• Title/Summary/Keyword: artistic technology context

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Aesthetic Strategies in Steina and Woody Vasulka's Video Art (비디오아티스트 슈테이너 바술카와 우디 바술카의 미적 전략)

  • Lim, Shan
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.3
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    • pp.261-266
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    • 2020
  • As pioneers of the early video art, Steina Vasulka(1940-) and Woody Vasulka(1937-2019) had lead not only their own experimental arts, but also entire changes of contemporary avant-garde performance, music, and visual art. Two artists invented and developed electronic machines for video image-processing by collaborating with engineers, and performed creative experiment on transformation of digital image. For them, video art is not just a means of documentation. The Vasulkas' artistic practices were not bounded by conventional canons and rules in art world, and preferably were parts of active aesthetic strategies for coexistence of vision of human and vision of machine. Particularly, their video art recognized the video as the key medium in an era where media technology began to dominate the system of communication, and established artist's authority over manipulation of moving image electronically without depending on video camera. In that regard, we can value on their video art. Therefore, the paper reflects on the Vasulkas' art and life which have not yet been studied, and suggests academic interests in the context of their artistic activities and aesthetic strategies.

A Study on the Characteristics and Artistic Application of the Image in Post-Internet Art (포스트-인터넷 아트에서의 이미지 특징과 예술적 적용에 관한 연구)

  • Noh, A Young;Lee, Jung Eun
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.4
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    • pp.347-357
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    • 2020
  • This study intended to examine the nature of image which uses the network as the medium in the context of 'post-internet art' and categorize and analyze the cases of applications within art images. In the post-internet art which embraces the background of Web 2.0 and extended digital and network environment, image is transformed and re-mediated into various formats beyond fixed forms. Hito Steyerl defined the image, copied, downloaded, and reedited digitally in low quality as 'poor image.' Young artists, the digital native generation, capture and re-contextualize the changed network environment and depict it in various images. In this context, the application of image in post-internet art can be categorized and analyzed into the 'Image Collected as Material' produced by collecting and recomposing images found in social media, operating system, and website, 'Image Processed through Work' which is newly processed and re-contextualized by using editing programs, and 'Combined Digital-Reality Image' which represents the section of the digital society as the film and image that combine virtuality and reality.

Ukiyo-e - Oriental Art that Has Been Influencing the World

  • Wu Xiaochen
    • International Journal of Advanced Culture Technology
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    • v.11 no.3
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    • pp.268-276
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    • 2023
  • Ukiyo-e, a pivotal facet of Japanese art, had a profound impact on Western art during the 19th century, contributing to the emergence of Impressionism and Post-Impressionism. Notably, Katsushika Hokusai's "Great Wave" remains an enduring masterpiece. Ukiyo-e's historical trajectory is intricately linked to the socio-cultural context of its time. Japan's early artistic influences derived from China, evolving through the Nara and Heian periods. Ukiyo-e emerged from the Yamato-e tradition, characterized by its transition from religious themes to secular subjects. Zen Buddhism's influence during the Muromachi Shogunate shifted focus to ink wash painting, which eventually became accessible to the masses. The Azuchi-Momoyama period introduced lavish, colorful works. The Edo Shogunate upheld Kano School for the elite, while folklore painting gained popularity among the commoners, leading to the creation of Ukiyo-e. Ukiyo-e diversified its subjects, including beauty, geisha, sumo, landscapes, and more. The Asakusa district's "Shin-Yoshiwara" added to its vibrant themes. By the late 19th century, Ukiyo-e transcended its roots, encompassing landscapes, wildlife, and beyond. I explore Ukiyo-e's aesthetics and its influence on Impressionism, focusing on "The Three Masters of Ukiyo-e" - Kiyotagawa Komaro, Katsushika Hokusai, and Utagawa Hiroshige.

Study on the Application of Infographics in the Communication of Intangible Cultural Heritage in China

  • Ruiyu Li;Alber Young Choi
    • International Journal of Advanced Culture Technology
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    • v.11 no.4
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    • pp.48-55
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    • 2023
  • China's intangible cultural heritage at the national level amounts to more than 1,500 species, and it is also the country with the largest number of items on UNESCO's intangible cultural heritage list, so the intangible cultural heritage of the country and mankind is very much treasured and cared for. However, with the development of the times, many intangible cultural heritages are facing a dilemma due to the problem of a single form of communication. However, at the same time, the efficient and convenient way of information visualization provides innovative ideas and new opportunities for the visual communication of Chinese intangible cultural heritage. This paper examines the formal characteristics of infographic visual expression on the theoretical basis of books and related papers and analyzes the application cases and advantages of infographics in the communication of Chinese intangible cultural heritage in the context of the present era. It aims to explore a fast and novel visual presentation method for the communication of Chinese intangible cultural heritage through infographic design methods, to promote the inheritance and development of Chinese intangible cultural heritage in the new era.

A Study on the Process Change of Spatial Design in a New-Media Environment (뉴미디어 환경에서 공간디자인 프로세스 변화에 관한 연구)

  • Kang, In-Kyung;Yoon, Jae-Eun
    • Korean Institute of Interior Design Journal
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    • v.18 no.6
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    • pp.142-149
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    • 2009
  • User and media are in close coalition with each other in the 21st century's era of New-Media. The new users exposed to the New-Media environment have a complete understanding of the digital media environment, and are also taking on the role of an active identity in the formation of culture in new media. In the field of spatial design, creative spatial interfaces designed through various methods derived from the New-Media environment and technology that weren't even imaginable in the past ultimately came to exist in a mutual relationship with the user, the people. This study is in the same context as studies looking into the establishment of design in media art and digital media space in the New-Media environment. Media art is an outcome arising from the demand towards new art combined with the attempts towards accepting various media as a means for artistic expression. Media art seizes to being a mere part of art, but more. This study aims to look into the theoretical basis of New-Media and define the design process through the expressional characteristics and triggered thoughts thereof. Lastly, the results of the research will be put together to produce the final results. Such analysis process will be the basis of the creation of a new paradigm and spatial thought, and allow people to be concerned about the various changes in spatial formation.

A Study on Surrealist Expressions Technique of Digital Textile Printing (디지털 텍스타일 프린팅의 초현실주의적 표현 기법에 관한 연구)

  • Kim, Mi-Hyun
    • Journal of the Korean Society of Costume
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    • v.63 no.2
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    • pp.45-54
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    • 2013
  • With the development of digital technology, clothes of unique textiles using the digital printing techniques have appeared as a creative trend in textile design. The development of digital textile printing technology has allowed the fashion industry to utilize it as an expressive method of a surrealist trend in current fashion designs, and so it is necessary to understand and study this phenomenon. The present study is an attempt to understand this modern fashion phenomena from an artistic perspective by looking at textile designs that applied actual images to textiles, so that this trend in fashion design can be better understood. In this context, this study aims to examine characteristics and expressive techniques of d$\acute{e}$paysement, automatisme associated with digital textile printing by using actual images among surrealist expressions, and to investigate creative expressions of textile design freely expressing the visual boundary between reality and surrealism with the development of digital technology. For research methods, we reviewed technical texts and previous studies related to our research topic for theoretical exploration and investigated the Internet data and used them for basic data. In the case study, we came up with the characteristics and meanings by classifying fashion design cases using digital textile printing techniques according to expressive techniques of surrealist d$\acute{e}$paysement, automatisme. Details of this study are as follows: First, it investigates the definition and expressive characteristics of d$\acute{e}$paysement, automatisme of the surrealist expression for its theoretical understanding. Second, it comes up with the characteristics by analyzing the digital textile cases from the perspective of d$\acute{e}$paysement, automatisme. Third, it deduces the expressive methods and characteristics of digital textile printing from a the perspective of surrealist d$\acute{e}$paysement, automatisme based on the resulting characteristics. The conclusions show that d$\acute{e}$paysement, automatisme, which consists of improvisation and coincidence, maximized the mysterious images of derealisation and mysterious primitive images. These things emphasized the characteristics of maximization of images, derealisation, and rationalization of irrationalism.

Literary Significance and Cultural Character of 'Personal Narrative' ('체험이야기'의 문학적 의의와 문화적 성격)

  • Kyung-Seop Kim;Jeong-Lae Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.133-140
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    • 2023
  • The origin of texts we refer to as literary or artistic may be imagination, but many are based on experiences. In fact, experiences can be the source of artistic imagination since imagination often builds upon experiences. Therefore, the act of verbalizing human experiences using them as raw material can become a great form of art. Transforming past experiences into stories and infusing them with vitality inevitably requires a creative process of reconstruction, which is essentially a literary process. As such, 'Personal Narrative' holds significance as a literary process that weaves facts into stories and shapes them into forms. Individual experiences are stored as personal memories, and these 'personal memories' continuously generate stories. Collections of individual stories are stored as multiple memories, which gradually form 'collective memories' with distinct social and cultural inclinations through the passage of time and invisible yet potent societal and cultural censorship. The problem lies in the fact that individuals may tend to align their own memories with the inclinations of collective memory rather than simply recalling what they personally experienced. In the context of actual history, personal memories and collective memories communicate with each other, producing non-fictional content close to reality and sometimes manifesting as fiction content enriched with imagination. 'Personal Narrative' holds a significant genre as one genre of non-fiction content within our culture.

A Study on The Application of VR Technology for The Contents of Petroglyph Museum (VR기술을 활용한 암각화 박물관의 콘텐츠 개발 연구)

  • Kang, Young-Hwan
    • The Journal of the Korea Contents Association
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    • v.16 no.10
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    • pp.443-453
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    • 2016
  • The Petroglyph is a drawing on the rock which reflects the art, religion, myth, and life style of prehistoric society. Recently lots of researches have been studied to develop the contents applying the petroglyphs in the fields of exhibition, education, entertainment, and commercial. This research aims to find some possible VR contents based on the petroglyphs text. The review on the Ulsan petroglyph museum which is the first and the only petroglyph museum in Korea was the first step. Some limitation and problems were found in the current contents which could be overcome by using VR technology. The next step was the overall review of VR system and devices, and then I analyzed five cases of VR contents which specifically applied to the cultural heritages. Based on the analysis of case studies I propose some possible VR contents more immersive and interactive covered with whole range of petroglyphs context, environmental, social, cultural, technical and artistic.

A Study on the Mind of Joseon's Acupuncture and Moxibustion Technology (조선 침구(鍼灸)의 지향에 대한 소고(小考))

  • Jeon, Jongwook
    • Journal of Korean Medical classics
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    • v.32 no.3
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    • pp.59-71
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    • 2019
  • Objectives : This paper looks at the history of East Asian acupuncture and moxibustion in the context of the general orientations of craft and art. It is understood that acupuncture and moxibustion was the ultimate integration of reason and craft in which text and experience mutually influenced each other throughout its development. In Joseon, the pursuit of integration between the body and the order of the Heaven and Earth was particularly prominent. Methods : As in the words of Zhunagzi(莊子), the state in which something that deeply touches the mind manifests in the hands has been understood as the ultimate state in modern and ancient art. Starting here, I examined the possibility that Korean acupuncture and art has evolved from such foundations step by step. Major acupuncture and moxibustion texts were examined historically, starting with "Shenyingjing(神應經)", leading to "Junggan-Shenyingjing (重刊神應經)", "Chimgu-Gyeongheombang(鍼灸經驗方)", "Chijongjinam(治腫指南)", "Chijongjinam-Joseonchambon治腫指南朝鮮?本", "Chimgutaegilpyeonjip(鍼灸擇日編集)", "Chimgu-Myeonggam(鍼灸明鑑)". Introductions and main contents of the texts were analyzed and presented appropriately. Results : East Asian acupuncture and moxibustion has developed based on the study of pathways that correspond to Shen, of the accordance and harmony between body and the order of Heaven and Earth together with theoretical refinement, technical development, and acceptance of new discoveries. In the perspective of craft, this was motivated by artistic passions such as '得於心 應於手' and '醫者意也'. In the case of refined acupuncture methods, due to their difficulty in education and transmission there has been some fluctuation. Conclusions : Korea, China, and Japan share a largely similar philosophical and cultural basis. Reason and craft, text and experience mutually influenced each other while the core of refined acupuncture was widely shared. However, a certain bifurcation point could be detected.

Artificial Life Art : Research on Artificial Life Artworks of VIDA (인공생명 예술의 특성 : VIDA의 작품 분석을 중심으로)

  • Lim, Kyung-Ho;Yoon, Joon-Sung
    • The Journal of the Korea Contents Association
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    • v.11 no.1
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    • pp.193-201
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    • 2011
  • In this study, we consider the evolved interactivity at the Artificial Life Art beyond 'open interactivity' as 'closed relationship' between viewer/participant and artwork by immersive and interactive features of digital media art. In order to consider this evolved interactivity, we survey the theory of artificial life of which result of many studies like biology and computational science. And then we analysed characteristics related artistic context of artificial life at the autonomy and emergent behavior of artificial life. Especially, we research the artworks of interaction with ecologies and of living in outside(not in- silico) among the artworks of officially adopting an artificial life arts in 'VIDA : Art and Artificial Life International Awards'. And we are going to understand the relationship of emotional subjects between viewer/participant and artwork, and a step further to understand the diverse relationship of symbiosis and co-evolution of the technology and human.