• Title/Summary/Keyword: Art-works

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A Study on the Digital Craft Convergence Cases Using 3D Printing Technology (3D Printing 기술을 활용한 Digital Craft 융합적 사례 연구)

  • Jang, Jisu;Chung, Jeanhun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.3
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    • pp.105-110
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    • 2022
  • In line with the trend of the 4th Industrial Revolution, we tried to study the scalability of the craft sector in the art field in the wake of the convergence of new fields through the combination of different fields. To this end, a craft case using 3D printing technology was analyzed based on the theoretical background of the definition and value of digital craft. As a result of the study, craft works using 3D printing technology could be divided into four forms according to the fusion expression method. First, the mixed type was most characterized by harmonious production without significantly deviating from the traditional craft type. Second, the component type was produced in the form in which the characteristics of digital technology, which has advantages of certain shapes and detailed work, were best exhibited. Third, the structural type became a work with analog sensibility by adding traditional craft techniques based on the results output from a 3D printer. Finally, the connection type was the work that showed the greatest glimpse of originality and uniqueness among the analysis cases of this study. As digital technology is positively widely used, future studies will also deal with effective work directions.

The Management of Artworks in the Collection of Ihwajang House after the April 19 Student Revolution: An Examination of the "Property Ledger of Dr. Rhee" (1970) in the Collection of the Presidential Archives (이화장 소장 미술품의 4·19 이후 처리경위 -대통령기록관 소장 「이박사(李博士) 재산태장(財産台帳)」(1970)의 검토)

  • Yoon, Insu
    • MISULJARYO - National Museum of Korea Art Journal
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    • v.101
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    • pp.66-86
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    • 2022
  • This paper focuses on the document "Property Ledger of Dr. Rhee," which was a supplement to the Disposal of the Late Dr. Rhee's Property written by the secretarial office of the Cheongwadae (the Korean presidential residence) in 1970. The document contains a list of 311 items, including furnishings and artworks, once owned by President Syngman Rhee. The items had been in the collection of the Cheongwadae, but in February 1970 they were transferred to the family of the late President Rhee. The background for creating this list is as follows. After the April 19 Student Revolution in 1960, a survey was conducted of Rhee's movable assets, including artworks in his private residence Ihwajang. Their transfer to the National Museum was discussed at one point, but it was decided to use them at the Cheongwadae instead. In 1963, however, the transfer of these assets to the National Museum was ordered, and some duplications of the private possessions were sent to Ihwajang House. In 1970, furnishings and artworks stored at the Cheongwadae were also returned to Ihwajang House, and the "Property Ledger of Dr. Rhee" document was produced. This ledger lists works by artists from the Joseon period through the 1960s. It is difficult to identify each of these artworks since no photos are attached and the details provided are minimal. Nevertheless, this ledger is valuable in that the scale of artworks in the collection of the Gyeongmudae (the former name for the Cheongwadae) and Ihwajang House can be partially identified and in that it helps us understand how the issues surrounding the reversion of ownership of these artworks were resolved.

Analysis of Discriminatory Patterns in Performing Arts Recognized by Large Language Models (LLMs): Focused on ChatGPT (거대언어모델(LLM)이 인식하는 공연예술의 차별 양상 분석: ChatGPT를 중심으로)

  • Jiae Choi
    • Journal of Intelligence and Information Systems
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    • v.29 no.3
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    • pp.401-418
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    • 2023
  • Recently, the socio-economic interest in Large Language Models (LLMs) has been growing due to the emergence of ChatGPT. As a type of generative AI, LLMs have reached the level of script creation. In this regard, it is important to address the issue of discrimination (sexism, racism, religious discrimination, ageism, etc.) in the performing arts in general or in specific performing arts works or organizations in a large language model that will be widely used by the general public and professionals. However, there has not yet been a full-scale investigation and discussion on the issue of discrimination in the performing arts in large-scale language models. Therefore, the purpose of this study is to textually analyze the perceptions of discrimination issues in the performing arts from LMMs and to derive implications for the performing arts field and the development of LMMs. First, BBQ (Bias Benchmark for QA) questions and measures for nine discrimination issues were used to measure the sensitivity to discrimination of the giant language models, and the answers derived from the representative giant language models were verified by performing arts experts to see if there were any parts of the giant language models' misperceptions, and then the giant language models' perceptions of the ethics of discriminatory views in the performing arts field were analyzed through the content analysis method. As a result of the analysis, implications for the performing arts field and points to be noted in the development of large-scale linguistic models were derived and discussed.

Reading Cognitive Culture by Intentional Instruction and Convergence Analysis in Advertising Content Stories (광고콘텐츠 스토리에 담긴 의도적인 지시체와 융복합적 해석소에 의한 인지적 문화읽기)

  • Lim, Ji-Won
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.2
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    • pp.37-45
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    • 2019
  • The This study aimed at clarifying that the cognitive interpretation code is essential for college students to read the correct culture while discussing the producer's story production system for creative advertising content and the process of interpreting the meaning of advertisers and the formation of principles and beliefs. The production of advertising content aimed at persuasion should first identify anachronistic reason system based on the target audience's perception principle. A concise analysis of the experiment found key clues that confirmed that a sample of the producer's intended story would be inconsistent with the clues of information that a college student could remember. I have tried to organize a semantic analysis tool that combines these key clues and as a tool for reading culture of the right time for college students. As a result, university student inmates were able to identify one side of positive communication: reading a new cognitive symbol culture based on their subjective experience and beliefs, rather than analyzing cross-sectional analysis of the primary language and non-verbal expressions of their advertising contents. In the future, if an advertising content story producer works to identify such a process in advance, it will help persuade inmates.

A Study of The Vitalizing Effects of Smartphone Film Production on International Exchange : Focusing on Smartphone Film Workshop of Korean-Vietnamese (스마트폰 영화제작을 통한 국제 교류 활성화 연구 : 한국-베트남 영화제 스마트폰 영화 워크숍을 중심으로)

  • Sung, Si-Hup
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.2
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    • pp.1-12
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    • 2019
  • Based on the capabilities of smartphone cameras which have developed rapidly in recent decades, coupled with and the global market penetration rate, it will study the possibility of various international exchanges through smartphone filmmaking. This aims to achieve a civilian-oriented cultural exchange, instead of simply providing capital-oriented exchanges and film production education. The Smartphone Film Workshop was held as an auxiliary event of the Korea-Vietnam Film Festival, which ran from November 17 to 22, 2017. The three-day workshop, which took place within the festival period, drew attention for its international collaboration project between Korean film directors and Vietnamese film students. The researcher conducted practical-based research while participating as a mentor at this workshop. A step-by-step approach to the entire process of production and post-production was administered, including workshop team composition, scenario, and pre-production in Korea such as shooting equipment, schedule, completion of local works, and screening. Through an analysis of exchange cases at international workshops, we will use trial and error as ways to improve and consider the results of cultural exchanges and the effects of future expectations. Taking this empirical case study into account, we anticipate more active international exchanges through the smartphone workshops.

A Study of symbols based on characteristics of kind of garden space -Focusing on the target area of the artist's garden exhibited at the Seoul Garden Fair in 2017- (정원 공간 유형의 특성에 근거한 기호화 연구 -2017년 서울 정원박람회에 출품된 작가정원의 대상지를 중심으로-)

  • Kim, Da Kyung;Jun, Hyung Soon;Yoo, Taek Sang;Wang, Kyung Hee
    • Journal of the Korean Society of Floral Art and Design
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    • no.40
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    • pp.97-123
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    • 2019
  • The purpose of this study is to analyze the spatial characteristics of the unit of garden and to classify and symbolize it, to provide the basis for analyzing the works based on the characteristics of the space and to provide the data that can become the logical foundation for garden design. The research method first analyzed the behavioral scene analysis and the grounded theory methodology as the theory about the space type. It controls the subjectivity of the researcher and derives the characteristics of the space for the garden image based on the experiential knowledge of the expert, It is a qualitative analysis method that aims to increase credibility. The actual case target was the author garden which was exhibited at the 2017 Seoul Garden Expo. Through this process, we have simplified the characteristics of the space and the positives and negatives accordingly. We have grasped the relationship between spatial space, sculptural space, architectural space, and environmental space.. Research on qualitative topics such as the characteristics of space can not completely exclude the subjectivity of the researcher in terms of its characteristics, but such research can provide a rationale for interpreting and evaluating the gardens that depend on the individual's taste.. It can also contribute to the development of the field by providing reference materials for garden designs that rely on designer intuition, or by providing a logical basis for design.

Requirements Analysis of Manufacturing Industry for the Development of Support System based on Cognitive and Affective Information (인지 및 감성 정보 지원 시스템 개발을 위한 제조업체 요구사항 분석)

  • Huh, Jung;Yoo, Hoon Sik;Ju, Da Young
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.10
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    • pp.549-564
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    • 2016
  • Due to high cost of domestic production structure, steep growth of China's manufacturing business, and increase in oversea's production, building integrated system to support user-centered product design system based on cognitive and affective information is required to restore development of domestic manufacturing business. This paper put purpose on analysing requirements of end users, especially on information equipment business which works as a major industry in manufacturing businesses, and planning system design direction, prior to constructing user-centered product design support system based on cognitive and affective information. Research was conducted to identify current manufacturing process, application data on manufacturing, availability of cognitive and affective information data and its method of use, and necessity of user-centered product design support system based on cognitive and affective information, by carrying out in-depth interview with 6 related manufacturing companies. Need for user's character information was deducted from the interview, especially cognitive and affective information which is demanding for small to medium manufacturing business to research on its own.

A Study on Creating Stage Spatial Effects through the Utilization of Mobile Stage Sets- Focusing on the Musical <Les Misérables> - (이동형 무대장치 활용을 통한 무대 공간성 창출 방안 연구 - 뮤지컬 <레미제라블>을 중심으로 -)

  • Park, Chul-Hyun
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.391-398
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    • 2023
  • This study focuses on the potential for creating spatial and atmospheric effects in small theaters using mobile stage equipment, without being constrained by physical space or theater facilities, for mega musical productions. With the continuous growth of mega musicals in the domestic market, the study analyzes the distribution and sales of musical works in Korea and proposes methods for creating spatial effects in university musical education to facilitate the production of mega musicals in small theaters. The mobile stage equipment is designed based on the principle of the periaktoi, a stage mechanism used in ancient Greek theater and the characteristics of mobile stage equipment used in musicals such as <Notre Dame de Paris> and <Laundry>. The mobile stage equipment is a four-sided column-shaped device, which is applied to the musical <Les Misérables> to derive the potential for creating spatial effects, representing the inner state of characters, and forming the mood of the drama. The study is expected to provide opportunities for performing mega musical productions in university musical education and to contribute to the development of the musical industry and education. The utilization of mobile stage equipment demonstrates the possibility of producing mega musical productions in small theaters.

The Effect of Community-Based Cognitive Stimulation Program on Cognitive Fincion and Subject Memory in the Elderly with Mild Cognitive Impairment (지역사회기반 인지자극 프로그램이 경도인지장애 노인의 인지기능과 주관적 기억에 미치는 영향)

  • Mi Young Kim;Woo Kuon Park
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.67-71
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    • 2023
  • The purpose of this study is to investigate the effect of a community-based cognitive stimulation program on cognitive function and subjective memory in the elderly with mild cognitive impairment. This study was applied by selecting 15 users who understood the purpose of this study and agreed to participate in the shelter program for more than 3 months from April 2019 to August 2019 at the D Dementia Center in G located, Gyeonggi-do. The program consisted of a total of 36 cognitive stimulation programs 3 times a week a total of 3 months. Cognitive stimulation program stimulates cognitive function through various activities such as orientation reinforcement, cognitive training, recall, music, art, and physical play, and is used for the purpose of improving social function. It consists of folk songs, percussion instruments, national gymnastics, dance, games, and traditional games. As a result of the cognitive stimulation program, the average cognitive function increased by 2.13 points from 26.33 points before implementation to 28.46 points after implementation, and a statistically significant result was obtained (p=0.000). Subjective memory decreased by 3.53 points from the average of 7.13 points before the cognitive stimulation program was implemented to 3.60 points after the implementation, and a statistically significant result was obtained (p=0.000). It can be confirmed that this works. Dementia is leading to a cost burden, and congnitive function decreases the aqulity of life. It brings various burdens. It is necessary to study cognitive stimulation programs applied to various environments in the future.

VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • U, Tak
    • 한국게임학회지
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    • v.6 no.1
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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