• 제목/요약/키워드: Korean visual media

검색결과 807건 처리시간 0.023초

미술교육에 있어서 시각적 미디어를 통한 조형교육에 관한 연구 (Visual Media Education in Visual Arts Education)

  • 박지숙
    • 조형예술학연구
    • /
    • 제7권
    • /
    • pp.64-104
    • /
    • 2005
  • Visual media transmits image and information reproduced in large quantities, such as a photography, film, television, video, advertisement, or computer image. Correspondence to the students' reception and recognition of culture in the future. arrangements for the field of studies of visual culture. 'Visual Culture' implies cultural phenomena of visual images via visual media, which includes not only the categories of traditional arts like a painting, sculpture, print, or design, but the performance arts including a fashion show or parade of carnival, and the mass and electronic media like a photography, film, television, video, advertisement, cartoon, animation, or computer image. In the world of visual media, Image' functions as an essential medium of communication. Therefore, people call the culture of today fra of Image Culture', which has been converted from an alphabet convergence era to an image convergence one. Image, via visual media, has become a dominant means for communication in large part of human life, so we can designate an Image' as a typical aspect of visual culture today. Image, as an essential medium of communication, plays an important role in contemporary society. The one way is the conversion of analogue image like an actual picture, photograph, or film into digital one through the digitalization of digital camera or scanner as 'an analogue/digital commutator'. The other is a way of process with a computer drawing, or modeling of objects. It is appropriate to the production of pictorial and surreal images. Digital images, produced by the other, can be divided into the form of Pixel' and form of Vector'. Vector is a line linking the point of departure to the point of end, which organizes informations. Computer stores each line's standard location and correlative locations to one another Digital image shows for more 'Perfectness' than any other visual media. Digital image has been evolving in the diverse aspects, such as a production of geometrical or organic image compositing, interactive art, multimedia art, or web art, which has been applied a computer as an extended trot of painting. Someone often interprets digitalized copy with endless reproduction of original even as an extension of a print. Visual af is no longer a simple activity of representation by a painter or sculptor, but now is intimately associated with a matter of application of media. There is some problem in images via visual media. First, the image via media doesn't reflect a reality as it is, but reflects an artificial manipulated world, that is, a virtual reality. Second, the introduction of digital effect and the development of image processing technology have enhanced a spectacle of destructive and violent scenes. Third, a child intends to recognize the interactive images of computer game and virtual reality as a reality, or truth. Education needs not only to point out an ill effect of mass media and prevent the younger generation from being damaged by it, but also to offer a knowledge and know-how to cope actively with social, cultural circumstances. Visual media education is one of these essential methods for the contemporary and future human being in the overflowing of image informations. The fosterage of 'Visual Literacy' can be considered as a very purpose of visual media education. This is a way to lead an individual to the discerning, active consumer and producer of visual media in life as far as possible. The elements of 'Visual Literacy' can be divided into a faculty of recognition related to the visual media, a faculty of critical reception, a faculty of appropriate application, a faculty of active work and a faculty of creative modeling, which are promoted at the same time by the education of 'visual literacy'. In conclusion, the education of 'Visual Literacy' guides students to comprehend and discriminate the visual image media carefully, or receive them critically, apply them properly, or produce them creatively and voluntarily. Moreover, it leads to an artistic activity by means of new media. This education can be approached and enhanced by the connection and integration with real life. Visual arts and education of them play an important role in the digital era depended on visual communications via image information. Visual me야a of day functions as an essential element both in daily life and in arts. Students can soundly understand visual phenomena of today by means of visual media, and apply it as an expression tool of life culture as well. A new recognition and valuation visual image and media education is required to cultivate the capability of active, upright dealing with the changes of history of civilization. 1) Visual media education helps to cultivate a sensibility for images, which reacts to and deals with the circumstances. 2) It helps students to comprehend the contemporary arts and culture via new media. 3) It supplies a chance of students' experiencing a visual modeling by means of new media. 4) There are educational opportunities of images with temporality and spaciality, and therefore a discerning person becomes to increase. 5) The modeling activity via new media leads students to be continuously interested in the school and production of plastic arts. 6) It raises the ability of visual communications dealing with image information society. 7) An education of digital image is significant in respect of cultivation of man of talent for the future society of image information as well. To correspond to the changing and developing social, cultural circumstances, and the form and recognition of students' reception of them, visual arts education must arrange the field of studying on a new visual culture. Besides, a program needs to be developed, which is in more systematic and active level in relation to visual media education. Educational contents should be extended to the media for visual images, that is, photography, film, television, video, computer graphic, animation, music video, computer game and multimedia. Every media must be separately approached, because they maintain the modes and peculiarities of their own according to the conveyance form of message. The concrete and systematic method of teaching and the quality of education must be researched and developed, centering around the development of a course of study. Teacher's foundational capability of teaching should be cultivated for the visual media education. In this case, it must be paid attention to the fact that a technological level of media is considered as a secondary. Because school education doesn't intend to train expert and skillful producers, but intends to lay stress on the essential aesthetic one with visual media under the social and cultural context, in respect of a consumer including a man of culture.

  • PDF

현대 실내디자인에 표현된 디지털미디어의 비주얼 인터페이스 경향에 관한 연구 (Visual Interface Trend of Digital Media Expressed on Contemporary Interior Design)

  • 은이선;정미렴
    • 한국실내디자인학회논문집
    • /
    • 제15권5호
    • /
    • pp.104-111
    • /
    • 2006
  • Digital media changed not only our lifestyle and sense of value but also art and space design, and development of technology will accelerate the alteration. It provided limitless possibility and inspiration to art, architecture and design. In this 'image' era, media communicate with us mostly in visual method, which gets to he realized by visual interface. The purpose of this study is to analyze the tendency of visual interface of contemporary interior design cases in the standpoint of digital media characteristics and suggest directions for future space design. The characteristics of digital media and interface are defined, and how the concept unfolded in art, design is also discussed. In interior design, the concepts come out as various types of visual interface, showing the characteristics of composition of material and immaterial, interaction between visual information and space users and among users, realization of cyberspace and simultaneous coexistence of multiple space-time multi-layer.

An Empirical Investigation into How to Use Visual Storytelling for Increasing Facebook User Engagement

  • Kim, Yu-Jin
    • 감성과학
    • /
    • 제20권3호
    • /
    • pp.23-38
    • /
    • 2017
  • In order to identify effective approaches for creating more viral Facebook posts, this research conducted an empirical content analysis of leading Korean brands' Facebook fan-pages (Samsung Mobile, SK Telecom, Kia Motors, and POSCO). Their distinctive visual storytelling and communication patterns were investigated as effective user engagement triggers. Through analysis of the research results, it was statistically proved that the different industrial attributes of the four brands, which are primarily characterized by their product (or service) types, affect their Facebook posting patterns by showing different engaging rates (measured by like, comment, and share metrics). In addition, the user engagement rates of the posts were influenced by their visual storytelling factors (i.e. ad objective, value scale, and visual media types). In line with these statistical findings, the distinctive visual storytelling strategies of the four brands were identified. Moreover, competitive and uncompetitive visual storytelling tactics were suggested according to the ad objectives and visual media types on Facebook.

1970년 이후의 건축표현변용방식에 관한 연구 (A Study on the Transformal Usage of Architecture Expression Since 1970s)

  • 김용규;박영호
    • 한국실내디자인학회논문집
    • /
    • 제19권1호
    • /
    • pp.75-84
    • /
    • 2010
  • This study will establish the transformal characteristics of architectural visual information by investigating: how contemporary architects perceive and process multifaceted architectural information via the expression media since 1970s. The purposes and results of this study are summarized as follows: This study established the contemporary transformal characteristics by comparing the expression methods of traditional architects with the transformal characteristics of visual information derived from the contemporary architectural expression media. In a pluralistic information society, the expression methods of the past, which recognize space as a stationary, unidimensional visual point on a drawing surface, is now changing to the mixed, multidimensional expression methods that connect various visual points on a limited drawing surface. Furthermore, the rapid advancement of digital media is changing, from a method which simply arranges visual information, to a flexible visual tool which can process architecture sequentially and simultaneously. As the communication structure of architecture is moving toward an individual-centered two-way communication type, the information delivery method is used to visualize conceptual, inferential information, rather than visualizing realistic information which simply records facts. In the past, multidimensional, non-linear forms could not be processed by the conventional design processes and sketch work, but now they can be expressed via digital media.

미국 유아원 아동의 미디어 시청과 상상놀이성간의 관계 (The Relationships Between Use of Visual Media and Imaginative Playfulness in American Preschool Children)

  • 신나리
    • 아동학회지
    • /
    • 제26권5호
    • /
    • pp.89-104
    • /
    • 2005
  • Ecological predictors of imaginative playfulness were researched to test relationships among preschoolers' individual characteristics, socioeconomic status, their visual media use, and their imaginative playfulness. Data were collected from 202 primary caregivers and head teachers in childcare centers in Michigan, U. S. A. Use of visual media was coded by the program categorization of Anderson et al. (2001) and the Television and Movie Violence Rating Scale (Huesmann et al. 2003). Imaginative playfulness was rated by the adapted Playfulness Scale (Barnett 1990). Results of hierarchical regression showed that child characteristics of age and gender predictors contributed to their imaginative playfulness. On the other hand, children's visual media use and socioeconomic status of their families did not predict their imaginative playfulness.

  • PDF

지역 영상산업 인력자원 분석 - 부산광역시를 중심으로 - (AStudy on Human Resources of Local Visual Industry (Focus on Busan Metropolitan City))

  • 박병주;최영근;김재헌;김치용
    • 한국정보통신학회:학술대회논문집
    • /
    • 한국해양정보통신학회 2009년도 추계학술대회
    • /
    • pp.625-628
    • /
    • 2009
  • 영상산업의 불모지와 같던 부산이 1996년 제1회 부산국제영화제 PIFF를 시작으로 이제는 영상산업도시로 변모하고 있다. 아시아 영상산업 중심도시(CinePort Busan)을 추진하면서 2004년까지 1단계육성기로 '영화 촬영하기 좋은 도시' 2005년에서 2007년까지 2단계 정착기로 '영화 만들기 좋은 도시'를 조성하여 왔고 지금은 3단계 발전기로 영상산업을 정착시키고 영상제작의 중심지로 만들기 위해 사업을 진행하고 있는데 이러한 부산시의 영상산업 지원육성 정책에 맞추어 지역 영상인력의 역내 고용문제는 영상산업에 실질적이고 내실 있는 지역산업이 되기 위해서는 필수 불가결한 요소이다. 따라서 본 연구는 부산광역시의 영상산업과 인력자원의 현황 및 문제점을 분석하고 영상중심도시 부산 조성계획에 따른 인력 수급이 지역 영상인력의 역내수급에 미치는 영향에 대해 조사하였다.

  • PDF

Depth perception enhancement based on chromostereopsis in a 3D display

  • Hong, JiYoung;Lee, HoYoung;Park, DuSik;Kim, ChangYeong
    • Journal of Information Display
    • /
    • 제13권3호
    • /
    • pp.101-106
    • /
    • 2012
  • This study was conducted to enhance the cubic effect by representing an image with a sense of three-dimensional (3D) depth, using chromostereopsis, among the characteristics of human visual perception. An algorithm that enhances the cubic effect, based on the theory that the cubic effect of the chromostereoptic effect and the chromostereoptic reversal effect depends on the lightness of the background, classifies the layers of the 3D image input into the foreground, middle, and background layers according to the depth of the image input. It suits the characteristics of human visual perception because it controls the color factor that was adaptively detected through experiments on each layer; and it can achieve an enhanced cubic effect that is suitable for the characteristics of the image input.

3차원 건축모델정보의 표현변용방식에 관한 연구 (A Study on the Expression Transformation of Visual Information in 3D Architectural Models)

  • 박영호
    • 한국실내디자인학회논문집
    • /
    • 제22권1호
    • /
    • pp.105-114
    • /
    • 2013
  • This study investigated the application and the change of various architectural models by analyzing expression viewpoint media, which were applied to the visual information of digitalized 3D contemporary architectural models. The purpose of this study was to specify how modern architects have changed 3D architectural models to conceptual, logical, and formational visual information in the process of design. This study discovered a framework of analyses by theoretically investigating a relationship between expression media and expression change in the process of visualizing architectural models. Using the framework of analyses, this study analyzed how the expression viewpoints of architectural model information have been changed and applied. The transformation media of the visual information of digitalized 3D architectural models can be classified into conceptual, analytical, and formational information: 1) Contemporary architects used author-centered subjective viewpoints to express architectural concepts, which were generated in the process of their design. They selected a perspective viewpoint and a bird's eye view in order to present their architectural concepts and to depict them with one architectural model by expanding the visual scope of conceptual information. 2) Contemporary architects adopted observer-centered objective bird's eye view expression media to effectively present their architectural information to building owners and viewers. They used transformal media, which integrate architectural information into 3D and change it to different scales, in order to express their architecture logically. 3) Contemporary architects delivered model information about the generation and change of forms by expressing the image of a project from an author-centered viewpoint, instead of objectively defining formational information. They explained the generation principle of architectural forms via transformal media which develop and rotate an architectural model.

대화형 복수시점 영상콘텐츠 저작시스템 설계 및 구현 (Design and Implementation of Interactive Multi-view Visual Contents Authoring System)

  • 이인재;최진수;기명석;정세윤;문경애;홍진우
    • 방송공학회논문지
    • /
    • 제11권4호
    • /
    • pp.458-470
    • /
    • 2006
  • 본 논문에서는 MPEG-4 Systems 기반 복수시점 영상 서비스를 위한 저작 기술에 대해 제안한다. MPE-4는 이전의 MPEG-l/2 등의 비디오 정보 압축 규격과 달리, 사용자와 콘텐츠 간의 객체 기반 대화형(interactivity) 기능에 대한 다양한 방법을 포함하고 있다. 따라서 MPEG-4 Systems 규격은 현재까지 개발된 표준들 중에서 복수시점 영상 서비스가 제공하려고 하는 목적에 가장 잘 부합하는 기능을 제공하고 있다. 본 논문에서는 MPEG-4 Systems 표준 기술을 기반으로 제공될 수 있는 복수시점 영상 서비스에 대해 기술하였고, 해당 서비스를 제공하기 위한 MPEG가 장면 기술(scene description) 프로파일을 제안하였다. 또한 제안된 프로파일에 기반을 둔 대화형 복수시점 영상콘텐츠 저작시스템을 설계하고 구현하였으며, 실험결과를 통해 그 가능성을 보여 주었다.