• Title/Summary/Keyword: 책임의 미학

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Collection of Philosophical Concepts for Video Games -Theory of Art in the Age of Artificial Intelligence by Shinji Matsunaga's The Aesthetics of Video Games (인간과 컴퓨터가 공유하는 인공적인 놀이에 관한 개념상자 -마쓰나가 신지의 『비디오 게임의 미학』이 체계화하는 인공지능시대의 예술과 유희 이론)

  • Kim, Il-Lim
    • Journal of Popular Narrative
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    • v.26 no.4
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    • pp.215-237
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    • 2020
  • This paper is written to introduce and review Shinji Matsunaga's The Aesthetics of Video Games which published in Japan in 2018. Shinji Matsunaga has studied video games from a philosophical and aesthetic perspective. In The Aesthetics of Video Games, he took video games as a hybrid form of traditional games. Shinji Matsunaga particularly notes that video games can design human behaviors and experiences. From this point of view, he tries to construct a theoretical framework that will be able to describe the ways of signification in games and fiction respectively. In previous studies, video games have been mainly discussed in the context of cultural studies and entertainment culture in Japan. The Aesthetics of Video Games is distinguished from the previous studies in the following points. First, The Aesthetics of Video Games pioneered the method of studying video games in art theory. Second, it established various types of relationships with video games and traditional aesthetic concepts. Third, this book connects new concepts that emerged in the age of artificial intelligence to video games as an aesthetic action. Through this work, not only video games were discussed academically, but also the fields of aesthetics and art were expanded. The Aesthetics of Video Game is like a collection of philosophical concepts for video games. Through this book, it can be said that the path for artificial intelligence to approach human secrets is closer than before.

어린이도 어른도 함께 즐기는 '그림책 축제'

  • 대한인쇄문화협회
    • 프린팅코리아
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    • v.8 no.3
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    • pp.126-131
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    • 2009
  • 어린이가 보는 책으로만 여겨졌던 그림책이 이제는 남녀노소 함께 즐기는 문화가 되었다. 게다가 이제는 종이만을 이용한 그림책이 아닌 미술과 영상 등 다양한 매체와 결합해 새로운 미학을 창조하고 있다. 지난 10여 년 동안 우리나라의 그림책은 비약적인 발전을 이뤄왔다. 아동 서적으로 여겨지던 과거와 달리 최근에는 국내외에서 인정받는 수준 높은 그림책들이 속속 선을 보이면서, 그림책은 어린이와 어른들이 함께 즐기는 것이라는 인식이 확산되고 있다. 이러한 경향을 반영하듯 CJ그림책축제와 볼로냐국제도서전원화전이 동시에 열리고 있다.

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A Study on Creation Discourse of Digital Story in Tablet PC : Focused on < Alice for the iPad > (태블릿PC 기반의 디지털소설 담화생성 연구 : < Alice for the iPad >를 중심으로)

  • Han, Hey-Jin
    • Journal of Digital Contents Society
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    • v.12 no.2
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    • pp.225-232
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    • 2011
  • is an innovative creation, accommodating characteristics of various genres and media, ranging from elements of media aesthetics to visual aesthetics and games. Although it takes a form of a book, it exceeds stereotypes seen in paperbacks or eBooks. Because of such differentiated characteristics of this appBook (which is provided in the form of app), it induce users(readers) to conduct interactional activity. This study will mainly discuss about the formation of discourse of app based digital novel in a media aesthetic point of view. Considering the mutual relation between property of media and contents of stories, it is desirable to accommodate the mutuality of understanding between the digital media and formation discourse in creating stories.

90년대 문학출판의 지형도를 풀어본다

  • Kim, Yeon-Su
    • The Korean Publising Journal, Monthly
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    • s.253
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    • pp.4-7
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    • 1999
  • 90년대 문학출판은 사회적 역할과 책임을 강조하는 거대 담론의 시대에서 벗어나 미학적.문학적으로 다채로운 가치를 추구했다고 볼 수 있다. 하지만 90년대를 마감하는 이 시점에 영상문화 등 다른 매체의 팽창과 상업주의, 독서시장의 축소는 새로운 과제로 남는다. 문학출판에 주력해 온 출판사의 편집인 4인이 한자리에 모여 90년대 문학출판의 의미와 변화, 2천년대를 위한 과제를 알아본다.

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A Study of painting theory Aesthetics of "Xuanhehuapu" (송대(宋代) 『선화화보(宣和畵譜)』를 통해 본 화론미학(畵論美學))

  • Jang, Wan Sok
    • The Journal of Korean Philosophical History
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    • no.25
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    • pp.381-410
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    • 2009
  • It is a very important book about painting theory, that "Xuanhehuapu"(宣和畵譜) was wrote by Emperor Huizhong(徽宗) in Song Dynasty. Fundamental discussions and studies in the relation of socio-economical base in Song Dynasty are still more needed. And accordingly, it is necessary to advent upgraded aesthetical articles. Li xue(理?) deeply influenced upon paintings and its theories in Song Dynasty. Similarly, Taoism(道家) and Zen Buddhism(?宗) also did. But some people who have not found "Xuanhehuapu" important meaning and rich and complicated aesthetic thought, gave low and even negative valuation to it. There is rich aesthetic in "Xuanhehuapu", which is not as simple and narrow as some people imagined. It was deeply influenced by the aesthetic thought of Confucianism(Lixue 理學), Taoism(Zhuangzi 莊子) and "Zhouyi"({周易}). I will be analytical in a few aspects "Xuanhehuapu" of aesthetics thought. 1. The calligraphy and painting is one flesh. 2. learn a good lesson from painting. 3. The handicrafts(Art, 藝) and Tao(道) unify. 4. It is a Art taxology. 5. It use a new art criticism methods.

Adult Readers' Responses to Picturebooks Portraying Play (놀이를 소재로 한 그림책에 대한 성인 독자의 반응)

  • Hyun, Eunja;Lee, Jiun
    • The Journal of the Korea Contents Association
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    • v.21 no.4
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    • pp.603-614
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    • 2021
  • The purpose of this study is to explore whether reading picturebooks portraying children's play assists adult readers to recall their childhood play memories according to the narrative model of human development. In this study, adult readers recalled their play memories before and after reading a picturebook depicting children's play. Adult readers' responses to the picturebooks were also collected. The types of play from their memories were categorized and the responses were qualitatively analyzed through open coding. The results indicated that first, before reading picturebooks portraying children's play, the type of play that adult readers mostly recalled was games with rules which happened outdoor. Second, after reading a picturebook, adult readers recalled new play memories which contained more detailed elements of narratives. Third, most adult readers responded to picturebooks either emotionally or aesthetically. This study suggests the perspective on picturebooks as a literature and art genre for readers from birth to death. In addition, as an evocative object, a picturebooks could assist adult readers to recall and rediscover their childhood.

정보화 시대, 출판의 입지와 쟁점

  • Lee, Jung-Han
    • The Korean Publising Journal, Monthly
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    • s.218
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    • pp.6-7
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    • 1997
  • 세기의 끝무렵에 서서 다가오는 2000년대에 대한 불안과 희망을 바라본다. 정보혁명의 거침 없는 물결이 출판에도 새로운 변화를 몰고 오리라는 예감은 우리의 출판현실을 돌아보게 한다. "출판저널"은 창간 10주년을 맞아 '지상포럼'을 연다. "정보혁명시대, 새로운 출판 운동의 모색"이라는 주제 아래 과도기적인 출판상황의 첨예한 쟁점들을 논의해보고자 한다. 정보혁명의 소용돌이 속에서 야기되는 –출판의 쟁점들(이중한) –책의 존재론적 의미(김영민) –출판미학(정병규) –새로운 출판운동(김영범)의 문제들을 함께 생각해보는 자리에 독자들을 초대한다.

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Analysis on the Picture Book Contents and the Strategies for Listeners of EBS Radio Program 'Children Books for Adults' (EBS 라디오 '어른을 위한 동화' 프로그램의 그림책 콘텐츠 및 청취자를 위한 전략 분석)

  • Lee, Ran;Hyun, Eunja
    • The Journal of the Korea Contents Association
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    • v.14 no.10
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    • pp.315-329
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    • 2014
  • The purpose of this study is to examine a direction for contents choice and transmission strategies of radio literature reading programs. For this, 129 picturebook contents used for EBS program of "children books for adults" in recent 6 months were collected and analyzed quantitatively and qualitatively based on Nicholajeva's societal and aesthetic approach. In terms of external literary elements, there were unequal distribution of published period, nation, company and genre. In terms of literary inner factors, they were excellently reflecting the stream and the tendency of modern children literature. Finally, in the process of turning visual texts into auditory texts, the program used diverse auditory transmission strategies. Based on these results, it is suggested that this program need to take into account reforming the contents selection practice to provide abundant literary experience for listeners and sophisticating the transmission effects adapted for a digital era.