• Title/Summary/Keyword: 참여예술

Search Result 427, Processing Time 0.023 seconds

The Effects of Elderly's Participation in Lifelong Education on the Ego Integrity, and The Mediating Effect of Life Satisfaction (노인평생교육 참여가 자아통합감에 미치는 영향과 생활만족도의 매개효과)

  • Kim, Dong bae;Jeong, Kyu hyoung;Lee, Eun Jin
    • 한국노년학
    • /
    • v.32 no.3
    • /
    • pp.801-817
    • /
    • 2012
  • This study focused on the relationship between elderly's participation in lifelong education(participation availability, participating fields) and ego integrity. To verify the correlation of two variables, mediating model structured by life satisfaction was used. The data was Seoul Welfare Panel Data made by Seoul Welfare Foundation in 2010 and the total subject was 1,862 elderly aged over 60. When it comes to research methods, structured equation analysis for verifying the mediating effect was practiced. The findings are as follows: First, life satisfaction did function as partial mediator on relationship between elderly's participation in lifelong education and ego integrity. Second, elderly's life satisfaction increased as participating in field of language, not in field of culture and art. Ego integrity of elderly was increased as participating in field of culture and art, not in field of self-improvement and hobby. This study indicates theoretical and practical interventions to promote elderly's lifelong education based on the conclusion elderly's lifelong education participation in the aging society has positive effects on life satisfaction and ego integrity are meaningful for successful aging.

NFT 거래 참여자를 위한 관점에서 고려해야 할 이슈 분석

  • Ju, Yong-Wan;Choe, Jae-Hong;Lee, Jun-Dong;Seo, Sang-Min
    • Broadcasting and Media Magazine
    • /
    • v.27 no.3
    • /
    • pp.36-44
    • /
    • 2022
  • NFT의 등장으로 디지털 자산의 가치 관점이 변화하며 생태계가 빠르게 확장하고 있다. 2017년 크립토키티를 시작으로 NFT가 대중에게 알려지기 시작하였고, 이를 시작으로 게임, 디지털 예술, 엔터, 콘텐츠 산업 등에서 부각을 나타내고 있다. 2020년의 NFT 시장 규모는 약 3,936억 원으로 성장하였으며, 메타버스 시대가 가속화되면서 NFT 기반의 생태계가 빠르게 발전할 것으로 보인다. 이에 본 고에서는 아직 안정적인 법제도 환경이 마련되어 있지 않은 상황에서 NFT 거래 참여자가 안전하게 거래에 참여할 수 있도록 거래 참여자 관점에서 고려해야 할 주요 이슈 5가지를 도출하고 이에 대해 논하고자 한다.

A Study on the Characteristics of the Creation Process of Convergence Performing Arts - Focusing on PADAF - (융·복합 공연예술 창작과정의 특징 연구 - 파다프(PADAF)를 중심으로)

  • Jo, Jeong-Min
    • Journal of Korea Entertainment Industry Association
    • /
    • v.14 no.8
    • /
    • pp.163-174
    • /
    • 2020
  • The purpose of this study is to derive the characteristics of the creative process of convergence performing arts. Therefore, the PADAF-Play and Dance Art Festival, a representative convergence performing arts festival in Korea that has been held steadily every year since the first event in 2011, was selected as the subject of the study. Through PADAF, a representative convergence performing arts festival in Korea, qualitative case studies were selected through process-oriented discovery to study the characteristics of the creative process of convergence performing arts, which is a key feature of performing arts in the 21st century. For realistic and empirical research, the 8th and 9th PADAF participated in the entire process from the initial stage of preparation to the closing ceremony and conducted several in-depth interviews with PADAF officials and participating artists. Looking at the characteristics of the convergence performance art creation process through PADAF, creators overcame difficulties that they had not thought of in different ways in the process of meeting different heterogeneous genres, but through understanding other genres, experiential values through convergence, sharing as collaborators, and various ways of communication. The characteristics of the convergence performing arts creation process, which is focused on PADAF, are "Rhizom thinking" by French philosopher Gilles Deleuze(1925-1995), "Collective intelligence," and "Experimental Value for Experimental Creation" by creators. Through this derivation, we will help the changing performing arts scene based on the basic human desire to understand convergence performance art a little more and communicate through the extended expression of convergence.

Policy-making Process of Artists Welfare Law: Based on Kingdon's Policy Streams Model (예술인복지법 정책결정과정 연구: Kingdon의 정책흐름모형을 중심으로)

  • Choi, Jeong Min;Bae, Kwanpyo;Choi, Seong-Rak
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.5
    • /
    • pp.243-252
    • /
    • 2013
  • This study analyzes the policy-making process to promote the artists' welfare. In the problems stream, the artists have been found to suffer without any governmental support. In the policy stream, there have been various alternatives but they were not actualized. Meanwhile, a writer died of illness and famine in 2011. In the political stream, the public opinion to require the promotion of the artists' welfare, was strengthened. It made the policy-window open and resulted in the legislation of the Artists Welfare Law. Based upon these analyses, this article concludes that Kingdon's model is applicable to this case. Especially, this study shows that this policy was made with accidental events and the roles of informal participants such as netizen were more critical. However, it should be noted that the content of this Law was modified and trimmed because there was no policy entrepreneur to persuade the dissenters. It could made the policy-making process of this Law distinguished from others.

An E-sports Relay Broadcasting System Using a Smartphone (스마트폰을 활용한 E-스포츠 중계 방송 시스템)

  • Hyunji Oh;Gabin Park;Jiwoo Seo;Siwon Yang;Sangun Lee
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2022.11a
    • /
    • pp.254-257
    • /
    • 2022
  • 현재는 온라인을 통해 개인이 직접 방송을 제작하는 형태의 1인 방송이 가능한 시대이다. 스마트폰을 이용하였을 경우 방송할 만한 충분한 환경이 마련되지 않아도 비교적 간단하게 중계 시스템을 구성할 수 있다. 본 논문에서는 최근 하나의 문화이자 대중 스포츠로 자리 잡은 E-스포츠의 게임 유저들이 스마트폰을 활용해 게임에 쉽게 참여할 수 있는 중계 시스템 구현을 제안한다.

  • PDF

인공지능 기술 기반 Hyper-Experience Art

  • Han, Jeong-Yeop;Lee, Yeon-Bin
    • Broadcasting and Media Magazine
    • /
    • v.25 no.1
    • /
    • pp.83-99
    • /
    • 2020
  • 본 연구는 '인공지능이 그린 그림은 예술적 가치가 있는가?' '인공지능을 활용한 21세기의 현시대 예술은 무엇인가?' '어떻게 실현되는가?'라는 실천적 질문에서 출발하였다. 4차 산업혁명은 초실감(Hyper-Reality), 초지능(Hyper-Intellect), 초연결(Hyper-connect)로 '초(Hyper)의 시대'를 예고하고 있다. 이 혁명은 현시대 예술가에게 현실과 가상을 분간할 수 없는 혼합현실환경, 예술의 창작활동에 훌륭한 조수로서 역할을 할 수 있는 인공지능, 예술적 경험을 가상과 현실을 넘나들며, 언제 어디서나 즉각적으로 체험할 수 있는 기술을 제공한다. 실천적 질문에 대한 해답을 찾기 위하여 주관기관 홍익대학교, 참여기관 서울미디어대학원대학교, (주)브이알애드가 2018년 5월부터 2019년 12월까지 2년간 진행한 한국콘텐츠진흥원 문화기술 연구개발 지원사업 '인공지능 기반 창작 아틀리에 발굴 및 구축 기술 개발 프로젝트'를 통하여 인공지능 엔진(stNET, vidNET, hdtNET, omniNET)을 개발하였고 예술가와 4번의 전시를 통하여 성능 및 가치를 실증하였다. 인공지능은 그동안의 예술적 장르와는 차별화된 특이점을 가지고 있으며 응용 범위 또한 다양하다. 현시대 예술가에게 새로운 장르 개척의 훌륭한 조수로서 역할이 가능하다는 것이다. 그동안 현대 예술의 조형과 개념 미술에 한정적 메시지를 넘어, 인공지능기반 초 실감, 실 시간, 직관적 인터랙션을 통하여 직접적 예술 경험을 체험할 수 있다는 점에서, 현시대의 예술가에게 초 경험 예술(Hyper-Experience Art)의 시작인 동시에 새로운 장르 개척의 단초가 제공된다.

Case Study on Free Market in front of Hongik University: Store Based on New Experiential Value (경험적 가치기반의 매장에 관한 Ethnography: 홍대 앞 프리마켓(free market)을 중심으로)

  • Yoo, Chang-Jo;Kim, Min-A
    • Journal of Distribution Research
    • /
    • v.12 no.3
    • /
    • pp.1-21
    • /
    • 2007
  • This study introduces 'Free Market' that was recently developed in front of Hongik university. 'Free market', as a place for transactions for art products produced by artists or prospective artists, is held regularly every Saturday in front of Hongik university. This study collected data through in-depth interviews with participants and participant observations at the market to analyze the success factors of 'Free Market'. We described development process, unique characteristics of 'Free Market' and new experiential values that the market provide to the participants. This free market was introduced as roadside stand in the middle of 1990s when some artists started selling their works. It passed through the growth stage after it staged the event that had mixed characteristics of 'flee market' and 'art market' at local festivals in 2001. In 2002 Sin-Chon culture forum directedculture-oriented market and the market has been developed as a current 'Free Market'. Recently 'Free Market' is comprised of steps, artists, and customers who voluntarily participated in the market. The market is held regularly every Saturday and provide various types of programs for the participants. Major characteristics of this free market were summarized as 'complex space' and 'role transition', and these characteristics provided the participants new experiential values such as 'freedom', 'emergent experiences', 'social interaction' and 'hero of festivals' through the participant role. We interpret that 'Free Market' has been successfully settled down as a new type of retail store based on these new experiential values. Therefore, this case provides very useful implications that unique experiential values that a store provides to the customers can be major sources of store competitive advantages.

  • PDF

A Study on the Social Effects of Local Living Culture Activities in Daejeon (지역 생활문화활동의 사회적 효과에 관한 연구 : 대전광역시를 중심으로)

  • Lim, Jaehyun;Han, Sangheon
    • 지역과문화
    • /
    • v.6 no.3
    • /
    • pp.55-77
    • /
    • 2019
  • This study analyzed social effects of participating in living culture activities for Daejeon citizens. The social effects were set to creativity and self-esteem at the individual factor and community involvement and exchange at the social factor, this effects were tested by the method of participation in living culture activities. We used SPSS 22 to analyze this effects, factor analysis, analysis of variance, and logistic regression analysis were used. The results showed that participation in lecture programs increased the effects of community involvement and exchange at the social factor. Participation in the club activities showed a decrease in creativity, and further analysis of the club activities was necessary. Participation in cultural art events increases self-esteem. Participation in performances and exhibitions of cultural art events increased creativity. Through these analysis results, first, development of living cultural programs to improve the characteristics of local residents and community of village culture. Second, revitalization through support of various community club activity programs. Third, support for the formation of village cultural community through exchange and cooperation between local Culture and Art Activists and local residents. Fourth, development and expansion of living-oriented and generation-integrated living cultural programs for young and old generations.

A Study on the Activation Plan for the Participation in Citizen Participation Education by Types of Lifelong Education Participation : Focusing on Chungcheongnam-do (평생교육 참여유형별 시민참여교육 참여 활성화 방안에 관한 연구: 충청남도를 중심으로)

  • Jeong, Jae-Hun;Lim, Se-Young;Kang, Hyun-Jung
    • Journal of the Korea Convergence Society
    • /
    • v.9 no.1
    • /
    • pp.331-340
    • /
    • 2018
  • This study used data from '2016 Chungnam Citizens' Lifelong Education Needs Survey'. This analyzed the basic situation of Citizen Participation Education. It also typifies the interest and participation intention of lifelong education by region, and compared the interest and participation intention of Citizen Participation Education. Through this, we intend to provide concrete basic data for activating the Citizen Participation Education in Chungnam. We analyzed data of 4,108 people in 2016 lifelong education needs survey. This was named enjoy learning type, bias earning type, and elderly learning type. Second, the enjoy learning type group is a group that enjoys participating throughout lifelong education area. bias earning type group is a group that perceives that lifelong education is limited to vocational ability education, culture art education, and liberal arts education. These are groups that are interested and participating only in three areas. The elderly learning type group is a group that shows typical characteristics of the elderly learners and is a group that is concentrated on participation in culture arts education. Third, enjoy learning type group is the second most experienced participant. They are the group with the highest participation interest and participation intention. bias earning type group is the group with the highest participation experience. They are also the second highest group of participating interests and willingness to participate. elderly learning type group is the group with lowest participation experience, participation interest, and participation intention. Finally, we suggest the ways to revitalize Citizen Participation Education in lifelong education.

Artistic Meaning of the Game Experience : Focus on Player's Perspective (플레이어 경험을 통한 게임의 예술성 의미 연구)

  • Kim, Minseo;Kim, Mijin;Oh, Gyuhwan;Doh, Young Yim
    • Journal of Korea Game Society
    • /
    • v.19 no.5
    • /
    • pp.63-76
    • /
    • 2019
  • The purpose of this study is to identify how game players experience games artistically. We organized indicator categories related to artistic experiences in games through play report produced in participatory player workshop. Based on this indicator, we embodied the artistic meaning of game experience by performing semantic network analysis. As a result, we verified that games can offer opportunities for players to reflect on themselves and their lives.