• Title/Summary/Keyword: Cultural Arts

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An essay on the Korean early oil painting of self-portrait in the museum of Tokyo National Univerity of Fine Arts and Music (초기 한국 유화의 과학적 조사-동경예술대학 예술자료관 소장 유화 자화상을 중심으로)

  • Kim, Jee-Hee
    • 보존과학연구
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    • s.15
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    • pp.59-103
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    • 1994
  • Painting is well regarded as a stratified structure by the conservators and restorers. Hence, the scientific methods have been developed for the study of the interal layer of paintings. Examples of such methods are X-ray, infra-red, and ultra-violet photography. A more direct method is to look at the painting in cross section under the microscope and to analyze pigments using an electron probe X-ray micro analyzer(EPMA).In this research, I study and analyze twenty two Korean paintings of self-portraits including the first oil painting of Hui Dong Koh's self-portrait stored in the museum of Tokyo National University of Fine Arts and Music, employing these scientific techniques. The small fragments taken from the ground layers of the early oil paintings(1915∼1942)are analyzed using the EPMA. According to their main materials, the ground layers can be classified into five types ; 1. Lead white layer and double layer of calcium carbonate and lead white, 2. Zinc white with some mixiture of lead white, 3.Titanium white with some barium white, 4. Barium white, 5.Double layer of titanium white and zinc white.

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Determinants of Positive Word of Mouth for a Contemporary Art Exhibition on Web-based Virtual Reality

  • Han, Jingyi;Zhu, Zong-Yi;Kim, Hyeon-Cheol
    • International Journal of Internet, Broadcasting and Communication
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    • v.13 no.3
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    • pp.137-147
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    • 2021
  • We aimsto examine the determinants of visitors' positive word-of-mouth (WOM) in a web-based virtual reality contemporary art exhibition. We also examines the effects of 3 realms of experience (entertainment, esthetic, escapist) on emotional arousal, how this emotional arousal affects memory and positive word-of-mouth, how memory affects positive word-of-mouth and how age moderate all of the paths. We examined a total of 297 visitors and was conducted through an online survey focusing on Chinese users of ages 20-49. The analysis results showed that entertainment and esthetic have an effect on emotional arousal, but escapist did not. The results also showed emotional arousal has an effect on memory and positive WOM. Memory did not affect positive word-of-mouth. Finally, age has a moderate effect on all the paths, except for the path form escape towards emotional arousal and memory to positive word-of-mouth. The theoretical implications of this study are meaningful exhibition research. While, it also will be helpful to segment the web-based virtual reality art exhibition visitors by dividing into 3 groups (20s, 30s, 40s) and to provide marketing and operation strategies.

The Environmental Changes and Fashion in East-West Cultural Exchange Before Orientalism (오리엔탈리즘 이전 동서문화 교류의 환경변화와 패션)

  • Lee, Keum Hee
    • Journal of Fashion Business
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    • v.23 no.1
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    • pp.127-144
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    • 2019
  • The purpose of this study is to clarify the phenomenon and characteristics of fashion in before Orientalism by examining the environmental changes and factors of East - West cultural exchange from the 16th century to the 18th century. To this end, this study examines the development of political and diplomatic relations, the growth of economy and trade, the investment of culture and arts, and the development of industry and technology. The research method used was the analysis of previous literature research and visual data. The result were as follows; the characteristics and phenomena in fashion in before Orientalism were symbolism as a privileged whole, applying to special clothing area, variety and splendor of fabrics, change of costume design, and a trend of exotic taste. Before Orientalism, the perspective of Orient in Europe can be seen as having the positive aspects cause of developing fashion and a negative aspect coming from an incorrect understanding and a bias.

Research on the Chinese Opera-Themed Woodcut New Year Pictures in Yangjiabu from the Perspective of Cultural Studies

  • Sun, Zhiqiang
    • International Journal of Advanced Culture Technology
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    • v.10 no.4
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    • pp.210-218
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    • 2022
  • Chinese Opera-themed woodcut New Year pictures in Yangjiabu are representative of Chinese New Year pictures. This research takes cultural research as a breakthrough point, analyzes and combs its Context, Representation, Coding & Decoding, and finds that: After the imitation and restatement of traditional Chinese opera, the opera-themed woodcut New Year pictures have formed a dynamic intertextual relationship with Chinese culture and traditional Chinese opera. The understanding of this intertextual relationship is not only an important way to study Chinese folk art but also one of the ideas to show the aesthetic spirit of it.

A Study on the urban Characteristics of Design for Urban Regeneration based on Cultural Strategy -Focused on the case of Ruhrgebiet, Germany- (문화주도형 도시재생의 계획적 특성에 관한 연구 -독일 루르지역의 주(州)정원박람회를 중심으로-)

  • Park, Jong Ki
    • KIEAE Journal
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    • v.13 no.4
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    • pp.75-86
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    • 2013
  • Under the powerful influence of economical and social transformation, namely Post-Industrialization since the 1980's, old industrial cities in western europe faced a severe urban crisis such as high unemployment rates, demographic decline, urban slums, lack of infrastructures and economic shocks. In order to overcome their urban decline, They had to attempt to find a creative re-modelled and re-imaged Urban Development Strategy for the future. Thus Urban Regeneration has been a serious issue of debate in europe. First of all, Urban Regeneration based on cultural strategy have played an increasingly important role in the Post-Industrial cities and regions since 1980's. The purpose of this study is to find out the organized characteristics of Urban Regeneration based on Cultural Strategy by analyzing successful overseas case "Landesgartenschau in Ruhrgebiet, Germany, where has been changed from an old industrial city to a Culture-Service- based City significantly over last several years. It's inner-city old industrial areas with amount of derelict under-used industrial Heritages have been remodelled and reimaged to a creative and attractive public spaces involving Arts and cultural activity by Urban Regeneration based on Cultural Strategy, namely, "Landesgartenschau".

Innovation and Challenges of Urban Creative Products in Digital Media Art - Tourist cities in China for example

  • Ma Xiaoyu;Lee Jaewoo
    • International Journal of Advanced Culture Technology
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    • v.12 no.1
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    • pp.175-181
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    • 2024
  • The paper examines the impact of digital media art on urban creative products, analyzing opportunities and challenges in the digital era. It emphasizes the development of urban cultural and creative products, highlighting their significance and future growth potential. The digital media era provides unprecedented innovation opportunities, utilizing advanced tools for efficient design, production, and marketing. Trends like personalization, customization, AI, and big data offer new expressions and market prospects. Cultural products evolve in design, marketing, and sales channels due to digital media, with tools like social media and e-commerce platforms opening new promotion avenues. Case studies illustrate digital media's role in driving innovation and enhancing user experiences. The paper addresses challenges in market competition, copyright, and technological renewal, while recognizing opportunities from AI and big data. The creative industries must adapt and innovate to remain relevant. Looking ahead, urban creative products will evolve under digitalization, relying on digital means to attract consumers and enhance brand value. Cultural products, beyond economic entities, disseminate urban culture and creative spirit. In the digital era, urban creative products demonstrate potential and necessity, prompting a reevaluation of digital technology's role. Through continuous innovation, this field contributes to cultural and economic levels, impacting urban characteristics and heritage. Urban creative products play an increasingly vital role in the global cultural and creative economy.

Study on Color Formation of Cheolhwa Buncheong Stoneware Glaze by Pigment Raw Materials of Iron Oxides and Firing Conditions (철산화물 안료 원료와 번조조건에 따른 철화분청사기의 유약 발색 연구)

  • Kim, Ji Hye;Han, Min Su;Jeong, Young Yu;Choi, Sung Jae
    • Journal of Conservation Science
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    • v.35 no.6
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    • pp.573-587
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    • 2019
  • In this study, reproducing specimens were made from mixing domestically produced magnetite, clay and non-plastic raw materials to reproduce the pigments used in the manufacture of traditional cheolhwa buncheong stoneware. In order to reveal the color fomation of glaze, 30 specimens with good color development were analyzed scientifically. Magnetite, which is the main raw material of the pigment, is a pigment capable of creating a dark black color in a reducing environment at 1,200℃. However, it reacts with the additionally added lime component and discolors to greenish yellow color in oxidizing environment at 1,230℃. Hematite is not significantly affected by the firing temperature and environment, but develops a dark black color when mixed with clay with iron content of more than 10%. The fluidity of the pigment is determined by R2O3/RO2 value, which also affects the color development. In the microtexture observation, the color formation of the glaze layer and the iron oxide crystals identified some differences depending on the particle size of the pigment and the firing environment. Reproduced specimens made of magnetite are present in the form of aggregates of iron oxide in the interface between glaze layer and slip layer in the oxidizing environment at 1,200℃. However, in the reducing environment, aggregates of iron oxides do not exist in the reproduced specimens, and they are homogeneously distributed in the glaze layer and formed a dark black color. In contrast, hematite-based specimens form dendritic structures in the glaze layer in an oxidizing environment and develop black.

An investigation of cultural identity of taekwondo as a Korean traditional martial art (한국 전통무예로서 태권도의 문화적 정체성 탐색)

  • Ahan, Jeung-Dek;Song, Kang-Young
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.262-269
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    • 2008
  • This research, to find the cultural identity of taekwondo, presents the historical origin of taekwondo in lights of Choi-centric theory, kwan-centric theory, karate inflow theory, and successive traditional martial arts theory. Then it investigates taekwondo's inner identity as a Korean traditional martial art according to presence, popularity, and independence, three factors of identity suggested by Tak, S. S.(2000).As a result, it reached these conclusions: First, taekwondo was formed after going through fusion of Hong Hi Choi, karate income in period of cultural severance during Japanese occupation, the first kwan leaders and Korean traditional martial arts, process of disorder and cultural reproduction. Second, taekwondo has essentially inherited and developed Korean barehanded martial arts' movements that lay stress on foot skills, and this distinguishes it from hand-skill-based Japan's karate and China's Wushu Furthermore, trunk/groin protectors and headgears are blended remarkably with taeguk patterns and traditional Colors of Five Directions. All terms rendered into pure Korean words shows the essence of Korean localization. It is therefore concluded that Koreans should, along with trying to overcome exclusive nationalism as a country of origin, build a new paradigm of establishing an identity as a global martial art sport.

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A Study on Bigdata Utilization in Cultural and Artistic Contents Production and Distribution (문화예술 콘텐츠 제작 및 유통에서의 빅데이터 활용 연구)

  • Kim, Hyun-Young;Kim, Jae-Woong
    • The Journal of the Korea Contents Association
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    • v.19 no.7
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    • pp.384-392
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    • 2019
  • Big data-related research that deals with the amount of explosive information in the era of the Fourth Industrial Revolution is actively underway. Big data is an essential element that promotes the development of artificial intelligence with a wide range of data that become learning data for machine learning, or deep learning. The use of deep learning and big data in various fields has produced meaningful results. In this paper, we have investigated the use of Big Data in the cultural arts industry, focusing on video contents. Noteworthy is that big data is used not only in the distribution of cultural and artistic contents but also in the production stage. In particular, we first looked at what kind of achievements and changes the Netflix in the US brought to the OTT business, and analyzed the current state of the OTT business in Korea. After that, Netflix analyzed the success stories of 'House of Cards', which was produced / circulated through 'Deep Learning' cinematique, which is a prediction algorithm, through accumulated customer data. After that, FGI (Focus Group Interview) was held for cultural and artistic contents experts. In this way, the future prospects of Big Data in the domestic culture and arts industry are divided into technical aspect, creative aspect, and ethical aspect.

A Proposal of the Direction of Cultural Welfare Based on ICT: Focusing on Experience Center for Arts and Culture (ICT기반 문화복지의 방향성 제시: 문화예술체험관 중심으로)

  • Lim, Young-June;Lee, Young-Suk
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1567-1576
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    • 2017
  • This study presented the direction of cultural welfare based on ICT. For this purpose, it examined the direction of government policies and the status of cultural welfare services and it analyzed art galleries and museums focusing on experiences of cultural welfare services in a home and abroad. As a result, the museum has many changes depending on the media environment, unlike art gallery. In the age of media 1.0, the audience has experienced in real museums. As time goes by, in the age of media 2.0, the customer has opportunity to experience in virtual museums. It seems that there are many differences factor of a media environment, target (exhibits), accessibility, consumption and information. Finally, this study suggested the environmental change factors of Korean ICT cultural welfare service through this. In the future, it will be necessary to continue research on the possibility of expanding cultural welfare services for cultural enjoyment to the underprivileged.