• Title/Summary/Keyword: 예술적 통합

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A Study on the Brain Scientific Mechanism of Drawing Education - Focusing on the Animated Drawing (드로잉 교육의 뇌과학적 기제 연구 - 애니메이션 드로잉을 중심으로)

  • Park, Sung Won
    • Cartoon and Animation Studies
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    • s.36
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    • pp.217-236
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    • 2014
  • This study is a literature analytical process for studying the drawing teaching methods considering the professional characteristics of animation and a principle analytical process for studying the perspective that when teaching methods that consider the function, learning and creative mechanisms of the brain are applied, the animation drawing ability will be effectively increased. In recent years, as an alternative discussion on the educational method of each field, study results applied with brain-based learning principles are being presented. This is not only being applied and implemented for art and drawing education but as overall educational alternatives. On the other hand, animation drawing requires artistic literacy and at the same time requires comprehensive teaching methods that can train the structural knowledge, cognitive sensation and communication method but such professional teaching methods are insufficient. Therefore, the principle of effective education is seen through the brain mechanism and the principle of demonstrating the creativity and learning by the brain is analyzed. In addition, through the fundamental relationship on the picture drawing and the function of the brain, the relationship of the drawing and the brain is identified. As a result, not only for the left brain that observes the cognitive information which can draw the structure and shapes but the right brain which is directly related to the drawing should be developed, but in order to express the creativity, teaching methods that can understand the mechanism of comprehensive brain where physical and psychological factors are expressed should be also developed. It is because the animation drawing education is teaching the methods for demonstrating the characteristics of artistic creativity required for the drawing ability. This process will not only be a foundation for identifying the difference against the previous animation drawing teaching methods, and the brain-based principles will be selected as the core strategic definition for designing the strategy and methodological model of future education.

Development of Design Space Exploration for Warship using the Concept of Negative Design (네거티브 설계 개념을 이용한 함정 설계영역탐색법 개발)

  • Park, Jin-Won
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.9
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    • pp.412-419
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    • 2019
  • Negative space in the discipline of art defines the space around and between the subject of an image. The use of negative space is an element of artistic composition, since it is occasionally used to artistic effect as the "real" subject of an image. In painting, it is a technique that negatively touches the background of an object to be expressed, so that it gives a feeling of unique texture and silhouette by touching unnecessary parts while leaving necessary parts. As in art, negative space in a design can also be useful to identify an image of infeasible design ranges with a straightforward view. Similarity between two disciplines leads to the introduction of the negative space concept for design space exploration. A rough design space exploration using statistics and visual analytics may support more efficient decision-making, and can provide meaningful insights into the direction of early-phase system design. For this, the approach guarantees dynamic interactions between visualized information and human cognitive systems. Visual analytics is useful to summarize complex and large-scale data. It is useful for identifying feasible design spaces, as well as for avoiding infeasible spaces or highly risky spaces. This paper investigates the possible use of the negative space concept by using an application example.

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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KOREA Box-office Information System-based Re-release Movie Extraction and Analysis (영화관 입장권 통합 전산망 기반 재개봉 영화 도출 및 분석)

  • Choi, Seoyoung;Go, Seokju;Lee, Hyungmook;Kim, Sungjin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.01a
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    • pp.97-99
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    • 2021
  • 본 논문에서는 극장 비수기 기간 효율적인 상영을 위한 재개봉 영화 도출과 영화관 입장권 통합 전산망을 기반으로 극장 산업과 OTT 산업에서 제공하는 시청각 콘텐츠의 소비자 선호도를 분석한다. 기존 재개봉 영화는 연휴와 같은 성수기 바로 전 비수기 기간에 집중적으로 상영되고 있다. 즉 재개봉 영화 상영은 대형 영화 개봉 전 공백을 메우기 위해 상영되고 있음을 의미한다. 재개봉 영화는 대부분 예술 영화를 상영하고 연도마다 일정한 수요를 보이고 있다. 이러한 기조는 코로나 19 전까지 변함없이 이어졌으나, 코로나 19 이후 재개봉 영화에 대한 수요가 다른 년도 같은 월에 비해 급증하였다. 영화 산업의 전반적인 침체와 달리 재개봉 영화에 대한 수요는 늘어난 것이다. 코로나 19가 장기화되는 만큼 본 논문에서는 영화관 입장권 통합 전산망 데이터를 중심으로 영화 산업과 OTT 산업 이용자들의 선호 콘텐츠를 분석하고 기존 재개봉 영화와 대조하여 지속적이고 효율적 상영을 위한 재개봉 영화를 제안한다.

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The Effect of Integrated Mind Map Activities on the Creative Thinking Skills of 2nd Year Students in Junior High School (통합형 마인드맵 활동이 중학교 2학년 학생들의 창의적 사고력에 미치는 영향)

  • Yoon, Hyunjung;Kang, Soonhee
    • Journal of the Korean Chemical Society
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    • v.59 no.2
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    • pp.164-178
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    • 2015
  • The purpose of this study was to design a teaching and learning method conductive to the development of creative thinking skills and investigate its effects. It has been developed integrated mind map with feature of visualizing the divergent thinking to the aspects of Science (S), Technology (T) & Engineering (E), Arts (A), Mathematics (M). Integrated mind map can be divided into four types of STEAM type, STEA type, STEM type, STE type depending on the category of key words in the first branch. And Integrated mind map can be divided into three levels of guided, intermediate, open depending on the teacher's guide degree. And also integrated mind map activities were carried out in the form of group, class share as well as individual. This study was implemented during a semester and students in experiment group experienced individual-integrated mind map activity 10 times, group-integrated mind map activity 10 times, class share-integrated mind map activity 3 times. The results indicated that the experimental group presented statistically meaningful improvement in creative thinking skills (p<.05). And there was a statistically meaningful improvement in fluency, flexibility, originality as a sub-category of creative thinking skills(p <.05). Also creative thinking skills are not affected by the level of cognitive, academic performance, gender (p<.05). In conclusion, it was found that 'integrated mind map activity' improved student's creative thinking skills. There was no interaction effect about creative thinking skills between the teaching strategy and cognitive level, achivement, gender of those students.

Development Process of the 88 Seoul Olympic Park as Sculpture Park and Its Discourses (88올림픽공원 조각공원의 조성 과정 및 전후 담론의 해석)

  • Shin, Myungjin;Sung, Jong-Sang;Pae, Jeong-Hann
    • Journal of the Korean Institute of Landscape Architecture
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    • v.48 no.1
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    • pp.46-56
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    • 2020
  • The 88 Olympic Park is a monumental urban park in Seoul, developed to commemorate South Korea's hosting of the 1988 Seoul Olympic Games. Initially conceived to emphasize the event slogan, 'Cultural Olympics,' which was driven by the Korean government, the park, already designed and constructed by 1986, was reconfigured into a sculpture park following two international outdoor sculpture Olympiads and an invitational sculpture exhibition. This study takes a look at the process of redesigning the park into sculpture park and the socio-political discussions surrounding such a process, in order to reconsider the significance of the 88 Seoul Olympic Park with regards to Korean landscape architectural history. Several discussions within Korean society arose during the redesign process. First, there were critiques on the artwork selection during the early phase of the project. Second, issues regarding the conservation of the national heritage site, Mongchon-tosung, located within the park, gave rise to a larger discourse on heritage preservation in Seoul. Third, discussions regarding the formation of the park identity, or lack thereof, prevalent. Through this study, the 88 Seoul Olympic Park presents itself as an example where large park construction in Seoul caused discussions regarding globalization, nationalism, publicness and art to be brought forth. This paper concludes that the 88 Seoul Olympic Park is a cultural landscape that requires further examination and exploration as it provides rich historical context for understanding the history of cultural and artistic practices in Korean urban landscapes.

Cooperative Plans for Information Resource Sharing of Cultural Heritage Institutions (정보자원 공유를 위한 문화유산기관 협력 방안)

  • Cho, Yoon-Hee
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.19 no.2
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    • pp.5-21
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    • 2008
  • Cultural heritage institutions need to construct a cooperative network beyond an organization and a region based on products that cultural experiences and _expressions of human beings. They should serve as primary social agencies which need to create various information services of cultural heritage through integrated system management that social members are accessible to cultural contents such as _document resources of holding libraries, rich inheritance of museums, and works of art museums. This study indicated acts and considerable facts that have clauses the cooperative background of cultural heritage institutions which are libraries, museums, art museums and archives, and also intro! duced the cases of cooperative networks as an integrated system of libraries, museums, and art museums in North America and EU. Based on the analysis, this study suggested cooperative plans of cultural heritage institutions for political and systemic aspects, technical aspects, and human resource aspects.

Patterns of Corporate Cultural Marketing in Korea (기업의 문화마케팅 유형화)

  • Kim, So-Young;Kwon, Soon-Won;Lee, Yeun-Joo
    • The Journal of the Korea Contents Association
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    • v.9 no.1
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    • pp.254-269
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    • 2009
  • Corporate business in today's domestic industry focuses on using of culture & arts as internal and external marketing strategies with increases number of business cases of implementing corporate cultural marketing. Despite certain demands for the systematic research of corporate cultural marketing, studies have not been sufficiently developed to meet industrial and academic demands. In some paper, studies on effectiveness of corporate cultural marketing have been examined. But the papers were only limited to a conceptual categorization of corporate cultural marketing. Therefore we intended to study patterns of corporate cultural marketing using actual corporate data and explore inter-relationship across the patterns and characteristics. As a result, Korean firms were categorized into four patterns as below: 1)Duty type, 2)Strategic Partner type, 3)Publicity type and 4)Event type. Also, We found that performance of Strategic Partner type was highest.

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 Establishment of Convergence Education School for the Gifted (융합형 영재교육기관 설립에 관한 연구)

  • Lee, Jae-Ho
    • Journal of The Korean Association of Information Education
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    • v.15 no.3
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    • pp.459-467
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    • 2011
  • In these days it can be said that knowledge based society has been passed through and creative society is approaching, and the important keywords to the coming creative society should be the knowledge, the creativity, and the convergence. In order to make preemptive responses to this 21 century's new creative society, cultivation of gifted students with integrated prototype is also an imperative reason to prepare. With this historical background Korean Ministry of Education, Science, and Technology announced "a general plan on invigoration of elementary and middle school level art education for cultivation of creativeness and humanity" containing the acting curriculums of science and art integrated on June 2010, and also announced "the second general plan for support on development of science and technology professionals" including STEAM education for elementary and middle school level at January 2011. In this paper we developed a strategy appliable to establish an education institution for gifted students specialized on promoting the students to the convergence type gifted students. For the purpose, we derived the necessity for convergence education for the gifted and the implication points through analysis on the examples, and developed a strategy to establish an education institution for gifted students.

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