• Title/Summary/Keyword: IT와 예술의 융합

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A Study on the production of Music Content Using Artificial Intelligence Composition Program (인공지능 작곡 프로그램을 활용한 음악 콘텐츠 제작 연구)

  • Park, Dahae
    • Trans-
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    • v.13
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    • pp.35-58
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    • 2022
  • This study predicts the paradigm shift that the development of artificial intelligence technology will bring to the production of music content, and suggests that works created through collaboration between artificial intelligence and humans can have artistic value as finished products. Anyone can easily produce music content using artificial intelligence composition programs, and it has become an opportunity to inspire artists with various attempts and creative ideas. Although artificial intelligence technology provides convenience in human life and benefits a lot in the efficient aspect of work, it is difficult to escape the perception of data-based pattern music in the art field so far. Pattern music with many quantitative elements is not recognized as a complete creation due to the absence of abstract symbolism or meaning pursued by art. However, it predicts that if qualitative elements such as emotions and creativity are given to artificial intelligence music through human collaboration, it can be recognized as a complete work of art. The development of artificial intelligence technology increases access to culture and art from the public, and it can be expected that anyone can enjoy it as well as aesthetic experiences. In addition, various contents can be produced by improving individual digital literacy, and it is an opportunity to share and communicate with others. As such, artificial intelligence technology serves as a medium connecting the public with culture and art, and is narrowing the gap between humans and technology through art activities. Along with this cultural phenomenon, we predict the possibility of research on the production of artificial intelligence music contents with artistic value and the development of various convergence and complex art contents using artificial intelligence technology in the future.

Achieving the improvement of efficiency and vitalization of ARD-based ICT experiential education contents (ARD기반의 ICT체험 교육콘텐츠 효용성 개선 및 활성화 구현)

  • Chung, Hee Hyoung;Kim, Kyung Hoon
    • Korea Science and Art Forum
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    • v.19
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    • pp.623-633
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    • 2015
  • Use of technology through utilization of ICT (Information Communication Technology) in field study area is rapidly increasing. Thus, when applying ICT to experiential education, apart from experiential education contents in simple form, the demand for new high quality contents is increasing considering change in education paradigm focusing on creativity. As a result, high quality interactive experiential education content for developing self-directed future talents is required. As a result of this, the development of ARD-based ICT experiential education content system that enhances learning effect of students by integrating ARD-based (Augmented Reality Display) ICT and experiential education to promote existence and immersion is being tested. This paper aims to improve efficacy and achieve vitalization through case analysis of AR-based ICT experiential education content. As a result of case analysis, the composition of content for improving education content included 1) constant securing and strengthening of experiential education content, 2) necessity for development of participating education content by diverse age groups, 3) development of differentiated ICT experiential education content, and 4) securing professional manpower and development of content in connection with education process. Therefore, with the efficacy of ARD-based ICT experiential education content, this study can first, enhance bond between students, second, enable self-directed learning, third, increase practical understanding in contents that were difficult to control by textbook contents, and fourth, increase interest and immersion in learning. Therefore, the contents on new converging technology that can maximize the development of constant content and cooperation between ICT technology and pedagogy for educating creativity and autonomy of ICT experiential education content.

Study on Methods for Arts Sponsorship Using Smart Contracts and Non-fungible Tokens (스마트 계약과 대체 불가능 토큰을 활용한 예술 후원 방법에 대한 연구)

  • Lee, Eun Mi
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.523-529
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    • 2022
  • Art sponsorship contributed to the development of culture and art by supporting art activities to be financially stable. Various problems in the non-fungible tokens (NFTs) market, such as speculative transactions, are also expected to be improved through sound art sponsorship. This study proposes methods of implementing art sponsorship using NFTs and smart contracts. First, we propose a method of posting the acknowledgement of art sponsorship using NFT metadata. Second, we propose a method to remit sponsorship funds according to the project schedule using time-locked wallets. Third, we propose a method to remit sponsorship funds when major events of the project occur or requirements are met using Event-Driven Execution. The proposed methods can be used to share the fact about art sponsorship and safely fund it. However, many decisions about art projects must be made based on information generated outside the blockchain, which can lead to Oracle problems, so further research is needed.

A Study on the Convergence of Digital and Analog Art -Art Collaboration Focused on My Series- (예술에 있어서 디지털과 아날로그 융합에 관한 연구 -아트콜라보레이션 본인작품 <결합체>시리즈를 중심으로-)

  • Ryu, Ji Eun;Yang, Jong Hoon
    • The Journal of the Korea Contents Association
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    • v.17 no.4
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    • pp.510-519
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    • 2017
  • Our world is communicating by digital network that transcends time and space. In such world of rich technology, people are longing for humanity and analog esthetic. 'Art' stimulates analog esthetic and 'design' is a good and easy tool to show personal esthetic preferences. This study is about the convergence of digital and analog art focusing on the researcher's artwork series. The series is derived from series. They are made by cut and deconstructed pieces from the original series. I assembled these pieces into another creation by using graphic editing programs. I looked into the succession cases of art and design collaborations and developed various design products with the assembled artwork images. Through this, I want to communicate more familiarly with the world widely connected to network viewers. There are already many fine artists making their artworks into design products. Collaboration with cultural art and commercial product provides win-win effect to artist, company, and consumer. It also creates innovative products and values. In this study, I try to design products from various fields using my artwork images, and research about how to promote the artist and art products effectively to the world.

Analysis of the Current Status of NFT Art and Methodology on Utilizing Domestic Artworks (NFT예술 현황 분석과 국내 미술작품 활용방안 연구)

  • Lee, Ahn
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.215-222
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    • 2022
  • This study summarizes the basic concepts of NFT art and analyzes trends in the domestic and international NFT market to provide a better understanding of the art form to suggest various ways to utilize the art in near future when social interests in technologies such as metaverse, block chain, and NFTs are continuously increasing. In addition, by examining the rapid development and process of blockchain technology in overseas markets, and confirming cases of information transfer to various metaverses such as cryptocurrency and NFT technology, the aim is to present a foothold for the future direction of national arts in general. To this end, in order to analyze consumers' perceptions and preferences, and to draw conclusions about current NFT arts at home and abroad, a survey was conducted on NFT awareness among participants of an art fair in Gwangjin-gu, Seoul. It is hoped that this study will become a cornerstone of research on NFT works and NFT art industry, which is becoming a global issue.

Production of an Interactive Artwork through Analysis on the Expression Method for Subject Area on Screen (Focused on Color, Face and Brightness) (화면의 주제영역 표현방법 분석을 통한 인터랙티브 아트 제작(색상, 면수, 명도를 중심으로))

  • Kim, Kyoung-Nam;Lim, Yang-Mi
    • Journal of Digital Contents Society
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    • v.13 no.3
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    • pp.439-449
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    • 2012
  • Recently, many interactive artworks produce through convergence of art and scientific technology. Artists or designers should cooperate with other areas for analysis in order to share database. According to these requirements, In this study, we analyze Kandinsky's works which are more emphasis on subject area than the emphasis to background area by using a number of colors, faces, and brightness levels. Due to this approach, it determines how to represent for stable screen composition attracting viewer's eyes. As a result, the subject area has more a number of colors, faces, and brightness levels than the background area. In addition, we produce the interactive artwork based on the analyzed data. According to the requirement of convergence and collaboration in the historical background, this study will be able to contribute to make the collaboration by sharing common information between artists and professionals in other areas. In addition, it is expected that other production makers who do not have the background of arts education will be able to configure the visual screen.

A study of 3D animation using projection mapping in the space on the utilization (프로젝션 매핑을 사용한 3D 애니메이션의 공간에 따른 활용 사례 분석 연구)

  • Lee, Sooyeon
    • Cartoon and Animation Studies
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    • s.33
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    • pp.449-467
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    • 2013
  • Contemporary 21st century, the rapid development of technology has achieved due to the emergence of various digital devices, a variety of media to the diversification of the limits of visual representation is reduced. Therefore, the combination of technology and art, visual arts, giving limits of getting it free to the public will feel fresh new visual impact. Such a new approach to light of a combination of technology and art, a variety of fine art and motion picture of the visual arts, such as has been recognized as a new genre. Of the resolution of the projector by utilizing the current reality and unreality beyond the boundaries of the building or structure in the city, as a schematic design of the screen projected structure and mapping of the art technology in an attempt to integrate recent has been studied in various ways. The projected structure design and the mapping of the art technology in an attempt to incorporate recent research has been diverse. In this study, as a new technology of a projection mapping to study the technique of looking for the definition of mapping practices to maximize the effectiveness of Visual Perception 3D animation was applied to a case study. A combination of 3D animation and project mapping in the future the fusion of art and technology to meet the zeitgeist with new possibilities of visual art to create synergies that is expected.

A study on the Convergence Learning Guidance Method for Adolescents with Disabilities Applying the Eurhythmics Rhythm Element (유아문화예술교육의 학습원리와 교육효과를 적용한 교수학습지도방안 연구)

  • Byun Gi Dam;Nam Sang Moon
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.551-557
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    • 2024
  • Early childhood cultural and artistic education is a process of expressing oneself and understanding society, which has a great impact on the lives of young children. It utilizes the principle of individualization, which means that individual diversity should be considered because each toddler has different developmental characteristics; the principle of play-centeredness, which means that toddlers form active attitudes toward experiential activities through enjoyment through play; the principle of integration, which is the foundation for holistic development; and the principle of direct experience, which means that toddlers have the experience of touching and manipulating materials. In the introduction, children are encouraged to explore and think about materials, read and share books together, and express their thoughts creatively through artistic expressions such as art, music, physical expression, drama, movies, and photography in the first and second phases. In the final stage, a teaching and learning plan was developed that consisted of a circle time for the children to share their opinions with each other in the process of appreciating the results created by the children and presenting their thoughts. As the educational effectiveness of early childhood cultural arts education is best developed in the early childhood period, when learning is emphasized by children exploring according to their interests, this study presented a learning guidance plan that reflects various educational methods and genre convergence education that can be applied to early childhood cultural arts education.

A Study on the Satisfaction Survey of the Online Content Sharing Platform 'XELF' and Methods of Application Method (온라인 콘텐츠 공유플랫폼 'XELF'의 만족도 조사 및 향후 적용방안에 대한 접근방법 연구)

  • Kim, yi yeon
    • Korea Science and Art Forum
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    • v.30
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    • pp.33-40
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    • 2017
  • The study has been initiated on the background of rapidly changing environment, and from the perspectives that new ecological systems are continuously generated accordingly in various fields. Recently, ICT platform, which is the platform related to information communication, has drawn much attention, and many tools are being made that can design and implement documents in a specific on-line space by utilizing UI/UX authoring tools for on-line contents sharing platforms which are public platforms for industrial and educational uses. Following these trends, actual building environment for 'XElF', a newly developed on-line contents sharing platform, and actual design proposal for UI/UX authoring tools will be described according to the sequences of building the platform. Before this design proposal is actually utilized in the future, opinions have been collected from related persons through an actual survey. Efforts are being made to reduce problems, which can be generated in the future in the actual on-line contents education environment, through the results of the study so that the platform can be produced without errors. The final results for this matter are planned to be posted by papers in the future.

A Study on the Effect of Local Cultural Characteristics in Yeoju City on the Components of Cultural Brand Assets (여주시 지역문화 특성이 문화브랜드 자산 구성요인에 미치는 영향 연구)

  • Lee Min Hui;Nam Sang Moon
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.497-502
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    • 2024
  • Local culture plays a role in enhancing the cultural competence of citizens by approaching branding from the perspective of brandization by implying value amid changes in local traditions and modern times. Therefore, this study established a research model with brand loyalty, brand recognition, perceived quality, and brand image as dependent variables in order to analyze the impact of local cultural characteristics on cultural brand asset components. We tested the research hypothesis and analyzed it, As local cultural characteristics affect cultural brand asset components, it was found that it is necessary to change the perception of local culture and promote traditional culture. In addition, Yeoju City needs to plan a festival that combines tradition and local culture through the convergence of content and cultural policy for the recognition and brand image of the Yeoju Yeongneung, a World Heritage Site, and it is urgent to change the direction of citizens. In addition, it was found that it is desirable to expand research on the formation of cultural brand assets according to local cultural affinity.