• Title/Summary/Keyword: Convergence of Art and Science Technology

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Discussions on the Reconstruction of Visual Illusion in Dynamic Images - Take of Paul Sermon as an example (다이나믹 이미지 예술 중 착시의 재구성에 관한 연구 - 폴 셔먼의 을 중심으로)

  • GAO, XIAOYA;Paik, Joonki
    • Journal of the Korea Convergence Society
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    • v.12 no.10
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    • pp.189-201
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    • 2021
  • The art of dynamic images has experienced three development stages, including experimental films, recording art, and new media image. By introducing all kinds of new materials, new media to the art, and the art of dynamic images has created more freedom for art creation. With the development of digital information technology, dynamic image works have put forward an increasingly high requirement of visual art. The combination of dynamic images and visual illusion can give rise to different forms and expression methods, thus endowing artworks with more vigor. This paper provides an overview by sorting out the lineage and development of dynamic images in the background, as well as understanding the application and performance of contrasted visual illusion. Based on the understanding of the characteristics of visual illusion, we discuss the new characteristics of applying the theory of visual illusion to new media dynamic images in relation to the technical approach of dynamic images. Through the analysis of specific works of Telematic Vision, we search for its reasonable combination and find the appropriate technical means of implementation. We discuss how to use digital multimedia technology and spatial optical illusion to make the design more novel and impactful, and consider how the combination of digital dynamic image technology and visual illusion should be interpreted and applied.

The Convergence of Fine Art and Printing Technology in the Early Modern Netherlands (근대 초 네덜란드의 인쇄술과 미술의 융합: 루벤스와 보르흐트의 사례)

  • Jung, Won
    • Journal of Digital Convergence
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    • v.18 no.5
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    • pp.391-397
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    • 2020
  • This article aims to introduce a representative case of convergence among art, technology and science, and look into the factors that contributed to its success. The focus is specifically brought to the cooperation between the Plantin Press and local painters in Antwerp in the Netherlands during the 16th century. The Plantin Press scored huge successes through collaboration with Flemish artists such as Rubens and Borcht. This helped the artists to use their talents in a new medium or to secure a job that appreciates their values. The Plantin Press outdid its competitors in the market through applying new techniques on its works. Great botany books also came out as a result of such convergence. The backdrop to the Netherlands appearing as the center of botanical studies in the 17th century is the concerted efforts of the painters that created quality illustrations and the publishers that knew how to use them efficiently.

A Study on the Direction of Digital Convergence and Multidisciplinary Education based on Rhythmik, Music Physiology and Musicians' Medicine, Performance Science (리드믹, 음악생리학과 음악인의학, 행위예술과학을 중심으로 본 디지털 융복합 교육의 방향성 연구)

  • Eum, Hee Jung;Kim, Hee-Cheol;Roh, Kyeong-Won
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.12
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    • pp.1726-1733
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    • 2019
  • Movement is everything in life and music is with our whole lives. Based on movement and sound, art has developed and reflected the times with close ties to technology and is creating new cultural content in the digital age. The absence of experts and research institutes with academic knowledge and experience in various fields compared to the frequency with which music and body movements are interwoven in the intermedia art and education of convergence is a real problem. Introducing the Rhythmik that studied the most basic principles of music and exercise through the precedent of foreign universities, we raise the need to introduce music physiology, musicians' Medicine and music performance science, the areas we studied together. It presents a new direction in the convergence era and education in pioneering research areas in which the only "I myself" systematically recognizes the movement to become the subject through physiology and medicine and scientifically moves and expresses music as a medium.

Quality of Online and Offline Education Services of Nail Art Education Centers and Students' Satisfaction (네일미용 교육센터의 온·오프라인 교육수업의 인식과 서비스품질 및 만족도)

  • Eun-Ji, Kim
    • Journal of Advanced Technology Convergence
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    • v.1 no.2
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    • pp.83-88
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    • 2022
  • As the number of students participating in nail art with great interest rises, it has become crucial to form instructor-student ties through offline interactions and establish relationships with education through media under the Fourth Industrial Revolution. Therefore, it would be very important to check the quality of online and offline services and examine customer satisfaction. For this, this study investigated current online and offline nail art education, service quality and satisfaction with the education. A questionnaire survey was performed a total of 319 men and women in their 10-50s or older from Daejeon, Sejong, Chungnam, Chungbuk and other regions. The collected data were analyzed, using SPSS 27.0, and the results found the followings. The above results confirm that perception of online and offline nail art education is correlated with service quality and satisfaction. However, there are limitations in generalizing the results due to a difficulty in accurate measurement. It is anticipated that if a subject area is expanded, and teachers' satisfaction is added for comparison and analysis, there would be better results.

Analysis of STEAM Elements of Creative and Convergent Activities Presented in Elementary School Science Authorized Textbooks: Focusing on the 3rd and 4th Grade Group (초등학교 과학과 검정 교과용 도서에 제시된 창의·융합 활동의 STEAM 요소 분석: 3~4학년군을 중심으로)

  • Kim, Seong-Ryong;Park, Jeongwoo;Shin, Ae-Kyung
    • Journal of the Korean Society of Earth Science Education
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    • v.15 no.2
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    • pp.224-234
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    • 2022
  • The purpose of this study was to analyze STEAM elements and convergence types that appeared in the creative and convergent activities in elementary school science textbooks, which were converted from the national issuance system to the authorized system in 2022. For this study, 6 elementary school science textbooks for 3rd and 4th graders were selected. And STEAM elements in creative and convergent activities were analyzed by publishers, grade-semesters, and science fields, and the convergence type was analyzed for each publisher. The results of this study are as follows. First, the total frequencies of STEAM elements and the ratios of each element in the creative and convergent activities of textbooks were different for each publisher. However, among the four elements except for science (S) element in all publishers, the tendency to have a high proportion of art (A) element and a very low proportion of mathematics (M) element was common. Second, the higher the number of fused STEAM elements, the lower the rate of appearance in the textbooks in overall. Also the ratio of convergence types of STEAM elements varied by each publisher. Third, the ratio deviations of art (A), technology (T), and engineering (E) elements for each grade-semester were not large, but the ratio deviation of the mathematics (M) element was large. Fourth, technology (T) and engineering (E) elements appeared a lot in the fields of 'movement and energy' and 'material', while art (A) element appeared a lot in the fields of 'earth and universe', 'life', and 'integration'.

A Study on the Development of Visual Arts Convergence Education Model with the Formless Concept (비정형 개념에 따른 시각예술 융합교육 모형 개발)

  • Cho, Hyun Geun
    • Korea Science and Art Forum
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    • v.37 no.2
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    • pp.275-292
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    • 2019
  • This study was initiated with the attention of demanding new and diverse approaches, we're talking familiar with imitations in the design process like a way to draw a image. So I studied a convergence of humanities and visual arts with the understanding and conceptual approach of the formless. The purpose of this study is to develop formless languages and to organize practical courses which are to enable deeper research and design expression on theoretical approaches and explanations of outcomes required before and after the process when we practice in connection with the formless. The method of this study is to draw detailed items from selected words through advanced researches, work and author researches and practice teaching. The results of the study I proposed the formless language that is related to the horizontality in spatial positioning system, and pulse in the separation of space and time, and entropy in structural orders of the system, and base materialism in the limitation of matter as the operating mechanism and parent item of formless. And those elements are related with shape, size, shading, color, texture, space, structure as visual elements of formative elements and those have various adjectival meanings as the subordinate concept. So I presented an education materials of basic design which is to enable understanding and expressing the formless language in the overall process of formless visual art(theoretical approach, practice course, presentation, etc.). Based on these study results, I hope that this educational materials will be used as educational contents that makes them express and understand different new beauties, and a role that reveals social identity, and a reference for research on a formless visual arts.

Convergence between Anatomy and Fine Art through a Painting by Rembrandt (렘브란트의 작품을 통해 본 해부학과 미술의 만남)

  • Jung, Won
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.1
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    • pp.241-247
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    • 2020
  • In the late 16th century, the Theatrum Anatomicum or anatomical theatre opened in Leiden in the Netherlands. The theatre was open to a fee-paying audience of students, surgeons, and the public and soon settled down as one of the highbrow cultural activities in the city. This trend soon spread into Amsterdam, and Nicholaes Tulp appearing in Rembrandt van Rijn's was at the center of it. Human anatomy was not just an eyesore but started to get accepted as a cultural event for the civilized citizens of the time. It was with this backdrop that Rembrandt got inspired by this interesting scene of Tulp dissecting human body. Rembrandt well understood the changes of the time and captured them on canvas to attempt convergence between science and art.

Multidisciplinary Research for Types and Storytelling Strategies of Science Technology YouTube Channel : focused on Activity-centered Type Video Channel (과학기술 유튜브 채널의 유형과 스토리텔링 전략에 대한 다학제적 연구 : 활동형 채널을 중심으로)

  • Kim, Hye Yung;Yoo, Dong Hwan
    • Korea Science and Art Forum
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    • v.37 no.3
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    • pp.113-123
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    • 2019
  • In line with policy support and demand, mobile videos about science and technology have growth potential. For activation of domestic mobile video contents about science and technology, this article aims to analysis current global leading contents and draw implications for benchmarking. Therefore, this paper attempted to analyzed types and storytelling strategy of Science and technology channels on YouTube, which has the most influence among the mobile video media. The results are as follows. Fist, the YouTube contents about science technology are categorized into three types, activity-, explain-, review-centered type. Second, activity type channels are classified into 4 sub-types. Third, The core storytelling strategy of activity type channels is a combination of familiarity and unfamiliarity to deal with everyday material through specialized scientific and technological methods. Based on the results of this research, we expect to plan and produce global killer contents.

The Possibility of Design Creation by Convergence of Contemporary technology and Traditional Craft (신기술과 공예의 융합을 통한 디자인 창작의 가능성)

  • Ha, Euna
    • Korea Science and Art Forum
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    • v.25
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    • pp.463-475
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    • 2016
  • As the transition to the digital age in the late 20th century, the intrinsic value of the craft, the emotional values of human, has been noticed as an alternative to overcome the adverse effects of the modernism of the industrial age. To introduce experimental tries which convergence of contemporary technologies and elements of traditional craft, and to inspire artists and present the new possibility of creation to them who want to take advantage of craft emotion as the elements of creation is the purpose of this study in the current digital technology age. First, the meaning and value of craft in modern times and digital media and hybrid creation environments are theoretically investigated based on previous studies and literature. Second, design cases produced by combining digital technology as a tool and craft elements are classified for substantial understanding of the design. Thirdly, identify the design characteristics presented through case studies and suggest the new possibility of creation. The results of the study are as follows. Reject typical types highlight the functional role and try free express conversion, e.g. form, material, texture, making process etc. Extracts the various elements that can be applied and search combining ways, because the convergence of digital technology and the craft is sufficient to activate the human emotion. Interaction between the craft and the digital medium is made actively. Craft accepts digital form, the craft appeared again as the contents of the digital. the traditional and digital method appropriately fused and utilized depending on the situation in process.

The Interdisciplinary Research on Cultural Technology (문화기술에 관한 간학제적 연구 -미디어아트를 통한 혼합현실형 공공 문화콘텐츠를 중심으로-)

  • Lim, Kyung-Ho;Yoon, Joon-Sung
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1359-1362
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    • 2009
  • Digital media technology has power of influence as extended in not only science and technology but also our society and culture. These phenomenon is explained as 'digital convergence'. Edmond Couchot argue the term 'hybridization'. Yvonne Spielmann and Jay David Bolter also argue that digital hybrid artworks across and integrates a diverse range of modes of representation, such as image, text, sound, space and bodily modes of expression. They must also address communicative interaction in the convergence of real and virtual spaces. In this paper, I noticed mixed reality environment which is seen as the form of hybrid between real and virtual object. And I discuss about this phenomenon as the study of interdisciplinary between art and science.

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