• Title/Summary/Keyword: technology and art

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Convergence between Dance and Computer Game (무용과 컴퓨터 게임 컨버전스 특성 연구)

  • Lee, Jeesun
    • Journal of Digital Contents Society
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    • v.14 no.4
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    • pp.493-503
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    • 2013
  • Through everyday life to an art work creation, the computer technology is using intimately and infiltrated deeply in the digital era. Particularly dissemination and miniaturization of the computer cause remarkable development of computer and mobile game industry. Its popularity in general is reaching to the art field. This study contemplate the aesthetic changes and characteristics in game and dance convergence investigating the concept of art game and dance game as a new art form.

A STUDY ON THE COMPARISON OF CHARACTERISTICS IN MAN-AND-WOMAN'S COSTUME WITH THE STYLE OF PLASTIC ART IN THE PERIOD OF ROMANTICISM (낭만주의(浪漫主義) 시대(時代)의 조형예술(造形藝術) 양식(樣式)과 남녀복식(男女服飾)의 특성(特性) 비교(比較))

  • Kim, Keum-Jah;Lee, Jeong-Soon
    • Korean Journal of Human Ecology
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    • v.2 no.1
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    • pp.33-44
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    • 1993
  • It is interesting that the costume in the period of romanticism was very fantastic and peculiar in its aspects. The romanticism in the fashion theme of these days' mode represents the image of this France romanticism. Costume has unseparable relations with the style of art in the same period. Especially, plastic art has logical connection with costume because it is an art through silhouette, line, color and texture felt by visional and solid feelings. This kind of study is important in order to understand the fashion of today, to anticipate the fashion in future and to get recognition of costume as a genre of arts. This study is to analyse and compare the general features in the grown-ups' everyday clothes of France from 1815 to 1850 when costume in the period of romanticism reached its peaks with the art of architecture, paintings, sculpture and technology, with the aid of documentary recordings. The above study explain that costume is expressed by the same plastic art of the period if it coexists in the same cultural background. Finally, we can plan the costume in future on an artistic dimension by understanding correctly the characteristics of plastic art which modern costume pursue from an artistic point of view.

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The meaning of art revealed by The origin of the work of art and An outline of art (『예술작품의 근원』과 『예개(藝槪)』에 나타난 예술의 의미)

  • Kim, Hyounjong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.8
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    • pp.123-129
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    • 2020
  • In this study, I want to find the meaning of art by revealing the common points of art in two books: Heidegger's The origin of the work of art and Heejae You's An outline of art. This is maybe not only two men's view but also the very basic concept of general art. This study is divided by three main parts. First, "How are language and thought connected?" and "How could the meaning of art be considered through this concept." Heidegger insists that language is the important medium that determines thought of 'being itself', not just a way of conversation. In An outline of art, Heejae You presents similar concepts. Second is the connection between Heidegger's "Art is basically a dichtung" and An outline of art's view. Dichtung is not simply reading the meaning of text or image, but also incorporates speculation about the part without being thought. Third, Heejae You's corresponding point about Heidegger's 'das besinnliche Wissen'. The main study finding is the commonness between Eastern and Western art by comparing Heidegger's art view and Heejae You's art view, who studied the ancient China's overall literature.

Media Literacy Education in the Australian Curriculum: Media Art (호주 국가교육과정 예술과목 'Media Art' 에 나타난 미디어 리터러시 교육)

  • Park, Yoo-Shin
    • Cartoon and Animation Studies
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    • s.48
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    • pp.271-310
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    • 2017
  • This paper examines the composition and the content of media art which is an art education subject in a national curriculum of Australia; and discusses implications for Korean education curriculums. Media covered by Media Art subject in Australia are the multi types of general media including TV, movie, video, newspaper, radio, video game, the internet, and mobile media; and their contents. The purpose of ACARA's media art education curriculum is to improve creative use, knowledge, understanding, and technology of communication techniques for multiple purposes and the audiences. Through the Media Art subject, both the students and the community are able to participate in the actual communications with the rich culture surrounding them and to develop the knowledge and understanding of the 5 core concepts of language, technology, system, audience and re-creation while testing the culture. The implication of this study is as the following. ACARA's media art education curriculum has been developed as an independent educational program and has a special significance within Australian education curriculums. Although ACARA's media art education curriculum is formed as an independent subject, it is suggested within the curriculum to instruct in close connection with other subjects upon execution. Its organization and elaborateness in curriculum composition are very effective in terms of the teacher's teaching-learning design and as well as the evaluation. This seems to show a good model of leading media literacy curriculum. ACARA's media art education curriculum can be a great reference in introducing media literacy to Korean national education curriculums.

A Study on the Determinants of Visiting Art-museum and Behavioral Intention of Art-museum Visitors (미술관 관람객의 방문결정요인과 행동의도에 관한 연구)

  • Na, Sun-hoo;Yeo, Young-suk
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.3
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    • pp.131-137
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    • 2019
  • The purpose of this study is to draw the factors that makes the visitors decide to visit the art-museum and verifying the influence of visit determinants on recommendation intention and revisit intention. Visitors to Gwangju Museum of Art and Gwangju Biennale in Gwang-ju city were chosen for this study. Data were collected for 30 days from September 15 to October 14, 2018. A total of 350 visitors were attended in this research and finally 315 samples were used for the empirical analysis. The result of this study showed that 4 determinant factors(Escape from the ordinary, self-development, novelty, culture experience) of visiting art-museum were identified which all influences on behavioral intention(recommendation intention, revisit intention). Particularly, 'novelity' is the major factor influences on recommendation intention followed by 'escape from the ordinary' factor. Moreover, 'escape from the ordinary' factor influences the most on revisit intention among all determinants of visiting art-museum.

Application of Art Clay Silver in Manufacturing Necklace (목걸이 제작에 있어서 Art Clay Silver활용에 관한 연구)

  • Park, Su-Jung;Koh, Je-Man;Mun, Sung
    • Archives of design research
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    • v.18 no.4 s.62
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    • pp.35-44
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    • 2005
  • In the world, most of the metal technologists were as called as adornment artists than other field of industrial arts strongly industrial characters functional materials and manufacturing technology many used in the present age. In the study, one of adornments researched and material character analyzed about Art Clay Silver. The shrinkage rate of shape was about 0.24%. A shrinking phenomenon drying time thought of evaporation of water linking bonding agents and powders. After calcination of Art Clay Silver, the EDX used that just Ag 100% analyzed a result from the surface assay in the room temperature. A binder with powder in the room temperature considered to disappear, because it was been fume and smoke at high calcined temperature. A study showed when handicrafted necklaces make by these characteristic as using in difficult and delicated operations rather than naturally and beautifully expressive products.

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Relational Topography of Curatorial Practices and Publications (미술 큐레이팅과 출판의 관계적 지형)

  • Shan Lim
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.5
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    • pp.351-356
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    • 2024
  • This paper concerns the dynamic relational landscape between art curating and publishing, and proposes continued interest and research on it. Publishing about art functions as a major means of mediating and disseminating art practices. It is also a metaphorical space for curating that visualizes original creations and their discourse, and also has a collective character that converges various art practices. Accordingly, this paper examines the complex aspects implied in publishing as art curating and the meaning of its manifestation. In the main text of this paper, first of all, there are authors such as Seth Siegelaub, who used publications as a space to produce works and reveal them to the public, and art critic Lucy Lippard, who founded Printed Matter and filled the space with books produced by artists. We also examine the concept of publication as an 'exhibition' through several examples. We also analyzes the historical changes that have raised the status of publications containing the voices of curators by revealing the intellectual narrative inherent in experimental curating through printed materials. Lastly, we traced Kassel Documenta's publication strategy, which gave authenticity and authority to the act of art curating and raised social attention to the curator persona. This research process is intended to promote an expanded understanding of art curating and to confirm the importance of publication, which is considered a part of curating within the art world.

A Study on Audio Watermarking based on Deep Learning (딥러닝 기반의 오디오 워터마킹 기술 연구)

  • Hur, Jung-Hoe;Woo, Seongmi;Lee, Daewon
    • Annual Conference of KIPS
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    • 2022.05a
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    • pp.153-156
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    • 2022
  • 오늘날 이미지 및 오디오와 같은 디지털 미디어의 활용이 급격하게 증가함에 따라, 디지털 콘텐츠의 저작권을 보호하기 위한 워터마킹 기술의 중요성이 대두되고 있다. 최근 딥러닝 기반 이미지 워터마킹 기술에 대한 다양한 연구 결과가 발표되고 있는 반면, 딥러닝을 이용한 오디오 워터마킹에 관련된 연구는 미진한 것이 현실이다. 본 논문에서는 딥러닝을 기반으로 오디오 워터마킹 기술을 개발하기 위한 오토인코더 모델 및 생성적 적대 신경망 모델에 대해 제안한다.

The Trivium of the Digital Media Art (디지털 미디어예술에서의 삼학)

  • Kim, Eui Na;Kim, Tae Eun
    • Journal of Digital Contents Society
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    • v.15 no.6
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    • pp.745-749
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    • 2014
  • Mankind has long made images. From cave paintings in the Old Stone Age when the dye was red clay, charcoal, or red iron ore to the modern digital images on the bases of 3D tools like Maya, images have been made through various methods. The basis of society's classification is the development of human beings and technologies. When we are familiar with three elements-technology, human, and art-we are able to create an image suitable for the trend of the times. As a consequence, we brought the trivium that had been taught by the monks in the Middle Age to set our subject to the trivium of the digital age. In this paper, we are going to put technology, human, and art into actual animation to check its theoretical discussion value.