• Title/Summary/Keyword: Media art

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A study on the interaction of analog sensibility expression in the interactive media arts - Focusing on "The Manual Input Sessions"(2004), one of the interactive media works done by Golan Levin (인터랙티브 미디어 아트에서의 아날로그 감성 표현의 상호작용에 대한 연구 - Golan Levin의 인터랙티브 미디어 아트 작품 중 "The Manual Input Sessions"(2004)를 중심으로)

  • Lee, Jin;Lee, Seung-Yeon
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2012.05a
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    • pp.23-24
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    • 2012
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A Study of Ambient Art as Public Art (공공예술로서의 앰비언트 아트 연구)

  • Kim, You-Suk;Kim, Jae-Young;Kim, Seon-Ju;Sung, Jung-Hwan
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.442-445
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    • 2008
  • 현대 도시의 새로운 이미지 창출을 위해서 공공예술은 중요한 요소이다 과거 조형적 작품으로 이루어지던 공공예술은 미디어아트, 인터렉티브 아트등 새로운 예술분야로의 접목이 늘어나는 경향이 나타난다. 그러나 인터렉티브 아트가 공공예술로 정착되기에는 가기고 있는 문제점이 있다. 이를 보완하기 위해서 본 논문에서는 엠비언트 아트(Ambient Art)를 활용하였다. 엠비언트 인텔리전스(Ambient Intelligence)에서 파생된 개념으로의 엠비언트 아트는 Ambient Display와 Ambient Media 등을 사용하여 사용자의 주의 없이도 환경정보를 활용하여 인터렉션을 일으켜 작품에 생명력을 부여하는 예술장르를 말한다. 기존 연구에 의하면, 엠비언트 아트는 상황인지, 개인화, 분위기, 상호작용, 자가성장의 5가지 특성을 지닌다. 그러나 엠비언트 아트가 공공예술로 사용되기 위해선 소통, 보안, 선택권의 3가지 요소가 필요하다. 공공공간이 지니고 있는 특성과 공공예술이 가지는 파급효과를 고려하면, 3가지 요소가 중요하다. 보다 높은 수준의 소통과 과도한 관객의 상황정보 수집으로부터의 보호, 관객의 작품 참여 선택권은 엠비언트 아트가 가져할 구성요소이다. 본 논문에서는 3가지 요소를 포함하는 새로운 장르의 공공예술(New Genre Public Art)의 공공 엠비언트 아트(Public Ambient Art)를 제시하여 대안을 마련하는데 의의가 있다.

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Sensual Aisthesis of the Communication Visualization through Twitter (트위터를 이용한 상호소통 시각화의 감각적 경험)

  • Yoo, Miohk;Park, Kyoungju
    • Journal of the Korea Computer Graphics Society
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    • v.18 no.3
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    • pp.29-35
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    • 2012
  • As the distribution rate of the Smart mobile increased, the software technology and ideas for the ubiquitous systems advanced day after day to establish an environment where the public can easily access and experience such technologies. The communication between an individual and the many became more convenient through the social network services (SNS) and the individuals started to attempt to communicate in various methods. The communication methods and techniques became more diverse and the media art pieces focusing on the communications among many also became more interesting. This study attempted to create a prototype of the visual communication media art through the indirect participation of one of the widespread SNS, Twitter, for the communication and also to suggest the direct and indirect communication routes among the humans. In addition, the use of the typography in the pieces also attempted to examine a new type of work that combines the SNS and media art while delivering the text messages.

A Study on the Realistic Spatial Expression in Digital Art to Escape the Limitations of Flat Screens (평면 스크린의 한계를 벗어나기 위한 디지털 아트에서의 현실적 공간 표현에 대한 연구)

  • Sebinn Jung;Doo-Hyun Choi;Sooyeon Lim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.105-112
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    • 2023
  • Attempts to embody the three-dimensional world into works have continued without distinguishing between the times and the media, and the purpose is to realize an immersive state rather than the reproduction of reality. It was considered that the flat screen, which is the medium that finally faces the viewer in digital media art, hinders complete immersion, and this study investigated and analyzed the cases of works that give a sense of reality of space beyond the limits of the screen. Using the results of the analysis to produce the work, it was found that the presentation of the realistic space and enhancing immersion in the digital media art field should be viewed not only as visual video content on the screen, but also as an installation suitable for the exhibition environment and the resulting space itself.

A Study on the Communicative Aesthetics in UCC New Media Art (UCC 뉴미디어아트에 나타난 소통미학에 관한 연구)

  • Kim, Eel-Kwon;Suh, Yong-Duck
    • The Journal of the Korea institute of electronic communication sciences
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    • v.6 no.1
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    • pp.68-76
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    • 2011
  • Today the new social and cultural area is generated by development of digital media and internet. Especially UCC is the new cultural area of this time, UCC is applicated and delivered the individual image and contents by digital equipment. This research tried to study the communication esthetics with the relation of a user. And it study about the function of the media communication, the cultural possibility, the value by art of UCC. From now I have not to see the UCC media technology the level of technical limit and we see it variously the level of cultural and artistic. I study the meaning of them and try the analysis. And I will study about the communication between the individual and the community. And I will study also the short aspect and the synthesize aspect of digital network, and how possible the realization of free culture. And I will analyse the meaning and system of UCC contents that product and copy today and then I will suggest that contribute the UCC culture development.

Real-time Interactive Performing Arts using Particle System (파티클 시스템을 이용한 실시간 인터랙티브 퍼포먼스 :Rhythmic Gesture(마리오네트의 꿈)사례를 중심으로)

  • Yoo, Mi-Ohk;Park, Kyoung-Ju
    • The Journal of the Korea Contents Association
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    • v.10 no.9
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    • pp.117-125
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    • 2010
  • Development of digital media and computer graphics related research had changed the overall stream of cultural art and our daily life, as well as its development also had an effect on a fresh and exciting area of cultural arts such as the new media art, interactive art and real-time performing. In this paper, we used emotional expression techniques that they lead audiences on the process of natural communication by combining the particle system of computer graphics with performance based screen art. In this paper, we used emotional expression techniques that they lead audiences on the process of natural communication by combining the particle system of computer graphics with performance based screen art. Namely, by capturing the creation and location speed of particle which is synchronized between the sound, behavior and particles, performance based screen art as the form of the experimental structure in which is combined with scientific technology and art is therefore proposed.

A Study of the Mimesis in Media Costume Design (미디어의상 디자인에 표현된 미메시스 연구)

  • Yang, Su-Mi;Kwon, Mi-Jeong
    • Fashion & Textile Research Journal
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    • v.13 no.3
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    • pp.309-320
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    • 2011
  • Since Homeros in Greece, Mimesis was thought to be an art to imitate the nature, and it means an imitation of the nature classically. Mimetic theories were set to be a kind of art work in the era of Renaissance, and the terminology of mimesis was widely used to replace it with an originality in the 15th century. The purpose of this study is to understand the aesthetics of mimesis expressed in media costume design. For this purpose, I investigated the theories of the mimesis, categorized the definition, then applied those categories for media costume design. Documentary studies were conducted through aesthetics, fashion books and demonstrative studies were processed by analyzing photos from collection fashion magazines and media DVD, video, fashion site of internet. In the history of aesthetics, the mimesis could be defined into three categories; the external representation mimesis, the internal symbol mimesis and the multiful meta mimesis. In media costume, the representation mimesis included design historical point of view, a period that of 1900s and ancient representation mimesis. The internal mimesis included symbol of religion, character, riches, psychology and fear mimesis. The multiful meta mimesis included hybrid and distortion mimesis. Analysis on the mimesis expressed in media costume design fashion may provide an excellent method for understanding human aesthetic in costume.

Real-Time Multimedia Clock using Particle System (파티클 시스템을 활용한 실시간 멀티미디어 시계:구상적 이미지를 통한 시간의 형상화)

  • Im, Jin-Ho
    • The Journal of the Korea Contents Association
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    • v.12 no.5
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    • pp.62-69
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    • 2012
  • The newly developed field of media art is quickly making progress to include various and up-to-date forms of expression. Unlike in traditional art, the communication between the art and the viewer has become vastly important, in which the viewer is an active agent who participates and interacts with the artwork. These digital artworks can now be readily observed in everyday places and things, rather than being confined solely in the gallery space. By encouraging open interaction with the public, media art has become more accessible. Accordingly, this thesis examines the construction of a real-time multimedia clock piece using particle systems. Time has always been a significant theme in the realm of traditional art, which continues to be explored extensively in various forms of expression. In an attempt to express the continuity of time and the state of being value of existence based on technological skills, the thesis presents an artwork that uses the popular medium of a clock while also providing both usability and emotional satisfaction for the viewer's sensibility through interaction.

Curatorial Methods of Net Art (넷아트 큐레토리얼 방법론)

  • Lim, Shan
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.155-160
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    • 2022
  • This paper intends to focus on the practical activities and historical significance of network art, that is, 'net art' as an artistic form that depends on network technology. This is because the appearance of net art, which constructs a new interactive art that cooperates and exchanges with each other beyond the boundaries of time and space, can be a contemporary alternative in overcoming the limitations of traditional art. Another important research area to be considered in this paper is net art curating, as well as considering the significance of net art in art history. As new media art that is defined as a 'process' rather than a complete object, net art is a digital art that requires functions such as aesthetic appropriation, dissemination, and mediation performed online, unlike physical presentations with high perfection in exhibition halls. It is accompanied by a new social and cultural curatorial. This appearance requires both artists and curators to reorganize the strategy that net art curating in technoculture should have. Therefore, this paper attempts to question the creative strategies of net art in the wave of globalization in the 21st century, and to examine the artistic meaning and critical value of the experimental net art curatorial method that emerged through the realm of new technology and media. For this purpose, this paper demonstrated key examples of net art works and exhibition projects that started with Fluxus in the 1960s and are spreading all over the world in the 2000s.