• Title/Summary/Keyword: Digital Art Work

Search Result 136, Processing Time 0.035 seconds

A Study on Furniture Design Using Digital Technology - Focused on the Analysis of Expressive Aspects - (디지털 테크놀로지를 이용한 가구디자인 연구 - 표현양상의 분석을 중심으로 -)

  • Baik, Eun;Park, Minchan
    • Journal of the Korea Furniture Society
    • /
    • v.25 no.3
    • /
    • pp.173-181
    • /
    • 2014
  • Since the onset of the 21st century, digital technology has been widely adopted in various fields of art; it has enabled artists or designers to try diverse and brand-new ways of expression in literally every possible field of art, including painting, sculpture, and other design work. Furniture design is no exception. From the initial design step to the final production of furniture, modern digital skills are broadly utilized, creating a whole new set of designs that would otherwise be hardly conceivable and realizing a highly efficient furniture-making mechanism. More recently, the 3D printing technique, which is called a 21st century alchemy, has been successfully commercialized and is getting more popular, heralding yet another innovative shift in the area of furniture design and production. In this context, this study discusses the background of the furniture design using digital technology, and identifies the correlations between the modern digital technology and furniture design by redefining the concept of such digital technology. By reviewing multiple real-life cases, some of the key digital expressions found in modern furniture design are also analyzed. This study aims at suggesting the reason why digital technology is significant and promising in diverse ways for the development of modern furniture design.

  • PDF

A Study on the Epic Expression of Multimedia and Contemporary Art (동시대 미술에서의 서사 표현 작품 분석 연구)

  • Choi, Jung-Hwa
    • Journal of Digital Convergence
    • /
    • v.20 no.4
    • /
    • pp.553-563
    • /
    • 2022
  • In the multimedia era and contemporary art, the expression of narrative is expanding in various ways based on formal theory. And the expression form is maximized according to the use of each medium. In terms of understanding artworks, an approach that combines various expressions and media using these narratives is also possible. Therefore, this study analyzed the works of the artists by selecting three artists, Sadic Guissi Alfrazi, Lindsay Sears, and Kara Walker, who fused the media using narrative structures. Through this, it was intended to present the artistic value and significance of the work and the possibility of expanding the narrative expression of contemporary art in the future. As a result of the analysis of previous artists' works, it was shown that the phase of convergence can be derived by using the medium of narrative concepts beyond the dichotomy of content and form, confirming that digital technology and media development are changing the form of art. In addition, it was confirmed that the use of narrative structure facilitates media conversion. It is expected that discussions on the new paradigm of contemporary art will progress in the future.

Netart Implementation Using Visualization of Image Color Data (이미지 컬러 데이터의 시각화를 통한 넷아트 구현)

  • Kim, Byeung-Won;Kim, Jong-Seo;Kwak, Hoon-Sung
    • The Journal of the Korea Contents Association
    • /
    • v.9 no.6
    • /
    • pp.53-61
    • /
    • 2009
  • Among the properties of new media art works, interaction with audience has now become a big issue, and its influence to general arts, in particular media art, is being stressed more and more. Under the this influence, various experimental works using digital media are being produced and having a try to combination of art and multimedia technology on the network. This paper analyses studies about netart and suggests visualization expression of color data to be interactive between users and art works. The work is to make formative elements based fluid shapes on the analysis of color data extracted from images. This is a new experiment in picturesque expression of data and aesthetic visualization of data.

A Study on Temporary Installation Art in Public Place (공공공간에서의 일시적 설치미술에 대한 연구 및 제언)

  • Zheng, zheng;Chen, juan;Ro, Hae-sin;Kim, Won-seok
    • Journal of Digital Convergence
    • /
    • v.17 no.1
    • /
    • pp.313-317
    • /
    • 2019
  • Installation art is another methodology of modern art appeared in 1970's. Installation art does not seek for a particular ideology or specific form to express, but rather it endeavors to produce a work produced by mutiful media convergence and integration. Therefore, this leads to inspire new cognition on ordinary places. Installaton art is strongly related with public art in terms of most works are to be exhibited. Thus from this point of view, installation art contains public art which aims to better communication among people, nature and artificial things. Eventually, temporary installation art contains communication and convergence of people and object in public places.

A Study on works converging Found objects: Focusing on how to mix the media (파운드 오브제(Found object)를 융복합한 작품연구: 매체의 활용방식을 중심으로)

  • Park, Kyungjoo
    • Journal of Digital Convergence
    • /
    • v.19 no.4
    • /
    • pp.227-233
    • /
    • 2021
  • Ready-made products produced in the industrialized consumer society after the 20th century have been adopted by artists as a new material called "Found object," and are reinterpreted in a broad sense in their works. The method of giving new meaning using this creates a new paradigm that is expanded conceptually as well as expression style. After Pablo Picasso's in 1912, when the Found object was used for the first time in contemporary art, we examine the development of objects through Dadaism, Surrealism, and Pop Art, and the expression of Found objects in the late 20th century. In this study, the artists and their work are analyzed by dividing it into three types: 'Unprocessed objects', 'Transformed objects', and 'Tenant objects', depending on how the Found object is mixed in works. Through this study, I pay attention to the fact that a work incorporating a Found object not only develops the object materially, but also allows the practice of free concept art to escape from the traditional norms of art.

A study on the production of animated GLOOM used in indie music (인디음악에 사용되는 애니메이션(GLOOM) 제작에 대한 연구)

  • Kim, Tae-eun
    • Journal of Digital Contents Society
    • /
    • v.18 no.8
    • /
    • pp.1495-1500
    • /
    • 2017
  • The animation "Gloom" based on the low poly art expresses the intention of the production by expressing an music as an animation. The paper describe the production process including the modeling, rigging, animation, and rendering. Furthermore, the production process for pure creative animation with client's intention was also considered. Therefore, it can provide guidelines for pure creators who do similar creative work.

Framework for the Quantitative Evaluation of Media Arts (미디어아트의 정량적 평가체계에 대한 연구)

  • Chung, Shin-Young;Eune, Ju-Hyun
    • Archives of design research
    • /
    • v.19 no.2 s.64
    • /
    • pp.139-150
    • /
    • 2006
  • The evaluation of art has been historically based on the thorough reliance on the subjectivity of beholders due to the fact that the production and appreciation of works of art is founded on the similar(subjective) value. There had been little attempt to reverse such tendency by creating an objective and quantitative checklist for evaluating a work of art. Centering on the evaluation of the Media Art, which increased dramatically in numbers since the late 1960s, this is an attempt in systematizing the quantitative evaluation of Media Art by reflecting the idea of subjective criticism as well as its medium specificity. As such, the criteria for the evaluation consist of media evaluation, work evaluation, appreciation evaluation, product evaluation and exhibition evaluation. The evaluators can be divided into the general public, the Media Art specialist and the curatorial staff, according to their experiences in dealing with the Media Art. Based on the result of the FGD, the weight has been added to the evaluation system according to each evaluation criteria to ensure the balance between the objective and subjective criticism.

  • PDF

Approach to the possibility of Multimedia Art in the Digital Media World (디지털 미디어 환경에서의 멀티미디어 아트의 가능성에 대한 접근)

  • 장용훈
    • Archives of design research
    • /
    • v.16 no.3
    • /
    • pp.309-318
    • /
    • 2003
  • A work of Art is not supposed to be isolated from the world, but it should be influenced by its cultural background and situations of the times. Therefore, Art itself reflects its era. In other words, it is created being based on the thought of its artist and simultaneously interacting with external conditions or circumstances of the era, so it would also affect the cultural code of its society. This is why modern art made by the individual living in this complicated and diversified society is quite avant-garde. Various demands from its society and diversified senses have been influencing diversification of works of Art. Now we can say that a mode of art is also dose to current stream of the times. A lot of artists have been trying to get out of traditional way of presentation techniques and classification of genres. In that point, the emergence of Multimedia Alt is inevitable in this digital era. The terms of Internet or multimedia are now familiar with everybody in the world, and a lot of works like Technology Art, Information Art, Computer Art, Digital Art, New Media Art, and so on have been coming into the world by using multimedia. Unlike other works of Art, these works from multimedia are practically used by being combined with technologies. Hereupon, in this paper I would like to find out a concept of Multimedia Art, its social function, and the future prospect of this brand-new form of art.

  • PDF

A Study on the Application of Computers to the Development of Humor Image Fashion Design (컴퓨터를 활용한 유머 이미지 패션디자인 개발에 관한 연구)

  • 우세희;최현숙
    • Journal of the Korean Society of Costume
    • /
    • v.53 no.5
    • /
    • pp.65-77
    • /
    • 2003
  • Due to the rapid changes occurring in many aspects of contemporary society, the need for a means to actively combat widespread feelings of emptiness and alienation among the public, while satisfying its visual pleasure, is increasing. Thus the need for humorous elements which bring freedom to the human psyche is urgently requested. Of course, the field of fashion cannot be left out in this trend, and humor image design is a good example of this. Humor image in fashion endeavors to release the tension accumulated in the modern world, while trying to find a way to recover the original pureness of mankind. Another aspect currently important is computers. The creation of images in modern visual art relies a lot upon computers. Traditional visual processes such as painting, photography and video are now merged within digital technology. and are now quite symbiotic to each other. With the development of computers came computer art. which uses all applicable functions of a computer to create art. Any artistic action which uses a computer in any stage of its creation can be called computer art. The common factor in humor and computer art in modern fashion can be classified as follows : repetition, deformation and distortion. exaggeration and abridgement. juxtaposition. and Tromp l'oeil. This study has placed its objective on the fusion of humor image fashion and computer art, by manufacturing a work with humor and computers, two important aspects of modern culture. Expanding the field of fashion design while promoting creativity In fashion by finding a verging point between art and science is also necessary. I have designed and made five costumes using the above cited techniques in computer humor images, on a theoretical basis.

A Study on the Realistic Spatial Expression in Digital Art to Escape the Limitations of Flat Screens (평면 스크린의 한계를 벗어나기 위한 디지털 아트에서의 현실적 공간 표현에 대한 연구)

  • Sebinn Jung;Doo-Hyun Choi;Sooyeon Lim
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.2
    • /
    • pp.105-112
    • /
    • 2023
  • Attempts to embody the three-dimensional world into works have continued without distinguishing between the times and the media, and the purpose is to realize an immersive state rather than the reproduction of reality. It was considered that the flat screen, which is the medium that finally faces the viewer in digital media art, hinders complete immersion, and this study investigated and analyzed the cases of works that give a sense of reality of space beyond the limits of the screen. Using the results of the analysis to produce the work, it was found that the presentation of the realistic space and enhancing immersion in the digital media art field should be viewed not only as visual video content on the screen, but also as an installation suitable for the exhibition environment and the resulting space itself.