The evaluation of art has been historically based on the thorough reliance on the subjectivity of beholders due to the fact that the production and appreciation of works of art is founded on the similar(subjective) value. There had been little attempt to reverse such tendency by creating an objective and quantitative checklist for evaluating a work of art. Centering on the evaluation of the Media Art, which increased dramatically in numbers since the late 1960s, this is an attempt in systematizing the quantitative evaluation of Media Art by reflecting the idea of subjective criticism as well as its medium specificity. As such, the criteria for the evaluation consist of media evaluation, work evaluation, appreciation evaluation, product evaluation and exhibition evaluation. The evaluators can be divided into the general public, the Media Art specialist and the curatorial staff, according to their experiences in dealing with the Media Art. Based on the result of the FGD, the weight has been added to the evaluation system according to each evaluation criteria to ensure the balance between the objective and subjective criticism.
The Journal of the Convergence on Culture Technology
/
v.9
no.2
/
pp.105-112
/
2023
Attempts to embody the three-dimensional world into works have continued without distinguishing between the times and the media, and the purpose is to realize an immersive state rather than the reproduction of reality. It was considered that the flat screen, which is the medium that finally faces the viewer in digital media art, hinders complete immersion, and this study investigated and analyzed the cases of works that give a sense of reality of space beyond the limits of the screen. Using the results of the analysis to produce the work, it was found that the presentation of the realistic space and enhancing immersion in the digital media art field should be viewed not only as visual video content on the screen, but also as an installation suitable for the exhibition environment and the resulting space itself.
The word 'Neo-Modern' means the revival of modernism, specially the concept of the White Geometry of Le corbusier and Mies van de Rohe, and the Neo-Modern movement in architecture indicates the leading aspects appeared in 1990's. Modern architecture was a formalistic art movement. With its historical roots, in Europe extending back to the avant- garde modern architecture in 1920's, Neo-Modern appeared with the name of New York Five, in 1970's. In Japan, there has been an outstanding movements presenting Modernism architectural charateristics, since 1980's. The characteristics of these works can be discerned from the those of Regionalism of Historicalism in 1980's. This study is to investigate and analyze the characteristics of the works of Japanese Neo-Modern architects and to contribute to defining the word, 'Neo-Modernism'. In chapter one, the background, purpose and methode of study are presented. In chapter two, the concept and historical background of 'Neo-Modernism' are studied. In chapter three, the characteristics of Neo-Modernism are studied on the basis of the main concepts and formal characteristics of modernism and New york Five. In chapter four, the tradition of Modernism inside the history of Japanese architecture were studied, specially focused on Metabolism. In chapter five, The characteristics of Neo-modern expressions used in the 18 exhibition and cultural facilities in Japan, established after 1980, are analyzed in terms of 4 expression categories. In chapter six, a synthetic conclusion is presented.
Using these systems, additional information on the paintings and exhibits may be provided in the forms of text, image, speech, and video However, at museums and exhibitions, many tourists are often interested in exhibits of some particular style, authors, or coteries. The proposed Augmented Reality based guidance system may guide the users to exhibits of their interest for selective viewing. Location of the next exhibit of interest may be informed to the users as well as additional multimedia information on the exhibits of interest Such information is shown on the Augmented Reality views of the user's display device. The proposed system is composed an Ultra-Mobile PC (UMPC), an inertia tracker, and a camera. In the beginning, the user may select his/her preference on the exhibits from the menu, and then the system starts guiding by showing the relative orientation, distance, and visual cue to find a next exhibit. When the user finds and locates the matching visual cue within a matching box of the display screen, the system provides multimedia information on the exhibit. According to the preliminary user test, the proposed system is convenient and useful for navigating through large-scale exhibition.
This study aimed to aimed to obtain some basis data for the housing consultation and information about housing through survey of needs for the housing consultation. Respondents were housewives from 395 households living in Seoul area. Questionnaire was used for survey and the collected data were classified by two items such as types of residence and age of housewives. The survey was performed during two weeks in September 1997 and analyzed by frequency mean and percentage using SAS program The finding are as follows; (1) According to the actual conditions of housing consultation the main source of information related to housing was a newspaper Those who had experience detached house had much more opportunities than those of multi-family house. The most frequent agency for housing consultation was a realty dealer showing 65.8%. However the percentage of visiting permanent housing exhibition centers was high among the people aged 20 to 30, noted 20.4%. (2) Level of understanding housing consultation showed 3.45 points among 5. This result indicated that the service system of housing consultation were required. Architects and interior designers were most preferred as specialists whom the respondents wanted to consult with . As to the contents of consultation the most required item was changing of interior space(22.6%). In case the housing information leaflet is sold the respondents were willing to pay 523 won for each of it. (3) Among leaflets related to various information leaflets about housing purchase were most preferred(21.0%) According to the result of the survey the need for the information about housing purchase indicated higher preference than about housing management. The fact could be thought that consumers' consciousness of housing should be changed. Therefore it is desirable to lead consumers to lengthen the expected life span of their house and value happiness of the house by providing them with consulting systems about housing management throug housing consultation materials and development of its programs.
China became the largest costume industry and export country since 1994. The fashion market in China has been changed from seller's market to buyer's market. During this period, brand has taken an important part. The fashion industry in China is developing on outlook, function, materials and categories. I want to do this brief research on the ten years of China Fashion Week to review the development of China Fashion Week, which is the symbol of China fashion industry. I hope it can be reference for being comprehended by Chinese and other foreign countries. In 1997, China Fashion Week was called Fashion Design exhibition. The title was modified to be China Fashion Week in 2000. In 2003. the title was developed to China Fashion Week (Spring/Summer Collection) and China Fashion Week (Autumn/Winter Collection). In the past ten years, there have been 300 fashion collections, with 600 fashion designers who joined in the competitions, and thousands of models, reporters and photographers, who took part in China Fashion Week. Recently 200 login fashion brands, 300 fashion designers, more than 500 reporters and 50 model management companies have made a relationship with China Fashion Week. The first moment of China Fashion Week- "famous designer project": paying attention to the relationship between the level of fashion designers and the style of brands. Quite a good deal of fashion design became more practical. The second moment of China Fashion Week- "improving Chinese fashion brands ": fashion show was not a kind of stage art but the business dealing for brand during that period. The situation of China Fashion Week now: Chinese Haute Couture is showed wonderfully during China Fashion Week. Fashion contest became the character of China Fashion Week. The contests were for adult fashion designers, new designers, models, and photographers. According to the development between different countries on fashion, the international communication of China Fashion Week became more and more popular and wide. Fashion designers from France, Italy, New York, Korea and Japan had fashion shows in China Fashion Week. The Chinese top fashion designers were showing their work during Paris, Milan and New York fashion shows.
Foundation Beyeler museum located near Basel, Switzerland is one of the most-visited art museum of the world. Although the entire volume of the museum is not huge, its art collection as well as the well-known museum building designed by Renzo Piano deserve to attract many visitors. The initial design was started in 1991 when the city of Basel decided to fund and support the project. Through a couple of design stages, the museum was finally opened to public in 1997. There have been various research papers dealt with general design issues of Beyeler museum such as composition of exhibition spaces, and natural lighting. However, this paper aims to study the design methods and relationship between art, architecture and nature. Although the museum building is located on the site quietly, there are various specific design solutions to create unique spatial experience of art and nature at each parts. This study focuses on 4 parts of the museum that are located on the main circulation. How art, architecture and nature are integrated together is the main target of the analysis. The analysis is based on visual-perceptual experience and spatial configuration. In chapter 2, general background of the project was studied. In chapter 3, characteristics of the site's natural environment and Piano's design concept's were examined. In chapter 4, each parts were analyzed in detail with diagrams. In chapter 5 & 6, the spatial characteristics were compared together and the fundamental role of the museum architecture was concluded.
Recently, the food industry has evolved into a new and innovative trend according to its globalization and change of food consumption patterns. However, it is hard for the traditional food industry in Korea to meet the changing consumers' needs because of its poorer quality control and lower industrialization technology than other advanced industries. Also the knowledges acquired through a lot of time and efforts would be lost after the human resources with tacit knowledges leave by their too much aging. Especially, the 21st century would be called as knowledge based society which means that knowledge be the important contributing factor in the economic growth. In this regard, this study aimed at proposing the knowledge based system for systematically managing or preserving knowledges of Mosisongpyun industry in Yeonggwang County to seek for the sustainable development of the traditional food industry in Korea. The knowledge based system of Mosisongpyun industry in Yeonggwang County is finally proposed as follows; First, hardware is composed with the necessary unit facilities such as interpretive center, learning and experience room, library, etc. And the integrating facilities such as Mosisongpyun theme park, traditional village, and knowledge industrialization support center are proposed. Second, software is composed with the necessary unit softwares such as the preservation manual of traditional knowledge and skill, web-site administrator, development of graded textbooks, development database software, etc. And the integrating softwares such as development of innovation and management ability in Mosisongpyun industry are proposed. Third, humanware is composed with the necessary unit programs such as exhibition, own training program, incubator support system, etc. And the integrating programs such as the farm association corporation, the testing and research institute, the institution of learning and training are proposed.
Proceedings of the Korean Institute of Interior Design Conference
/
2005.10a
/
pp.193-196
/
2005
The value of all goods and services produced in the economy divided by population has risen from $7.355 in 1998 to $12.646 in 2003. In other to maintain higher standard of lifestyle, people are 'hungry' for time. The idea of saving time and money by providing many different types of products altogether in one space was implemented with the advent of large warehouse style discount stores. These type of retailers grew in size and popularity during the 1990s and 2000s, causing a decline in sales in the old, traditional downtown markets. From ancient to twenty-first century, the role of the grocery store has been that of the social center of the community; a place of unity and interaction of people. The experience a customer engages in at a grocery store is comparable to that of a museum. Not only is the grocery store a unique, physical space to visit, but also a rich collection of fascination items. The layout of the interior space is meticulously planned for the efficiency of customer circulation and the success of product exhibition. Eye catching graphics and attractive lighting also add to the appeal of the grocery store's high style. Shoppers are no longer satisfied with just buying good products at a lower price. Shoppers prefer to spend time in an entertaining environment. The Hanaro Mart project in this study propose the idea of warehouse style discount stores which can satisfy all the demands of customers and their various activities. This study will open up unique dimensions of aesthetic expression and experience in the interior environments. Shopping for food is an unavoidable task. If food shopping is enjoyable, more people will spend more time at it.
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.
본 웹사이트에 게시된 이메일 주소가 전자우편 수집 프로그램이나
그 밖의 기술적 장치를 이용하여 무단으로 수집되는 것을 거부하며,
이를 위반시 정보통신망법에 의해 형사 처벌됨을 유념하시기 바랍니다.
[게시일 2004년 10월 1일]
이용약관
제 1 장 총칙
제 1 조 (목적)
이 이용약관은 KoreaScience 홈페이지(이하 “당 사이트”)에서 제공하는 인터넷 서비스(이하 '서비스')의 가입조건 및 이용에 관한 제반 사항과 기타 필요한 사항을 구체적으로 규정함을 목적으로 합니다.
제 2 조 (용어의 정의)
① "이용자"라 함은 당 사이트에 접속하여 이 약관에 따라 당 사이트가 제공하는 서비스를 받는 회원 및 비회원을
말합니다.
② "회원"이라 함은 서비스를 이용하기 위하여 당 사이트에 개인정보를 제공하여 아이디(ID)와 비밀번호를 부여
받은 자를 말합니다.
③ "회원 아이디(ID)"라 함은 회원의 식별 및 서비스 이용을 위하여 자신이 선정한 문자 및 숫자의 조합을
말합니다.
④ "비밀번호(패스워드)"라 함은 회원이 자신의 비밀보호를 위하여 선정한 문자 및 숫자의 조합을 말합니다.
제 3 조 (이용약관의 효력 및 변경)
① 이 약관은 당 사이트에 게시하거나 기타의 방법으로 회원에게 공지함으로써 효력이 발생합니다.
② 당 사이트는 이 약관을 개정할 경우에 적용일자 및 개정사유를 명시하여 현행 약관과 함께 당 사이트의
초기화면에 그 적용일자 7일 이전부터 적용일자 전일까지 공지합니다. 다만, 회원에게 불리하게 약관내용을
변경하는 경우에는 최소한 30일 이상의 사전 유예기간을 두고 공지합니다. 이 경우 당 사이트는 개정 전
내용과 개정 후 내용을 명확하게 비교하여 이용자가 알기 쉽도록 표시합니다.
제 4 조(약관 외 준칙)
① 이 약관은 당 사이트가 제공하는 서비스에 관한 이용안내와 함께 적용됩니다.
② 이 약관에 명시되지 아니한 사항은 관계법령의 규정이 적용됩니다.
제 2 장 이용계약의 체결
제 5 조 (이용계약의 성립 등)
① 이용계약은 이용고객이 당 사이트가 정한 약관에 「동의합니다」를 선택하고, 당 사이트가 정한
온라인신청양식을 작성하여 서비스 이용을 신청한 후, 당 사이트가 이를 승낙함으로써 성립합니다.
② 제1항의 승낙은 당 사이트가 제공하는 과학기술정보검색, 맞춤정보, 서지정보 등 다른 서비스의 이용승낙을
포함합니다.
제 6 조 (회원가입)
서비스를 이용하고자 하는 고객은 당 사이트에서 정한 회원가입양식에 개인정보를 기재하여 가입을 하여야 합니다.
제 7 조 (개인정보의 보호 및 사용)
당 사이트는 관계법령이 정하는 바에 따라 회원 등록정보를 포함한 회원의 개인정보를 보호하기 위해 노력합니다. 회원 개인정보의 보호 및 사용에 대해서는 관련법령 및 당 사이트의 개인정보 보호정책이 적용됩니다.
제 8 조 (이용 신청의 승낙과 제한)
① 당 사이트는 제6조의 규정에 의한 이용신청고객에 대하여 서비스 이용을 승낙합니다.
② 당 사이트는 아래사항에 해당하는 경우에 대해서 승낙하지 아니 합니다.
- 이용계약 신청서의 내용을 허위로 기재한 경우
- 기타 규정한 제반사항을 위반하며 신청하는 경우
제 9 조 (회원 ID 부여 및 변경 등)
① 당 사이트는 이용고객에 대하여 약관에 정하는 바에 따라 자신이 선정한 회원 ID를 부여합니다.
② 회원 ID는 원칙적으로 변경이 불가하며 부득이한 사유로 인하여 변경 하고자 하는 경우에는 해당 ID를
해지하고 재가입해야 합니다.
③ 기타 회원 개인정보 관리 및 변경 등에 관한 사항은 서비스별 안내에 정하는 바에 의합니다.
제 3 장 계약 당사자의 의무
제 10 조 (KISTI의 의무)
① 당 사이트는 이용고객이 희망한 서비스 제공 개시일에 특별한 사정이 없는 한 서비스를 이용할 수 있도록
하여야 합니다.
② 당 사이트는 개인정보 보호를 위해 보안시스템을 구축하며 개인정보 보호정책을 공시하고 준수합니다.
③ 당 사이트는 회원으로부터 제기되는 의견이나 불만이 정당하다고 객관적으로 인정될 경우에는 적절한 절차를
거쳐 즉시 처리하여야 합니다. 다만, 즉시 처리가 곤란한 경우는 회원에게 그 사유와 처리일정을 통보하여야
합니다.
제 11 조 (회원의 의무)
① 이용자는 회원가입 신청 또는 회원정보 변경 시 실명으로 모든 사항을 사실에 근거하여 작성하여야 하며,
허위 또는 타인의 정보를 등록할 경우 일체의 권리를 주장할 수 없습니다.
② 당 사이트가 관계법령 및 개인정보 보호정책에 의거하여 그 책임을 지는 경우를 제외하고 회원에게 부여된
ID의 비밀번호 관리소홀, 부정사용에 의하여 발생하는 모든 결과에 대한 책임은 회원에게 있습니다.
③ 회원은 당 사이트 및 제 3자의 지적 재산권을 침해해서는 안 됩니다.
제 4 장 서비스의 이용
제 12 조 (서비스 이용 시간)
① 서비스 이용은 당 사이트의 업무상 또는 기술상 특별한 지장이 없는 한 연중무휴, 1일 24시간 운영을
원칙으로 합니다. 단, 당 사이트는 시스템 정기점검, 증설 및 교체를 위해 당 사이트가 정한 날이나 시간에
서비스를 일시 중단할 수 있으며, 예정되어 있는 작업으로 인한 서비스 일시중단은 당 사이트 홈페이지를
통해 사전에 공지합니다.
② 당 사이트는 서비스를 특정범위로 분할하여 각 범위별로 이용가능시간을 별도로 지정할 수 있습니다. 다만
이 경우 그 내용을 공지합니다.
제 13 조 (홈페이지 저작권)
① NDSL에서 제공하는 모든 저작물의 저작권은 원저작자에게 있으며, KISTI는 복제/배포/전송권을 확보하고
있습니다.
② NDSL에서 제공하는 콘텐츠를 상업적 및 기타 영리목적으로 복제/배포/전송할 경우 사전에 KISTI의 허락을
받아야 합니다.
③ NDSL에서 제공하는 콘텐츠를 보도, 비평, 교육, 연구 등을 위하여 정당한 범위 안에서 공정한 관행에
합치되게 인용할 수 있습니다.
④ NDSL에서 제공하는 콘텐츠를 무단 복제, 전송, 배포 기타 저작권법에 위반되는 방법으로 이용할 경우
저작권법 제136조에 따라 5년 이하의 징역 또는 5천만 원 이하의 벌금에 처해질 수 있습니다.
제 14 조 (유료서비스)
① 당 사이트 및 협력기관이 정한 유료서비스(원문복사 등)는 별도로 정해진 바에 따르며, 변경사항은 시행 전에
당 사이트 홈페이지를 통하여 회원에게 공지합니다.
② 유료서비스를 이용하려는 회원은 정해진 요금체계에 따라 요금을 납부해야 합니다.
제 5 장 계약 해지 및 이용 제한
제 15 조 (계약 해지)
회원이 이용계약을 해지하고자 하는 때에는 [가입해지] 메뉴를 이용해 직접 해지해야 합니다.
제 16 조 (서비스 이용제한)
① 당 사이트는 회원이 서비스 이용내용에 있어서 본 약관 제 11조 내용을 위반하거나, 다음 각 호에 해당하는
경우 서비스 이용을 제한할 수 있습니다.
- 2년 이상 서비스를 이용한 적이 없는 경우
- 기타 정상적인 서비스 운영에 방해가 될 경우
② 상기 이용제한 규정에 따라 서비스를 이용하는 회원에게 서비스 이용에 대하여 별도 공지 없이 서비스 이용의
일시정지, 이용계약 해지 할 수 있습니다.
제 17 조 (전자우편주소 수집 금지)
회원은 전자우편주소 추출기 등을 이용하여 전자우편주소를 수집 또는 제3자에게 제공할 수 없습니다.
제 6 장 손해배상 및 기타사항
제 18 조 (손해배상)
당 사이트는 무료로 제공되는 서비스와 관련하여 회원에게 어떠한 손해가 발생하더라도 당 사이트가 고의 또는 과실로 인한 손해발생을 제외하고는 이에 대하여 책임을 부담하지 아니합니다.
제 19 조 (관할 법원)
서비스 이용으로 발생한 분쟁에 대해 소송이 제기되는 경우 민사 소송법상의 관할 법원에 제기합니다.
[부 칙]
1. (시행일) 이 약관은 2016년 9월 5일부터 적용되며, 종전 약관은 본 약관으로 대체되며, 개정된 약관의 적용일 이전 가입자도 개정된 약관의 적용을 받습니다.