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LanJun Luo,Surng Gahb Jahng 중앙대학교 영상콘텐츠융합연구소 2020 TechArt :Journal of Arts and Imaging Science Vol.7 No.2
The work Lava Glacier uses a projection medium to display space images, showing the use of light elements in space art and design. This article attempts to use the work “Lava Glacier” as an individual work to facilitate its installation. The form and image style of the projection art are introduced and analyzed. The contradictions and fusion expressions of the work in the field of installation art are further explored. The contradictions in the choice of materials and thematic thinking of the installation work are also analyzed, along with how to highlight works through this expression, to enhance the external visual effects and internal tension of the work.
“Chemistry” : A Time-Based Media Artwork Using GAN
Shinyoung Kim,Soojin Jang,Jaewon Kim,Hyunggi Kim,YoungBin Kim 중앙대학교 영상콘텐츠융합연구소 2020 TechArt :Journal of Arts and Imaging Science Vol.7 No.2
The media art production “Chemistry” uses deep learning network models to animate the rejuvenation of an aged face against the backdrop of four seasonal changes and life cycle of flowers over time. The team used Adobe Premiere and After Effects to illustrate four seasons and flowers. The authors generated the images of rejuvenated and aged faces with generative adversarial networks, an AI technology. To create harmony between the background, the flowers, and the face, the authors applied a style transfer to adjust the style for the person to that for the background and flower illustration. This work guides viewers to a state of autobiographical appreciation to reflect upon the time given to them and the beauty of their faces.
Light Conductivity of Materials in New Media Art Works
JunXian LI,TaeYong Kim 중앙대학교 영상콘텐츠융합연구소 2020 TechArt :Journal of Arts and Imaging Science Vol.7 No.2
Based on the application of materials in installation art, this paper briefly introduces the light conductivity of different materials and the function of light in an installation. It also analyzes the complementary relationship between light and materials, so as to provide support and reference for the development of new media art in China.
The representation of postcolonial identity in The Age of Shadows and Lust, Caution
Sunhyung Kim 중앙대학교 영상콘텐츠융합연구소 2020 TechArt :Journal of Arts and Imaging Science Vol.7 No.1
This paper examines the postcolonial identity of the colonized in two films, The Age of Shadows(2016) and Lust, Caution(2007). These two films depict the devastation of war under the Japanese colonial rule in their history. The main focus of these films is the representation of the identity of the colonized, which is termed as postcolonial identity. The asymmetric power dynamics of two groups(the colonizer and the colonized) give rise to identity issues and this has been a central research theme in studies on postcolonialism. Studies on postcolonial identity deal with people(the invaders and the invaded), who, in this circumstance, go through dramatic changes in their identities. Among postcolonial identities, this paper focuses on mimicry, hybridity, resistance and conformity. Interestingly, these two films have a lot of similarities in their narratives - the representation of the external and internal side of the colonized, the resistance of the colonized to the colonizers, and the main character as a sellout. However, as the story develops, these two films take different paths to the ending. The choice made by the main character is forked when each encounters a grave turning point. This is where the hybridized identity starts to separate and the existence of disparate identities is visualized. The-same-beginning-but-different-end narrative of these two films is the very cinematic representation of the hybridized identities of the colonized.
Emotional Expression of Material in Installation Art - Based on my work “Inside the Universe”
Zhao Yuqi,YoungBin Kim 중앙대학교 영상콘텐츠융합연구소 2020 TechArt :Journal of Arts and Imaging Science Vol.7 No.2
As a form of cultural transmission, installation art is always a unique visual effect. Material is one of the most important creative elements in the technique of installation art. In addition, every advance in science and technology promotes innovation and development in the arts. In the 21st century, the merging of art with science and technology provides more possibilities for the development of the new media. However, the function of the information output and the function of the environment depend on the technique of “shell,” which is not sufficient, and it is necessary to explore the new forms of media expression, the quality of material, and the texture of the material. Therefore, this paper analyses the influence of visual language in artistic creation and the transmission of artistic expression in the medium of media art. Based on its own artistic works, the author analyzes the causes of production, material selection, and emotion. This paper analyzes the material language of famous domestic and international installations and discusses the meaning of the artistic works and the meaning of transmission.
Application of synesthesia technology in new media art
Yi Li,Surng Gahb Jahng 중앙대학교 영상콘텐츠융합연구소 2020 TechArt :Journal of Arts and Imaging Science Vol.7 No.3
This article discusses interactive art as the core of new media technology and synesthesia technology as its key feature. From the development source, it analyzes virtual reality works and the interactive characteristics of virtual reality formed by the intersection of media, art, and technology. By discussing related issues and from the perspective of interactive art application, this study proposes a method to improve the interactive experience of virtual reality works. When somatosensory natural interactions surpass keyboards to make the mouth-screen interaction unprecedentedly convenient, virtual reality makes people experience the world in a novel way bringing more possibilities and demanding more complicated requirements from art creation. Considering the development of interactive art over the years, we see interactive art works becoming increasingly homogeneous. Works lack uniqueness and emotion, and the audience’s demands have grown higher in physiology and mentality. Many creators lack a systematic understanding of the application, theoretical support for interactive art creation. Thus, when interactive art works are created, no clear judgment standards are seen, and there is no creative basis for some works, which leads to insufficient spiritual connotation and emotional resonance. What is seen are “flashy” results over-proclaiming the importance of high technology using sound, light, electricity, and exaggerated visual design. Therefore, there is a need to establish an emotional connection between the work and the audience by generating an emotional resonance. This article examines the “synesthesia” method, originally from the field of literature and psychology, in interactive art and finds that this method is actually used in the creation of interactive art works, but there is a lack of overall induction and systematic research on it.
Compulsory perspective interaction projection mapping with elements of ink paintings
KaiYi Liang,Hyung-gi Kim 중앙대학교 영상콘텐츠융합연구소 2020 TechArt :Journal of Arts and Imaging Science Vol.7 No.3
With the introduction of new media and the rapid development of electronic software technology in recent times, the single and boring method of creating traditional art no longer satisfies the high aesthetic expectations of today’s viewer. Pure technology is not enough to realize its value if it does not integrate strong and connotative creative content. In such an artistic environment, the integration and innovation of multiple fields and elements has become inevitable. This article discusses the characteristics and the combination of multiple elements of ink painting, projection, interaction, and compulsory distance method in the field of new media, with examples, used to create corresponding works.
Interactive research based on Kinect - Focused on the work <Dream>
Wang Yuanyuan,Kim Junghyun,Surng Gahb Jahng 중앙대학교 영상콘텐츠융합연구소 2020 TechArt :Journal of Arts and Imaging Science Vol.7 No.3
While experiencing various works of immersive interactive art and designing her own work, <Dream>, the author found approaches to explore space for improvement of works and further analyze immersive virtual reality works created based on interactive technology. As a practical study, the paper discusses the related areas where art design creation can make progress.