• Title/Summary/Keyword: 예술전시

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프랑크푸르트도서전 - '스토리텔링, 스토리셀링' 내세운 2011 프랑크푸르트도서전

  • Kim, Sang-Ho
    • 프린팅코리아
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    • v.10 no.11
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    • pp.84-91
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    • 2011
  • 세계 최대의 도서전인 독일 프랑크푸르트 도서전이 지난 10월 12일 개막해 16일까지 열렸다. 올해로 63회째를 맞은 이번 도서전에는 약 30만 명에 달하는 관람객이 방문했으며 106개국에서 7384개사가 참가했다. 15세기부터 내려온 전통을 갖고 있는 프랑크푸르트도서전은 소설, 시집 등의 일반도서류를 시작으로 경제서적, 연구서적과 컴퓨터 및 기술서적을 비롯하여 아동도서, 예술서적과 필름, 라디오, 텔레비전에 이르는 다양한 품목이 전시되었으며 개최규모는 17만$2000m^2$에 달했다.

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행사 - 국내 최대 규모 책잔치 '2014서울국제도서전' 성료

  • Im, Nam-Suk
    • 프린팅코리아
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    • v.14 no.7
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    • pp.68-71
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    • 2014
  • 대한출판문화협회(회장 고영수)가 주최하고 문화체육관광부(장관 유진룡)가 후원한 국내 최대 규모의 책잔치인 '2014 서울국제도서전'이 지난 6월 18일부터 22일까지 서울 삼성동 코엑스에서 열렸다. '책으로 만나는 세상, 책으로 꿈꾸는 미래'라는 주제로 열린 이번 서울국제도서전에는 23개국 369개 출판사가 참여해 인문사회, 과학, 문학, 예술, 철학 등 일반도서와 아동도서를 포함한 출판 전 분야의 신 구간 도서가 전시됐다. 대한인쇄문화협회와 청주인쇄박물관도 고인쇄문화홍보관을 조성해 직지 및 고인쇄문화를 홍보했다.

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The Study on Design of Ontologies for Advertising Data (광고자료 활용을 위한 온톨로지 설계에 관한 연구)

  • Yu, Ha-gyeong;Park, Ok-Nam
    • Proceedings of the Korea Contents Association Conference
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    • 2018.05a
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    • pp.489-490
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    • 2018
  • 광고의 교육학적, 역사 기록물적, 예술적 가치는 교육자료 및 전시 등의 문화 향유의 소재로서 주목받고 있다. 광고자료의 적극적 활용의 선제조건은 광고 정보에 체계적으로 접근할 수 있는 시스템의 구축이다. 본 연구에서는 기존의 광고정보 제공 사이트의 요소를 분석하여 온톨로지 설계를 통한 광고정보의 지식구조 정립을 시도하고자 한다.

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A Study on the Smart(智慧) Museum in China: on the case of Dunhuang Museum, The Palace Museum, China Arts and Crafts Master Museum (중국 스마트(智慧) 박물관에 관한 연구: 둔황 박물관, 고궁 박물관, 중국공예미술대사 박물관 사례를 중심으로)

  • BO KYONG KIM
    • Journal of Internet of Things and Convergence
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    • v.9 no.3
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    • pp.69-74
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    • 2023
  • Smart museums based on the growth of online exhibition can be seen as in line with the movement of the 4th Industrial Revolution. By combining art and technologies, they enable viewers to experience culture and art. This study examined the cases of the Dunhuang Museum, the Palace Museum, and the China Arts and Crafts Master Museum to assess or identify how China is leading by accepting the technology of the fourth industry and applying the technology. In common, Chinese smart museums are widely used for collecting enviromental data, establishing integrated digital applications, and preserving collections, services, management, and exhibitions through VR, and AR. Through the case of the Chinese Smart Museum, this study identified the online exhibition as a space that exists in another dimension rather than an image replica with excellent operational utility. Therefore, online exhibitions are the best medium to expand the space, and viewers can explorethe museum's exhibition room and engage with all the contents of the museum without visiting the museum in person. Through the online exhibition of smart museums, visitors and viewers can be transformed into more active cultural consumers and develop collective capabilities.

A study on the Development Process of Theater Education Programs according to Changes in Cultural Arts Education Facilities (문화예술교육 시설 변화에 따른 연극 교육프로그램 개발과정 연구)

  • Park, Nahyun
    • Trans-
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    • v.12
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    • pp.223-244
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    • 2022
  • The rapid change of the culture and art environment is led to new art & cultural education and differences in culture and art education facilities, away from the traditional closed space culture and art education. Phenomena such as plays out of the theater, exhibitions out of the art museum, and pictures taking a walk indicate that cultural and artistic educational facilities can no longer stay in the existing paradigm and are changing along with the changes in the cultural and creative world. Therefore, to develop a site-specific theater education program centered around a specific place rather than a theater or studio, in line with the changing times of cultural and artistic educational facilities, this researcher analyzes Brecht's radio play experiment and the recent performative performance experiment. Furthermore, using the regional and community values of arts and culture education confirmed as the motive for research on site-specific theater programs, I analyze the implementation and application process by experimenting with theater programs out of the theaters and studios. As a prior study, research on site-specific performances is being conducted relatively actively, but earlier studies were dealing only with the Ligna group performance cases are lacking. However, I would like to use the previous research on site-specific performance cases as an epistemological background. As a result of the study, for the place-specific theater program through a total of 10 learners, a text based on a specific place was created that did not depend on traditional literary texts. Through this, the possibility of a site-specific theater education program could be confirmed.

A Study on The Application of VR Technology for The Contents of Petroglyph Museum (VR기술을 활용한 암각화 박물관의 콘텐츠 개발 연구)

  • Kang, Young-Hwan
    • The Journal of the Korea Contents Association
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    • v.16 no.10
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    • pp.443-453
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    • 2016
  • The Petroglyph is a drawing on the rock which reflects the art, religion, myth, and life style of prehistoric society. Recently lots of researches have been studied to develop the contents applying the petroglyphs in the fields of exhibition, education, entertainment, and commercial. This research aims to find some possible VR contents based on the petroglyphs text. The review on the Ulsan petroglyph museum which is the first and the only petroglyph museum in Korea was the first step. Some limitation and problems were found in the current contents which could be overcome by using VR technology. The next step was the overall review of VR system and devices, and then I analyzed five cases of VR contents which specifically applied to the cultural heritages. Based on the analysis of case studies I propose some possible VR contents more immersive and interactive covered with whole range of petroglyphs context, environmental, social, cultural, technical and artistic.

A study on Vitalizations of Science Museum with Digilog-Book (Digilog를 이용한 과학관의 활성화 방안)

  • Yoon, Young-doo;Choi, Hun;Choi, Eun-young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.566-568
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    • 2013
  • Recently, the government as part of the creation of science for science education policies promoting the activation of the Science Museum. However the lack of infrastructure, budget and human resources are a reality that a lot of difficulties. In past, A field trip of Science Museum was a place of curiosity of youth. However, modern Science Museum has to competition with the online games and theme park in order to achieve the two goals of scientific experience and education, which it needs change display device is required. Looking at the cases of advanced foreign Science Museum is not merely a head of science education experience as a cultural space, provide relaxation and entertainment, and life science area in addition to a variety of genres such as art and fashion exhibits are planning to combine. In this study, the current uniform description panel of exhibition device described in the written text replaced with the digilog book with the age and grade of the visitors by providing a tailored service for scientific knowledge and intellectual curiosity induced measures can claim the satisfaction of visitors is proposed.

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A Study on the Utilization of Photo Contents based Electronic Cultural Atlas (전자문화지도 기반 사진 콘텐츠 활용에 관한 연구)

  • Lee, Dong-Yul;Kang, Ji-Hoon;Moon, Sang-Ho
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.5 no.2
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    • pp.315-323
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    • 2015
  • As a form of convergence studies, many studies on electronic cultural atlas have been performed. In this paper, our objective is to design an electronic cultural atlas for utilizing photo contents based on display and sharing effect. This is one of the ways to effectively use various photo contents. Through electronic cultural atlas, photo contents are recognized as an object that contains a lot of information. To do this, we design an electronic cultural atlas for utilizing photo contents, and investigate the utilization differences through comparison with existing systems. In detail, we examine the limits of the traditional photo exhibition method, and research on usability of users when an electronic cultural atlas was used to exhibit and share the photos contents efficiently.

A Study on Media Art using Ilwolobongdo (일월오봉도를 활용한 미디어아트 연구)

  • Kideok Park;Jeanhun Chung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.6
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    • pp.103-108
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    • 2023
  • This paper conveys the limitations of analog natural history sample information in digital form, giving viewers interest and fun, and presenting the direction of digital diorama utilization of sample exhibitions. In this exhibition, through various media such as 10,000 won bill dramas and newspaper articles, the Sun and Moon and Five Peaks, a picture familiar to the public, was reproduced in media art so that it can be realized in real life. It is a Joseon Dynasty work in which five mountain peaks, a pair of waterfalls, and four pine trees are drawn symmetrically from side to side. In order to express the vividness of nature, the symbols of the sun and moon were created with the effect of light to maximize immersion, and animals such as waves, crane movements, deer, ramie butterflies, and carp were inserted under the mountain peaks to create the vividness of nature and creatures playing in them. The media art folding screen was produced and directed as a screen. In addition, the introduction of the work and information related to the living things in the work were provided through QR codes.

Artificial Intelligence Art : A Case study on the Artwork An Evolving GAIA (대화형 인공지능 아트 작품의 제작 연구 :진화하는 신, 가이아(An Evolving GAIA)사례를 중심으로)

  • Roh, Jinah
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.311-318
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    • 2018
  • This paper presents the artistic background and implementation structure of a conversational artificial intelligence interactive artwork, "An Evolving GAIA". Recent artworks based on artificial intelligence technology are introduced. Development of biomimetics and artificial life technology has burred differentiation of machine and human. In this paper, artworks presenting machine-life metaphor are shown, and the distinct implementation of conversation system is emphasized in detail. The artwork recognizes and follows the movement of audience using its eyes for natural interaction. It listens questions of the audience and replies appropriate answers by text-to-speech voice, using the conversation system implemented with an Android client in the artwork and a webserver based on the question-answering dictionary. The interaction gives to the audience discussion of meaning of life in large scale and draws sympathy for the artwork itself. The paper shows the mechanical structure, the implementation of conversational system of the artwork, and reaction of the audience which can be helpful to direct and make future artificial intelligence interactive artworks.