• Title/Summary/Keyword: MediaArt

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Review on the Duplication of Modern Digital Art Works (현대 디지털 예술작품의 복제성에 대한 고찰)

  • Song, Dae-Sup;Ha, Im-Sung
    • Cartoon and Animation Studies
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    • s.17
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    • pp.205-218
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    • 2009
  • The duplication of art works has been made for wide distribution and profit from long time ago. With material duplication due to recent development of digital duplication media its concept was intervened in art works and the meaning gets expanded more. In this thesis, I will review on the concept of recently marked arts duplication connecting with modern mass culture, compare with duplication of machinery duplication era and research on the features to establish in new way. After all, the duplicational features of digital art works got deeply connected with the characteristics of generalized modern digital mass culture for duplication. In previous times old-fashioned machinery duplication such as pictures, woodblock prints and films played their roles as democratic and social value of art works and now it will be enough to say that the modern digital art works could be developed to be non-materialized factor of art works with the concept of duplication as well as duplication of objects just like previous cases. Besides duplicational factors derived spatial and emotional effects with visional sympathy in existing machinery duplication era and could have verified that the object for duplication was transferred from minor commercial producers to major audience.

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A Theory of Intermediality and its Application in Peter Greenaway's (상호매체성의 이론과 그 적용 - 피터 그리너웨이의 <프로스페로의 서재>를 중심으로)

  • PARK, Ki-Hyun
    • Cross-Cultural Studies
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    • v.19
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    • pp.39-77
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    • 2010
  • The cinema of Peter Greenaway has consistently engaged questions of the relationship between the arts and particularly the relations of image and writing to cinema. When different types of images are correlated and merged with each other on the borders of painting, photography, film, video and computer animation, the interrelationships of the distinct elements cause a shift in the notion of the whole image. This analysis proposes to articulate the complex relationship between the 'interartial' dimension and the 'intermedial' dimension in Peter Greenaway's film, (1991). If the interartiality is interested in the interaction between various arts, including the transition from one to another, the intermediality articulates the same type of relationship between two or more media. The interactional relationship is the same on both sides; on the contrary, the relationship between art and media does not show the same symmetry. All art is based on one or more media - the media is a condition existence of art - but no art can't be reduced to the status of media. This suggests that if the interartiality always involves the intermediality, this proposal may not be reversed. First, we analyse a self-conscious investigation into digital art and technology. Prosospero's Books can be read as a daring visual essay that self-consciously investigates the technical and philosophical functions of letters, books, images, animated paintings, digital arts, and the other magical illusions, which have been modern or will be post-modern media to represent the world. Greenaway uses both conventional film techniques and the resources of high-definition television to layer image upon image, superimposing a second or third frame within his frame. Greenaway uses the frame-within-frame as the cinematic equivalent of Shakespeare's paly-within-play : it offer him the possibility to analyse the work of art/artist/spectator relationship. Secondly, we analyse the relationship between the written word, oral word and the books. Like the written word, the oral word changes into a visual image: The linguistic richness and nuances of Shakeaspeare's characters turn into the powerful and authoritative, but monotone, voices of Gielgud-Prospero, who speaks the Shakespearean lines aloud, shaping the characters so powerfully through his worlds that they are conjured before us. Specially each book is placed over the frame of the play's action, only partially covering the image, so that it gives virtually every frame at least two space-time orientations. Thirdly, we try to show how Peter Greenaway uses pictorial references in order to illustrate the context of the Renaissance as well as pictorial techniques and language in order to question the nature of artistic representation. For exemple, The storm is visualised through reference to Botticelli's : the storm of papers swirling around the library is constructed to look like a facsimili copy of Michelangelo's Laurentiana Library in Florence. Greenaway's modern mannerism consists in imposing his own aesthetic vision and his questioning of art beyond the play's meta-theatricality: in other words, Shakespeare''s text has been adapted without being betrayed.

A study of the Concept of Analogue-Digital Interaction Trace and its Application in Media Art ('아날로그-디지털 인터랙션 흔적'에 관한 개념 연구와 미디어 아트에의 응용)

  • Choi, Min-A;Kwon, Doo-Young
    • The Journal of the Korea Contents Association
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    • v.11 no.9
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    • pp.76-84
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    • 2011
  • This paper describes the development of the media art environment concept, in which the user's interaction becomes visual arts in both digital and analogue media. It describes AD-Trace, an experimental media art component that investigates the aesthetic and technological possibilities through the development of interactive media artworks that utilizes that the traces of the user's interaction. The AD-Trace consists of three design components: Analogue Trace, Digital Trace, and Interaction Metaphor to guide user interactions with user's understanding. Three artworks are proposed to demonstrate the real world applications of the concept: AD-PD(analogue digital picture diary), AD-Star (analogue digital star), and AD-Map (analogue digital map).

Finding the Research Possibilities of Computer Technologies in Art Education

  • Jung, Hyunil
    • International Journal of Advanced Culture Technology
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    • v.6 no.2
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    • pp.51-57
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    • 2018
  • The purpose of this study is to try finding the research possibilities of computer technology in art education and understand why computer technology has such a great impact on our contemporary education. The methodology of this study is based on the analysis of literature review. I have tried to find the importance articles in the journals of art education such as Studies in Art Education and Art Education published from the National Art Education Association, one of the most well-known organizations in the field of art education. To draw the purpose of this study, I found articles and categorized the information using key words such as aesthetic, feminist, gender issues, and interactivity. After analyzing, I have discussed about the research possibilities and important issues of computer technology in art education and then categorized the information found in each article into four different subheadings: 1) the visual effects of computer graphics in art education, 2) gender issues based on the computer technology, 3) interactive multimedia and social interactions among students, 4) research possibilities with computer technologies in art education. The findings are as follow. Firstly, there were many research possibilities of computer technologies in art education such as ways of criticizing the contemporary art world. Secondly, I found that computer technology has a great impact on art education because students are more eager to engage with computer technologies-based media activities and very familiar with new media either at home and school. Therefore, we, as educators, must address how the student will be systematically engaged with computer technologies in their educational environment and should determine what knowledge and skills prospective teachers bring to our teacher education programs and how and where they acquired this knowledge.

A Proposal of Interoperability between Social Media and Blockchain-based Smart Contract System for Artwork Trading (예술품 거래를 위한 소셜 미디어와 블록체인 기반 스마트 계약 시스템의 연동 제안)

  • Lee, Eun Mi
    • Journal of the Korea Convergence Society
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    • v.11 no.2
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    • pp.109-116
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    • 2020
  • Social media is growing rapidly as a means of promoting artists' artworks and a channel for sales. However, since social media is not fundamentally a platform designed for trading, it has various limitations that make it difficult to ensure trust and security in carrying out transactions. In this paper, it is proposed interoperability between social media and blockchain-based smart contract system that can record and preserve the artist's profile, information related to artworks and details of the contract on the blockchain. The proposed interoperability allows artwork trading participants on social media to maintain mutual trust and to conduct the contract transparently. Also, the proposed interoperability consists of an API provided by the social media developer or an open source API without having to modify existing social media. This study is expected to contribute to the growth of the art trading market on social media by complementing the art trading practices on social media.

A Study on the Self-diagnosis System Using Mental Health Simple Screening Tool (정신건강 간이선별도구를 활용한 자가진단 시스템 구축에 관한 연구)

  • Lee, Young-Won;Song, Won-Gil;Park, Ki-Tae;Kang, Yang-Koo;Kang, Min-Koo
    • Proceedings of the Korea Multimedia Society Conference
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    • 2012.05a
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    • pp.302-303
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    • 2012
  • 최근 급증하고 있는 자살률과 청소년들의 학교폭력, 강력범죄 등은 심각한 사회적 문제가 되고 있다. 또한 컴퓨터의 보급으로 인한 인터넷 중독, 중년의 치매 등도 우리의 정신건강을 해치는 중요한 요인이다. 본 논문은 정신건강 간이선별도구를 활용하여 생활 스트레스로부터 발생되는 우울증과 인터넷 중독 등 정신건강을 헤치는 다양한 요인에 대한 대상자의 위험도를 파악하여 고(高)위험군에 해당되는 대상자의 1차 선별을 가능하게 하며, 정신건강진단에 대한 거부감을 줄이기 위한 놀이형태의 진단방법을 통하여 전문적인 치료로 유도하는 시스템을 구축하는 연구이다.

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A Study on the Digital Type 3-dimensional Advertisement Apparatus Using Rear Projection (후면 투사 방식을 이용한 디지털 입체 광고 장치에 관한 연구)

  • Song, Won-Gil;Lee, Young-Won;Park, Ki-Tae;Kang, Yang-Koo;Kang, Min-Koo
    • Proceedings of the Korea Multimedia Society Conference
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    • 2012.05a
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    • pp.304-305
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    • 2012
  • 본 연구는 후면투사 방식을 이용한 디지털 입체 광고 장치에 관한 것으로서, 구체적으로 역상조각법 방식(Involved Sculpture)으로 형성되는 스크린 및 상기 개체의 일부 형상의 영상을 투사하는 프로젝터를 이용하였다. 스크린을 입체적으로 형성함으로써 마네킹 전체의 통일감을 주고 위화감을 최소화 할 수 있고, 스크린을 역상 조각법에 의하여 형성함으로써 관람자의 위치에도 불구하고 관람자 자신이 주목받는 것 같은 효과를 줄 수 있다.

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Development of the Real-Time Reactive Particle Contents Induced by Compensation Mentality (보상심리로 유도된 상호작용에 의한 실시간 반응입자에 관한 콘텐츠 개발)

  • Park, Geotae;Kim, Jihyang;Kim, Youyoung;Choi, Yunyeon;Lyu, Jaeha;Kim, Sangwook
    • Proceedings of the Korea Contents Association Conference
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    • 2016.05a
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    • pp.99-100
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    • 2016
  • 본 연구는 경제적 가치가 있는 돈, 상품 등을 입자로 대체하여, 관람객의 행동에 대해 보상을 제공하는 "3D interactive reward system"을 만들었다. 관람객의 움직임과 속도에 따라 보상물의 종류, 생성량을 변화시켜 보상심리를 자극함으로써 보다 관람객의 관심과 적극적인 참여를 유도하고 동시에 자연스럽게 가상의 Fuzzy현상을 체험하고 소통할 수 있도록 시도하였다.

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The Philosophical Perspective on Discussion of Human Body in Digital Media Era - focused on new media art cases (디지털 미디어 시대의 신체담론에 관한 철학적 고찰 - 뉴미디어 아트에 나타난 신체담론을 중심으로)

  • Kah, Eun-Young;Kim, Jong-Deok
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.109-114
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    • 2008
  • We have long kept our Cartesian tradition in which Mind privileges over Body; the invention of printing technology has accelerated the tradition in which the intelligence and legibility of media were considered as a higher human value. However, the development of media and technology are supporting the multisensory mechanisms of the body as it was in preliterate era when we communicated with our whole bodily experiences. The development and spread of mass-media and new technologies have broaden the boundary of human sensory that are largely dominated by visual information and expanded it to auditory, olfactory and even gustatory sensation. Since 1960's, some philosophers and artists have recognized the human body as a subjective matter, starting the movement in which the body plays a role as an essential factor in study of human perception and cognition, aesthetics in art, and sociology, and the changed perspectives are practiced vigorously in the field of new media art; the theory of Maurice Merleau-Ponty who clarified the body as a general means for the body's possession of world, so that recognize the importance of cognition of one's body and approved the embodiment could be applied and practiced here. Therefore, we discuss how Merleau-Ponty's philosophical theory can be practiced and how McLuhan's perspective could be applied on the notion of body's extension in media by analysing some new media art cases.

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