• Title/Summary/Keyword: Public art

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The Creative Economy and Urban Art Clusters: Locational Characteristics of Art Galleries in Seoul (창조경제와 도시 아트 클러스터: 서울시 화랑의 입지 특성을 중심으로)

  • Kim, Hak-Hee
    • Journal of the Korean Geographical Society
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    • v.42 no.2 s.119
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    • pp.258-279
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    • 2007
  • Culture and art are emerging as main components in the creative economy to enhance the competitiveness of urban centres in the global market by nurturing cultural or artistic industries. A range of research exists which investigates the role of artists and art museums in the process of urban regeneration in Northern American and Western European countries. Yet research into the geography of at galleries acting as an intermediary between art works and cultural consumers remain rare. Empirical research on gentrification and urban regeneration and their connection with spaces for cultural consumption in Asian cities is even less common. The aim of this paper is to show the rise and decline of art galleries in Seoul and the way that this reflects urban development process, historically specific conditions and the characteristics of artists' communities. The background of the locational agglomeration of an galleries is examined in connection with the human ecology of artists, art business and its implication for the global market. The location of art galleries in Seoul seems to be affected by commercial art business and public policy, rather than by artists communities embedded in local areas. The location dynamics of art gallery clusters in Seoul is examined in the context of rent increases, changes of consumers' taste and fluctuating market cycles.

Magical Realism and Antonio Negri's Theory of Art: In Light of Claire Denis' Film Vendredi Soir (마술적 리얼리즘과 네그리의 예술론: 끌레어 드니의 영화 <금요일 밤>에 비추어)

  • CHOI, Soo Im
    • Cross-Cultural Studies
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    • v.34
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    • pp.7-41
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    • 2014
  • This article examines magical realism in contemporary european film, which is considered to be one of the most popular styles in the present culture, with regards to Antonio Negri's theory of art. Magical realism is "alternative approach to reality" (Maggie Ann Bowers, Magic(al) Realism) and defined as "a fictional technique that combines fantasy with raw physical reality or social reality in a search for truth beyond that available from the surface of everyday life" (Joan Mellen, Magic Realism). The term of Magic Realism was coined in 1923 by Franz Roh, German art historian, as the concept for the post-expressionist painting in Germany. It has flourished in the Latin-American literature during the 1950s to 1980s and spread worldwide. Since 1980s magical realism is considered to be a universal artistic mode. Since 1990s magical realism is to find in the various novels, and since 2000 one encounters magical realism in the cinema very often. Antonio Negri writes about the relationship between life, imagination, art and the political in his book Art et Multitude. According to Negri, the hard life of people in the present society liberates the imagination and this creates the art as "the excess of the existence". In this process the aesthetic becomes to the political. Negri calls this space of art as "magical time and space". Claire Denis' film Vendredi Soir is analyzed as a contemporary magic realist text, which realizes Negri's concept of art: vendredi soir (friday night) in Vendredi Soir is the magical time, when the impossible becomes the possible, and paris in the public transportation strike is the magical space, where the individuals meet the other in a new situation. The film analysis associates itself with Negri's theory of art: in Vendredi Soir, it is to see, that the excess of the existence liberates imagination and creates the magic reality both in the movements of things and the human relationship. The phenomenon of magical realism in contemporary culture can be understood as the symptom of the emotional and existential pains of contemporary people in the current world. The contemporaneity of the magical realism can be read in the film as "the metaphor for contemporary thought" (Alain Badiou, Cinema). As Antonio Negri writes, art can become "the aesthetic redemption" (Negri, Art et Multitude) for us. At the same time "(t)his is where aesthetics can be transformed into the political." (Lee, "Communism and the Void")

A Study on the Spatial Experience and Design Characteristics in Louisiana Museum of Modern Art (루이지아나 현대미술관에 나타난 공간경험 및 설계특성에 관한 연구)

  • Kim, Jong-Jin
    • Korean Institute of Interior Design Journal
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    • v.20 no.6
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    • pp.44-52
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    • 2011
  • Louisiana Museum of Modern Art near Copenhagen is the most visited art museum in Denmark. It was originally founded by the director of the time, Knud W. Jensen and designed by two Danish architects, Vilhelm Wohlert and J${\o}$rgen Bo. The first part of the museum was built and opened to the public in 1958. The first part consisted of just a few exhibition spaces and glass corridors. But museum has been expanded step by step into a large park-like museum throughout 40 years of time. Louisiana museum has a unique environment in which art, architecture and nature are inter-related together. There was a very clear background for this museum atmosphere that was created by Knud W. Jensen from the very beginning. He wanted to make 'a sculptural park' or 'a low pavilion in the park'. The concept of 'park' was the key element. The architects, especially Vilhelm Wohlert who studied at the western area of the United States and influenced by the bay area architecture as well as the oriental wooden structure, interacted with the director's idea fully and made an invisible architecture in which 'Experience of Space' is the most important aspect. This thesis aims to analyze several crucial spaces of the museum and to find a hidden design characteristics. Chapter 2&3 explains general backgrounds and main design philosophy. Chapter 4 studies each parts' spatial experience and design methods with 3-dimensional diagrams. Chapter 5 tries to make an overall design characteristics that underlines the whole museum environment. The significance of Louisiana museum is not only in the fact that it is the most visited, but also in the fact that the role of architecture is to make a better environment where human and art are harmonized together within nature. The utopian idea of the founder started in doubt almost 50 years ago has been already successful in this small but vibrant park.

Aesthetic Potential and Value Characteristics of the Game (게임의 미학적 잠재성과 가치 특성)

  • Lee, Jangwon;Yoon, Joonsung
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.131-148
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    • 2016
  • The cultural status of the game is always compared with the various area of art, and this discussion is continuing from appearance of the game to the present. During the same period, the cultural influence of the game is gradually increased, but public awareness was significantly undervalued the artistic value of the game. So, the change in this evaluation is needed in order to constantly maintain a cultural influence and to provide a positive influence on our society. Therefore, it is required that the research to prove their aesthetic value in the viewpoint of the game. This paper explores the new aesthetic potential of the game through a discussion of various similarities and the relationship between games and art. We look at the views on the game from the artistic point of view through game art and art game. And it find out the aesthetic subject and value of game. Finally, the approach through features of the information aesthetics and the generative aesthetics helps your understanding of the game aesthetics.

A Semiotic Study on the Background Color of Fantasy Game (판타지 게임 배경 색채에 대한 기호학적 연구)

  • Lim, Cholong;Paik, Chul-Ho
    • Journal of Korea Game Society
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    • v.18 no.6
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    • pp.49-58
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    • 2018
  • This study analyzes semiotic aspects of game concept art which is developed considering individual 's color experience. The six stages of Frank H. Mahnke's color pyramid are roughly classified into three categories, and how the game concept art meets each stage. Using the Roland Barthes's mythological-symbolic model of meaning, The meaning of righteousness and the characteristics of newly derived symbols. The results showed that colors could make the background stage more recognizable or intended to have a particular impression. In this way, game concept art, in which what is intended to be implemented in game development, can identify various functions and possibilities of game concept art, such as presenting game convenience as well as impression through a combination of various colors.

The Works of John Galliano in Haute Couture - With a Focus on C. Dior in 20005 - (Haute Couture에 나타난 John Galliano의 작품세계 -2000년대 C. Dior 중심으로-)

  • Bang, Soo-Ran
    • Journal of the Korean Society of Costume
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    • v.59 no.5
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    • pp.19-40
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    • 2009
  • The purpose of this study is to grasp the world of Galliano works who lead Dior Couture and to make use of this knowledge to comprehension of general trend in Haute Couture and $pr{\hat{e}}t-{\acute{a}}$-porter in the future. The method of research is to search for the characteristic of Haute Couture and the general tendency of Galliano works, and to view the inclination of Dior Couture by Galliano. For sphere of research, 2000s is discussed with focus on Haute Couture, exclusive of ready-to-wear. As a result, Galliano's Couture works were distinguished into four specificities. First, the historicity including historical event, personage and epoch. Second, the orientalism. Third, the pictorial characteristic including synthetic art and public art. Forth, the quality of humor. These subjects bring about a result that break down each boundary, in the method of interpreting, as try out mixing between every elements. Galliano pursue a new domain through the fusion of East and West, past and present, classic and pop, artistry and commercialism, this induce more familiar Haute Couture to the public, breaking the strict form of Couture. It seems that this tendency will be advanced toward extrovert Couture producing the low-age phenomenon in Couture, the mixture of multi-culture and the vitality. This fusion suggest the popularity and the commerciality of Couture, which is predicted decrease the difference between Couture and $pr{\hat{e}}t-{\acute{a}}$-porter.

An Empirical Analysis of the Exhibition Hall of the Deoksugung Art Museum Perceived by Visitors (공간 환경에 대한 감성평가와 실증분석에 관한 연구 - 덕수궁 미술관 전시실을 중심으로 -)

  • Han, Myoung-Heum;Oh, In-Wook
    • Korean Institute of Interior Design Journal
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    • v.19 no.5
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    • pp.67-74
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    • 2010
  • The purposes of this study are to investigate the dimensions of the sensibility towards a spatial environment perceived by the general public and to present the characteristics of various spaces through empirical analyses. A set of words are selected to describe visitors' perception of a spatial environment based on previous studies, and then they are arranged according to the degree of understanding and suitability. The results of the survey on the sensibility measurement can be summarized as follows: Factor analyses and cluster analyses are conducted on the indicators measuring the general public's perception of the exhibition hall of the Deoksugung Museum, and the following five dimensions are obtained: spatial value, spatial aesthetic, spatial affinity, spatial freshness, and spatial materials. The satisfaction level of visitors regarding the space of the exhibition hall under study is also investigated. A regression analysis is conducted to find a relationship between the satisfaction level of visitors (DV) and the five dimensions (IVs), and the analysis shows that there is a significant relationship. Among the five factors, the 'Spacial Value' and 'Spacial Affinity' are found to Significantly affect visitors' satisfaction. The results of this empirical study show that visitors' affinity towards the exhibition hall of the Deoksugung Art Museum along with the surrounding garden, as well as visitors' appreciation of the social, historical, and cultural value of Deoksugung Palace, are found to greatly affect visitors' overall satisfaction with the spatial environment of the museum.

Public Design of Bus Station for Cheongju City with Plant Container Function (녹지시설 개념을 적용한 청주시의 버스정류장 공공디자인)

  • Lee, Juheon;Lee, Aekyung;Kim, Yanghee
    • FLOWER RESEARCH JOURNAL
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    • v.18 no.4
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    • pp.323-327
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    • 2010
  • This design study was conducted to plan and propose the bus-station as the public design for Cheongju City. The study was provided other purposes which designed its function as plant container and revealed the brand identity of Cheongju City, Jikji. At planning stage, design plant container with motif from top roof of the Early Printing Museum of Cheongju. And planed it located on the top of facility. The facilities, with design factors that increase satisfaction, were planed through the analysis of user behavior. The narrow frame and transparent wall were intended to establish clear sight for its users or pedestrians on road. In order to harmonize with urban surroundings, decreased the fanciness of designed figure and used achromatic color as lead main color.

A Study on the Career Development of an Artist: The Case of KAWS (미술가의 경력형성에 관한 연구 - 카우스(KAWS)를 중심으로 -)

  • Lee, Jin Woo
    • Korean Association of Arts Management
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    • no.53
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    • pp.47-69
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    • 2020
  • This paper aims to understand the agents which have an impact upon artists' career development. By critically exploring previous research, this article conceptualizes the roles of intermediaries such as art schools, galleries, critics, and collectors in influencing the careers for artists. The qualitative case study is conducted by selecting KAWS as an intrinsic case. This study collects secondary data about the career trajectory of KAWS by various sources, which are analyzed according to the conceptual framework. The outcome of this research clarifies previous research from a sociological point of view in which highlights the significant importance of the art world's gallery, critics, media and collectors in developing the artist's career. In this paper, more importantly, the public attention to artists is construed as one of the agents influencing the career development of artists.

Measuring Effects of Senior Programs in Art Muiseums (미술관 시니어 프로그램의 효과 측정 방법 연구)

  • Kwon, Eun Yong
    • Trans-
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    • v.7
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    • pp.49-80
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    • 2019
  • As ageing society rapidly unfolds, it is becoming an even more important issue to secure wellbeing and happiness of senior citizens and the society as a whole. Growing talks on how culture and art positively affect the elderly led to more demands from the public on culture and art institutions to increase their social participations. Art museums too, as an art and cultural institution and a social education entity, are requested to play a bigger role in the effort to tackle the concerns derived from the ageing society. Korean art museums came up with senior programs since 2000, which makes it a relatively recent phenomenon. The consensus on the importance and needs of such programs has been around for a while in our society. However, effect measurement of these programs needs further research and discussion. This thesis examined the effect of senior programs using the Museum Wellbeing Measures Toolkit published in 2013. With the service quality research model, correlations were analyzed among program components, wellbeing effect, participant satisfaction and their willingness to re-enroll in order to produce a practical guidance on how to plan and operate the programs. To measure effect of senior programs and to analyze influencing factors would provide us with important data to prove the social responsibility and benefit art museums offer in our society. At the same time, such researches would contribute to enhancing the quality of current programs run by museums and give methodological suggestions on how to assess and improve senior programs.

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