• Title/Summary/Keyword: Interdisciplinary Art

Search Result 129, Processing Time 0.025 seconds

A Study on Convergence between Mathematics and Fine Arts by Galileo Galilei (갈릴레오의 수학과 미술의 융합에 관한 연구)

  • Jung, Won
    • The Journal of the Convergence on Culture Technology
    • /
    • v.6 no.1
    • /
    • pp.255-261
    • /
    • 2020
  • Versatile and innovative interdisciplinary professionals refer to those who can engage in an efficient cooperation with experts in other fields or to those who can themselves put knowledge of different fields together. This article aims to look into Galileo Galilei as an example of historic figure that made remarkable achievements by merging knowledge in multiple fields of study. It also shows that Galileo, who had active exchange with painters during the Renaissance, presented the findings from his telescope observations in the form of drawings and that he used them to build core logics that criticizes the traditional Aristotelian cosmology. Galileo drew the critical logics, hardly achievable from a simple observation report or mathematical demonstration, from his hand drawing. The Galileo case well proposes the goals and direction of how the modern society should nurture its interdisciplinary professionals today.

Technology valuation utilizing crowd sourcing approach (크라우드 소싱 접근법을 활용한 기술가치 평가)

  • Choi, Jieun;Lee, Hwansoo
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.6 no.6
    • /
    • pp.403-412
    • /
    • 2016
  • As transaction and investment using technology are vitalized, the need for objective standards for the technology is increasing. Current technology value evaluation system is limited lacking reliability and objectivity. Besides the traditional evaluation methodology which are market approach, income approach and cost approach other diverse evaluation methodology such as real option method and royalty calculation method are being studied; however currently there are no dominant evaluation methodology in the market. Same value evaluation system cannot be applied between similar technologies because value of technology is relatively decided based on the target. Approaching through collective intelligence and crowd sourcing, in meaning of majority participant's decision can make objective and better result than handful of experts, suggest alternative to problems of such matter above. By grafting the four types of crowd sourcing model which are Wisdom, Voting, Funding and Creation, this paper will discuss the ways to enhance the objectivity of technology evaluation through direct evaluation utilizing expert group and the public's indirect evaluation.

A Study on the Risk Perception differences by Age on Augmented Reality Game (증강현실 게임에서 연령에 따른 위험 인식 차이 연구)

  • Choi, Jieun;Kang, Juyoung;Lee, Hwansoo
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.7 no.3
    • /
    • pp.401-410
    • /
    • 2017
  • Augmented reality game has differences with traditional games in the way what it includes physical risks happened in the real world. Although accidents related to Pokemon Go are increasing, academic discussions on the issues are rare. Thus, this study explores risk types caused by the augmented reality game and examined how perception of the risks affect usage intention on the game. This study also provides the research implications through comparative analysis between youth group who generally has the tendency toward game addiction and older group. According to the results, teenagers had less usage intention when perceived financial risk increase. In case of over twenty, time risk had negative relationship with usage intention. Physical risk had no significant effect on usage intention for teenagers, but positive relationship was observed in case over twenty. These results imply the necessity of an appropriate regulation for safe game play.

A Study on Utilization Method of Information Visualization in the Humanities and Area Studies (인문·지역연구에서의 정보시각화 활용 방안 연구)

  • Kang, Ji-Hoon;Lee, Dong-Yul;Moon, Sang-Ho
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.5 no.5
    • /
    • pp.59-68
    • /
    • 2015
  • Since interdisciplinary convergence could beyond the borders of each disciplines, it is able to create new and meaningful knowledge through collaborative research between different study areas. Especially, in recent years, the Digital Humanities has attracted the attention as the convergence form of the Humanities and ICT. From a research methodology perspective, the Digital Humanities is a tool that can be used as a convergence system for various information utilization such as storage, retrieve, share, and spread. In view of Information system, Digital Humanities has been constructed and used in a variety of systems. Among them, studies related to information visualization for the Digital Humanities have been actively conducted. To visualize data or information, various types such as images, multimedia, interface, and etc could be applied. In this paper, we analyze the cases of various information visualization in digital humanities systems, and propose a method to utilize them in the Humanities and Area Studies.

A Comparative Analysis of Domestic and Foreign Cloud Service Agreements (국내외 클라우드 서비스 이용약관 비교 분석 연구)

  • Song, Jiwon;Lee, Hwansoo
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.6 no.8
    • /
    • pp.499-509
    • /
    • 2016
  • The MSIP has implemented "Act on The Development of Cloud Computing and Protection of Its Users" from September 2015 and invigorated the cloud service industry. The act mainly includes the improvement cloud computing reliability and user protection for the development foundation and use activation. In order to expand the cloud market, it is important to increase the reliability of individual users. However, practical discussions and approach for cloud services adoption are still limited. In fact, there is no agreement standard for domestic cloud services. As a user agreement is not standardized, users feel difficulty compare to each agreement of cloud service provider and may be damaged because of unfair terms. Thus, it is necessary to examine the unfairness of cloud service agreement for user protection. This study analyzes domestic and foreign cloud service agreements including Practical Guide to Cloud Service Agreement of Cloud Standards Customer Council and suggests the direction of the standard agreement of cloud services.

Big Data Application for Judgment on Consumer's Awareness of the Trademark (상표의 소비자 인식 판단을 위한 빅데이터 활용 방안)

  • You, Hyun-Woo;Lee, Hwan-soo
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.6 no.8
    • /
    • pp.399-408
    • /
    • 2016
  • As entering the Big Data age, utilization of Big Data is also increasing in the intellectual property sector. Meanwhile, the purpose of a trademark which distinguishes the source of the goods essentially is to enable the public to recognize the goods. Big Data technologies which is recently becoming a issue can be used as a tool to judge consumer's awareness of the trademark. It was difficult for judgment of trademark awareness through traditional ways. As a new way, survey methodology has bee received attention, and it was applied to the field of trademark law. However, various problems such as cost, time, objectivity, and fairness were observed. In order to overcome theses limitations, this study proposes new way utilizing big data analytics for judgment on consumer's awareness of the trademark. This new way will not only contribute to enhancing the objectivity of judging trademark awareness but also utilized to support for related legal judgments.

Changes of Exhibition Space and the Popularization of Art (변화하는 전시 공간과 미술의 대중화)

  • Moon, Ji-Hye
    • Journal of Korea Entertainment Industry Association
    • /
    • v.14 no.3
    • /
    • pp.201-210
    • /
    • 2020
  • The aim of this thesis is to investigate exhibition spaces which are being expanded and transformed concurrently with social phenomena that are also the result of rapid changes, all of which are reflective of a modern society in transition. Such investigation would also include an analysis of changes in the viewing public and artworks themselves, and also an assessment of the public nature of art and its effective aspects. Expansion of exhibition spaces and the increasing connection between art and the public have very important ramifications, in many respects. They present opportunities for the viewing public to immerse themselves in artistic spaces, with some reaching further into other activities - activities that they often share with other individuals. This also leads them to expand their range of activities, turning them into more mobile, proactive audiences. In connection, many corporations have turned their attention to this public aspect of art, which has resulted in a display of art in different types of spaces. The government also began to adopt 'public art' as a matter of policy, using it as a medium of communication between the state and its populace. The public aspect of art, being highlighted as a result of expansion and diversification of exhibition spaces, will have a significant impact not only on the viewing public, but also on the art market. This represents a momentous change for creators of art, which naturally warrants close scrutiny and research.

A Study of Education-Centered Animation Major Curricular : Focusing on 4-Years University Course (교육중심의 애니메이션전공 교육과정 연구 : 4년제를 중심으로)

  • Choi, Don-Ill
    • Cartoon and Animation Studies
    • /
    • s.19
    • /
    • pp.183-197
    • /
    • 2010
  • In order to develop education centered animation course, this study aims to research curricular that are equipped with industrial specialty based on the basic of visual arts. The subjects of the study were the international and domestic universities that have education goals of practical education, art education, and combined-typed education. The research was done by classifying curricular from basic course to advanced course. Production stage was divided into planning-production-follow up stage. The idea area was divided into three parts form basic emotion training to creativity development. This paper is focused on presenting to configure the basic features of the educational center for 4-year curriculum based on the course content and curriculum of international and domestic universities. The study of training course required for the configuration of the course of study focused on subjects which match the characteristics of major curriculum based on common subjects, major required courses, major electives were classified as the opening. As a result, It is difficult to lead common of educational contents because of the study of education-oriented curriculum and interdisciplinary educational goals of each university are different from other individual characteristics

  • PDF

A Study on the Popularization of Traditional Korean Art through the Case Study of Convergence of K-POP and Traditional Art - Focusing on the idolization of BTS - (K-POP과 전통예술의 융합 사례분석을 통한 한국전통예술의 대중화 방안 연구 - BTS의 IDOL을 중심으로 -)

  • Cho, Young-In
    • Journal of Korea Entertainment Industry Association
    • /
    • v.13 no.2
    • /
    • pp.27-36
    • /
    • 2019
  • Today, the Korean wave headed by K-pop is newly named as 'New Korean Wave' in that it has been extended to United States, Europe and Russia. K-POP, the main player of the new Korean wave, has been successful in SNS marketing channels. Furthermore, the content of K-pop has attracted the attention of the global audience. The media and public attention on the Korean Wave is meaningful because it is not merely a cultural export. It also makes Korean people feel national pride, seeing the mental influence of its culture on other regions. Moreover, the development of the cultural industry in our society, which is different from industrial or material development, is a proof that Korean society is at the center of globalization. Until the 20th century, Korean culture had been rather receptive than dominant. In other words, it was focused more on acceptance of other cultures than active creation or outflow of its own. Now, however, K-POP is not anymore copying Western culture. It is creating its own unique characters, which makes K-pop very competitive. Korean culture has been formed for a long time in Korea's unique historical background. Korean popular culture also has to establish a solid foothold in world markets through its distinctive and traditional feature. The positive consumer response to Korean pop culture will create the added value of Korean contents and their derivatives, which will heighten Korea's national image also. In other words, if traditional art and K-POP are converged and equipped with our own unique and highly artistic culture, they will take the lead in the global cultural art market. In this study, we will recognize the possibility, growth and development of K-pop culture and analyze the cases of combining K-pop and Korean traditional art. First, we have to blend traditional art and other various genres to create diverse contents, and we have to actively utilize media channels. Second, we must improve people's awareness of the copyrights of traditional art. Also, we have to mitigate the copyrights of creative dance to expand the disclosure of contents which can be utilized. Third, we have to learn about traditional arts from younger age. Fourth, we will expand traditional arts to the whole of Korean cultural policies, which can enhance the nation's cultural value and create economic benefits. These four are expected to be effective ways to preserve the identity of traditional art and at the same time, globalize Korean culture.

Abstraction of players action in tennis games over various platform (플랫폼에 따른 테니스 게임 플레이어 액션의 추상화 연구)

  • Chung, Don-Uk
    • Journal of Digital Contents Society
    • /
    • v.16 no.4
    • /
    • pp.635-643
    • /
    • 2015
  • This study conducted a case study using various platforms centered on a tennis game to examine what forms the movements of a game player had when they were abstracted in the game. In particular, it summarized the forms of the player's experience that could be attained from the abstracted tennis actions into the 4 types: movement, swing, direction & intensity, and skill; and observed and schematized them in the early video games, console games, mobile games, Gesture recognition games, and wearable games. In conclusion, the development of technology offers the players with greater experience. For example the change of the platform of simple games of pressing buttons into swinging. Furthermore, the study found a consistency in the context even though the difference of action was slightly found by the interface.