• Title/Summary/Keyword: Artistic Experience

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Measurement Method on Aesthetic Experience of Game Player (게임플레이어의 미적경험 데이터 측정방법)

  • Choi, Gyu-Hyeok;Kim, Mi-Jin
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.5
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    • pp.207-215
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    • 2020
  • Studies on aesthetic experience in games mostly focus on engineering approach centered on structural determination of specific target within the game as well as humanistic·social approach in forms of artistic conversation on game play experience. This paper have established a theoretic guideline regarding the progress of aesthetic experience which allows analysis from the perspective of player experience acquired during game play. Based on such guideline, the study classifies cognitive data (Eye-Tracking, Playing Action, Facial Expression) on aesthetic experience and suggests the methods to measure such data. By deducing errors and points to be considered related to measuring methods through pilot tests, this study will contribute to the execution of empirical study focused on player perspective.

Crying Sea, The Sound Installation: Artistic Considerations for Coexistence between Human and Technology

  • Park, Jungsun;Wi, Hyeongseok;Park, Sungwoo
    • Journal of Multimedia Information System
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    • v.9 no.1
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    • pp.43-50
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    • 2022
  • As the discourse on Anthropocene grows, this exploratory research investigates the interrelationship and interconnectivity between humanity and technology by analyzing a sound art installation created by the author. Crying Sea is a sound installation that uses plastic wastes collected from the shore to create symbolic narratives and artistic experience connecting humans, objects, and nature through interactive digital technology. In this installation, the audiences are guided to walk over the wastes, and the sounds created by the footsteps are recorded in real-time, which then are distorted and amplified into disturbing sounds through speakers filling up the room. In analyzing this artwork, three theories from technological, philosophical, and ecological backgrounds were used; specifically, Bernard Stiegler's pharmakon theory, Dona Haraway's cyborg manifesto, and Timothy Morton's dark ecology theory. A common factor revealed from all three theories by analyzing the Crying Sea is that humans, technologies, and all other entities within nature are interconnected and resonated. The awareness of this recursive relationship allows us to consider sustainable balancing.

Research on Storytelling Elements in Augmented Reality Cinema through the Process of Image Abstraction: A Case Study of 'AR Campus Diary'

  • Tae-Eun, Kim
    • International Journal of Advanced Culture Technology
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    • v.12 no.1
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    • pp.262-269
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    • 2024
  • The "AR Campus Diary" project innovates in the realm of art through integrating augmented reality (AR) with interactive storytelling, fostering personal and interpersonal development through artistic expression. This artistic endeavor metaphorically represents the growth and fruition of individual stories, facilitated by a series of progressive art activities that emphasize continual interaction between self and others. Set against the backdrop of a university campus, the project employs AR markers designed to unfold stories in phases through a dedicated application, allowing participants to experience and influence the narrative uniquely. Diverging from traditional film editing techniques, "AR Diary" offers viewers the autonomy to navigate through story segments of their choosing, marking a departure from conventional cinematic storytelling by leveraging marker-based plot progression. This project not only showcases the fusion of technology and art but also pioneers a participatory form of art education based on engagement and play.

A Study on the Artistic Analysis of Modern Commercial Movies (Focusing on "1987(2017)") (현대 상업영화의 예술성 분석연구 (영화 "1987(2017)"을 중심으로))

  • Lee, Tae-Hoon
    • Journal of Digital Convergence
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    • v.16 no.5
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    • pp.425-433
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    • 2018
  • Korea's film industry structure is focused on commercial movies centering on large companies, and its diversity and artistry are relatively overlooked. In addition to trends in the digital media age, the flood of consumable contents on the basis of special effects such as C.G, And is losing popularity as a popular art. The popular art should lead the mature social culture with the educational enlightenment character which induces the indirect experience and the wide insight of the world through the material and expression about the humanities study of the individual and the society. The analysis of the society's artistry and artistry about the movie "(2017)" can be a measure of the definition and kind of artistry in commercial movies and methodology about the manifestation of artistry. As a research methodology, we try to measure the future of the film industry by analyzing the status of the film as popular art, such as intellectual exploration and logical completeness of the essence of society, Through analyzing and criticizing the artistic characteristics in commercial films, I would like to suggest some improvement points by deriving the indicators of the artistic nature of commercial films. The film "1987" is a good example of an ideal commercial film with an artistry that cultivates cultural literacy, promotes civic consciousness through enlightenment messages, and plays a role of self-reflection through art experience. In other words, it shows the possibilities of commercial film with artistry in popular culture, such as a humanistic examination of true history and society, and an introspective gaze of the director expressed through the film society.

An Aesthetical Thinking in Phenomenological Research of Nursing Science (간호학문의 현상학적 연구에서의 미학적 사유)

  • Kong, Byung-Hye
    • Korean Journal of Adult Nursing
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    • v.15 no.3
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    • pp.441-451
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    • 2003
  • Purpose: The purpose of this study is to illuminate the relation between the aesthetics and qualitative nursing research, and especially to consider the aesthetical characteristics of phenomenological nursing research which may reflect works of art. Method: Based on Heidegger, Merleau-ponty and Gadamer' philosophical aesthetics, this study shows how aesthetical thought can be is applied to artistic creation and aesthetical criticism in the phenomenological research of nursing. Result: The result of aesthetical characteristics of phenomenological nursing research were as follows: 1) Poetical thought of the client's experience as the living is revealed as poetic expressions in forms of listening gazing, reflection and metaphor. 2) Literature works, paintings, poetry and fiction used as sources of lived-experience help to awaken insight into the essence of lived-experience. 3) Aesthetical evaluation of phenomenological product as art is related to the harmony as a whole, especially to the ability to do vicarious lived-experience of the client. Conclusion: In order to produce creative phenomenological works in nursing research, two suggestions are made: aesthetical thought and poetic language in phenomenological reflective writing which enables researchers to transmit the essence of the lived-experience.

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A Study on the Meaning and Methodology of Landscape Drawings in the Environmental Design (환경설계에서 경관드로잉의 의미와 방법론에 관한 연구)

  • 변찬우
    • Journal of the Korean Institute of Landscape Architecture
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    • v.26 no.4
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    • pp.95-104
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    • 1999
  • The Landscape Drawing is the main medium for constructing better environment which provides human beings with a place for dwelling well, even though it has some limitations. To provide places for people's daily lives, by what measure do we design\ulcorner, by what measure do we give dimension\ulcorner, and how can we appropriately measure the place with drawing\ulcorner On any given site, of course, much has already happened, i.e, there is history. Any adequate interpretation of such a site should poetically take into account the present effects of its absent past. The findings to reveal the meaning and methodology of landscape drawings in the environmental design with a case study are as follows: (1) The value of landscape drawings is the poetic, artistic interpretation which we sense and bodily experience through the simultaneous exposure of the site's temporal, spatial, and tactile conditions. (2) The landscape drawing should represent the invisible (imaginary) world as well as the visible (physical) world. (3) There can be classified as two methods in representing the rich experience of a place: expression and notation. Expression is the abstract representation and do not have a direct relationship to construction due to its ambiguous and connotative structure. But notation is constructional due to it's purely objective symbol system which is obviously denotative structure. (4) Collage is a medium of specific act that can represent the complex layered phenomena and the rich experience of given site. (5) The landscape drawings represent not only topographical space which can be measured objectively, but also topic which can be cognized culturally.

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An Analysis of Kindergarten Teacher's Understanding and Its Complementary Plan on Activities of Social Relationships & Art Experience Area in the Nuri-Curriculum (누리과정 사회관계 영역과 예술경험 영역의 교육활동에 대한 교원들의 이해도와 그 보완)

  • Chung, Da-Uon;Yoon, Yang-Su
    • The Journal of the Korea Contents Association
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    • v.18 no.1
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    • pp.345-358
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    • 2018
  • The goal of this study was to analyze the degree of kindergarten teacher's understanding with respect to educational activities of social relationships area & art experience area in the Nuri-curriculum and to provide complementary materials and educational programs for enhancing kindergarten teacher's professional development. The tool for this study was a number of questionnaires on teacher's understanding in two area. The number of survey participants were 650 teachers and 78 preliminary teachers, 728 in total. Statistical analysis to this research responses was done by SPSS 23 at the significance level of .05, .01, .001 each. Research findings reached a conclusion of proposing differentiated complementary materials and educational programs based on the types of kindergarten, qualification of teachers and their demographics. That is, it should be adjusted to the differences in establishment-operation types of kindergarten, location/size/ages of class, careers/ages/license of teachers, and current-preliminary teacher's understanding. The educational activities of social relationships area should be focused on an attitude of valuing oneself and family by browsing and practicing what one can do for oneself and family. The educational activities of art experience area should be focused on integrated experience of artistic expression and appreciation activities by exploring musical, movement and artistic elements.

Interactivity and Flow in Games

  • Baek, Eok;Cha, Jong-Guk;Lee, Jeong-U
    • 한국경영정보학회:학술대회논문집
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    • 2007.06a
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    • pp.640-645
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    • 2007
  • In theese day, games are often referred as the most potential media to have artistic and entertaining features of digital technology, In this study, used to derive the factors of enjoyment and immersion that users experience from interaction and narrative levels in games were derived The framework of interaction and narrative levels in games was adopted from Marie-Laure Ryan's(2002) and Hyewon Han's(2005) study. The framework was used as the basic instrument for focus group interviews. The result of this study provides a practical model for game-design.

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Post - Ocularcentrism in Fluxus (플럭서스의 탈시각중심주의 - 촉각, 후각, 미각을 위한 작품을 중심으로)

  • Rhee, Ji-Eun
    • The Journal of Art Theory & Practice
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    • no.6
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    • pp.147-163
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    • 2008
  • The 1960s is a decade that is marked by new concepts of art making and art appreciation. Starting from Fluxus, the new art in the 1960s such as Happenings and performance art pursued the process of art making as an integral part of artistic experience. The traditional concept of art works that only appeal to vision soon became a site of contentious experiments and innovations in which the experience of seeing is accompanied by other sensual encounters of sound, smell, touch, and taste. These attempts can be seen as a revolutionary move to restore the sense of corporeality to the act of seeing that has been disembodied by the way in which western art has built the unifying, homeogenous field of vision. This paper delves into the works of Fluxus artists - Daniel Spoerri, Ben Vautier, Alison Knowles, Ay-O, and Takako Saito - who were central figures in taking art into the new age of post-ocularcentrism. Exploring the sense of smell, touch, and taste, these artists led the viewer to participate in their art making with the incorporated vision.

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A Study on the Space - Expressed Characteristics to Installation on the Contemporary Interior Design (현대 실내공간에서 나타난 'Installation' 공간-표현특성에 관한 연구)

  • 이재석;도종현;이정욱
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2001.05a
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    • pp.78-81
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    • 2001
  • The lastest art is being characterised by an ever active exchange between different genre. Installation Art is an artistic attempt to integrate visually and dynamic consciousness and movement of human beings and the actual living space based on the new spatial concept of integrative Environment Approach. Through the visual and structural reflection of personal experience and movement new interpretation of space in which various activities and events take place in relation to time is realized. The methods of Installation that relate on the contemporary interior design are as follow : expression of object through deconstruction, space of every experience, enlargement of concept of space, space of interactive.

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