• Title/Summary/Keyword: IT와 예술의 융합

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Convergent Approaches to Dance as a Discipline (무용학의 융복합적 접근)

  • Tae, Hyae-Shin;Park, Myung-Sook
    • The Journal of the Korea Contents Association
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    • v.12 no.12
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    • pp.605-615
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    • 2012
  • Dance studies inherently have a nature of convergence and integration. Meanwhile, dance studies have extended their realm by investigating dance phenomena from many perspectives which art theories cannot explain. However, the previous and current dance studies are inadequate to explain a confluence society which is characterized as techuim, Interaction, freedom and openness according to the digital revolution. Hence, a result of research trend in domestic dance studies, it is found that dance studies have been studied in four perspectives since the early 2000s: first, a triggering the various studiesa of the convergent and integrative dance; second, an attempt to the convergent and integrative program development research; third, the vitalization of the convergent research on dance digital contents; and fourth, a research on the convergent dance art phenomena. These researches have played an important role in boosting a change in the structure and realm expansion of dance studies that are interdisciplinary research enabling a holistic approach to the integration and convergence between scientific technique, skills of dance art and other studies. However, it should be acknowledged that one problem is the current research development plan or/and research program have very little feasibility and practicality except an interdisciplinary research on the dance digital contents. Therefore, it is suggested for the development of dance studies in the age of convergence as follows: first, a dance convergent study integrated in skills and theories of dance and science that would pave the way for an academic foundation leading to a new humanistic model in the age of convergent; and second, a need for a paradigm shift that theories should be deployed in the scene on a commercial scale in order to produce effectiveness of the interdisciplinary and integrative research on dance studies by turning into a behavioristic research phase. third, it needs to changeover from large scale of convergent performance into small scale of convergent performance based on original idea for accumulation of teachnique research and promotion of dance convergent performance.

A Case of IT Confusion Education: Simulation for Furniture Placement based on Virtual Reality (IT융합교육 사례: 가상현실에 기반한 가구배치 시뮬레이션)

  • Song, Eun-Jee
    • Journal of Practical Engineering Education
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    • v.7 no.1
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    • pp.25-30
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    • 2015
  • Virtual reality is a combination of various studies, such as programming, simulation, and computer graphics. This type of new cultural paradigm requires novel concept of contents development and information exchange. This research uses 3D virtual reality technology in new equipment called I-Bench Mobile which let user to interact with the equipment for completing furniture disposition task. The simulation is manufactured in 3D with application of physics, and the ultimate goal of it is to increase customers' satisfaction by allowing them to enjoy snap shot function for arranging furniture at exact desired place. This research requires not only coding techniques but also educating process in both engineering and art, such as computer science, media art design, and visual communication; therefore, the development of software by facilitating Virtual/Augmented Reality technology in this research is a good example of fusion IT technique education.

Analysis on Immersion of Digital Animation -Focused on complex analysis on the concept and story- (디지털 애니메이션의 몰입감 분석 연구 - 콘셉트와 스토리의 복합적 분석을 중심으로 -)

  • Kim, Ki Bum;Kim, Kyoung Soo
    • Korea Science and Art Forum
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    • v.24
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    • pp.1-13
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    • 2016
  • The aim of this study is to find the reasons of success and failure of digital animations in terms of 'immersion.' For the purpose, the causes of immersion were analyzed through complex comparison about concepts and stories of two animation films with similar size of budget: 'Shrek 2' which ranked number 1 in the box-office of animation and 'Mars Needs Moms' which ranked number 172 in the same category. The complex results showed that immersion becomes bigger with creativity and popularity of the characters' outer concept, diversity and organic of the characters' inner concept, and diversity and consistency of the background. Moreover, gradual arrangement of characters' appearance in the story and increasing number of the characters, and visual changes around the plot heightening with a well-organized passage increase immersion. After all, immersion of digital animation requires developing creative, diverse, and popular concept and arranging and strengthening strategic well-organized plot of parts and the whole. This is the key to convergence it.

A Study on the Effect of the Creative Characteristics of the Film Crew on the Success of Movies (영화제작진 특성과 영화성과 관계 연구)

  • Moon Sung Joon;Nam Sang Moon
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.681-686
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    • 2024
  • The film crews is a unique organization composed of members with expertise in each field and operated temporarily for a relatively short period of time. This study attempted to infer that the group characteristics and ability of the film crews to draw out the members' capabilities will affect the success or failure of the film, and to investigate their influence relationship. To this end, the research model was designed with diversity, cohesion, and information utilization as independent variables, and the artistry and box office performance of the film as dependent variables. As a result of the analysis, it was found that the diversity of the film crew affects both the artistry and box office performance, and the cohesion only affects the artistry. However, it was found that information utilization had no effect on film performance. It was confirmed that the diversity of the film crews was related to the film performance, and the cohesion had a limited effect. The results of this study provide implications that the design concept of the film crews based on diversity may be more important than process factors such as information utilization.

Discussions on The Directions of Research and Development Tasks for Convergence Gifted Education (융합영재교육의 발전 과제와 연구 방향에 대한 논의)

  • Maeng, Hee-Ju
    • Journal of Gifted/Talented Education
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    • v.23 no.6
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    • pp.981-1001
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    • 2013
  • Many studies on convergence education have been done in the field of gifted education to meet the social needs for people of convergence talent and to adjust our education system to the paradigm shift. However, the number of studies on convergence gifted education is not sufficient enough and most of them are mainly on science and art. So, this study reviews the previous studies on gifted education involving convergence, and discusses the pressing issues to address for the development of convergence gifted education in korea. Also, the direction of the further research is introduced. There is an agreement that the definition of the convergence gifted and convergence gifted education needs to be clarified, and further researches have to be conducted to establish a basis for defining integrated thinking ability. Furthermore, it is suggested that the contents for convergence gifted education should be developed accommodating individual differences, and a theory-based approach to creating convergence gifted education programs is proposed. On top of that, the needs for the studies on how to strengthen the educational capability of the teachers are discussed.

Study on Orchestra Conducting Practice Tool using Doppler Effect (도플러효과를 이용한 오케스트라 지휘 연습 툴 연구)

  • Lim, Yang Kyu;Park, Jin Wan
    • Korea Science and Art Forum
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    • v.30
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    • pp.367-376
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    • 2017
  • This study introduces conducting practice tool for conducting majoring students. There have been various types of related research, but most of them have not been optimized for the conducting major. In addition, we thought that it would be a tool to be able to carry like a musical instrument in order to practice conducting without restriction of place and time. And also, it will be one of the few tools to focus on queuing. The practice tool presented in this study use the Doppler effect to overcome the limitations of previous studies. It was concluded that the Doppler method, which is highly compatible, simple, and accurate, is superior to motion detection methods using existing sensors. It is expected that it will be used not only as a conducting but also as an interaction tool of various media.

Subjectivities of Ethnic Minority Groups from Xishuangbanna, Yunnan, China toward Ethnic Tourism: Using Q-Methodology (민족관광에 관한 중국 윤난 씨수앙빤나 소속민족의 관점에 관한 사례연구: Q-Method 활용)

  • Feng, Ye;Kim, Chul Won
    • Korea Science and Art Forum
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    • v.21
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    • pp.427-436
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    • 2015
  • Ethnic tourism is utilized by many countries to improve the economic status. Ethnic tourism in Xishuangbanna started from the 1980s and grew rapidly during the past 2 decades. Although many researchers had stressed economic and socio-cultural impacts of ethnic tourism on ethnic minority people, little was done to identify their subjectivities. This research revealed the social and economic benefits from ethnic tourism, representing the identity of ethnic minority people. This research investigated the ethnic groups' subjectivities toward ethnic tourism and identity in Xishuangbanna, Yunnan, China, using the Q-methodology. It was found that the community residents did not get much benefits regardless of the social welfare that ethnic tourism had brought about. Finally, this research also made several implications with regard to tourism management.

A study on multidisciplinary and convergent research using the case of 3D bioprinting (3D 바이오프린팅 사례로 본 다학제간 융복합 연구에 대한 소고)

  • Park, Ju An;Jung, Sungjune;Ma, Eunjeong
    • Korea Science and Art Forum
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    • v.30
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    • pp.151-161
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    • 2017
  • In the fields of science and engineering, multidisciplinary research is common, and researchers with a diverse range of expertise collaborate to achieve common goals. As the 4th industrial revolution gains currency in society, there is growing demand on talented personnel both with technical knowledge and skills and with communicative skills. That is, future engineers are expected to possess competence in social and artistic skills in addition to specialized knowledge and skills in engineering. In this paper we introduce an emerging field of 3D bioprinting as an exemplary case of interdisciplinary research. We have chosen the case to demonstrate the possibility of cultivating engineers with π-shaped expertise. Building on the concept of T-shaped talent, we define π-shaped expertise as having both technical skills in more than one specialized field and interpersonal/communicative skills. Wtih references to such concepts as trading zones and interactional expertise, we suggest that π-shaped expertise can be cultivated via the creation of multi-level trading zones. Trading zones are referred to as the physical, conceptual, or metaphorical spaces in which experts with different world views trade ideas, objects, and the like. Interactional expertise is cultivated, as interactions between researches are under way, with growing understanding of each other's expertise. Under the support of the university and the government, two researchers with expertise in printing technology and life sciences cooperate to develop a 3D bioprinting system. And the primary investigator of the research laboratory under study has aimed to create multiple dimensions of trading zones where researchers with different educational and cultural backgrounds can exchange ideas and interact with each other. As 3D bioprinting has taken shape, we have found that a new form of expertise, namely π-shaped expertise is formed.

The review of Aesthetic Eye for Chusa, Kim jeong hee's calligraphy arts- Especially, Focused on the spirituality of literati paintings (추사(秋史) 서예술(書藝術)의 심미안(審美眼) 연구(硏究)- 특(特)히 문인화(文人畵) 정신성(精神性)을 중심(中心)으로)

  • Kwon, Yun Hee
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.3
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    • pp.283-291
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    • 2020
  • Chusa is a pearl in our cultural history. His unfavorable times and circumstances made him more and more devoted, and through this, his art was able to bloom brilliantly. He was born and raised in a prestigious family, and was able to establish his academic world broadly through the encounter with Ongbanggang and Wanwon, the great masters of the Qing Dynasty culture at the time of the 20s. Particularly, his artistic activities in the area where he lived in exile allowed him to establish Chusache. He also showed the essence of his literary spirit as a picture of Sehando. Through numerous letters, he can also examine his culture, art, and thought. Furthermore, based on the archaeology of the Qing Dynasty, you can also examine the thoughts and philosophies of the real world. This article intends to examine and review the Aesthetic Sense of Chusa's literary art in terms of mentality through Sehando·Bujakrando. This is because it is judged to be an aesthetic sense that is the essence of Chusa art.

The Effect of the Experience Factors of New Media Art on the Motivation (뉴미디어아트의 경험요소가 이용동기에 미치는 영향에 관한 연구)

  • Yoon, Yeosun;Ahn, Byeonghoon
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.279-285
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    • 2022
  • The development of various media and technologies as a digital paradigm brought about a change in perception of the times along with the culture and art industry, and the innovative influence of new media accelerated the change in the environment for experiencing art. Technological and art converge and emerge due to changes in the digital environment, and New Media Art centered on interaction and participation enables two-way communication. As research on the interaction between domestic and foreign digital paradigms and New Media Art continues, this study also focused on this. In this study, the elements of experience in New Media Art were defined and their effects on motivation to use them were verified. In New Media Art, based on the theoretical basis of the existing experience factors and applying and analyzing the factors of motivation, it was verified that the factors of experience were applied as very useful variables, and it was confirmed that they actually affect usage motivation. The conclusion and significance of this study were discussed in that it was an early study that was used as a path on the use motives of experienced users according to the interaction characteristics in New Media Art.