• Title/Summary/Keyword: Public Media Art

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New Paradigm in exhibition organization at the National Museum of Contemporary Art ('연구 업무 전담제'를 통해 살펴보는 국립현대미술관 전시 기획의 새로운 패러다임)

  • Choi, Eun-Ju
    • The Journal of Art Theory & Practice
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    • no.3
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    • pp.67-84
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    • 2005
  • Since the evaluation of its intellectual activities and abilities is done by curator's capabilities, planning exhibition is very important as the final result achieved by their own knowledge, information, and research. ARPA(Advanced Research Project on Arts) is suggested as the system which enables curators responding simultaneously to the society in the times, based on its special characteristics. If this system settles well, which means that the curators at NMCA(National Museum of Contemporary Art, Korea) play their roles as the professionals in each of their fields, the goal of consolidating the status of museum as the representative national museum, and building up competent department of curators, will be achieved at the same time. To clarify above, the curators set up the various assignments of research about the types of arts such as painting, Korean painting, sculpture, installation, new-media, design, craft, photogarphy, architecture, etc. And they establish the art objects classified by the regions, such as the Northern American, Southern American, European, Asian, and other Third World countries. They elaborate art objects more on the history, the work, the artist, and the issue of contemporary art. Furthermore, when the curators devote deeper study to those research subjects, they can have the opportunities to design an exhibition upon the research. Today, the museum of art is 'The Place for Communication and Encounter', it is regarded important to share the aesthetical, creative values with current artists, and to understand mutually with the spectators. It is needed to improve the curator's work, in order to meet the demands of the times and even to advance. Because the form of 'exhibition' is the tool that reveals the identity NMCA aiming at, the motivation, the development, and the realization should be leaded by the curators, who are the mainstream of the museum. ARPA is a system for identifying the exhibition like mentioned above. The main purpose of this system is to produce synergy effect, having the researching, collecting work in liaison with planning exhibition. ARPA will be able to improve the quality of exhibition through the way of developing the exhibition, passing through the stable process in the long run. So far, I have referred to a new paradigm of the exhibition design at NMCA via ARPA. Yet, there still remain missions in reality, such as analyzing the previous exhibition and reshuffling personnel and system, which should be done. When these matters settled, these plans would be suggested practically. At this point, it is the most significant that NMCA is attempting to let others aware of the importance of exhibition planning based on research. when the ARPA and exhibition planning is conjoined together successfully, the competent exhibition will be achieved, which can offer a meaningful exhibition to the art world, strengthen infra structure thru exchanging with public museum in the region, and eventually, establish a network with museum in foreign countries.

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Information-Based Urban Regeneration for Smart Education Community (스마트 교육 커뮤니티 정보기반 도시재생)

  • Kimm, Woo-Young;Seo, Boong-Kyo
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.34 no.12
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    • pp.13-20
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    • 2018
  • This research is to analyze the public cases of information facilities in terms of central circulations in multi level volumes such as atrium or court which provide visual intervention between different spaces and physical connections such as bridges. Hunt Library design balances the understood pre-existing needs with the University's emerging needs to create a forward-thinking learning environment. While clearly a contemporary structure within a traditional context of the NCSU campus, the Hunt Library provides a positive platform for influencing its surroundings. Both technical and programmatic innovations are celebrated as part of the learning experience and provide a versatile and stimulating environment for students. Public library as open spaces connecting to an interactive social domain over communities can provide variety of learning environments, or technology based labs. There are many cases of the public information spaces with dynamic networks where participants can play their roles in physical space as well as in the intellectual stimulation. In the research, new public projects provide typologies of information spaces with user oriented media. The research is to address a creative transition between the reading space and the experimental links of the integration of state-of-the-art technology is highly visible in the building's design. The user-friendly browsing system that replaces the traditional browsing with the virtual shelves classified and archived by their form, is to reduce the storage space of the public library and it is to allow more space for collaborative learning. In addition to the intelligent robot of information storages, innovative features is the large-scale visualization space that supports team experiments to carry out collaborative online works and therefore the public library's various programs is to provide visitors with more efficient participatory environment.

A Study on the Protection of Creators' Rights Using Social Media for Non-fungible Token Marketplaces (대체 불가능 토큰 마켓플레이스를 위한 소셜미디어를 활용한 창작자 권리 보호 방법에 대한 연구)

  • Lee, Eun Mi
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.667-673
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    • 2021
  • Unauthorized generations and sales of non-funable tokens (NFTs) without the consent of the creator is one of the biggest problems that arise in NFT Marketplaces. This study proposes a method to practically reduce the problem of NFT sales without the consent of the creator by means of authentication with social media accounts. Through the proposed method, creators who are already using social media as a means of communication and marketing for creative activities can authenticate with their own accounts. Creators who have difficulty authenticating with their own accounts will be provided with alternatives to authenticate using human networks. In addition, the proposed method of protecting creator rights was designed using a flowchart to enable development using only the public API (Application Programming Interface) provided by social media. The proposed method can protect creators' rights and reduce damage caused by NFT fraud by inducing buyers to trade NFTs of authorized sellers through social media.

A Study on Building Plan for Smart Guide Services Using Augmented Reality (증강현실을 이용한 스마트 가이드 관람 서비스 구축 방안)

  • Choi, Hun;Yoon, Young-Doo;Choi, Eun-Young
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.11
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    • pp.2723-2728
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    • 2013
  • Due to the popularity of smart phones based on personal propensities and individual lifestyle changes customerized services is increasing interest in the individual. The system for personalized services make a difference in the public institutions, museum of science and history. In particular, museums and art galleries have a common motivation which is sightseeing. Museum for the history and science education a national purpose that is put, unlikely art gallery. Museum of science and History, unlike the theme parks have a combination of entertainment and education as a public institution is a large consensus. In order to achieve this objective, exhibits raise a sufficient commitment to and the exhibits should be described by age. Using augmented reality combined with effective entertainment and education measures, we propose the effective smart guide service strategies for museum.

Formative Expressions by Artificial Light applied to Office Building Lobbies (현대 오피스 로비공간에서 빛의 조형적 표현 특성에 관한 연구)

  • Jeong, Soo-Ryun
    • Korean Institute of Interior Design Journal
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    • v.18 no.2
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    • pp.41-49
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    • 2009
  • Contemporary design environment is formed with image-centered trend based on pluralism. In this point of view, enterprises' building lobbies are public places containing the equivocal meaning, actively utilizing light as a design element to express the image of enterprises' identifications. Light is an immaterial entity having unlimited possibilities and potentials on space. It also acts as media to activate spaces and create new images in connection with formative elements of space. This study is to figure out how lightings are expressed and affected the formative characteristics of office lobby spaces and activate the specific characteristics of spaces. As a result, we drew conclusions as follows. First, as state-of-the-art technology and media are introduced, light is expressed on spaces as floating, direction, rhythm, silhouette, metaphor and allusion, sense of depth and volume. Second, expressive aspects of light in lobby space are embodiment of light, substantiation of immateriality, standing of materiality from the perspective of spatial aesthetics, and distortion/transformation of shape, pluralism phenomena of space from the perspective of spatial structure. In this way, light on building lobbies which are greatly required design differentiation strategy, specializes space and also integrates all the designs as not only a functional element but also a mental, psychological, formative element. Consequently, light on lobby spaces induces communication between spaces and users, makes formative value of existence in itself, and presents the characteristics of differentiated enterprises' identities.

A Bridge Technique of Heterogeneous Smart Platform supporting Social Immersive Game (소셜 실감 게임을 위한 이기종 스마트 플랫폼 브릿지 기술)

  • Jang, S.E.;Tang, J.M.;Kim, Sangwook
    • Journal of Korea Multimedia Society
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    • v.17 no.8
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    • pp.1033-1040
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    • 2014
  • Recently, the concept of mobile content service has changed from providing unilaterally contents for single-device to providing same contents for multi-device. This service should be able to provide diverse contents for multi-devices without platform and specification of multi-device. In this study, we propose a bridge technique of heterogeneous smart platform supporting social immersive game. It is possible to access social immersive game by using a multi-platform bridge. To achieve this, we explain techniques of device connection and data transmission between heterogeneous devices using server-client structure and UPnP. It provides an immersive game environment for multi-user, which is able to play in a public place using big screen.

A Exhibition Design of Digital Pavilion in DMC (디지털파빌리온 전시공간계획)

  • Kwon, Soon-Kwan
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2007.11a
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    • pp.210-213
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    • 2007
  • The direction of this project is creates a future and it experiences ubiquitous world. The subject of the space is 'Ubiquitous Creative World' which Imagining the past becomes actuality and imagining in future become actuality and future when it will approach at once. The storyline of this space is as belows; 1 Zone - Ubiquitous life Gallery : it will be able to experience the future world ; home, office, street, school and the others. 2 Zone - Interactive Play Gallery : it will be able to explore the interactive media with information technology ; digital cafe, imagining jump, digital art and the others. 3 Zone - New product and Business Gallery : it composed with business, new product, and demonstration gallery such as public information space. The space concept makes connection and concentration which uses unit and line for world which becomes accomplished by the network. Connection of digital and the human being to make the center of new digital life.

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Opening Title Production of 'DMZ Coexistence', Global 4K Special Documentary of KTV

  • Hyunhee, Cha;Hakjae, Lee
    • International Journal of Advanced Culture Technology
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    • v.10 no.4
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    • pp.226-227
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    • 2022
  • The most dangerous and safest place, the busiest and most serene place, the DMZ where the wounds of the bitter war melt away, but at the same time contain life and healing. In this space of paradox, we now want to look at 'peace'. The KTV documentary 'DMZ Coexistence' is made in the form of a human road documentary that consists of various perspectives looking at the DMZ, various characters, and the most unknown Korean story materials, and the stories related to the performers in UHD 4K. In this study, we will show the process of creating an 'opening title' of 'DMZ Coexistence' captured in 4k and make it usable in academia and industry in the future.

Research on the Production and Acceptance of How Fandom Culture ; Focusing on Fan Fiction and Fan Illustration (팬덤 문화의 생산과 수용방식에 대한 연구 - 팬 픽션과 팬 일러스트레이션 중심으로)

  • LIm, Jae-Min;Kim, Dai-Hyun
    • Cartoon and Animation Studies
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    • s.42
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    • pp.315-335
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    • 2016
  • Culture is being created and consumed as several form by human development. Populace is forming through movement of mass of people to specific place which influenced by urbanization and industrialization. Since cultural products are created on base of economic principles cultural content makers are make culture products after lot of study and analyze. In early days popular culture was accepted only by the meaning of the text which has settled already via country or company which was holding the capital. But today we can apply culture products freely by the power of public opinion and media art's growth. Especially fandom is giving the opportunity to consume the image of cultural products actively and offering the good influence to make it by several ways of activities to the culture producers. In this study, consumption as a cultural group formed by the fandom in public will be transformed into participatory groups by the influence of cultural activities with fan art reproduction. These changes in the consumption of culture products will make it in positive way. Thereby culture creator who thinks fandom as a group of culture capital maker only use it now for the indicator for predicting success of culture products. Will find out in this study how culture consumption is accomplishing by fan fiction and fan illustration in the fandom culture and how reproduced fan art is affects to culture creators.

The Evolution of Fashion Printmaking and Fashion Magazine in the 16th Century to Early 20th Century (16-20세기 초 프랑스 패션판화와 패션잡지의 변천)

  • Kim Yang-Hee
    • Journal of the Korea Fashion and Costume Design Association
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    • v.7 no.2
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    • pp.25-37
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    • 2005
  • This is a study on the origin of fashion imaging. First of all, 1 looked into the history of French fashion printmaking from late 16th century to early 19th century. Then studied the changes in the characteristics of context and form over the different periods and summarized each concept. At the same time, I looked into the process of fashion magazine evolving from fashion printmaking. In order to find out how fashion printmaking dealt with the characteristics of fashion media, 1 researched the commercial environment of fashion printmaking and reorganized the methodology of its media's role. Such analysis and results helped to reach a definition on how to regulate fashion printmaking. Fashion imaging was sparked by a small curiosity. As people began to be rage over new things, it came to introduce the fashion leaders of the public combined with the attributes of trend. At times when changes were so big that they were unpredictable, it itself became a fashion leader. Then a fashion creator emerges and it's function changes to that of a communication media. Moreover, the regular issuance of fashion printmaking implemented the concept of trend cycle and fashion imaging completely fulfilled the conditions of a communication media. The massive increase in the production of fashion printmaking and magazine contributed to the spread of fashion and the diffusion of printmaking lead to mutual complementation and synergy necessitated by fashion. Thus, the democratization of fashion and the commercialization of printmaking art occurred at the same time.

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