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      • KCI등재

        초등학생을 위한 비평적 미디어 리터러시와 미술관 미디어아트 교육프로그램 - 백남준아트센터 사례를 중심으로-

        고동연 ( Koh Dongyeon ) 한국영상미디어협회 예술과미디어학회 2019 예술과 미디어 Vol.18 No.2

        In the age of 21st century digital technology, media art education has emerged as a new hot topic for the discourses about museums. This study is to examine media art education programs for elementary school children in light of theories of “critical media literacy.” By dealing with programs such as < Objects-Play: Things Hacking >(2016), < Conversation with Things >(2017), and < The Village Drawn along with Everyone >(2018) at Nam June Paik Art Center in South Korea for the last three years, the study concentrates on how media art education can teach elementary school students with complicated and critical roles that media has in contemporary society. In analyzing these programs, I would like to apply the five media literacy curriculum defined by the T-A-P (Technology, Audience, Production) in the United States and the criteria such as “interdisciplinary convergence ability” and “problem solving ability”, in accordance with the main objectives of media education by the Government in 2015. The purpose of this study is to pay close attention to the diverged goals of media arts education programs in South Korean art museums as well as the possible convergence of art education programs at museums and schools by introducing the criteria of critical media literacy.

      • KCI등재
      • KCI등재

        뉴미디어, 미디어 파사드 기술의 구현방법에 관한 연구

        김정환 ( Jeong Hwan Kim ) 한국영상미디어협회 예술과미디어학회 2010 예술과 미디어 Vol.9 No.1

        The history of graphic using an outer wall from a redevelopment project in New York City in 1960`s has been developed as a concept of Super Graphic in US in 1966. Today, it has placed a type of Space Graphic or Graphic in Environment, Out-Door Wall Painting, and Public Art. As human`s activities are increased at night along with development of lighting, image, IT people have established ways of promoting after sunset, one of which is a new media technology called Media Facade. Media Facade as a tool for a new type of media communication has been studying increasingly around promotion, art, and design by combining lighting, image and IT. It is already shown for the first time for a promotion in department of GALLERIA, Seoul in 2004. Moreover, lately, it is used as a promotion for the government or major companies like Cheongwadae(the Blue House), the City Hall of Seoul, SAMSUNG Fire & Marine Insurance, KUMHO ASIANA, Sangam DMC and so on. What`s more, it is recently used for an innovative method of promotion in famous entertainment agencies. Walter Benjamin, a critic in Germany, forecasted early that the art tendency in 21 century would be a combination of art and new media. The advent of new media called Media Facade has begun to be used as a tool for branding to improve its image and promotion and furthermore, it contributes to widening a range of media art. There are two ways of technical realization of Media Facade which are categorized as Design Mapping and LED. In the beginning the method of realization in South Korea was usually to use LED, however, in recent years it is preferred to a way of Design mapping which is to project 3D images onto the whole or partial outer wall in real time by using a number of beam projectors. It is a technology to shows 3D images, which have visual depth perception, by realizing high quality images in real time, not installing special screen but only with projection equipment. This study will examine technical trend in and outside the country and characteristics of Media Facade technology which builds communication interface by using outer wall. After that, this paper will compare and analyze a way of realization categorized by Design mapping and LED methods. In addition to that, this study will assign diversity in a new planning process by introducing Design mapping method, Media Facade technology that uses Watchout System which is not familiar with in South Korea.

      • KCI등재

        뉴미디어의 도래에 따른 시감문화의 담론연구: 벤야민과 아도르노의 매체이론 비교분석을 중심으로

        김윤경 ( Yun Kyung Kim ) 한국영상미디어협회 예술과미디어학회 2008 예술과 미디어 Vol.7 No.1

        Development of printing and photo photography by Industrial Revolution have changed both the population of civilization and the essence of communication as well Computer is unimportant media in digital high-technology generation. The change of technological background provides us with new direction of art, expands its field and does various challenges. This research takes up the method of comparing the media theory of Walter Benjamin with the thought of Theodor Adorno. By focusing the the analysis of comparing Walter Benjamin With Theodor adorno on the visual media, this research will examine those commonness and differences and explore their background and vision. And by means of this study will look into the expression way of communication and change of field through the development of visual media, we expect to grasp the characteristic of mode of thought in the age of electronic media even dimly.

      • KCI등재

        영상미디어 담론 구성에 관한 연구-텔레비전 뉴스를 중심으로-

        조영권 ( Young Kwon Cho ),김성호 ( Ho Seoung Kim ) 한국영상미디어협회 예술과미디어학회 2007 예술과 미디어 Vol.6 No.1

        The News media play an increasingly powerful role in the process of constructing political reality, The narrative frame is the basic organization of the structural component used in the news story. Every narrative has it`s own strategies representing the news story. A special feature in media politic is making discourse of creation ability in the discussion of relation between media and politics. Media usually doing definitive role making both special political discourse and reconstruction of political reality. TV News is most important role to make construction of political discourse as a media genre. News offer symbolical reality rather then reality it self which is common supposed from research of reality structure of politic and social in TV news.

      • KCI등재

        디지털 미디어와 표현 양식의 변화추이에 관한 개념적 고찰

        이지양 ( Ji Yang Lee ) 한국영상미디어협회 예술과미디어학회 2007 예술과 미디어 Vol.6 No.1

        currently, the variation of digital environment by the progress of digital technology has produced new contents like a mobile contents and online game and taken many changes in production of pre-existed media contents consumer style. The comprehension and the significance of digital-media and contents in 21st century is an indispensible condition to us. Digital technology getting over the digitization of media and information is organizing a new contents style and communication form, leading the social, cultural transition. Aesthetic understanding for media requires variable transit form of media environment by digital technology. Therefore we have to get the reconsideration as the meaning s of reformed communication form and cultural changes over the consideration of the essential property that digital media have. With the purpose of doing that, I would like to propose a bound as a guide that we can look at the digital culture by digital technology, recognizing the importance following a study of digital media culture and expression form.

      • KCI등재

        미디어아트로서의 인공생명예술에 관한 연구 -기계 개념 및 기계 미학을 중심으로

        임경호 ( Kyungho Lim ),윤준성 ( Joonsung Yoon ) 한국영상미디어협회 예술과미디어학회 2010 예술과 미디어 Vol.9 No.1

        Defining media art that presented various experimental forms is difficult. Thus the question should be changed to how do media art action or work? The aesthetics of machinic from which Deleuze`s concept of ``machine`` is an another aproach to understand media art. In this paper, we approach to an unusual artistic practice of media art such as artificial life art through the aesthetic of machinic that imported the sublime. We also present the accessibility about problem of aesthetic of everyday life through some of artificial life artwork. The aesthetic of machinic of media art invite the author-spectator-artwork to the 3rd space.

      • KCI등재

        영상광고의 효용성과 발전방향에 관한 연구 -애니메이션 광고를 중심으로-

        김석준 ( Seog Jun Kim ) 한국영상미디어협회 예술과미디어학회 2007 예술과 미디어 Vol.6 No.1

        Making Digital image through the computer graphics are not only to influenced on the animation advertisement and took big effects on making the image media and th rough the several producing methods. It is approached to receivers and also attached many surveying things. Many scenes and dimensions that was impossible things in past, taken out and seen in front of eyes with several methods. Gouge between image advertisement in this research, specially, study about example and characteristic, and effectiveness of image advertisement and development direction that is manufactured by animation. Advertiser is racket that work that life force wants life force long advertisement than short advertisement is rightful. that is, life force of animation advertisement could be long, and escape in regional maximum, and equiped economic performance factor than on-the-spot survey advertisement. Conclusively, animation advertisement is possible differentiation with other advertise ment by peculiar expression method and in general advertisement through simplicity attribute, imagination and department manager techniques insecure leap and emphasis, breaking the rule, resection etc. by weapon attention effect and efficiency of advertisement greatest Tuesday do can. also, animation may have to have interest of wide sight by advertisement, character, film etc. by 21th century high added value industry.

      • KCI등재

        미디어아트에서의 햅틱 인터페이스 적용에 관한 연구

        김정아 ( Jung A Kim ),김동호 ( Dong Ho Kim ) 한국영상미디어협회 예술과미디어학회 2010 예술과 미디어 Vol.9 No.2

        This study proposes the research on the application of haptic interface technology in media art. Contemporary media technology helps people feel media with five senses. As of yet, expressions expending visual sense and auditory sense hold a large majority in media art technology. With the development of various technologies, modern human wants not only the technology for simply seeing and hearing but also the technology for touching and feeling. With haptic interface as a new tactile media technology, human perception would extend into the infinite imaginary. Consequently, this study suggests the extension of media art expression through the application of new haptic media technology that enables diverse communication.

      • KCI등재

        소비자의 시선 움직임을 통한 효과적 영상 광고 연구

        최규호 ( Kyuho Choi ),김춘희 ( Chunji Jin ),김규정 ( Kyujung Kim ),김인섭 ( Insup Kim ) 한국영상미디어협회 예술과미디어학회 2010 예술과 미디어 Vol.9 No.2

        The studies of effective storytelling in computer graphics through the observer`s gaze control have continued for a long time steadily. This process is a part of effort that have deduced in the area of effective psychology. Moving image is catching seat by the most popular storytelling medium now since the invention of photography in 19th century. Commerical movie is the esthetics of editing. Editing skill offer to the viewer special qualities of image, because there is a change of tempo between single shot and linked shots. There is big a difference between the viewer`s gaze control achieved in traditional arts and moving images. Here upon, this study controls the observer`s gaze in linked shots with data that is construed through existing eye tracking study for effective commercial movie. This study presents a effective methodology about consumer`s eye movement based storytelling in moving images and hope to develop more effective study in 3D, new media environment.

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