• Title/Summary/Keyword: 예술 시장

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A Development of Theatre Art Major Course based on Case Studies of Media Technology-converged Performances (미디어기술 융합공연 사례분석을 통한 무대미술 전공 교과목 연구)

  • Park, Jin-Won;Kim, Ga-Eun
    • The Journal of the Korea Contents Association
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    • v.19 no.5
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    • pp.562-571
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    • 2019
  • The expansion of the performing arts market to include new genres of art that combine art and cutting-edge media technology has surpassed the limitations of traditional theatre art elements such as stage, costumes, lighting, sound, and props, allowing free expression of space-time and visual art. It is growing into a wide area with unlimited potential in the performing arts sector. In response to these changes and the demands of the time, there is an increasing demand for multi-talents who can plan and produce arts and technology-converged contents that will contribute to the development of the performing arts industry. As a result, university departments related to theatre art across the country feel that it is urgent to develop curricula that will enhance students' competency by incorporating the latest media technologies such as virtual reality, holography, and interactive motion sensors into the existing performance art visualization process. In this study, the author will examine the process of developing courses in technology-incorporated theatre art (design) through case studies of media technology-converged performances from the past 10 years. Based on the traditional concept of theatre art, the attempt to fuse stage art with media technology will be a cornerstone of attempts to foster a group of talented artists who transcend the limits of creative visual expression and creative value.

A Study on the Family Animation in Korea (국내의 가족(Family)용 애니메이션에 관한 연구)

  • Hwang, Hye-Young;Kim, Ji-Hong
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.232-234
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    • 2006
  • Main purpose of producing animation is to entertain children, however, it is create for adult as an art form. For commercial animation focus on young generation rather than art animation, to make consume all over the world. To extend usability, animation company divert from child only contents to family animation, Especially, not even Disney animation company but many animation productions changed their policy and more stressed on that recently. It, however, can not be detected any research on this subject, So this study can proved a basic theory of defining term of family animation and contents with to overcome the limitation of viewers range as consumers. Firstly, it is investigated the family animation in domestic and overseas, secondly will be clarified the target for animation and compare to market for other country, it also be a basic analysis of understanding a family animation in the ways of producing and merchandising as goods.

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정책토론회 - 건축설계의 국제경쟁력 확보와 전문화 방안

  • Korea Institute of Registered Architects
    • Korean Architects
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    • no.12 s.332
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    • pp.34-42
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    • 1996
  • 우리 협회는 지난 11월 26일 오후 2시 협회 대강당에서 '건축설계의 국제경쟁력 확보 및 전문화 방안'을 주제로 토론회를 개최하였다. WTO출범과 건축설계시장개방 등 급격한 대내ㆍ외적 환경변화에 처해 있는 우리 건축계의 국제경쟁력 확보 방안을 마련하기 위해 열린 이날 토론회에서는 경쟁력 확보를 위해 건축설계사무소마다 다양한 전문분야를 확보하고, 건축설계 생산성 향상을 위해 설계업계와 구조, 설비 등 관련 전문분야가 협력체제를 구축해야 하며, 건축의 상품성과 문화예술성이 함께 고려된 건설관련 법안이 마련돼야 한다는 주장이 제기됐다. 이날 서울시립대 최찬환교수는 '건축설계의 경쟁력 확보 방안'이란 주제발표를 통해 해외건설업계의 국내진출에 대응하기 위해서는 설계사무소가 전문성과 효율성을 확보해야 한다고 강조하면서 전문영역을 크게 주거, 상업시설, 공공시설, 교육문화시설, 사회복지시설, 교통 및 운수시설 등으로 구분하였다. 최교수는 또 외국업체에 의한 국내시장 잠식을 막고 우리가 해외에 진출하기 위해서는 해외건설업체와 협력해 정보와 기술, 경험 등을 지원받아야 하고 R&D에 대한 투자를 적극적으로 해야한다고 강조했다. 이어 '건축설계의 전문화'에 대해 주제발표를 한 강원대 박경립 교수는 국내 건설관련문제점 개선과 대외경쟁력 강화를 위해 현재 입법추진되고 있는 건설산업기본법이 건축설계의 독자성과 전문성을 고려하지 않고 있다고 지적하면서 이에 대한 보완필요성을 제기하였다. 박교수는 또한 건축설계분야가 갖고 있는 전문성과 함께 '건축문화'라는 사회문화적 측면의 중요성이 인식돼야 한다며 건축의 상품성과 문화예술성이 함께 고려된 건설관련 법안이 마련돼야 한다고 지적했다. 박교수는 이밖에도 사회발전에 따른 새로운 전문영역의 개발로 실내 설계와 도시설계를 예로 들었으며 정보화에 맞게 고도의 전문성을 바탕으로 Network체계를 구축하고 그 핵심은 건축사협회에 정보Network를 구축하여 활용하는 것이라고 제안했다. 한편 주제발표 후에는 약 3시간여에 걸쳐 이문보(동국대 교수), 손세관(중앙대 교수), 이병담(현대산업개발 부사장), 김인호(국방부 건설기술과장), 유경철(삼육건축사사무소 대표), 이관영(본 협회 이사)씨 등 건설ㆍ건축관계자들이 참가한 종합토론이 이어졌다. 이 자리에서는 사회의 인식에 앞서 건축계 내부적으로 전문성과 효율성의 확보에 나서야 한다는 의견과 함께 무한경쟁속에서 우리 건축설계의 경쟁력을 높일 수 있다는 다양한 의견들이 제기되었다. 본지에서는 이번 토론회의 주제발표 내용을 요약 정리하여 게재한다.

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An Analysis of the Effect of the Support Program for Gwangju Dae-in Art Market on the Sustainable Activity Intent of Artists (광주 대인예술시장 지원 프로그램이 예술인의 지속적 활동의사에 미치는 영향 분석)

  • Park, Ju-Young;Son, Jeong-Min;Koo, Ja-Hoon
    • Journal of Korea Planning Association
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    • v.54 no.3
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    • pp.5-14
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    • 2019
  • Starting with the market vitalization project in 2008, The Gwangju Dae-in Art Market has attracted to many artists, changing into cultural and art market. After the project was carried out for a certain period of time, a study was conducted to determine the differing opinions of the artists and merchants in regards to the market. The study also examined and analyzed the factors affecting the artists' continuous activities. The difference in recognition perception between artists and merchants was analyzed through a T-test. PLS-regression analysis was used for the artists' continuing intention to work. As a result, the artists and merchants recognized that the number of visitors increased after the influx of artists. Programs that had a positive impact on the artist's intention for sustainable activities were as follows: the 'Art Products Creation Workshop', where artists, merchants, and citizens collaborate to develop commodities needed for the market; 'Hanpyeong Gallery', where artists directly or indirectly interact with merchants and citizens; the 'Artist-Merchant Workshop', where artists and merchants produce articles required for the market; 'C'est Si Bon', which expresses the placeness of the market into art; and the 'Dae-in Art Night Market', where citizens, merchants and visitors can sell their own works. On the other hand, programs with the negative effect were those where artists' participation was low or none, as the policy implications, they should be actively develop this type of programs, where artists could participate and interact with citizens and merchants, like this visitors and sales can be increased.

A Study of Korean Traditional Creative Music Groups: How They Are Performing in North America and How to Support Them (한국 전통창작음악단체 북미 진출현황과 활성화 방안 연구)

  • Won, Hye-Yeon;Kwon, Hyeog-In
    • The Journal of the Korea Contents Association
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    • v.22 no.8
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    • pp.180-190
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    • 2022
  • This study reviews the current status of Korean traditional creative music groups that have entered the North American World Music market. It also explores some success factors and strategies behind the artists' sustainable activities in the region as well as improvements needed for the Korean government's support. For the purpose of realistic suggestions, music groups that have entered the North American World Music market and experts in artists' global activities have been interviewed for analysis. The interview questionnaire consisted of the following items: 1. how the music groups reached the North American market, 2. what made them successful, 3. what strategies they used to perform in the region, 4. what challenges they faced, and 5. how the government support could be improved. The study found the following success factors: the groups' participation in Korean and international music markets, existence of a local agency, uniqueness and popularity of Korean music, and possibility to organize workshops. It also identified the following challenges: absence of lucrative touring plans, complicated visa issuance, and limitations of networking. It is hoped that this research will provide useful information for music groups planning to enter the North American World Music market and that it will make some meaningful policy suggestions to relevant organizations.

The effects of Nintendo games in the face of COVID-19 pandemic. (코로나19 팬데믹시대, 닌텐도 게임의 영향력에 대한 연구)

  • Kim, Mi Kyoung;Kang, Hyosoon
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.33-42
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    • 2021
  • Despite people's expectation, COVID-19 has turned out to be a burden people have to carry for a while. The age of "Untact" has come. While many outdoor activites have been restricted, it is crucial to find other ways to maintain physical/mental health ideally indoors. As a mediative gesture, people are now taking notice of 'Console games', through which they can party, travel, and exercise in virtual reality even harder than in real life. In thesis, we will examine Nintendo Switch Consoles in relation to direction Korean game industry has to take to maintain people's physical/mental health.

Study on Basic Elements for Smart Content through the Market Status-quo (스마트콘텐츠 현황분석을 통한 기본요소 추출)

  • Kim, Gyoung Sun;Park, Joo Young;Kim, Yi Yeon
    • Korea Science and Art Forum
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    • v.21
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    • pp.31-43
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    • 2015
  • Information and Communications Technology (ICT) is one of the technologies which represent the core value of the creative economy. It has served as a vehicle connecting the existing industry and corporate infrastructure, developing existing products and services and creating new products and services. In addition to the ICT, new devices including big data, mobile gadgets and wearable products are gaining a great attention sending an expectation for a new market-pioneering. Further, Internet of Things (IoT) is helping solidify the ICT-based social development connecting human-to-human, human-to-things and things-to-things. This means that the manufacturing-based hardware development needs to be achieved simultaneously with software development through convergence. The essential element the convergence between hardware and software is OS, for which world's leading companies such as Google and Apple have launched an intense development recognizing the importance of software. Against this backdrop, the status-quo of the software market has been examined for the study of the present report (Korea Evaluation Institute of Industrial Technology: Professional Design Technology Development Project). As a result, the software platform-based Google's android and Apple's iOS are dominant in the global market and late comers are trying to enter the market through various pathways by releasing web-based OS and similar OS to provide a new paradigm to the market. The present study is aimed at finding the way to utilize a smart content by which anyone can be a developer based on OS responding to such as social change, newly defining a smart content to be universally utilized and analyzing the market to deal with a rapid market change. The study method, scope and details are as follows: Literature investigation, Analysis on the app market according to a smart classification system, Trend analysis on the current content market, Identification of five common trends through comparison among the universal definition of smart content, the status-quo of application represented in the app market and content market situation. In conclusion, the smart content market is independent but is expected to develop in the form of a single organic body being connected each other. Therefore, the further classification system and development focus should be made in a way to see the area from multiple perspectives including a social point of view in terms of the existing technology, culture, business and consumers.

A Study on Work Safety and Standard Contract for Popular Culture Production Staff (대중문화예술제작물스태프의 작업 안전과 표준계약에 관한 소고)

  • Kim, Si Yeol;Lee, Kyung Ho
    • The Journal of the Korea Contents Association
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    • v.19 no.10
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    • pp.630-640
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    • 2019
  • A series of recent events have laid the groundwork for discussions on the safety issues regarding production staff in the popular culture industry. In Korea, the standard contract has been pursued as a means of dealing with issues involving popular culture production staff. However, the existing standard contract failed to incorporate the characteristics and requirements in today's market, which greatly restricted its efficacy in real-world cases. Therefore, this study seeks to significantly improve the provisions in the standard contract that govern obligations between contractual parties, and the work safety of the production staff. To this end, considering the main causes of safety accidents and actual contracts, this study groups contractual provisions into several categories: the removal of adverse factors affecting optimal competency, factors causing individual staff's negligence, and external factors causing negligence. Then, this study proposes specific provisions to be included in each category.

Estimating Willingness to Pay for Local Festival and Place Attachment in the COVID-19 era: A Case Study of Daegu Chimac Festival (코로나 시대의 장소 애착에 따른 지역 축제 입장료 지불 의사 평가 - 대구 치맥페스티벌을 중심으로 -)

  • Kim, Ju-ho;Kwon, Hyeog-in
    • The Journal of the Korea Contents Association
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    • v.21 no.7
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    • pp.181-193
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    • 2021
  • Due to the spread of COVID-19, the domestic market was inevitable to face the crisis of tourism industry. Accordingly, most of local festivals decided to cancel or postpone, and have been in difficult situation. In addition, people also have experienced the thrist of cultural activities and tours. However, this situation can also be opportunity to find the clues for activating local festivals in the post-COVID-19 era with estimating the preservation value and deriving the determinants for it. Therefore, this study economically assessed the value of the local festival, Chimac Festival in Daegu, under the hypothetical financial crisis situation for COVID-19. Consequently, monthly income, age and place dependence was found to be influential for Daegu and nearby area citizens to have willingness to pay for the Chimac Festival in Daegu. The result shows that respondents are willing to pay 16,909 on truncated average. Thus, total value of Chimac Festival was estimated as 9.376 billion won.

A study on the natural history virtual reality contents using depaysement (데페이즈망 기법을 활용한 자연사VR 콘텐츠 연구)

  • Park, Ki-Deok;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.17 no.6
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    • pp.365-371
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    • 2019
  • In this study, VR contents were produced by using the rose which is the material of the tomb of the surrealistic work wrestler of Rene Magritte, an artistic genre, as a motive. In conclusion, the distortion (spatial modulation) of the image scale is connected to the dynamic-curve and texture-soft areas, and the superposition (combination of contradictory images) is called the big-size, irregular-depth area, Are connected to the positions of big-size and irregular-space regions. The theme of the work was Dream, and the plants and roses patterns were produced in each timeline, and overlap, scale, distortion, overlap, distortion, and scale were used.