• Title/Summary/Keyword: Art Markets

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A Study on the Scope and Expansion of Arts Management - Centering on International Art Markets - (미술경영의 범위와 확장에 관한 연구 - 국제미술시장을 중심으로 -)

  • Cheong, In Seo
    • International Area Studies Review
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    • v.13 no.2
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    • pp.712-739
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    • 2009
  • This study organized various perspectives on the scope of arts management in terms of business management based on bibliographical speculations and statistical data. Management of arts such as performance art involves organizational management, human resources management, marketing and financial management. However arts management needs a new perspective in terms of access to specific academic area of arts while it can be approached in a derivative perspective of management theories. For arts include professional areas that need aesthetic perspective and interpretation of aesthetic history. As art market were opened where active international exchanges have been made over the past ten years, a new strategic approach in management is needed for major international arts markets such as the U.S.A., Europe and China. Such international arts markets involve international auctions markets, international Biennale, international art fair and overseas advance of galleries. First, we need strategic approaches such as nurturing star artists. Second, large-scale exhibition planning of artistic works from world-famous museums or art museums should be developed.

Artistic Value and Art Price: A Comparison between Auction and Non-auction Markets (미술품 가격 추정에 있어서의 예술적 가치의 의의: 경매와 비경매 시장의 비교)

  • Shin, Hyung-Deok;Kim, Tae-Hwang;Kim, Myung-Soo;Kim, Young-Sun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.10
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    • pp.4432-4439
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    • 2012
  • Previous studies on art pricing mostly focused on auction data because of the limitation of non-auction market data. This study investigated on both auction and non-auction markets to see the difference in art pricing mechanisms of both markets. Especially, while prior hedonic models included only quantatative variables to predict art prices, we added a qualitative measure, artistic value of a artwork, along with the original hedonic model to develop a more comprehensive model, and tested if his change may make more precise predictions. As a result, when we did not divide our data into auction and non-auction groups, we did not find any significant difference between the original hedonic model and the new model including artistic value. However, when we separated non-auction group from auction group, we found that predicted prices in the new model showed significantly closer values to the actual prices. This study contributes to our knowledge on art pricing by showing that artistic value may have important but differential impacts on different art dealing channels.

The Content of N-nitrosamine in Mollusk Crustacea and Shellfish (연체류, 갑각류 및 패류 중 N-Nitrosamine 함량)

  • Oh, Myung-Cheol;Oh, Chang-Kyung;Yang, Tai-Suk;Kim, Bong-Oh;Kim, Soo-Hyun;Oh, Hyuk-Soo
    • Culinary science and hospitality research
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    • v.11 no.4 s.27
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    • pp.1-13
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    • 2005
  • This study analyzed the levels of N-nitrosamine(NA) and its precursors such as nitrite, nitrate, dimethylamine and trimethylamine in 10 samples of mollusk fish, 4 samples of crustacea fish and 11 samples of shellfish from fish distributed in a local markets. Mollusk fishes had nitrite concentrations ranging from non-detectable(ND) to 9.4 mg/kg, crustacea fishes ND to 8.8 mg/kg, and shellfishes ND to 4.3 mg/kg. Nitrates in mollusk fishes ranged from ND to 19.3 mg/kg, crustacea fishes 4.1 to 79.9 mg/kg, and shellfishes 1.5 to 61.9 mg/kg. DMK concentrations were 11.2 to 551.4 mg/100g in mollusk fishes, 44.4 to 79.9 mg/100g in crustacea fishes, and 1.3 to 5.9 mg/100g in shellfishes. TMA concentrations in mollusk fishes, crustacea fishes, and shellfishes were 10.3${\sim}$292.4 mg/100g, 35.5${\sim}$90.3 mg/100g, and 2.3${\sim}$17.1 mg/100g respectively. Only N-nitrosodimethylamine (NDMA) was detected for NA in fish distributed in local markets. NDMA contentrations ranged from ND to 41.4 ${\mu}g/kg$ in mollusk fishes, 3.0 to 47.3 ${\mu}g/kg$ in crustacea fishes, and 1.7 to 12.1 ${\mu}g/kg$ in shellfishes.

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A Study on the Characteristic and Development of Art Furniture Applied with High Technology (아트퍼니처에서 하이 테크놀로지 활용의 특징 및 전개 연구)

  • Choi, Byung Hoon;Jung, Jaenah
    • Journal of the Korea Furniture Society
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    • v.27 no.3
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    • pp.175-184
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    • 2016
  • Art Furniture is a terminology of creative and developed activity related Art in the field of furniture design. In a broad sense, the extent of Art furniture reaches from humanities to technology because Art includes them. Due to Postmodernism, designers who were involving Art furniture started to fuse various studies including high technology to achieve their own goals. To illustrate with the characteristic of high technology, I compare between low technology and high technology. Even though high technology are used both commercial furniture and Art furniture, the latter has been utilized high technology in a more creative and experimental way to develop experimental furniture design. In contrast, in order to earn economic profit, there is no unnecessary risk for commercial furniture. Considering information revolution which is deeply related with high technology, Art furniture designers could get information easily about other fields and make multiple connections of different kinds of people and markets. As a result, a combination between Art furniture and high technology has distinctive features. At first, high technology was applied to craft among Dutch furniture designers. After that, designers began to lay out the method of high technology and pushed the boundary of Art furniture thanks to experts and scientists. In addition, there was a designer who have conducted a series of research as a scientist adopting scientific methodology. In doing so, Joris Laarman could obtain a revolutionized work which could contribute society. In conclusion, combining Art furniture and high technology leads the definition of design from deciding physical shapes to directing and organizing processes.

Leisure Lifestyle and Culture and Art Consumption: Cases of Art Gallery Visitors (여가 라이프 스타일과 문화 예술 소비에 관한 연구: 미술관 관람객을 중심으로)

  • Lee, Guiohk;Park, Jowon
    • Review of Culture and Economy
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    • v.19 no.2
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    • pp.3-28
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    • 2016
  • The present study attempted the segmentation of the art gallery visitors on the basis of leisure lifestyles. For this purpose, leisure lifestyle surveys were administered at Korea's three representative art galleries, the National Museum of Modern and Contemporary Art, Seoul Museum of Art, and Seoul Art Center's Hangaram Art Museum. A total of 314 questionnaires were analyzed to identify leisure lifestyle factors. On the basis of the lifestyle factors, a cluster analysis was performed, and then the differences of demographics, museum visiting behaviors, and general cultural consumption among the clusters were examined. The cluster analysis revealed four groups of lifestyles, 'culture and art lovers', 'active homebodies', 'low leisure spenders', and 'omnivorous culture and sports participants'. The four groups revealed the differences in terms of demographics, museum visiting behaviors, and general cultural consumption. On the basis of the findings, the marketing strategies targeting the segmented art gallery markets were discussed.

A Case analysis of NFT digital art works (NFT 디지털아트 작품 사례분석)

  • Yoon, Heesun;Chung, Jeanhun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.5
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    • pp.55-61
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    • 2022
  • With the rapid development of information technology, Metaverse and Non-Fungible Token (hereinafter referred to as NFT) technology will not only create new supply and demand markets for digital art creators, but also for existing art writers. As interest in and trading of virtual assets and coins increases, so does the demand for digital art trading in the NFT market. This study examines the theoretical content of NFTs, blockchains, and Metaverse, and analyzes various expressions of NFT art that are currently popular. As the case study, 100 projects were selected and analyzed in the overall OpenSea ranking, which included 2D graphics, 3D graphics and motion graphics works. Then, from the perspective of creators, the graphic styles of NFT digital art are divided into 4 types: 2D graphics, 3D graphics, 2D dynamic graphics, 3D dynamic graphics, and analyzed and studied. It is hoped that in the future, this study can suggest the direction of creating graphic styles to digital art NFT creators.

A Study on Collaboration of Korean Performing Arts Markets - Focused on PAMS, Haevichi Arts Festival, G-FAFE (국내 공연예술 마켓의 협업 방안 연구 - 서울아트마켓, 제주해비치아트페스티벌, 경기공연예술페스타를 중심으로)

  • Kim, Sun Young;Yi, Eui Shin
    • Review of Culture and Economy
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    • v.21 no.1
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    • pp.21-61
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    • 2018
  • Most of the Korean performing arts markets are not only small but also show their limitations in terms of their role as a platform for the promotion of performing arts and future growth prospects. This study started from the perception that the domestic performing arts markets need the cooperation between the markets in order to overcome the current situation and become the representative performing arts markets of Asia. To do this, we conducted surveys and in-depth interviews on market collaborations with domestic performing arts officials such as PAMS, Jeju Haevichi Art Festival and G-FAFE. For successful inter-market collaboration, the first is to change ideas and thinking about collaborations, second, to select programs suitable for direct supervision and collaboration based on evaluation of comparative advantage, and third, to establish and operate the 'Performing Arts Market Collaboration Promotion Committee(tentative name)'. And the fourth, starting from the sharing of the network that is most required at this stage, it is necessary to develop the sharing of manpower and places through mutual financial support or sharing between the central government, the metropolitan municipalities.

Analysis of the Current Status of NFT Art and Methodology on Utilizing Domestic Artworks (NFT예술 현황 분석과 국내 미술작품 활용방안 연구)

  • Lee, Ahn
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.215-222
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    • 2022
  • This study summarizes the basic concepts of NFT art and analyzes trends in the domestic and international NFT market to provide a better understanding of the art form to suggest various ways to utilize the art in near future when social interests in technologies such as metaverse, block chain, and NFTs are continuously increasing. In addition, by examining the rapid development and process of blockchain technology in overseas markets, and confirming cases of information transfer to various metaverses such as cryptocurrency and NFT technology, the aim is to present a foothold for the future direction of national arts in general. To this end, in order to analyze consumers' perceptions and preferences, and to draw conclusions about current NFT arts at home and abroad, a survey was conducted on NFT awareness among participants of an art fair in Gwangjin-gu, Seoul. It is hoped that this study will become a cornerstone of research on NFT works and NFT art industry, which is becoming a global issue.

Case Analysis and Prospect of K-POP Performance Art's Overseas Entry by Joint Venture (K-POP 공연 예술의 합작 투자에 의한 해외 진출 사례 분석 및 전망)

  • Ko, Kyu-Dae
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.191-200
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    • 2020
  • Companies are seeking to maximize profits through exports and imports in the ultra-fast, ultra-high-speed modern society. It is only possible to sustain its survival if it targets the global market, not based on any specific region. The K-POP group is also targeting overseas markets in a manner similar to the various global strategies used when companies make inroads into foreign markets, including exports, contracts and direct investment. The K-POP group is engaged in various forms of activities, ranging from simple forms of performance (export) that are visited and staged by an invitation from a certain foreign country to series performances (license) by an invitation from a local promoter and tour performances using its capabilities. The K-POP group is seeking to go beyond the art of single-stage performances and make a systematic plan and make inroads into foreign countries in the form of direct investment suitable for each foreign country. The K-POP group made inroads into overseas markets in the form of simple performances from the late 1990s to 2005, when 'Korean Wave' was first introduced. Group H.O.T., etc. are typical examples. Since then, it has sought to enter overseas markets in the form of franchises by accepting overseas members by 2018, starting with Super Junior in 2005. Since then, the K-POP group in the form of joint investment attempted as group IZ*ONE in 2018 appeared, and a voice story came out in September 2018 when South Korea's JYP Entertainment and Tencent of China joined forces. Unlike K-POP Group, which has entered foreign markets with a global strategy based on the existing export method (H.O.T.), 'Boystory' is a representative group that is made with joint investment, which is a direct investment method. In February 2020, RBW released 'D1Verse,' a five-member group selected by Vietnam's reality show, as a joint investment-type group. This shows the possibility that domestic and foreign companies will release a group in the form of joint investment in order to pursue both globalization and localization.

A Study on the Case and Preference of The Art-toy Body Ratio (아트토이 등신 비율 사례 및 선호도 분석 연구)

  • Yeon, Sang-Min;Jo, Seong-Hwan
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.162-171
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    • 2022
  • According to <2020 Industry character white paper> No.1 character products are toys, which are 58%, and every year. the Art-toy development is receiving attention. Because of this situation, the Art-toy market is growing, and the number of Art-toy artists and companies is also rising. As the Art-toy markets are growing variety of Art-toy needs to be created, and also need to analyze and researched about Art-toy. The Art-toy is primarily personified and is created based on a human proportion body figure. The research conducted a case analysis of Art-toys and a preference survey for general adult men and women through the head-to-head ratio, which is a measurement standard for human proportions. As a result, The Art-toy has an ideal shape ratio and crafting area according to the body ratio. As preference research from men and women, men show seven heads life-sized and women appeared to three heads life-sized figures are most popular. The two and three heads life-sized have a high preference, and the Art-toy case had a relationship. As the Art-toy case and research of preference help to develop the Art-toy design, and following this research will be used as basic data when creating or researching about the Art-toy in the future.