• 제목/요약/키워드: Media Arts

검색결과 733건 처리시간 0.024초

미디어아트를 중심으로 한 현대미술의 유희성에 관한 연구 (A Study on Game-Playing Plasticity of Modern Art Focused on Media Arts)

  • 이세정;유현배
    • 디지털콘텐츠학회 논문지
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    • 제11권4호
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    • pp.503-511
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    • 2010
  • 20세기 다양한 예술 사조가 공존하는 가운데 물질적 매개체를 이용해 제작되는 미디어아트는 예술적인 특성상 대중과의 커뮤니케이션을 통해 작품의 성립을 유도하고자 하는 다양한 시도가 이루어져왔다. 이러한 분위기 속에서 미디어를 활용한 조형예술은 대중적인 문화영역에서 가변적인 형태로 예술성과 대중성을 동시에 만족시키고 있다. 더욱이 여기서 작용하는 대중적인 만족도를 극대화시키기 위해 인간의 유희적인 감각을 자극하는 방법을 사용하게 된다. 본 논문에서 현대미술 가운데 미디어아트 영역이 앞서 언급한 대중과의 효과적인 커뮤니케이션을 위하여 인간의 유희적인 감각을 작품에 적극적으로 활용하게 되는 개념적인 배경과 그 원리를 파악하여 대중성 확보를 위한 현대미술의 흐름과 가능성에 대해 고찰해 보았다. 그 결과, 미디어아트의 대중화를 위한 다양한 시도의 대안으로 대두되었던 디지털 환경과 강력한 네트워크의 기술적인 환경이 그 한계에 다다르면서 인간의 유희적인 본성을 대중적과의 커뮤니케이션의 성공적인 장치로 활용할 수 있음을 인간의 유희적 본성을 기반으로 하는 미디어아티스트 토니 오슬로의 작품과 인터액티브 기반으로 관객이 작품 및 공간을 유희할 수 있도록 제공하는 인터액티브 작품을 통해서 확인 할 수 있었다.

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

  • 박지숙
    • 조형예술학연구
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    • 제7권
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    • pp.64-104
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    • 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.

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Current Literature Analysis of Arts and Cultural Management

  • Woo-Jun JANG
    • 산경연구논집
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    • 제15권4호
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    • pp.27-33
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    • 2024
  • Purpose: Arts and cultural management are a field with unique meaning and significance. This study is uniquely based on the focus of arts and cultural management on social and cultural sustainability sets it apart from other related study fields. Through delving into arts and cultural management, one can quickly gain skills vis-à-vis creativity and innovation in traditional and emerging media platforms. Research design, data and methodology: The current researcher relied on the descriptive research design, arriving at and evaluating the findings. The descriptive research design was the most ideal because of the need to evaluate the various literature sources systematically and later describe them without undue influence. Results: This research's core finding of art and cultural management in the current literature may be split up four findings, such as (1) Art and Cultural Management is Fast Embracing Digital Innovations and Related Elements, (2) Data and Analytics in Art and Cultural Management, (3) Interdisciplinary Nature of Arts and Cultural Management Elements, and (4) Arts and Cultural Management Face Numerous Challenges that Define it and its Future. Conclusions: All in all, based on the literature findings, the present research concludes that It is incumbent upon the various stakeholders, such as the government, to prioritize the arts and cultural management field through adequate budgeting and allocation of money.

공연예술에 있어 영상 활용을 통한 배우의 연기술 확장에 관한 연구 (A Study on Actor's Dramatics Expansion using Practical use of Media in Performing Arts)

  • 어일선;한정수;진운성
    • 한국엔터테인먼트산업학회논문지
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    • 제13권1호
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    • pp.89-98
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    • 2019
  • 연극, 뮤지컬과 같이 무대 위에서 행해지는 공연예술은 사회적 흐름과 시대성 등을 인지하고, 이를 주제로 다양한 내용과 형식을 통해 관객들을 맞고 있다. 공연예술을 행하는 다수의 예술가들 역시도 주제적인 측면에서 시대성과 사회성을 담은 주제를 통해 이를 무대화 시키고 있다. 예술가들은 공연의 질을 높이기 위해 주제적인 측면에 있어 미학적, 철학적 완성도를 높일뿐만 아니라, 과학기술의 발전으로 이룩한 새롭고 다양한 기술, 즉 테크놀로지의 활용을 통해 주제의 부각 및 다양한 기술을 활용한 무대화를 실현하고 있다 시대적 흐름에 따라 과학기술은 지대한 발전을 꾀하고 있으며, 이에 따라 무대기술 역시도 계속적으로 발전을 거듭하게 되면서 공연예술의 미학적, 철학적 완성도를 높이는 데 이바지하고 있으며, 새롭고 다양한 형식을 위해 공연의 형식적인 측면과 기술적인 측면에 대한 연구와 방법이 끊임없이 진행되고 있다. 이에 따라, 무대 위의 배우들의 연기 및 정서를 증폭시켜 관객으로 하여금 하나의 체험할 수 있는 공연 예술로 그 범주를 넓힐 수 있다는 것이 중요하다고 할 수 있다. 본 논문에서는 4차 산업혁명시대에 접어들면서 예술영역에 있어 새로운 영상 미디어를 접목하고 활용하게 되면서 예술의 범위를 점차적으로 확대되어지고 있고, 공연예술에 있어 다양한 영상기술의 활용이 배우의 연기술 확장에 어떻게 활용되고 있는지, 배우의 연기술의 활용에 있어 어떻게 진행되고자 하는지 분석해보고자 한다. 본 논문을 통해 4차 산업혁명시대에 있어, 공연예술에 있어 단연 화두가 되고 있는 배우의 연기예술에 있어 새로운 패러다임을 전망해보고 예측해보고자 한다.

Selection of Newly Isolated Mushroom Strains for Tolerance and Biosorption of Zinc In Vitro

  • Gonen Tasdemir, F.;Yamac, M.;Cabuk, A.;Yildiz, Z.
    • Journal of Microbiology and Biotechnology
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    • 제18권3호
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    • pp.483-489
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    • 2008
  • Nine newly isolated mushroom strains were tested to assess both their zinc tolerance and potential for zinc removal from an aqueous solution. Four strains of ectomycorrhizal fungi, namely Clavariadelphus truncatus (T 192), Rhizopogon roseolus (T 21), Lepista nuda (T 373), and Tricholoma equestre (T 174), along with five strains of white rot fungi, Lenzites betulina (S 2), Trametes hirsuta (T 587), Ganoderma spp. (T 99), Polyporus arcularius (T 438), and Ganoderma carnosum (M 88), were investigated using zinc-amended solid and liquid media. Their biosorption properties were also determined. The colony diameter and dry weight were used as tolerance indices for fungal growth. C. truncatus and T. equestre were not strongly inhibited at the highest concentrations of (225 mg/l) zinc in solid media. The most tolerant four strains with solid media, C. truncatus, G carnosum, T. hirsuta, and T. equestre, were then chosen for tolerance tests in liquid media. An ectomycorrhizal strain, C. truncatus, was also detected as the most tolerant strain in liquid media. However, the metal-tolerant strains demonstrated weak activity in the biosorption studies. In contrast, the highest biosorption activity was presented by a more sensitive strain, G. carnosum. In addition, seven different biosorbent types from G. carnosum (M 88) were compared for their Zn (II) biosorption in batch experiments.

현대 상업공간에 있어 뉴미디어 아트 표현 방법에 관한 연구 (A Study on characteristics of method for New-media Art appeared in Interior of contemporary commercial space)

  • 최지은;윤재은;윤상영
    • 한국실내디자인학회논문집
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    • 제19권6호
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    • pp.67-74
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    • 2010
  • Today, the world is facing overflowing digital technology, floating digital contents in the air, and various perspectives on the contents, and these are called new media waves. The waves show diverse features applied in arts and interior designs. In the new media world, a process that shows what artists and designers are dreaming of, planning, and presenting is becoming important., Therefore, a purpose of this research is to understand and refine the concept of new media world, and is to study on presentations of new media art in commercial spaces. Up to present times, New media art is a metaphor in the air, which connects digital art and design. Like the modifier "NEW" contains meaning of frequent changing, new media art has various characteristics in the commercial areas. First, new media art shows lighter and various space-designs with numerous lights and colors through the evolution of interface between substances and non-substances. Second, new media art has liquidity of spaces that come with diverse communication and change though infinite possibilities of digital technology. Finally, new media arts has amusement itself based on virtual images through interactive reality extension from human experience.

Features Of The Implementation Of Distance Education Institutions Of Higher Education In Ukraine

  • Soroka, Maryna;Shtefiuk, Valeriia;Tatarenko, Maryna;Babchenko, Yanina;Ivashchenko, Irina
    • International Journal of Computer Science & Network Security
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    • 제21권11호
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    • pp.266-270
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    • 2021
  • The article clarifies and divorces the concepts of distance learning systems "distance learning", "distance education", "distance technologies", "open education". The central concept of the DO system is "distance learning"; - an assessment of the use of distance technologies in the system of higher professional education in Ukraine was carried out, which showed that the dominant teaching technology at the moment is the technology of teaching using cases (case technology on paper and electronic media). It is determined that distance technologies based on the active use of technical teaching aids (network technologies, telecommunication technologies) find little use in the system of higher professional education in Ukraine.

코로나시대 비대면 공연예술의 현실과 과제 - 공연예술분야 종사자 및 전문가 인식조사를 중심으로 (The reality and task of non-face-to-face performing arts in the COVID-19: Focusing on the survey on the perception of workers and experts in the performing arts field)

  • 김성태;최부헌;조항민
    • 디지털융복합연구
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    • 제19권11호
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    • pp.485-498
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    • 2021
  • 본 연구는 코로나19시대 새로운 화두이지만 찬반논쟁도 뚜렷한 비대면 공연예술을 주제로 공연예술현장 종사자들과 관련 전문가들의 인식을 확인하였다. 이를 통해 코로나19시대의 공연예술 지원정책 수립을 위한 기초자료를 확보하고자 하였다. 분석결과 첫째, 응답자들은 비대면 공연예술의 현실적 필요성에는 동조하였으나, 현장 직군 응답자들은 비대면 공연이 가진 '현장성'과 '관객과의 소통'의 결여를 심각한 문제로 보고 있었다. 둘째, 직접 비대면 공연제작에 참여했던 응답자들의 경우에는 비대면 공연이 가지는 현장감, 몰입감, 관객과의 상호작용, 공연 외 즐거움의 부족과 부재에 대해 부정적 인식을 갖고 있었으며, 제작 과정에서 예산확보문제, 촬영·편집 등의 기술적 문제, 배우들의 연기몰입 문제 등에 대한 애로사항을 겪은 것으로 나타났다. 셋째, 정부의 비대면 공연예술 관련 지원정책에 대해서는 특정단체, 소수에게만 지원이 돌아간다는 불만과 지원 상 행정적 어려움 등을 토로하고 있었다. 본 연구결과를 통해 향후 정부의 공연예술 분야 정책은 공연예술이 갖는 현장성 그리고 본질적 희소성이 살아있는 대면 예술의 가치를 높일 수 있는 본원적 지원과 함께 새롭게 주목받는 비대면 공연예술의 기반 구축을 동시에 진행해야 하며, 이를 통해 대면과 비대면 공연예술이 상호 보완적이며 균형적 관계를 지향해야 함을 제언할 수 있겠다.

수출(輸出)을 위한 국내(國內) 인쇄물(印刷物) 품질관리(品質管理)에 관(關)한 연구(硏究) (The Study on the Domestic Printing Products Quality Administration for Export)

  • 하영백;최재혁;오성상
    • 한국인쇄학회지
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    • 제27권1호
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    • pp.107-118
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    • 2009
  • The printing industry is getting more digitalized and integration. It has enabled the interactive information and networking from Pre-Press, Press, to the Post-Press. These are efficient management and the improved process and productivity are getting more important. Such trends improved in the functionality and automation. This paper tries to find out how technology for CIP3/4-based process may be applied and resolved. Such subject includes the domestic and international cases regarding each manufacturer's CIP3/4 technology types. Another purpose is to emphasize on the needs to establish the environment. Under this environment, it is possible to integrate network in exchangeable form through JDF standard format after CIP3/4. Based on the data from this study, it is expected to collect further substantial data which is related to the domestic printing company's CIP4 operation. It will be also possible to perform subsequent studies on the proper variables of the market segment. CIP4 stands for "International Cooperation for Integration of Prepress, Press and Post-press, it is an association of around forty international companies, mostly manufacturers of prepress, press and post-press, as well as suppliers and users. In this paper, we studied on the acting application of CIP4 workflow.

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