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      • 문화촉매거점으로서 우경예술관의 활성화에 관한 연구

        최상철 계원조형예술전문대학 예술공학연구소 1996 계원논총 Vol.1 No.1

        우경예술관은 1989년 11월 학교법인 계원의 중장기 발전 계획의 일환으로 교내행사 뿐만 아니라 연극, 영화, 무용, 음악 등 여러 쟝르에 걸쳐 무리없이 소화할 수 있도록 설계된 복합 공연장이다. 그러나 현재 우경예술관은 교내 행사 및 교육 실습 공간을 제외하고는 이렇다 할 운영 방법이 고려되고 있지 못하다. 다시 말해 교육적, 지역 사회적, 문화적 환경을 고려한 다목적 공간으로서의 그 名分을 다하지 못하고 있다. 본고는 이러한 관점에 따라 우경예술관의 기능적인 개선과 문화활동의 궁극적인 수단으로서 제기능을 수행하기 위한 효과적인 시스템에 관한 연구이고, 또한 중장기적인 계획의 일환으로서, 이 공간을 운영, 관리, 기획할 협의회의 구축과 동시에, 지역민의 적극적인 참여를 통해 지역 문화의 '현재적' 삶을 文化라는 '공유적' 공간에 유기적으로 끌어넣어, 장소와 사물의 場에서 교류와 행위의 장으로 거듭 태어나게 하는 데 초점을 맞추고 있다.

      • 전문대학의 조직과 운영의 효율화를 위한 기초 연구 : 2년제 조형예술전문대학을 대상으로

        유택상 계원조형예술전문대학 예술공학연구소 1997 계원논총 Vol.2 No.1

        The organization with a purpose will organize itself in a most efficient way in pursuit of its purpose, If a certain organization finds problems in itself, the problems may have been caused by the way the organization has been organized, the system, or by the individuals in the system. However, in total view, the responsibility for the problems is on the system in either way because the system could not control or eliminate the individuals until the problems occur. Therefore best system is a system which not only organize its role parts in a efficient way but also surveys, controls, and encourage them to keep working in their best efficiency. This study is about how to re-organize college system in its most efficient way which surveys, controls, and encourage its role parts by itself and reform itself ever after.

      • 계원 캠퍼스 종합 전산망 구축에 관한 연구

        김성동 계원조형예술전문대학 예술공학연구소 1996 계원논총 Vol.1 No.1

        Computer network background has been changed to local distribution with software and hardware since 1990's. In this paper, it was designed to localize education, research, and general office of Kaywon School of Art and Design. Network type was a hierarchical structure that easily can access to connect network in campus anyplace through cable. It was composed to FDDI backbone approached to campus main building, new building, and scientific information center. Each subnet was proposed to 10 base 5 cat. 3 Ethernet with good extension.

      • 새로운 예술 : 네트워크 예술 : '95 범세계적 네트워크 예술

        박귀현 계원조형예술전문대학 예술공학연구소 1996 계원논총 Vol.1 No.1

        An information oriented society, in a sense maybe described as a 'Network Society', which is networked in various styles: vertical, parallel, radial and chain-like through a wide variety of media. Among them are electronic media. What we call 'Network Art' is a form of artistic representation created through networking by such electronic media. The 'Network Art' can be generally classified into two types according to the system that it uses: 'radio-type' using a satellite and FPU, and 'write-type' using a TV conference system and a personal computer. These two types of network art may be combined and integrated to expand it in various ways.

      • 프랭크 게리의 건축에 미친 현대예술의 영향에 관한 연구

        천의영 계원조형예술전문대학 예술공학연구소 1996 계원논총 Vol.1 No.1

        Frank O. Gehry is one of the most outstanding figures in contemporary architecture. Gehry is an architect based on Los Angeles, who is now making projects around the world. In the work of Gehry, a lot of common features with contemporary art, such as Minimalism, Pop-Art can be found. Through this paper, the shared features with contemporary art, especially Pop-Art and Minimalism were examined and discovered based on what Gehry has said so far and what could be found from his projects. This can be, I believe, very much fruitful to understand contemporary architecture and art and could help to figure out what is going on in recent architecture.

      • 쿱 힘멜블라우의 건축과 예술작업의 영향에 관한 연구

        천의영 계원조형예술전문대학 예술공학연구소 1997 계원논총 Vol.2 No.1

        The work of Coop Himmelblau is very much different from that of the other contemporary architects. Their interest is based on the concept of 'open architecture' which is derived from that of Karl Popper's Open Society. Their design is very much dependent on the initial sketch which they call 'the establishment of the psychic ground plan'. From the sketch they start to make three dimensional models with boxes and thin metal bars, and then they develop plans and elevations based on the models and sketches in terms of functional requirements. The way they do initial sketches is 'to close their eyes and draw while concentrating on the feeling of the very moment of creating space'. These are very much similar with that of automatism in Surrealism and Action-Painting. Through this paper, these relationships and the features in Coop Himmelblau's architecture are examined.

      • 이탈리아 산업디자인의 텔레시스적 의미와 상관성 연구 : 초 일류 상품개발 기업을 중심으로

        박찬준 계원조형예술전문대학 예술공학연구소 1996 계원논총 Vol.1 No.1

        제품디자인은 지적 노력의 가치물로서 환경적응적 도구 이상의 내외적 텔레시스한 의미들을 발전시켜 나가고 있다. 즉, 문화적 역사성을 감성적 상징성으로 일류상품화에 성공한 시장지향적(Market Oriented Research) 이탈리아 제품디자인을 토대로 그 가치성을 인식하고자 한다. 본 연구는 문화 산업으로서 이탈리아 제품디자인의 텔레시스적 의미와 역할을 기초로 진행하였다. 또한 예술로서 이탈리아 디자인의 철학적 배경과 물적 이미지네이션을 다원적 코드로 발전시켜 성공한 자동차, 조명, 주방용품 외에 유리, 가구디자인 관련 기업들을 모델로 연구방향성을 좁혀 나갔다. 이탈리아 제품디자인의 텔레시스적 가치는 소유중심에서 사용중심, 나아가 종적, 횡적 양면적 가치를 수용하여 만족중심으로 부가가치의 척도를 새롭게 만들어 가는데 있다. 따라서 실용적 기능 가치와 신기술, 고성능에 가리워져 규정할 수 없는 인간 심성의 실험적 패러다임(Paradigm)을 정신세계의 미디어적 제품으로 전환시킨 이탈리아 디자인의 의미와 상관성의 이해를 돕고자 한다.

      • 인터랙티브 시스템에서의 유저 인터페이스

        허옥련 계원조형예술전문대학 예술공학연구소 1996 계원논총 Vol.1 No.1

        In the early days, developers in computer industry only wished to break into the new wonder-world of mighty technology; computer with higher speed, bigger storage, and better performance. But after such an extent over twenty years, almost everyone comes into contact with computer in some degree mainly due to dramatic decreases in the cost of computing resource. Unlike those early days, when only highly technical expert have access to computers, nowadays the range of needs of the 'general' user with different knowledge and experiences is very broad. So, it became important that the way in which user interact with computer system is intuitive and convenient. However, there is not a simple solution in designing a computer system, which is easy to use for user, and is efficient to perform for the system at the same time. For those purpose, it is necessary to exam that who the user is, what the system do, and how they interact to one and another. The main reason for the user interface being a subject in this thesis is designing an user-centered system. In technology era like now, by those efforts we can overcome the arrogance of techno-mightism and the cowardice of techno-phobia as well.

      • 멀티미디어 타이틀에서의 인터페이스 메타포

        허옥련 계원조형예술전문대학 예술공학연구소 1997 계원논총 Vol.2 No.1

        One of the most dominant characteristics of multimedia is that it is a multiple medium; 3D, video, graphic, photo, text, music, and sound effect; which makes multimedia title a rich and effective way of communication, In a way of designing the its screen, there seems to be not much of difference from a printed brochure or magazine at a glance. But while a graphic designer and art director are familiar with the effect of type and image combinations, and know how to create a stylistically consistent look through the use of grid, typeface and color, a multimedia designer must consider beyond more than just a pretty face. It means that the multimedia designer has to learn more such as how to orchestrate those extra audio-visual and computer media within an integrated and interactive whole. Mostly users can understand directly and navigate easily when control button has labeled to number or text explicitly. But at the same time, as the aesthetic aspect of multimedia title is emphasized more and more, we want our title beautifully designed as much as easily navigated without leaning on number or text. Therefore it is necessary to design these metaphor, user illusion for sophisticated communication and beautiful screen in multimedia title interface.

      • 계원 도서관 전산시스템 운용에 관한 연구

        김태영 계원조형예술전문대학 예술공학연구소 1997 계원논총 Vol.2 No.1

        A library is a central facility of college for studies and education activities and offers professors and students various information services, In this paper the operations and utilizations of the library system of Art and Science Information Center at Kaywon School of Art and Design are analyzed to find whether the library system carries out its role sufficiently. This paper suggests an incremental and strategic ways of improving the functions of the library system for the future.

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