• Title/Summary/Keyword: art experience

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A Phenomenological Study On the Characterization Experience of Middle-aged Woman using Mandala Arts Treatment (만다라 미술치료를 활용한 중년기 여성의 개성화 경험에 관한 현상학 연구)

  • Kim, Ki-Uk;Shin, Dong-Yeol
    • Industry Promotion Research
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    • v.5 no.2
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    • pp.33-40
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    • 2020
  • When most middle-aged women live in a time when they have to take responsibility for their lives, they feel lonely when they realize that their experience of not expressing their feelings properly has ended up being left alone due to their own existence and loss. As the first step in conscious awareness of unconsciousness of middle-aged women through analytical psychology, we performed "Mandara" and "Nanhwa Mandara," which meet me inside. The intermediate stage can be divided into transition and work phase. The working phase, develops one's own advantages and unique strengths that meet the inner world of promoting and acting values, correctly looks at reality, corrects emotion perception and balance, and is self-contained, seed mandala, associative mandala. They performed the strong points of mandala, the free mandala, and the Western mandala. The results of the study showed that mandala art therapy was found in middle-aged women. First, Mandarin art therapy experience affects the physical, psychological and human relations aspects of middle-aged women. Second, middle-aged women's experience of individualization through mandala art therapy shows psychological reversals and affects positive thinking and self-effectiveness. This study was suitable for qualitative research that approached the essence through practical understanding and direct exploration of research participants, and it is meaningful to suggest that it is necessary to develop an art therapy program through various mediums considering the lack of art therapy research in middle-aged women and problems experienced by the physician.

Analysis of Visual Art Elements of Game Characters Illustrated by the Case of Glory of Kings

  • He, Yangyang;Choi, Chulyoung
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.3
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    • pp.213-219
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    • 2020
  • Visual art elements can most intuitively express the information expressed by a game character and play an important role in shaping a successful game character. We compares and analyzes the role design in the skins of the "Five Tiger-like Generals" series in Glory of Kings in terms of color, line, graphic and other visual elements. Different visual elements form different visual impacts and influences, which brings people different psychological feelings and presents different emotional colors. The reasonable use of visual elements gives people a refined visual experience and a comfortable psychological feeling, adding more influencing factors to the "immersion" of the game. It not only can strongly attract the attention and love of players, but also spreads traditional culture of the nation and the country. Therefore, whether the visual art elements of a game character can be appropriately used is an important part of the success of the game work. The analysis of visual art elements of game characters has important learning and research value.

A study on the communication expression of space for characteristics of digital art (디지털아트 특성에 의한 공간소통 표현방법에 관한 연구)

  • 옥창수;신홍경
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2003.05a
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    • pp.192-195
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    • 2003
  • Digital art brought about first in 19s6s by Laposky Ben and became a area of new art. Also, digital art gives new possibility to systematize concept and actions in whole art and to invent some media which can carry the sense experience with space. However, reason that has often cynical meaning is appearing in preconception which technology falls off humanity. Because of digital technology, space production can become dreary, so it is necessary to sensuous production that connects digital with space which contains meaning of interior space. The purpose of this study is to find out spare which can be communicated from viewpoint of interaction through spatial substitution and characteristics of various expression production which have been involved newly in digital art area.

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Digital immersive experiences with the future of shelf painting -From "Kandinsky, the Abstract Odyssey."

  • Feng Tianshi
    • International Journal of Advanced Culture Technology
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    • v.12 no.1
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    • pp.123-127
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    • 2024
  • In the early 20th century, Walter Benjamin analyzed the changes in the value of traditional art forms under the industrial era and the changes in the aesthetic attitude of the masses. A century later, in the contemporary multi-art world, the traditional medium of shelf painting is once again experiencing a similar situation as the last century. Emerging technology display modes such as digital virtual reality and digital immersive experience can achieve digital reproduction of paintings on shelves and reach a certain level of performance, which once again shocks the public's aesthetic perception. This paper attempts to illustrate the outstanding characteristics of the new art form after digital reconstruction by exploring the transformation and sublimation of digital technology to shelf painting. We predict that art research on future reality and augmented reality according to the artificial intelligence era will be conducted in depth in the future.

Reinterpretation of Contemplation through the Studies of Physical and Esthetic Perspectives in New Media Art (뉴 미디어 아트에서 물리적 심미적 거리를 통한 관조의 재해석)

  • Koh, Chang-Sun
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.723-733
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    • 2011
  • In contemporary art, the process of appreciating art works requires the dichotomy between traditional art and New Media Art. This difference can be witnessed in the contrasting ways of appreciating art works; in traditional art, a certain physical and esthetic distance is placed between viewers and works of art, and in New Media Art, art is appreciated by active involvement and communication. In other words, this disparity is based on whether viewers physically involve themselves in the completion of the art works. Perhaps contemporary art can be better understood and appreciated if a single primary keyword takes the center place of art appreciation rather than allowing the dichotomy. Thus, a new approach is welcome, where art appreciation is not adversely affected through such divided means based on the degree of active participation. This is not some new introduction of jargon but the reinterpretation of contemplation, the key word for art appreciation in the past, as the common key word for both conventional art and New Media Art.

Studying Women's Experiences with Art Therapy Kits in the 2030s through Focus Group Interviews (포커스 그룹 인터뷰를 통한 2030대 여성의미술치료 키트 참여 경험 연구)

  • Kim, Bohyun;Park, Boram
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.275-290
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    • 2023
  • We aimed to revise and supplement the art therapy kit based on the findings of a review of women's experiences participating in the art therapy kit in the 2030s. After women in their 2030s experienced the developed art therapy kit for one month, we organized two homogeneous groups of 8 art psychotherapy majors and 5 non-majors to collect data through focus group interviews and analyzed them using grounded theory methods. In the end, 100 converted meaning units, 16 subcomponents, and 5 components were derived. There is a lack of research on the development and experience of art or art therapy-based kits in Korea, so it is important for us to provide basic data on the experience of art therapy kits. In addition, the study participants experienced insights into themselves and their emotions based on the accumulated art therapy kit outputs through immersion in emotion exploration and recognition, and these experiences led to the participants' recognition of the need and value of developing art therapy kits. The individual and unique outcomes of the art therapy kits became evidence of self-awareness, confirming the therapeutic effectiveness of art therapy kits as a tool for emotion exploration and recognition and for emotional change and resolution.

The Culture-Industry and the Aesthetic Experience as a Condition of Art's Autonomy (문화산업과 예술의 자율성 조건으로서 미적 경험)

  • Lee, Byoung-tak
    • Journal of Korean Philosophical Society
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    • v.142
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    • pp.193-220
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    • 2017
  • In times when identity-principles dominate through culture-industry, it appears to be the idea of the perfect identity-knowledge which Hegel had required for philosophy to become true. By being produced, cultures, according to the principle of production for production itself, became commodities which can be exchanged in the market. So what cannot be exchanged in the market is excluded as worthless and useless. As culture-industry gets rid of room for the new and the experience of it, the experience of what is new became impossible. In such degrees the consciousness is reificated, and the freedom as autonomy becomes an empty concept. But if there is not the freedom of will, conscious thought will not be possible, and human beings will degenerate into a simple species. Nevertheless, freedom which becomes meaningless in reality is an essential element for a human being to be human, so in the times when consciousness is reificated by means of the culture-industry, as the autonomous art awakens a reificated consciousness, it will be the antidote of a reificated consciousness which makes free thought and action possible. In this sense, this study will try to justify the aesthetic experience as shudder through the experience of what cannot be exchanged that becomes possible with critics regarding the constructive imperfection of identity-knowledge. Then it will argue that the aesthetic experience as shudder makes the autonomous art possible.

Potentials and Challenges of the Usability of Art Museum Mobile Applications (미술관 모바일 애플리케이션의 사용성에 대한 잠재력과 문제점)

  • Rhee, Boa
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.4
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    • pp.103-110
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    • 2015
  • The biggest challenge of managing mobile interpretative device is that visitors do not have the mobile experience. Thus, in the research of the mobile application of the Leeum (Samsung Museum of Art), a short orientation session as a treatment was provided to survey participants to make them use of a mobile experience. The orientation solved the problem of hesitancy of using smartphone in other researches, it was simultaneously the uniqueness of the methodology. Based on the research data, their satisfaction with visiting experience and with using the application appeared to be relatively high. A half of participants used the application for 10 minutes which is accounted for 20-30% of the total viewing time. Participants (80.3%) engaged in each exhibit with the application in less than 30 sec.-1 minute. Comparing with the average time of engagement (10-30 sec.) for each exhibit without using mobile applications, it is possible to conclude that the mobile application notably contributed to make participants engage with exhibits longer.

A Study on Experiences with the Data-Embeded Exhibition

  • So-Jeong Park;Bo-A Rhee
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.9
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    • pp.89-98
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    • 2024
  • This study empirically examines the visitors' experience and acceptance of 《Hito Steyerl-A Sea of Data》, which explores power structures and social inequalities of contemporary society through data, via a survey. The aesthetic value received the highest evaluation among the perceived values. The high enthusiasm in the artist, the works of art and the exhibition theme were identified as key factors for perceived experience quality. The degree of satisfaction(71.4%) and the degree of immersion(70.8%) for the exhibition are rated highly. Summarizing the hypothesis testing, the interest level of digital media and contemporary art, and the high enthusiasm in the works of art and the exhibition theme positively influenced the degree of satisfaction, with the degree of immersion significantly correlating to the degree of satisfaction. Furthermore, the attitudes towards the exhibition demonstrated a positive correlation with intention to recommend the exhibition and to revisit the exhibition.

An Empirical Study on Visitors' Experiences with the <Game Society>

  • Bo-A Rhee;You-min Im;So-Eun Park
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.10
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    • pp.175-184
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    • 2024
  • This study sheds light on the viewing experiences with ≪Game Society(2023)≫ through literature review and quantitative methodology to analyze the perceived value, the perceived experience quality, the attitude toward the exhibition, and the intentions to use of the exhibition. Survey participants demonstrate a tendency to rate the entertainment value higher than the esthetic and educational values. The aforementioned hedonic value shows a significant positive correlation with the degree of satisfaction, while educational and esthetic values exhibit negative corr)elations. Regarding the perceived experience quality, the attractiveness of the exhibition themes significantly influences the degree of satisfaction. Hypothesis testing results indicate that the five detailed factors related to the intention to use of the exhibition are significantly positively correlated with both the degree of satisfaction and the degree of immersion.