RISS 학술연구정보서비스

검색

인기 검색어

    다국어 입력

    http://chineseinput.net/에서 pinyin(병음)방식으로 중국어를 변환할 수 있습니다.

    변환된 중국어를 복사하여 사용하시면 됩니다.

    예시)
    • 中文 을 입력하시려면 zhongwen을 입력하시고 space를누르시면됩니다.
    • 北京 을 입력하시려면 beijing을 입력하시고 space를 누르시면 됩니다.
    닫기

    디지털 아트에서 패러디의 유희성 연구

    한글로보기

    https://www.riss.kr/link?id=T12868276

    • 0

      상세조회
    • 0

      다운로드
    서지정보 열기
    • 내보내기
    • 내책장담기
    • 공유하기
    • 오류접수

    부가정보

    다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

    we live on the period of various media. Vast amount of information and images are exchanged on-line and interchanged globally in real time. According to the development of science and media, this cultural phenomenon of contemporary have changed. Vast amount of images and information are spread through computer. Social Network Service grows rapidly according to the pattern of developing media. Social Network Service means ‘social connection’ which makes users form personal network on web. Humans want to achieve the desire for positive need than physiological need as personal computers come into wide use. Human beings want to satisfy the highly difficult desires and this activity grows into personal desire for aesthetic expression. Therefore, development of media becomes means of satisfying the need of the general public and freedom of expression become a right of not experts but them. The base making these changes accelerate is development of digital media. Fine art has continued until now, but artists work by using computer as well as painting. Artists can distort, transform, modify and edit by using various software programs. Furthermore, digital media works which stimulate an audience’s five senses were produced by expanding media into displayed space. In this way, diversification of expressive technique and expansion of art field change depending on progress of media.
    This thesis attempts to determine factors of ‘play instinct through deconstruction originality’ in digital art which is representative product of developing scientific technique. Deconstruction of originality means two ways, ‘structural approach’ and ‘formal approach’. The former means conception of duplication society and the latter means parody aspect. In this thesis, it was attempted to handle the parody aspect intensively. ‘Deconstruction’ is very important conception enough to say that it forms the origin of contemporary arts. Especially ‘parody’ is deconstruction󰠏oriented representative technique of postmodernism. Moreover, it provides amusement by deconstruction of originality. These days, the word ‘Digital Homo Ludens’ came on. It refers to ‘Homo Ludens’ through digital media.
    Like this, progress of digital media makes the play instinct of human change. Thus determining the play instinct in ‘parody’ which is representative technique of digital media will be meaningful work. Therefore, this thesis was attempted to determine factors of the play instinct by dividing them into two things- external factors and internal factors of the works. Furthermore, the factors were studied by categorizing external factors and internal factors into ‘social, cultural, psychological factors’ and ‘virtual reality, interactive art of participatory module’. For this, each factors were analyzed by adducing the works which originality is deconstructed in. Through this I want to determine factors of the play instinct of contemporary.
    번역하기

    we live on the period of various media. Vast amount of information and images are exchanged on-line and interchanged globally in real time. According to the development of science and media, this cultural phenomenon of contemporary have changed. Vast ...

    we live on the period of various media. Vast amount of information and images are exchanged on-line and interchanged globally in real time. According to the development of science and media, this cultural phenomenon of contemporary have changed. Vast amount of images and information are spread through computer. Social Network Service grows rapidly according to the pattern of developing media. Social Network Service means ‘social connection’ which makes users form personal network on web. Humans want to achieve the desire for positive need than physiological need as personal computers come into wide use. Human beings want to satisfy the highly difficult desires and this activity grows into personal desire for aesthetic expression. Therefore, development of media becomes means of satisfying the need of the general public and freedom of expression become a right of not experts but them. The base making these changes accelerate is development of digital media. Fine art has continued until now, but artists work by using computer as well as painting. Artists can distort, transform, modify and edit by using various software programs. Furthermore, digital media works which stimulate an audience’s five senses were produced by expanding media into displayed space. In this way, diversification of expressive technique and expansion of art field change depending on progress of media.
    This thesis attempts to determine factors of ‘play instinct through deconstruction originality’ in digital art which is representative product of developing scientific technique. Deconstruction of originality means two ways, ‘structural approach’ and ‘formal approach’. The former means conception of duplication society and the latter means parody aspect. In this thesis, it was attempted to handle the parody aspect intensively. ‘Deconstruction’ is very important conception enough to say that it forms the origin of contemporary arts. Especially ‘parody’ is deconstruction󰠏oriented representative technique of postmodernism. Moreover, it provides amusement by deconstruction of originality. These days, the word ‘Digital Homo Ludens’ came on. It refers to ‘Homo Ludens’ through digital media.
    Like this, progress of digital media makes the play instinct of human change. Thus determining the play instinct in ‘parody’ which is representative technique of digital media will be meaningful work. Therefore, this thesis was attempted to determine factors of the play instinct by dividing them into two things- external factors and internal factors of the works. Furthermore, the factors were studied by categorizing external factors and internal factors into ‘social, cultural, psychological factors’ and ‘virtual reality, interactive art of participatory module’. For this, each factors were analyzed by adducing the works which originality is deconstructed in. Through this I want to determine factors of the play instinct of contemporary.

    더보기

    목차 (Table of Contents)

    • 목 차
    • Ⅰ. 서론...............................................................................1
    • 1. 연구의 목적....................................................................1
    • 목 차
    • Ⅰ. 서론...............................................................................1
    • 1. 연구의 목적....................................................................1
    • 2. 연구의 범위 및 방법 ........................................................4
    • Ⅱ. 이론적 배경....................................................................6
    • 1. 디지털 아트의 개념.........................................................6
    • 1) 디지털 아트의 개념.......................................................6
    • (1) 디지털 아트란............................................................6
    • (2) 도구로서의 디지털 기술..............................................9
    • (3) 매개로서의 디지털 기술............................................15
    • 가. 설치미술................................................................15
    • 나. 영상 및 애니메이션 작업.........................................19
    • 2. 디지털아트의 성립과 전개............................................20
    • 3. 디지털시대에서 Originality의 해체: 매커니즘적(구조적) 접 근.....................................................................................24
    • 1) Originality의 해체에 대한 미학적 고찰.........................24
    • (1) 발터 벤야민의 매체 미술.........................................24
    • (2) 쟝보드리야르의 매체이론........................................26
    • 4. 디지털 아트에서 Originality의 해체: 형식적 접근...........28
    • 1) Originality의 개념.....................................................28
    • 2) 패러디의 개념과 배경................................................32
    • Ⅲ. 디지털아트에서 Originality의 해체와 유희성 요인..........36
    • 1. 유희성의 개념............................................................36
    • 2. 디지털아트의 종류와 유희요인....................................38
    • 1) web-art..................................................................38
    • 2) game-art...............................................................43
    • 3) digital painting.......................................................52
    • 3. Originality의 해체에 따른 유희성 요인.........................57
    • 1) 작품外적 요인.........................................................57
    • (1) 사회․문화적 요인.................................................57
    • (2) 심리적 요인........................................................62
    • 2) 작품內적 요인........................................................75
    • (1) 가상현실의 구현.................................................75
    • (2) 참여적 모듈의 인터렉티브 아트(Interactive Art)....79
    • Ⅳ. 결론.......................................................................84
    • 참고문헌......................................................................87
    더보기

    분석정보

    View

    상세정보조회

    0

    Usage

    원문다운로드

    0

    대출신청

    0

    복사신청

    0

    EDDS신청

    0

    동일 주제 내 활용도 TOP

    더보기

    주제

    연도별 연구동향

    연도별 활용동향

    연관논문

    연구자 네트워크맵

    공동연구자 (7)

    유사연구자 (20) 활용도상위20명

    이 자료와 함께 이용한 RISS 자료

    나만을 위한 추천자료

    해외이동버튼