• Title/Summary/Keyword: Art Activities

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Aesthetic Strategies in Steina and Woody Vasulka's Video Art (비디오아티스트 슈테이너 바술카와 우디 바술카의 미적 전략)

  • Lim, Shan
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.3
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    • pp.261-266
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    • 2020
  • As pioneers of the early video art, Steina Vasulka(1940-) and Woody Vasulka(1937-2019) had lead not only their own experimental arts, but also entire changes of contemporary avant-garde performance, music, and visual art. Two artists invented and developed electronic machines for video image-processing by collaborating with engineers, and performed creative experiment on transformation of digital image. For them, video art is not just a means of documentation. The Vasulkas' artistic practices were not bounded by conventional canons and rules in art world, and preferably were parts of active aesthetic strategies for coexistence of vision of human and vision of machine. Particularly, their video art recognized the video as the key medium in an era where media technology began to dominate the system of communication, and established artist's authority over manipulation of moving image electronically without depending on video camera. In that regard, we can value on their video art. Therefore, the paper reflects on the Vasulkas' art and life which have not yet been studied, and suggests academic interests in the context of their artistic activities and aesthetic strategies.

An analysis of changing interests in mathematics and strategic thinking reflected in small group drawing activities using graphs and inequations - With Grafeq software - (그래프와 부등식 영역의 소집단 그림그리기 활동에서 나타나는 수학에 대한 흥미변화 및 전략적 사고분석 -Grafeq 활용을 중심으로-)

  • Shin, In-Sun;Park, Kyung-Min
    • Communications of Mathematical Education
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    • v.26 no.2
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    • pp.177-203
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    • 2012
  • The purpose of this research was to look at whether small group drawing activities can be applied to learning content that combine mathematics and art, by analyzing the changes in $10^{th}$ grade students' interests in mathematics and particular features of their strategic thinking that were reflected in small group drawing activities using graphs and inequations. The results of the study are as follows: 1. The small group drawing activity using graphs and inequations demonstrated that students interests in mathematics could experience positive changes. 2. The small group drawing activity using graphs and inequations was effective in stimulating the students' strategic thinking skills, which are higher level thinking activities necessary for creating problem solving. As the students went through the whole process of accomplishing a complete goal, the students engaged in integrated thinking activities that brought understandings of basic graphs and inequations together, and were also found to use such higher level thinking functions needed in achieving creative problem solving such as critical thinking, flexible thinking, development-oriented thinking, and inferential thinking. 3. The small group drawing activity using graphs and in equations could be expected to constitute learning content that integrate mathematics and art, and is an effective solution in boosting students' strengths in mathematics by way of activities that consider students' unique cognitive and qualitative peculiarities and through integration with art.

Antioxidant Activities in Enzymatic Hydrolysates of Pumpkin Powder (Cucurbita spp.) (호박분말 효소가수분해물의 항산화활성)

  • Oh, Chang-Kyung;Kim, Myeong-Cheol;Oh, Myung-Cheol;Yang, Tai-Suk;Hyun, Jae-Suk;Kim, Soo-Hyun
    • Journal of the Korean Society of Food Science and Nutrition
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    • v.39 no.2
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    • pp.172-178
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    • 2010
  • This study was conducted to investigate total polyphenol contents and antioxidative effects of the enzymatic hydrolysates digested by several kinds of carbohydrases from the powder of ripened pumpkin (Cucurbita moschata), sweet pumpkin (C. maxima) and green pumpkin (C. moschata). The total polyphenol contents of all enzymatic hydrolysates from green pumpkin powder were higher than those of ripened and sweet pumpkins. DPPH radical scavenging activities of the enzymatic hydrolysates digested by AMG and Termamyl from green pumpkin were also very strong compared to ripened and sweet pumpkins. However, the most enzymatic hydrolysates of ripened and sweet pumpkin powders, except Viscozyme digestion, were higher superoxide anion scavenging activities than green pumpkin powder. Hydrogen peroxide scavenging activities in the enzymatic digests (not Ultroflo) of green pumpkin were potent compared to other pumpkin powders whereas hydroxyl radical scavenging activities were low at less than 14% in hydrolysates of all pumpkin species. Nitric oxide scavenging activities were very effective in Viscozyme digests of sweet and green pumpkin, and other enzymatic hydrolysates also showed higher activity than $\alpha$-tocopherol control (not BHT).

A Study on Teachers' Recognition of Importance and Reflection on Creative Hands-on Activities at Technical High School: Focused on Club Activities (공업계 고등학교 교사가 인식하는 창의적 체험활동 영역의 중요도 및 반영도 분석: 동아리활동을 중심으로)

  • Ko, Kun-Soo;Seo, Won-Seok;Lee, Chang-Hoon;Kim, Jong-Seoung
    • 대한공업교육학회지
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    • v.39 no.1
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    • pp.227-246
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    • 2014
  • The purpose of this study is to suggest the desirable direction toward the creative hand-on activities suitable for the characters of the technical high school students by examining the teachers' recognition of sub-factors of creative activities in technical high school and analysing whether the factors are properly utilized. Respondents of this study were 393 teachers at the Technical high school in South Korea. The questionnaire survey on the recognition of creative hand-on activities consisted of questions, which are importance and reflection, from 32 sections in 5 fields. The summary of the results through this study is as following. First, In the results of importance analysis of teachers in technical high school, in club activity field, 'the invention' of 'academic activity', 'film-art' in 'culture-art activity', 'challenge activity' in 'sports activity', 'school specialized major' in 'work practice activity', 'scout federation', 'Red Cross youth activity' in 'youth group activity' were seemed to be higher. Second, In the results of reflection analysis, it was found that the 'academy, culture-art', 'sports activity' fields were similarly reflected in importance thought by teachers in technical high school. However, for 'the work practice activity' and 'youth group activity', except 'the school specialized major', all fields are not properly reflected, independent of importance. For 'the work practice activity', analyses of importance and reflection seemed to be alike but for 'the youth group activity', there was a significant difference between them.

A Study on Influence of Public Marketing of Convention Organization on Destination Effect and Brand Value (컨벤션조직의 공익마케팅활동이 개최지 효과 및 브랜드가치에 미치는 영향 연구)

  • Zhang, Xiaoyue;Yoon, Yeong Hye;Lee, Hey Ryon;Yoon, Yoo Shik
    • Korea Science and Art Forum
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    • v.19
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    • pp.581-592
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    • 2015
  • This study aims to find the significance of the convention-related public organizations workers' cognition about the importance of public marketing activities. As well as to analysize the outcome of convention organization of public marketing activities holding positive, negative effects and the host brands value relationship. In order to strategically maintain the importance of conventions' differentiation marketing and the brands value of exhibition organization, this research is necessary to explore the importance of public marketing activities held by the public value and brand image link here. In this research, On the convention field public marketing activities' arguments were marketing strategy. In order to construct the convention destination's competitiveness and the differentiation of public marketing strategy, it is necessary to investigate the relation of convention organizations' public marketing activities' importance recognization and destination effections, destination brand value. As the results we can propose the implication of public marketing activities can enhance the competitive.

Curatorial Methods of Net Art (넷아트 큐레토리얼 방법론)

  • Lim, Shan
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.155-160
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    • 2022
  • This paper intends to focus on the practical activities and historical significance of network art, that is, 'net art' as an artistic form that depends on network technology. This is because the appearance of net art, which constructs a new interactive art that cooperates and exchanges with each other beyond the boundaries of time and space, can be a contemporary alternative in overcoming the limitations of traditional art. Another important research area to be considered in this paper is net art curating, as well as considering the significance of net art in art history. As new media art that is defined as a 'process' rather than a complete object, net art is a digital art that requires functions such as aesthetic appropriation, dissemination, and mediation performed online, unlike physical presentations with high perfection in exhibition halls. It is accompanied by a new social and cultural curatorial. This appearance requires both artists and curators to reorganize the strategy that net art curating in technoculture should have. Therefore, this paper attempts to question the creative strategies of net art in the wave of globalization in the 21st century, and to examine the artistic meaning and critical value of the experimental net art curatorial method that emerged through the realm of new technology and media. For this purpose, this paper demonstrated key examples of net art works and exhibition projects that started with Fluxus in the 1960s and are spreading all over the world in the 2000s.

A State-of-the-Art Report on the Current Human Error Studies: What and How to Cope with (인적 오류 연구의 동향과 과제: 어떻게 하고 있으며, 무엇이 필요한가?)

  • Lee, Yong-Hee
    • Journal of the Ergonomics Society of Korea
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    • v.30 no.1
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    • pp.1-8
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    • 2011
  • While human error has been one of the main technical issues from the early era of human factors engineering, it still remains hot and somewhat vague due to the various types of the concepts and words on human errors in practice. There may be some technical limitations hindering human error prevention activities. This paper introduces the human error activities described in the papers if this issue of ESK Journal according to a few criteria proposed for more effective technical review. And two basic technical issues are discussed on the concepts, perspectives, and classifications about human errors. Each activity shows its own artifacts associated with the safety purpose and the nature of the industry. This paper also provides a set of new technical bases proposed for a more effective management of human errors by considering the dependability, representativeness, and structuredness of human errors. Additionally, this paper includes some new challenges over the current prevention-oriented activities; positive utilizations of human errors to training/education, advertisements, fun and entertainments, and nudges.

Exploring the Types of AI Platforms for Creative Activities and How to Use Them (창작활동을 위한 인공지능 플랫폼의 종류와 활용방안 탐색)

  • Park, Ju-Yeon;Ahn, Su-Jin
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.361-364
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    • 2022
  • This study was carried out for the purpose of Exploring the types of AI platforms for creative activities and how to use them. In order to learn AI in the fields of art creation and music creation, which are representative areas of creative activity, types of AI platforms that can experience AI and perform simple programming were investigated. In addition, the utilization plan was presented so that each AI platform can be used to express students' ideas abundantly and to enhance their creativity. Through this, it is meaningful to suggest that the AI platform can be used as a teaching aid to enhance students' expressive power and creativity in creative activities.

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A Study on the Furniture Design of Charles Rennie Mackintosh (맥킨토시의 가구 디자인에 관한 연구)

  • Ryu, Sookhee
    • Journal of the Korea Furniture Society
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    • v.24 no.4
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    • pp.350-364
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    • 2013
  • Based on the background of the times and theoretical background that influenced the formation of the works of Charles Rennie Mackintosh, one of representative architects of Art Nouveau, this study examined the formative characteristics of furniture design by period. In addition, his influences on the modern furniture design were also reviewed. In the latter half of the 19th century, due to Arts and Crafts Movement, the popularity of Art Nouveau was not high in England and due to conservative and traditional culture, Mackintosh had difficult time to display his ability in England. On the other hand, because Glasgow, one of industrial cities located in the center of Scotland where he had grown was an open and modern city, Mackintosh could win international fame in architecture and furniture design thanks to the atmosphere. Furthermore, it is found from the formative characteristics of his works that Historicism, Arts and Crafts Movement and Japanese culture and the influences of Continent became his theoretical background. His works creatively combined the noble design of Scotland and Art Nouveau to be considered a simple and pure style with a straight tendency and his working period can be divided into Beginning, Middle and Last Period according to the formative characteristics of furniture design. His constituting principle that decorated the structure influenced the Wien Secession's activities to form Wiener Werkstaette and this finally became the important background to develop to 'Modernism Design' through Art Deco and Bauhaus.

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The Intercommunication Process of Interactive Media Art and Merleau-Ponty's corporeity phenomenology (인터랙티브 미디어 아트의 상호작용 과정과 메를로 퐁티의 몸 현상학)

  • Ha, Im-Sung
    • Cartoon and Animation Studies
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    • s.29
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    • pp.77-102
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    • 2012
  • Interactive Media Art has been developed a lot in digital age. Especially, the audience try to make interactions by accessing the world of art as one of main interacting figures, while they used to be totally separated from the art in traditional art. Also, it is one of exclusive features distinguished from the other art genres. In this thesis, the intercommunication process of interactive media art is classified and compared with Merleau-Ponty's corporeity phenomenology theories. Merleau-Ponty's corporeity phenomenology insists integrated perception through body against the western intelligence philosophy focusing on binomial reasons. Merleau-Ponty's corporeity phenomenology, which suggested the new perception way towards the art, is analyzed in this thesis by comparing it with detailed factors of Intercommunication process of Interactive Media Art. The Intercommunication process of Media Art is classified into , , , , . Additionally, they are studied and compared with the concept of , , , , out of Ponty's corporeity phenomenology theories. Therefore, it is concluded clearly that corporeity, synesthesia, poly sensation and spaciality drawn from Intercommunication process of Media Art have something in common with Ponty's corporeity phenomenology theories rather than the other art genre or minimalism art styles. Furthermore, a new direction of study upon modern Interactive Media Art is suggested.