• 제목/요약/키워드: Internet Art

검색결과 610건 처리시간 0.033초

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

  • 장용훈
    • 디자인학연구
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    • 제16권3호
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    • pp.309-318
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    • 2003
  • 예술 작품은 고립되어 존재하는 것이 아니라 그 사회의 문화적 배경과 시대적 상황의 영향을 받아 제작되는 것이며 예술자체는 시대를 반영한다고 할 수 있다. 즉 작가의 내면세계에 뿌리를 두고 그것과 연결된 여러 외부적 또는 시대적 조건들과 상호작용을 하는 속에서 작품이 이루어지며, 이러한 예술창작의 저작물로 인하여 사회의 문화적 코드에 영향을 미치는 순환적인 인과관계를 가진다고 할 수 있겠다. 그러한 이유로 현대 사회처럼 복잡하고 다변화된 사회에서의 개인과, 개인의 의식구조 속에서 탄생되는 예술작품은 가히 전위적인 시각으로 전개되어져 왔다. 다양한 사회적 요구와 보다 다변화된 의식구조들은 그로 인한 예술작품의 다양화에도 많은 영향을 끼쳤으며, 실제로 지난 수 세기보다 최근 1세기 안에 이루어진 문화적, 산업적 변화는 비교할 수 없을 만큼 컸다. 따라서 예술작품의 형식 또한 이러한 시대의 흐름과 무관할 수 없다고 하겠다. 이미 예술 분야에서도 전통적인 형식의 표현 기법에서 탈피한 수많은 시도가 이루어지고 있으며, 점차 장르의 구분을 탈피한 많은 시도가 이루어지고 있다. 그런 의미에서 최근의 멀티미디어 아트란 디지털 화 된 시대의 흐름에 영향을 받아 필연적으로 발생한 것이라 할 수 있겠다. 더 이상 인터넷이나 멀티미디어라는 말이 극소수의 전문가만을 위한 영역이 아니라, 대중의 일상에 깊이 침투한 오늘날에 이르러서는 이미 일련의 멀티미디어라는 도구를 이용한 예술 작품은 테크놀로지 아트, 정보미술, 컴퓨터아트, 디지털아트, 뉴미디어 아트 등의 다양한 이름으로 많은 실험이 이루어지고 있으며, 기존의 예술 작품과는 달리 실제로 이러한 저작물들이 테크놀로지와 결합하여 산업적으로 활용되고 있기도 하다. 이에 이 논문에서는 멀티미디어 아트의 개념을 알아보고, 이러한 멀티미디어 아트의 사회적 작용에 대해 연구하며, 이 새로운 형식의 미술의 현황과, 일련의 작업들이 꾸준한 생명력을 가기고 존재할 수 있을지에 대한 전망을 해 보고자 한다.

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포스트-미디엄과 포스트프로덕션 : 포스트모더니즘 이후 현대미술의 '동시대성(contemporaneity)' (Post-Medium and Postproduction: Contemporaneity of Contemporary Art)

  • 정연심
    • 미술이론과 현장
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    • 제14호
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    • pp.187-215
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    • 2012
  • In recent studies of art historical methodology, such as Critical Terms for Art History and The Art of Art History, subjectivity, identity, abjection, and other terms have been placed safely in the genealogy of contemporary art history. This paper questions the contemporaneity in the story of contemporary art in our time in relation to two other critical terms that have been regularly cited by contemporary critics, not only in Euro-American fields but also in Korea. The terms are postmedium and postproduction, respectively, as used by Rosalind Krauss and Nicolas Bourriaud. This paper stems from the critical condition in which art criticism and theory have their power in the rise of neo-liberalism. But this paper does not deal with the contemporary as a chronological term for art history but rather examines the three critical terms-contemporaneity, post-medium, and postproduction-that have garnered scholarly attention. I would like to put aside postmodernism for the moment; I don't disregard the postmodern condition although the death of postmodern critical terms has resulted in the loss of its polemical power in art worlds such as in exhibitions, etc. To look at "the postproduction in the age of post-medium age after postmodernism," I first explore Krauss's notion of post-medium because, unlike media artists like Lev Manovich and Peter Weibel, Krauss's post-medium condition is different and insists on medium specificity. In this sense, Krauss has turned out to be another Greenberg in disguise. For her, photography and video are expanded mediums after Greenberg, because Krauss has spent her life explicating those mediums. Under the Cup, her recent publication, came out in 2011, and discusses her desire to defend medium-specificity against the intermedia of installation art found ubiquitously in international exhibitions and biennales. Her usage of post-medium has been taken up by Weibel as postmedia in a broader sense. But whether the post-medium condition or the postmedia age, we nonetheless enter the new age of the contemporary. Consequently, this paper questions what constitutes contemporaneity in our times. It is said that there is nothing new on earth, yet I find original artistic strategies among the younger generation in the postmedia age. The contemporary justifies its place in art fields and criticism by keeping its distance from postmodernism although we still find the remnants of postmodern artistic practices and theoretical foundations. By looking at materials written by Terry Smith, I would like to examine contemporaneity as a rhetoric where artists, critics, and curators endeavor to set up a new spirit of criticism, distant from the past of modernism and postmodernism. In discussions, modernism and postmodernism act as catalysts interacting with each other while justifying their own place. In conclusion, my paper reaches to delineate where the contemporary finds its place among artists' responses and working methods. It explores the postproduction of the Internet and the World Wide Web generations, where images become data rather than representation (of modernism) and appropriation (of postmodernism). This paper analyzes Bourriaud's text, as well as relevant artists like Pierre Huyghe, Liam Gillick, and others. By examining the aforementioned critical terms, I would like to reconsider our own contemporary art in Korea, especially among young artists influenced by digital media and the World Wide Web in the 1990s.

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WWW 항해시의 Flow 경험과 구매의도와의 관계 연구 (Study on the relationship between the flow experience art purchase intention when navigating World Wide Web)

  • 김병철
    • 기술경영경제학회:학술대회논문집
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    • 기술경영경제학회 1999년도 제16회 동계학술발표회 논문집
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    • pp.296-327
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    • 1999
  • Nowadays, there is a huge need of an extensive study to understand features and behavior modes of consumers who have an indefinite potential of purchase and to make EC a bullish market, Recently, the flow construct has been proposed as important for understanding consumer behavior on the cyber space. The purpose of this study is threefold. To investigate (1) the effect of the flow experience when navigating Internet shopping-mall sites and Internet on purchase intention and relational factors of this (2) the difference in the flow experiences between during the time of navigating Internet and during the time of navigating Internet shopping-mall sites. (3) the difference in purchase intention and relational factors of this between an experiential flow and a purposeful flow. The results show that (1) increase of the purchase intention on EC (or relational factors of this) in proportion to the degree of cognition of users' flow experience (2) By the separate motive of searching Internet shopping-mall sites, the flow experiences during the time of navigating Internet lead to different results (3) Although the difference in the purchase intention on EC between subjects is nonsignificant, it suggests that we need to focus on the fact that the correlation between the purchase intention on EC and the purposeful flow experience on Internet shopping-mall sites is greater than any other correlation. In the end of this study, The theoretical and practical implications of the study, limitations of the study, and future research implications are discussed.

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플래시 기반의 X-인터넷 프레임워크 개발 (Development of X-internet frame work based on FLASH)

  • 고대식
    • 디지털콘텐츠학회 논문지
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    • 제6권3호
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    • pp.143-147
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    • 2005
  • 본 연구에서는 플래시 기반 X-인터넷 프레임워크와 이를 위한 API를 개발하였다. 개발된 플래시기반의 X-인터넷 프레임워크는 웹 어플리케이션에 비하여 동적인 사용자 인터페이스를 확보할 수 있고 개발기간을 단축할 수 있다. 개발된 x-인터넷 프레임워크는 본 연구에서 개발된 API 와 상용 Flash 재생기를 사용하기 때문에 별도의 서버모듈이 필요하지 않다. 연구 분석 결과, 개발된 X-인터넷 프레임은 네트워크 트래픽, 저렴한 개발비용, 동적인 사용자 인터페이스 구현과 같은 장점이 있는 것을 알 수 있었으며 현재의 개발자들과 익숙한 개발환경을 취하였기 때문에 다양한 응용프로그램 개발에 유용하게 활용될 수 있을 것이다.

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인터넷게임중독 예방프로그램이 중학생의 우울, 자아존중감 및 인터넷게임중독에 미치는 효과 (Effects of the Prevention Program on Internet Games Addiction in Middle School Students)

  • 주애란;정인경;박인혜;정영주
    • 지역사회간호학회지
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    • 제17권3호
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    • pp.354-363
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    • 2006
  • Purpose: The Purpose of this study was to determine the effect of an internet games addiction prevention program on middle school students' depression, self esteem and Internet games addiction. Methods: The internet games addiction prevention program in this study was based on the Ellis'(1962) ABC Model. This research adopted the non-equivalent control group pretest-posttest design. and was conducted with 52 middle school students who were selected through convenient sampling and assigned to an experimental group or a control group. Data were collected from January 15, 2006 to February 19, 2006, and analyzed using the SPSS/PC program by frequency, Fisher exact test, t-test, means, standard deviations and ANCOVA. Results: The results of the experiment supported the hypothesis that the experimental group would have lower depression scores and internet games addiction scores and higher self-esteem scores than the control group. Conclusions: After 8 sessions of the internet games addiction prevention program, it was found that the program was effective to improve the score of self-esteem and reduces the scores of internet games addiction and depression.

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재난과 미술적 대응: 헤르만 조셉 하크(Hermann Josef Hack)의 기후난민 프로젝트 (Disaster and Artistic Measures: Hermann Josef Hack's Project of World Climate Refugee Camp)

  • 김향숙
    • 미술이론과 현장
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    • 제14호
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    • pp.53-83
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    • 2012
  • This thesis is a study of artistic measures and climate refugees, based on Hack's World Climate Refugee Camp project. According to Hack, climate refugees appeared with the process of globalization. Hack claimed that the people who put climate refugees in danger are the industrialized nations, and therefore, their rejection of refugees is nonsense. He also stated that the fundamental solution would be the active participation of such nations. Thus, he travels around the world, encouraging participants and globalizing his project. Interestingly, the practical participation method of his climate calamity project is divided into four methods, which are all related to realizing the danger and presenting various solutions. First, the aesthetic of survival: the reason Hack focused on the warming trend and claimed that we have to accept the climate refugees as refugees comes from the thought that we are all potential refugees, and the anxiety that climate refugees may cause war in the end. The solution Hack found for surviving in such a world is to create "refugee camps" to notify people about the seriousness of climate change, and to put the "aesthetic for survival" in action. Second, a relation-oriented relationship: communication between Hack and the participants was done in various ways. They are experiencing a bond and emotions of an interrelationship through their actions in the experimental field, experiencing a new form of art, which they were not able to experience in a museum. Third, a utopian measure: Hack's utopian measure started from the fear of dystopia but Hack still believes that it is not only a dream, but that it can be realized. He claims that even though the start may be feeble, it is possible to rescue children from starvation and to treat climate refugees as proper human in the end, when communication and cooperation is done the right way and properly. Fourth, the aesthetic of global relation, the internet: the new solution Hack is trying on the internet is to make more people participate in his project. It is fate that "human are the wrongdoer and the victim at the same time", but according to Hack's opinion, social disaster can be avoided through effort and it is optimistic that we can give form to the culture revolution we are experiencing now. Hack's project illustrated the importance of daily life, compared to art inside a museum, through active participation of the people and opened up a new method of art through realistic responses to disasters. This is distinctive from the past exhibitions, where artists gave shape and form to ideals and an imaginary world, in that it shows that the artist and audience aim for creating a community-like structure, just like Bourriaud's art method. Hack's project of climate calamity illustrates that installation and action art is not only an art genre which shows installation and activities, but that it can include social and political issues and that it can be completed with the help of participants, consequently becoming a genre of modern art. Hack raises a question about art's identity through various descriptions. Artists as planners, who base their artworks on their subjectivity or the characteristics of a specific period, the people as participants, the duet of art work and play, human and human, and further, human and nature. The practical participation method, as a measure for "disaster", reveals the new art of the 21st century within Hack's artworks. Even though there are several problems with Hack's usage of art as a measure for disaster, it will actively open up a new page for the 21st century's art with the theme of disaster.

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네오 팝 작품을 응용한 네일아트 융합디자인 -장 미쉘 바스키아, 무라카미 다카시 작품을 중심으로- (Nail Art Convergence Design Application of Neo-pop Art Works -Focusing on Artistic Works by Jean Michel Basquiat, and Takashi Murakami-)

  • 배세지;강은주
    • 한국융합학회논문지
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    • 제7권2호
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    • pp.119-127
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    • 2016
  • 본 연구의 목적은 대중적이며 산업화 되어있는 네오 팝 작품을 네일아트 기법에 융합한 디자인을 제시하여 창의적 디자인 발상에 기여하는데 있다. 연구방법은 네오 팝의 대표작가인 장 미쉘 바스키아, 무라카미 다카시를 선정하여 대표작가의 작품세계와 그들의 작품을 모티브로 한 사례를 전문서적과 인터넷 자료를 활용하여 분석하였다. 또한 네일아트의 개념과 표현기법들을 분석하였고 세 작가의 작품을 모티브로 네일아트 기법 중 핸드페인팅, 시스루, 엣칭, 네일 패치, 3D, 에어브러시 기법을 융합시킨 디자인으로 총 6작품을 제작하였다. 위와 같은 연구를 통해 네오 팝 작가들의 작품을 모티브로 한 창의적이고 독창적인 네일 디자인을 제시할 수 있었다. 이번 연구로 보다 개성 있고 다양한 네일 디자인의 활용이 전개되길 바라며 네일 아티스트들의 역량을 높이고 네일아트가 활성화 되는데 도움이 되길 바란다. 또한 향후 다양한 영역과의 융합으로 네일 아트 디자인 연구가 확대 발전되기를 기대한다.

입체주의 표현기법을 활용한 아트 마스크 융합 디자인 (Art Mask Converged Design Based on an Expression Method of Cubism)

  • 박리라
    • 한국융합학회논문지
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    • 제8권4호
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    • pp.273-278
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    • 2017
  • 현대의 아트메이크업은 미를 목적으로 하는 인간의 원초적 욕망이나 욕구의 논리적 사고에서 벗어나 개성화 차별화의 추세에 따라 폭넓게 전개되어지고 있으며 고객의 니즈(needs)에 맞게 다양하게 융합 접목되어지고 있다. 20세기 미술사조의 중심이 되는 입체주의는 아트메이크업을 표현하는데 있어 창의성을 기반으로 하는 좋은 소재가 된다. 이에 본 연구는 입체주의 표현기법을 아트메이크업에 융합시켜 아트마스크에 제시함으로써 새로운 디자인 발상과 표현영역을 창출해내는 데 있다. 연구방법은 선행연구와 인터넷 자료, 전문서적 등을 토대로 입체주의와 아트메이크업에 대한 고찰 후, 입체주의 표현기법을 크게 복수시점, 형태의 분할, 콜라주로 나누어 피카소의 작품을 모티브로 아트마스크에 융합 디자인한다. 이러한 연구 결과, 입체주의 표현기법이 아트메이크업에도 적용 가능하게 나타났으며 창의적인 아트메이크업 융합 디자인을 도출해내어 제시할 수 있었다. 향후 이에 따른 연구가 활발히 이루어지기를 기대해보며 본 연구가 아트메이크업 디자인 개발에 도움이 되길 바란다.

남북한 ICT 표준화 통일방안 연구; - 북한 인터넷 개방 유도방안 (Study on ICT standardization unify North and South Korea - North Korea open Internet induction plan)

  • 최성
    • 디지털융복합연구
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    • 제14권4호
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    • pp.79-88
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    • 2016
  • 평화 통일을 유도하기 위한 최우선 정책은 북한의 인터넷 개방유도이다. 남북한 ICT산업 교류협력을 위하여 인터넷 개방을 유도하기 위하여 북한의 ICT 일반표준, 인터넷 현황과 산업현황, 실현가능성 등을 분석하여 준비 과제를 도출하였다. 남북한 ICT산업 교류협력을 위한 우선과제는 낙후되어 있는 북한의 기술수준을 선진화하기 위한 노력이 필요하다. 이에 한국의 첨단 정보화 인프라를 적극 제공하여 기술격차를 줄이는 것이 선행되어야 한다. 따라서 본 연구에서는 남북 ICT산업의 국가기술규격 및 표준화를 통한 북한 인터넷 개방유도에 대하여 연구하였다.

Infrared Target Recognition using Heterogeneous Features with Multi-kernel Transfer Learning

  • Wang, Xin;Zhang, Xin;Ning, Chen
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제14권9호
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    • pp.3762-3781
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    • 2020
  • Infrared pedestrian target recognition is a vital problem of significant interest in computer vision. In this work, a novel infrared pedestrian target recognition method that uses heterogeneous features with multi-kernel transfer learning is proposed. Firstly, to exploit the characteristics of infrared pedestrian targets fully, a novel multi-scale monogenic filtering-based completed local binary pattern descriptor, referred to as MSMF-CLBP, is designed to extract the texture information, and then an improved histogram of oriented gradient-fisher vector descriptor, referred to as HOG-FV, is proposed to extract the shape information. Second, to enrich the semantic content of feature expression, these two heterogeneous features are integrated to get more complete representation for infrared pedestrian targets. Third, to overcome the defects, such as poor generalization, scarcity of tagged infrared samples, distributional and semantic deviations between the training and testing samples, of the state-of-the-art classifiers, an effective multi-kernel transfer learning classifier called MK-TrAdaBoost is designed. Experimental results show that the proposed method outperforms many state-of-the-art recognition approaches for infrared pedestrian targets.