Proceedings of the Korean Institute of Interior Design Conference
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2008.05a
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pp.54-58
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2008
Despite rapid social changes, there have been little distinctive or fast shifts in living space, and the kind of housing design that could address the diverse need of residents is required. In the future, complex trend that is built on a mix and match of different sorts of styles is expected to be in vogue. The introduction of natural elements and ornamental factors such as books, antiques and art works into living spaces that are artificial things is expected to contribute to helping people lead a richer and Individual life. This study attempted to present a housing design by instilling culture in an existing living space and making it fit into a new lifestyle. After the position of natural and ornamental components was fixed, a contemporary modern living space was designed, for which art works would become necessary and sufficient conditions. A plane figure of the new living space was offered, and then detailed design for each part was provided. Finally, a finalized design pattern that was suitable for the selected concept was presented.
This study explored the theoretical context of postmodern aesthetics in experiencing art/craft/handmade/studio furniture for 'wood culture experience class' or 'wood love experience class', which has been recently carried out by the Korea Forest Service and is apt to focus on making simple wood work just involved in the practical part. Qualitative conceptual analysis as the principal methodology was used to achieve the theoretical context in the experience programs. I developed the lesson for an aesthetics of art and everyday life with wood furniture which expresses the metaphorical aesthetics appeared as New Design furniture in postmodernism. As statement of objective in the lesson, I explored that students in elementary schools personally understand and define the postmodern aesthetics of New Design furniture as metaphor. As a result, the students will be able to define and identify New Design furniture as metaphor in their lives.
Journal of Information Technology Applications and Management
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v.29
no.2
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pp.1-15
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2022
Image has more power in the 21st century than ever before. With the advance in technology and media, image is either made or received more easily and promptly using digital technology. Because of that, it has been hard for digital images to gain value as a work of art. But after NFT technology was developed and then applied to digital images, we have come to distinguish the original from the copy of it. People are trying various ways to allow digital images to be acknowledged as art, and changing the nature of digital images that makes new paradigms in the history of art. Through NFT artworks rising as a new style, this paper analyzed and investigated the new properties and changing characteristics of digital images in order to anticipate the characteristics of artworks that the public produces, enjoys, and consumes. This study is grounded on experimental analysis methods, and this author expects that it can contribute to figuring out which kinds of visual culture and artworks digital image is influencing currently from various perspectives.
The development of digital technologies has changed the paradigm of an information-oriented society. Accordingly, the media-art and the net-art using digital media have been developed more interactively. Under the this influence, various experimental works using digital media are being produced and having a try to combination of art and digital on the network. In this paper, we looked into the relation between characteristics and playful of the net-art and analized the relation among interactive, network characteristics and intuitive play implemented on the net-art. Based upon these analyses, we intend to offer new aesthetic experiences through playful expression for humorous emotion on a traditional character, Dokkaebi.
The past interactive art was only attempted through interdisciplinary study of art and science. As it goes to the digital age, however, the artistic methods based on digital technology have been gradually increasing in combination with other media in various ways. This paper analyzes how spectators' individual selection of viewing-route increases the interaction between spectators and interactive art work by focusing on $\ulcorner$Meta 4Saisons$\lrcorner$. In the process of route selection, each spectator selects his/her own viewing-route almost different from the others', respectively. This individual viewing-route makes each spectator placed in a position of individual interaction, thus leading him/her to the experience of various feelings through the act of immersing in the interactive art interface.
Main purpose of this research is to discuss relationship between digital art works and audience by expansion of Body Schema from Maurice Merleau Ponty's viewpoint, and artistic value of digital art works also became discussed in this research, based on Heidgger's concept called 'Defamiliarization'. We found this 'Defamiliarization' became an important role of digital art works caused by interaction between arts and audience. And we also discussed audience's role as a poet, being-in-between in between the earth and the world, gods and mortals called Heidegger's 'fourfold'. As a conclusion, this unique experience compared to other works is called "A shamanic experience", as an artistic value in interactive digital art works.
Proceedings of the Korean Institute of Interior Design Conference
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2005.05a
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pp.132-137
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2005
Installation art(I.A.), which has appeared since 1940s against the loss of human nature and hackneyed art caused by materialism, is in pursuit of contact with audience and various artistic experiments. Many features of I.A. - to try contact with audience, to do experiments connecting different genres of art, to regard time and nature as elements of art and to use high technology - could give good ideas for contemporary display(S.W.D.) design. This study is a basic work to suggest new S.W.D. design through artistic principles of I.A.. First, I.A. and S.W.D. design were studied theoretically. Next, spatial expressions were extracted from I.A. and the case study was proceeded to seek the co-relationship of spatial expressions and display design. For a case of Shiseido, it could be evaluated very high because it adapted spatial expressions of I.A. successively. The S.W.D design could be more effective presentation when it has close contact with audience and various experimetal and artistic ways of Installation art.
This study predicts the paradigm shift that the development of artificial intelligence technology will bring to the production of music content, and suggests that works created through collaboration between artificial intelligence and humans can have artistic value as finished products. Anyone can easily produce music content using artificial intelligence composition programs, and it has become an opportunity to inspire artists with various attempts and creative ideas. Although artificial intelligence technology provides convenience in human life and benefits a lot in the efficient aspect of work, it is difficult to escape the perception of data-based pattern music in the art field so far. Pattern music with many quantitative elements is not recognized as a complete creation due to the absence of abstract symbolism or meaning pursued by art. However, it predicts that if qualitative elements such as emotions and creativity are given to artificial intelligence music through human collaboration, it can be recognized as a complete work of art. The development of artificial intelligence technology increases access to culture and art from the public, and it can be expected that anyone can enjoy it as well as aesthetic experiences. In addition, various contents can be produced by improving individual digital literacy, and it is an opportunity to share and communicate with others. As such, artificial intelligence technology serves as a medium connecting the public with culture and art, and is narrowing the gap between humans and technology through art activities. Along with this cultural phenomenon, we predict the possibility of research on the production of artificial intelligence music contents with artistic value and the development of various convergence and complex art contents using artificial intelligence technology in the future.
International Journal of Advanced Culture Technology
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v.5
no.3
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pp.24-34
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2017
Nail art is a kind of nail painting or decoration that adds to the beauty. Throughout making nail art, the worker was on a dusty operation with the smoothing of chemicals and nails. People working at nail shops not only use a variety of chemicals, but also experience a lot of fine powder during the process of nail trimmings. While drying the chemical adhesive, the workers often complain of eye, nose and throat discomfort. In addition, the acrylic brush is characterized by a lot of smell when washed with washing solution. Also nail art workers directly influence the worker's breathing through the work done by placing the guest's hands in a work space called a nail table. Chemical ingredients used in nail art procedures include acetone, ethyl acetic acid, toluene, butyl acetic acid, glue, and top coating of nail varnishes. Prolonged inhalation of these substances may cause dizziness, vomiting, as well as impaired respiratory system. The purpose of this study is to investigate the respiratory symptoms of nail shop workers who are likely to be affected by work in nail shop and to find out which factors have the greatest influence if they have respiratory symptoms. Therefore this study is to provide basic data on the health management system of people engaged in nail shop and to develop health education program. For this study, the data collection was collected on July 7, 2017 for the nail shop workers attending the nail art trend seminar held in Gwangju, in Korea. The data were all 236. However, except for the poor data, 208 data were used for the final analysis. The questionnaire consisted of 30 in general questions, questions about self-efficacy in 24 questions. elf-efficacy measuring tool developed by A.Y, Kim, I. Y, Park(2001). The self-efficacy questionnaire consists of 24 items and is self-reported 7-point Likert scale. The reliability of this tool was cronbach alpha = .934.The collected data were analyzed using spss 18.0. Information of Research participant performed frequency analysis. To examine the effects of personal characteristics on self-efficacy, $X^2$ analysis was conducted. And also $X^2$ analysis was conducted to analyze the coughing symptom appearance according to individual and environmental factors. A hierarchical regression analysis was used to determine which of the personal and environmental factors influenced cough symptoms.
Narrative has broad domains. So it is related to the everything man faces in his daily life and also performed in various modes. Narrative is revealed through all media including a character, which is also applied to plastic art. And narrative objects formed beyond the differences in media aid forms of expression are commonly based on a language. The study on such objects which created a new conceit of narratology can be said to be a spiritual trend by which to understand the world and man from the viewpoint of a 'story'. Plastic art took high interest in narrative in the same period as the rise of postmodernist art in the latter half of the 20th century, which was also applied to sculpture. The researcher, therefore, investigated through the history of sculpture in the 20th century the process in which narrative was denied under the value system of modernism and reappeared with the quickening of postmodernism. And as a result this period could be briefly characterized by 'return to figure' and 'reappearance of narrative'. The is, such flow means that late sculpture converted its center of interest from simple geometric abstract forms to irregular, figurative images. The researcher chose as the subject of his study the work of Louise Bourgeois, who was judged to have performed narrative positively and successfully among a great number of performed narrative positively and successfully among a great number of postmodernist sculptors who adopted it as their own strategy of expression. As the central artist of postmodrnist sculpture, She expressed human desire and condition as sexuality through the introspection of her own personal experience in contrast to the character of pop art sensitive to external world. The researcher borrowed narrative semiotics as a method of analyzing more elaborately the problem about the generation of narrative shown in her works. For it, he selected as the sample work for analysis Bourgeois's , which were judged to contain narrative most abundantly and as the metaphor of a gaze and recollection presented a new woman self that sublimed love, hatred, and loneliness. The narrative in her works are characterized by introspection questioning one's own trauma. It has independent domain and characteristics and clearly reveals narrative and content-centered characteristics, which are commonly discovered in postmodernist sculpture. The researcher could more concretely and definitely understand the characteristics of narrative through figurative images by analyzing the sample work. The researcher wanted to call your attention to the fact that the sculpture in the late 20th century contained narrative commonly and uniformly despite being characterized by various expressions and modes. And the focused on highlighting the fact that the narrative was more effectively revealed through figurative images of human body and simultaneously analyzing the formalizing process and structure for narrative. Besides he wanted to argue that the position of narrative defining the characteristics of sculpture should be valued more justly. Also, such acceptance of narrative, which is discovered in the sculpture, will have to be understood as the characteristics of the period reflecting the cultural aspect of the present time.
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