• Title/Summary/Keyword: art and agency

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A study on methods to reduce environmental load due to stone development- Focusing on Pocheon Art Valley - (건축용 석재개발에 따른 환경 부하 저감 방안에 관한 연구 - 포천 아트밸리를 중심으로 -)

  • Myong-Suk Suhr
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.711-716
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    • 2023
  • A large amount of stone is required as a high-end strategy for building new construction and remodeling work, and aggregates have to be collected from many stone mountains due to the lack of river sand and gravel required for concrete production. This study examines the case of development of stone materials for construction, conduct and analyze residents' attitudes, find out residents' thoughts on stone mountain development, develops the area as an alternative to the devastation caused by stone mountain development, and recycles it as an efficient resource. We intend to conduct basic research to propose a plan. As a result, Local residents have a lot of antipathy against the use of quarry, so it is necessary to use the area that is far from the residents' areas as a quarry. It was concluded that it was desirable to restore and develop in the right direction.

A alternative plan to calligraphy professional manpower training (서예 전문인력 양성 방안)

  • Lee, Jaewoo;Son, hanbin
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.61-70
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    • 2022
  • His study was started in the sense of examining the direction of nurturing calligraphy education professionals as the Act on Promotion of Calligraphy was enforced. The purpose of this study is to derive the direction of nurturing manpower in the calligraphy field, and to suggest a direction for nurturing professional manpower different from the existing Seodang-style and apprenticeship methods. To this end, we first looked at the current status of manpower in the calligraphy field through a fact-finding survey and prior research. As of March 2022, the overall status of the curriculum of the Department of Calligraphy at Korean universities was analyzed and its characteristics were examined. In this study, the direction of nurturing professional manpower using teacher job training and the direction of nurturing professional manpower through designated institutions were presented. For the direction of nurturing professional manpower using teacher job training, we selected an autonomous training method that enables training members to collaborate together to enhance the competency of participants. presented as Training and training for professional manpower through designated institutions Major . operation . A total of 26 programs were presented for communication competency.

A Study on The Self-identity in Role-playing Games - Focused on Lacan's Psychoanalysis (롤플레잉 게임에서의 자아 정체성에 관한 연구 - 라캉의 정신분석학을 중심으로)

  • Xiao Zhongyi;Choi Won-ho
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.475-487
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    • 2024
  • As today's "ninth art", role-playing games recognized by most players due to their surreal themes and sustained reflection on social diseases. Through precise control of story-telling and game visuals, players develop an avatar identification during role-playing game. Based on Lacan's mirror stage theory, a new self-identity mechanism is established under the guidance of role-playing games. As a "player", the subject's interpretation of himself is shifted by the game order, and the subject identifies with the role-playing game while at the same time being structured by the desire of role-playing game. The immersive experience and emotional guidance of role-playing games all point to the most instinctive human desires. The psychoanalytic theory from Lacan's perspective explains the source of players' desire, and the expression of players' desire in the game. It also plays an important role in the emotional rendering and identity aspects of role-playing games. This paper is to establish that role-playing games do have an impact on the player's self-identity through a Lacanian psychoanalytic reading of role-playing games.

Making Cultural Products Using Natural Dyed Hanji-Fabric (I) (천연염색 한지직물을 활용한 문화상품 제작 (I))

  • Jung, Jin Soun
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.4
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    • pp.23-27
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    • 2019
  • Korea boasts outstanding cultural heritage accumulated over the 5 thousand-year-long history, but has neglected developing marketable commercial products out of its culture. As a result, despite the fact that Korea had successfully developed internationally well-acknowledged technologies, there isn't any exceptional cultural product that can be marketed globally. Therefore, it is necessary to re-design and commercialize a modern sense using unique materials in traditional culture. Fabrics made by natural dyeing have a low saturation, so they do not need special color harmony, they are natural and comfortable. Therefore, fabrics obtained by natural dyeing are considered to be a very suitable material for cultural product development. In addition, Hanji is a good material that can build a field of art by itself because it has a quality, a profound and elegant feeling. In this study, Hanji-fabric, which is made of excellent Hanji, is used for natural dyeing with. Using the dyed fabrics, the cultural products such as two parasols and a card holder was made and presented.

The Research on the Use of ChatGPT in Jewelry Industry (주얼리 산업에서의 챗GPT 활용연구)

  • Hye-Rim Kang
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.1
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    • pp.211-216
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    • 2024
  • The purpose of this study is to examine the functional aspects linked to the productivity innovation of ChatGPT, which emerged as a result of the rapid development of AI technology, and to identify ways to apply it in the jewelry industry. By analyzing the definition of ChatGPT and its features that improve productivity, I identify the scope of its application in the jewelry production process and derive meaningful implications. ChatGPT has the characteristics of 'learning', 'communication', and 'generative'. It enhances productivity by applying it to the jewelry industry. Social issues arise from the paradigm shift in the creation methods of generative AI. The version of ChatGPT is continuously upgraded along with the expansion of parameters. Accordingly, we would like to discuss ways to strengthen the competitiveness of the jewelry industry by conducting continuous research.

A Study on Convergence between Mathematics and Fine Arts by Galileo Galilei (갈릴레오의 수학과 미술의 융합에 관한 연구)

  • Jung, Won
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.1
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    • pp.255-261
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    • 2020
  • Versatile and innovative interdisciplinary professionals refer to those who can engage in an efficient cooperation with experts in other fields or to those who can themselves put knowledge of different fields together. This article aims to look into Galileo Galilei as an example of historic figure that made remarkable achievements by merging knowledge in multiple fields of study. It also shows that Galileo, who had active exchange with painters during the Renaissance, presented the findings from his telescope observations in the form of drawings and that he used them to build core logics that criticizes the traditional Aristotelian cosmology. Galileo drew the critical logics, hardly achievable from a simple observation report or mathematical demonstration, from his hand drawing. The Galileo case well proposes the goals and direction of how the modern society should nurture its interdisciplinary professionals today.

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.

Storytelling of K-content <Itaewon Class> and Interculturalism (K-콘텐츠 <이태원클라쓰>의 스토리텔링과 상호문화주의)

  • Jeong Hee Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.135-140
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    • 2023
  • In the era of globalization, universal values and empathy are analyzed as important factors in the success of media content. In this context, the perspective of interculturalism is meaningful in K-culture discourse. The TV drama <Itaewon Class> presented a storytelling structure in which the existing order was overturned and new values triumphed. This concept has led to great success in the global market. First of all, it shows multiculturality through the symbolic space of Itaewon. It reproduces people who have various cultural differences in various standards. Characters with diverse values realize intercultural values through cultural dialogue. Such storytelling is evaluated as something that can be widely accepted by people around the world. Interculturalism enables us to seek the direction of sustainable Korean Wave.

A Study of the Accessibility Evaluation of the SI-Bass Guitar (플러그인 가상악기 SI-Bass Guitar의 접근성 평가 연구)

  • Yong-Hwan Seok
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.1
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    • pp.495-500
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    • 2024
  • The purpose of this study is to evaluate the accessibility of the SI-Bass Guitar for the visually impaired who uses the Sense Reader which is a screen reader software. An evaluation was performed for the Sense Reader users to do the [Virtual Instrument Editing] task on the NCS(National Competency Standards) using the SI-Bass Guitar. This study shows that the SI-Bass Guitar has no basic accessibility. But the visually impaired can do above task using the Sense Reader's Mouse Pointer and Position Memory Function. Several Propositions are suggested to develop a fully accessible SI-Bass Guitar for the screen users.

A study on U.K.:s design education program of the Primary school (Centered on analysing program of study in the National curicurrum) (영국의 초등학교 디자인교육 프로그램에 관한 연구 -국가교육과정 학습프로그램 분석을 중심으로-)

  • Son, Yeoun-Suck
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.243-254
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    • 2005
  • Great Britain and the United States and Finland are having an interest in long policy subject about child design education through early design education. And they approaches and practices it systematically. The research about the design learning program instance of advanced nation of primary school's design education for various objective is necessary for use with the fundamental reference data for an elementary design education. And so, This research presented the program instance investigation and analysis result of British primary school's design education. U.K is teaching an primary design education from two subjects of Art & Design and Design and Technology which is a legal subject with national curriculum. The analysis result of design relation unit learning program of two subjects is: Design relation unit learning programs of 'Design and Technology' subject's 20 unit which except 4 food relation unit is largely scientific engineering contents that include utility function contents in part. The reason is as behavior styles based on Design process solve problems scientifically & rationally. Design relation 6 units in subject of Art & Design which except the units which relates with the pure fine arts and architecture in 19 units is aesthetic-symbolic and utility-functional contents largely. And so, the result was analyzed about relation of scientific-engineering content of 'Arts & Design' subject is insufficient comparing with 'Design and Technology' subject Specially, I think that the design relation's unit learning program instances of 'Design and Technology' subject of the British primary school which have been presented by this research paper is a possibility becoming one reference model for a program development. And so I expects that this research could be applied in the program development for the primary design education of primary teacher & education agency.

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