly related to arts management field. From 1988 to 2017, a total of 2,110 domestic journals' signature, abstract, and keyword were analyzed. We tried Big Data analysis such as Topic Modeling and Semantic Network Analysis to examine changes in trends in arts management. The analysis program used open software R and standard statistical software SPSS. Based on the results of the analysis, the implications and limitations of the study and suggestions for future research were discussed. And the potential for development of convergent research such as Arts & Artificial Intelligence and Arts & Big Data.

Fusion Factor Analysis of Seal Wandangyego Engraved by Oh Gyuil (오규일이 새긴 인장 완당예고의 융합 요소 분석)

  • Choi, Joon-Ho
    • Journal of Convergence for Information Technology
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    • 제9권11호
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    • pp.110-117
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    • 2019
  • This study attempted to publicize the excellence of art of seal engraving in the Joseon Dynasty by analyzing the fusion factors of seal 'Wandangyego' which Oh Gyuil engraved. The appearance of Wandangyego was compared with other seals. The calligraphy philosophy in Wandangyego, the composition of inmun Wan-Dang-Ye-Go, and Oh Gyuil's method of holding graver were analyzed. As a result, Wandangyego was the world's largest rectangular seal and contained the writing philosophy of his teacher Kim Junghee. Oh Gyuil was a seal engraving artist and expert in the manufacture of seal handles. He used 'chungdo' and 'jeoldo' appropriately, and stimulated the deliberate emotion of oriental art with layout applied with exquisite oriental golden ratio. The importance of the real seal was suggested, and it was proved that the seal Wandangyego was a prominent work worldwide. The results of this study are expected to be a new research methodology for analyzing the fusion factors in painting, sculpture and design.

A study on Furniture Design as Object by Fusion Approaching with Wood and Ceramics (목재와 도자 소재의 융합적 접근에 의한 오브제 기능의 가구 연구)

  • Chung, Yong Hyun;Choi, Kyung Ran
    • Korea Science and Art Forum
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    • 제19권
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    • pp.601-612
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    • 2015
  • Postmodernism has blurred the line between design and art. We would like to suggest a design case that took diversity in the modern era that harmonizes functionality and shape of the top board of a furniture and trend of the role of furniture and objet into consideration. This study aims to project a new role into space via convergence of objet that has aesthetic function and furniture design that plays practical role in space. Thus, furniture design attempts to combine ceramic and carpentry and demonstrate the value and potential the combination possesses. By creating a distinct design from previous furniture that had visual limitations with ceramic bridge that adopted existing piling method in ceramic design, we expect a fresh blend of furniture and space that encompasses a different sensation from color and texture of soil and glaze, unable to attain from simple wood.