This document provides a summary of Jeonghwan Jeon's career chronology and experiences becoming an intermediary between technology and the arts. It details his experiences as a computer engineer, cultural officer, and student of arts management. It uses four case studies from his time at Daum Communications Corp. to illustrate how he used artistic interventions like a study group, webtoons, theater exercises, and artist collaborations to help the organization and foster learning. The overall document discusses Jeon's path from focusing solely on engineering to becoming a bridge between the technical and creative fields.
Natural Aesthetics:Digital Art and Philosophy in the Era of Technologized Bi...Melanie Swan
The arts and technology are coming together in exciting ways in contemporary society. New experimental media such as biology, data, and technology are leading artists, scientists, and other individuals to new realms of knowledge discovery and creative expression. Philosophy, concerned with aesthetics and epistemology (the study of knowledge), provides an interesting lens for understanding current activity in a range of contexts where art, technology, and biology are linked. These contexts include GenerativeArt, BioArt, Biomimicry, Synthetic Biology, and CrowdArt.
Technology is continuing to revolutionize many areas of life including creative endeavor. This presentation on Digital Art and Philosophy looks at different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Specific topics include: Design Aesthetics of Meaning-Making: Info Visualization, Democratized Creativity: Performance, Music, Virtual Reality, Gaming, Natural Aesthetics: Generative Art, SynBio, Biomimicry, SocNets, and Portable ArtTech: Identity, Wearable Electronics, the Future. More information: www.MelanieSwan.com/PCA
In this original Digital Art and Philosophy class, we will become familiar with different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Students may respond to the material in essay, performance, or digital art work (optional). Instructor: Melanie Swan. Syllabus: www.MelanieSwan.com/PCA
Natural Aesthetics:Digital Art and Philosophy in the Era of Technologized Bi...Melanie Swan
The arts and technology are coming together in exciting ways in contemporary society. New experimental media such as biology, data, and technology are leading artists, scientists, and other individuals to new realms of knowledge discovery and creative expression. Philosophy, concerned with aesthetics and epistemology (the study of knowledge), provides an interesting lens for understanding current activity in a range of contexts where art, technology, and biology are linked. These contexts include GenerativeArt, BioArt, Biomimicry, Synthetic Biology, and CrowdArt.
In this original Digital Art and Philosophy class, we will become familiar with different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Students may respond to the material in essay, performance, or digital art work (optional). Instructor: Melanie Swan. Syllabus: www.MelanieSwan.com/PCA
In this original Digital Art and Philosophy class, we will become familiar with different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Students may respond to the material in essay, performance, or digital art work (optional). Instructor: Melanie Swan. Syllabus: www.MelanieSwan.com/PCA
Natural Aesthetics:Digital Art and Philosophy in the Era of Technologized Bi...Melanie Swan
The arts and technology are coming together in exciting ways in contemporary society. New experimental media such as biology, data, and technology are leading artists, scientists, and other individuals to new realms of knowledge discovery and creative expression. Philosophy, concerned with aesthetics and epistemology (the study of knowledge), provides an interesting lens for understanding current activity in a range of contexts where art, technology, and biology are linked. These contexts include GenerativeArt, BioArt, Biomimicry, Synthetic Biology, and CrowdArt.
Technology is continuing to revolutionize many areas of life including creative endeavor. This presentation on Digital Art and Philosophy looks at different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Specific topics include: Design Aesthetics of Meaning-Making: Info Visualization, Democratized Creativity: Performance, Music, Virtual Reality, Gaming, Natural Aesthetics: Generative Art, SynBio, Biomimicry, SocNets, and Portable ArtTech: Identity, Wearable Electronics, the Future. More information: www.MelanieSwan.com/PCA
In this original Digital Art and Philosophy class, we will become familiar with different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Students may respond to the material in essay, performance, or digital art work (optional). Instructor: Melanie Swan. Syllabus: www.MelanieSwan.com/PCA
Natural Aesthetics:Digital Art and Philosophy in the Era of Technologized Bi...Melanie Swan
The arts and technology are coming together in exciting ways in contemporary society. New experimental media such as biology, data, and technology are leading artists, scientists, and other individuals to new realms of knowledge discovery and creative expression. Philosophy, concerned with aesthetics and epistemology (the study of knowledge), provides an interesting lens for understanding current activity in a range of contexts where art, technology, and biology are linked. These contexts include GenerativeArt, BioArt, Biomimicry, Synthetic Biology, and CrowdArt.
In this original Digital Art and Philosophy class, we will become familiar with different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Students may respond to the material in essay, performance, or digital art work (optional). Instructor: Melanie Swan. Syllabus: www.MelanieSwan.com/PCA
In this original Digital Art and Philosophy class, we will become familiar with different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Students may respond to the material in essay, performance, or digital art work (optional). Instructor: Melanie Swan. Syllabus: www.MelanieSwan.com/PCA
Although we all know fifteen minutes is not enough to consider and review a complex subject like design & education or design education, I will try to answer your question ‘What do you see as the key challenges to higher education in art and design?’ in a nutshell.
User Generated Art: the Artist as ManipulatorC4Media
Video and slides synchronized, mp3 and slide download available at http://bit.ly/17KMww7.
The authors explore engaging audiences through play, and how open source software, interactive video, and 3D projection mapping invites a dialogue with the participants in a multi-media environment. Filmed at qconlondon.com.
Remko van Dokkum is an interaction design engineer and works together with Ruud Lanfermeijer since the day he graduated in 1998. A long list of technology is being incorporated in projects over the past years, to mention a few: motion tracking, biometric sensors, human DNA translation, interactive 3D model, projection mapping, Arduino, and VJ interface for Hammond organ.
Talk at Interaction 18 - Education Summit, Lyon. It covers the ways of how we teach design through moving our classes around the city and through kinesthetic methods at MOME, University of Art and Design. Interaction and UX design is something that builds on very tangible, human practices. We tend to forget this sometimes. Thoughtful education programs, practical experiments can lead us back to a better approach to design.
Although we all know fifteen minutes is not enough to consider and review a complex subject like design & education or design education, I will try to answer your question ‘What do you see as the key challenges to higher education in art and design?’ in a nutshell.
User Generated Art: the Artist as ManipulatorC4Media
Video and slides synchronized, mp3 and slide download available at http://bit.ly/17KMww7.
The authors explore engaging audiences through play, and how open source software, interactive video, and 3D projection mapping invites a dialogue with the participants in a multi-media environment. Filmed at qconlondon.com.
Remko van Dokkum is an interaction design engineer and works together with Ruud Lanfermeijer since the day he graduated in 1998. A long list of technology is being incorporated in projects over the past years, to mention a few: motion tracking, biometric sensors, human DNA translation, interactive 3D model, projection mapping, Arduino, and VJ interface for Hammond organ.
Talk at Interaction 18 - Education Summit, Lyon. It covers the ways of how we teach design through moving our classes around the city and through kinesthetic methods at MOME, University of Art and Design. Interaction and UX design is something that builds on very tangible, human practices. We tend to forget this sometimes. Thoughtful education programs, practical experiments can lead us back to a better approach to design.
Closing keynote given at the Museum Educators of Southern California Summer Workshop on June 25, 2010. It starts with a nod to John Seely Brown and his wisdom about solution confusion in rapidly changing technological times, then explores the boundaries between traditionally siloed museum departments that are merging/under threat in this new environment. From there a brief history of the role for new media interpretation in museums (art and otherwise), a summary of the Visual Velcro idea, and the role of mobile multimedia in supplying hooks to the hookless. Finally a summary of "Making Sense of Modern Art Mobile," and the implications of taking on publication and distribution of a mobile tour in-house. Ends with future plans and questions about the integration of social media in such publications.
* 주제 : 돌봄 소통 상생 사회를 위한 청년활동가 지원 정책 관련 워크샵 - 제주도 양성평등위원회 제4차 회의
* 날짜 : 2016/11/17(목)
* 장소 : 제주도청 회의실
* 참석자
조한혜정 (교수, 여성학자, 양성평등위원회 부위원장 / 위원장은 도지사)
이선화 (제주도의원)
오한숙희 (여성학자, 발달장애예술교육센터)
최현 (교수, 제주대 사회학과)
제주청년활동가 강보배, 박건도 (제주 청년네트워크, 청년협동조합)
김인영 (여성가족과 가족친화담당 사무관)
전정환 (제주창조경제혁신센터)
등
* 발제 내용
- 제주창조경제혁신센터 사례 발표
제주 청년들의 미래 활동의 주요 영역인 '창조'와 '돌봄' 영역 중
창조센터는 '창조'의 영역에서 지난 1년 반동안 프로그램을 진행하였음.
'돌봄'의 영역을 계획할 때 참고할 수 있도록 발제.
- 강보배, 박건도
창조센터의 활동에서 많은 도움과 자극을 받고 있어 너무 좋다. 이 부분은 반드시 필요하다.
그러나, 제주 청년으로서 수준과 간극의 차이가 크고 이주 청년들이 중심이 되는 것 같다.
제주 청년들을 위해서 또 다른 프로그램이 필요하다.
제주 청년들은 중고등학교 때부터 서열화되고 자존감이 박탈되고 부모의 영향에서
벗어나지 못하고 있다.
이들이 사회에 나와서 일을 하면서 성장할 수 있는 프로그램이 필요하다.
창조센터의 지역혁신가 사업이 상당히 좋게 보였던 것은, 그 프로그램이 교육과 성장에
포커스되어 있는 양질의 프로그램이기 때문이다. 수당을 받는 것이 반드시 중요한 것은 아니다.
기존의 공공일자리들이 이런 형태로 일을 하면서, 양질의 성장 프로그램이 있는
혁신일자리로 변했으면 좋겠다.(-> 김인영 사무관 : 공공 일자리 구조상 불가능한 상황)
* 토론 뒤의 내 생각
- 창조센터는 '새로운 연결을 통한 창조의 섬'을 추진하고 있지만,
제주 청년에게는 '돌봄'도 필요한 상황.
중고등학교, 대학 교육부터 근본적으로 변화해야겠지만, 그것은 우리의 영향 밖이고,
이미 20대가 된 청년들을 위한 프로그램이 필요.
창조센터가 모든 것을 할 수는 없고, 타센터 등이 하는 것과 연계에서 우리의 프로그램을 지원할 수 있음.
- 제주 청년들은 다음 두가지가 필요한 것 같다.
1) 독립 : 부모/기성세대로부터 분리와 다양한 청년들끼리의 연결 -> 재정적, 지적, 감성적, 공간적, 사회적으로...
- 부모로부터의 독립
- 이를 위한 일자리(급여),
독립된 공간과 새로운 사회적 네트워크
- 도시재생지원센터와 사업을 연계해 커뮤니티하우스(제주출신과 이주 청년들 다양한 사람이 함께 하는)를 시도해도 좋을 듯.
2) 성장 : 동기부여와 학습 - 지적, 경험적, 사회적 자산의 취득 등
- 공공일자리나 기업취업지원사업 대부분은 단기 취업 실적 위주로 고용주체가 인재를 성장시킬 동기가 없다.
- 창조센터의 커뮤니티육성 사업을 연계하여, 진행하는 것도 한가지 방법일 듯 하다.
=> 오한숙희 선생님의 발달장애예술교육센터에서 10명의 예술교육자를 11월말부터
내년 8월까지 수당을 주며 일을 시킬 예정이라 함(4대보험이 되는 고용은 아닌 듯).
이들을 창조센터가 계획하고 있는 커뮤니티 육성 프로그램에 들어오도록 하여
성장을 지원해주는 방법이 있을 수 있음.
Brushstrokes of Inspiration: Four Major Influences in Victor Gilbert’s Artist...KendraJohnson54
Throughout his career, Victor Gilbert was influenced heavily by various factors, the most notable being his upbringing and the artistic movements of his time. A rich tapestry of inspirations appears in Gilbert’s work, ranging from their own experiences to the art movements of that period.
Boudoir photography, a genre that captures intimate and sensual images of individuals, has experienced significant transformation over the years, particularly in New York City (NYC). Known for its diversity and vibrant arts scene, NYC has been a hub for the evolution of various art forms, including boudoir photography. This article delves into the historical background, cultural significance, technological advancements, and the contemporary landscape of boudoir photography in NYC.
Hadj Ounis's most notable work is his sculpture titled "Metamorphosis." This piece showcases Ounis's mastery of form and texture, as he seamlessly combines metal and wood to create a dynamic and visually striking composition. The juxtaposition of the two materials creates a sense of tension and harmony, inviting viewers to contemplate the relationship between nature and industry.
Fashionista Chic Couture Maze & Coloring Adventures is a coloring and activity book filled with many maze games and coloring activities designed to delight and engage young fashion enthusiasts. Each page offers a unique blend of fashion-themed mazes and stylish illustrations to color, inspiring creativity and problem-solving skills in children.
This document announces the winners of the 2024 Youth Poster Contest organized by MATFORCE. It lists the grand prize and age category winners for grades K-6, 7-12, and individual age groups from 5 years old to 18 years old.
1. Artful
Life
Creating
:
Becoming
an
Intermediary
Jeonghwan
Jeon
Jeju
Center
for
Creative
Economy
&
Innovation
@
Jeju,
South
Korea
June
14th,
2016
@
HKU
2. My
Chronology
of
Becomings
1971
1983
1990
1997
2006
2011
2015
Tech
&
Engineering Art
&
Culture
Apple
Computer
Kid
Theatre
Club
in
‘Alternative
Culture’
B.S
of
Computer
Science
in
Seoul
National
University
Developing
Font
Editor
Win
a
Best
Engineer
Prize
from
Government
Head
of
Front-‐End
Technology
&
Local
Services
in
Daum
B.A.
of
Arts
Management
in
K-‐ARTS
Unit
Manager
of
Business
Support
CEO
of
Jeju
CCEI
1
2
3
5
6
Team
Manager
of
Management
Information
System
4
3. 1st-‐becoming
an
Apple
Computer
Kid
I
met
a
Apple
Computer
at
SEWOON
Electronics
Plaza
in
the
heart
of
Seoul,
the
capital
of
South
Korea
1983
(12
years
old)
5. Where
is
my
way?
when
I
graduated
the
university
Colleagues
of
the
theatre
group
are
becoming
musician
movie
director
actor architect …
6. 3rd-‐becoming
an
engineer
for
user
experience
designers
Font
Editor
HCI(Human-‐Computer
Interaction)
Front-‐end
Technology
Location-‐based
Service
11. Majoring
Arts
Management
in
K-‐ARTS
and
doing
more
artistic
interventions
-‐
Internal
Venture
Incubation
Program
-‐
Theatre
Discussion
Leadership
Program
(200
people
-‐
all
team
leaders
-‐
performed)
-‐
Building
the
creative
space
for
workers.
16. Mission
of
Daum
Communications
Corp.
“Bringing
joyful
change
to
the
world”
1995
two
founders
Park,
Geonhi
:
photographer
Lee,
Jaewoong
:
computer
programmer
17. • community
with
different
departments
• people
inside
&
outside
• meeting
with
performance,
presentation,
and
discussion
• Finding
and
solving
problems
together
Joyful-‐Study
Group
but,
are
we
joyful?
what
we
make
is
joyful?
……
what
on
earth
is
‘joyful’?
18. Jeonghwan Suhwan
C.H.
Min
J.J.
Lee
B.H.
Jeong
Y.S.
Paek
I.W.
Kim
Y.C.
Kim
I.S.
Noh
2012
Joyfulness-‐Study
Group
(Pilot
Test)
Y.E.
Kwon
Engineer
Engineer
Engineer
Marketer
Musician
Performer
Staff,
ARCOM
Photographer,
ARTE
Professor
K-‐ARTS
Cultural
Strategist
21. Jenghwan Suhwan
C.H.
Min
J.J.
Lee
B.H.
Jeong
Y.S.
Paek
I.W.
Kim
Y.C.
Kim
I.S.
Noh
2013
Joyful-‐Study
Group
(Expanding)
Y.E.
Kwon
Engineer
Engineer
Engineer
B.A.
Arts
Management
Musician
Performer
Staff,
ARCOM
Photographer,
ARTE
Professor
K-‐ARTS
B.A.
Arts
Management
J.H.
Seo
Ph.D.
Arts
Management
…
22. <Case
2>
Artistic
Interventions
through
webtoon
[humanities
study
club
+
webtoon
author]
Presented
at
the
K-‐ARTS
Arts
Education
Class
in
2013
23. Daum Webtoon ‘Mi-Saeng(Incomplet Life)’
Author,TaehoYoon
Humanities Study Club ‘Tong-tong-bae(motorboat)’
Every Wednesday Evening
24. Best Clips of “Mi-Saeng(Incomplete Life)”
and My Life at Work
25. <Case
3>
Artisitc
Interventions
through
Leadership
Program
using
Theatre
Presented
at
the
classes
of
K-‐ARTS
Arts
Management
Corporates
and
Arts&Culture
Class
(2013)
Cultural
Industries
(2014)
26. “Art
is
one
way
whereby
human
being
seek
to
understand
the
world.”
“Theatre
is
the
art
that
comes
closest
to
life
as
it
is
lived
day
by
day.”
“Art
lifts
one
above
the
everyday
fray
and
gives
one
something
like
a
‘god-‐eye’
view
of
experience.”
<
Oscar
G.
Brockett
-‐
Essential
Theatre
>
28. Rewriting Drama Scenario
유닛장의 책임과 권한 토론한 내용을 바탕으로, 아래 밑줄 부분을 다시 써 주세요.
Scene 1
• Paul : 하겠다는 건가요, 말겠다는 건가요? 그거 코드 몇줄이면 될 것 같은데, (제가 프로그래밍을 한번도 해 보진 않았지만) 저라면 몇시간이면 하겠어요!
• John : ___________________________________________________________________________
_________________________________________________________________________________
_________________________________________________________________________________
• Paul : (Paul의 캐릭터는 견지하되 John의 대사에 맞게 응답)___________________________________________
Scene 2
• Chris : 저는 프로젝트C를 추가적으로 왜 해야 하는지 모르겠어요. 선택과 집중이 중요하다며 프로젝트A에 팀의 주요 리소스를 모두 넣은 상태인데요.
• Linda : ___________________________________________________________________________
_________________________________________________________________________________
_________________________________________________________________________________
• Chris : (Chris의 캐릭터는 견지하되 Linda의 대사에 맞게 응답)___________________________________________
Performer
=
Audience
=
Writer
31. Situated Learning Theory
(Lave & Wenger 1991)
core
group
active
group
peripheral group
legitimate
participation
“Learning is
a process of
moving from outside
to inside
Learning
33. Case
4
Collaboration
between
artists
and
employees
[Daum
Space.2
Client
Committee
Open
Ceremony]
Presented
at
the
classes
of
K-‐ARTS
Arts
Management
Cultural
Industries
(2014)
35. Daum
Space.1
the
Korean-‐Architect-‐award
winning
masterpiece
of
Architect
Minsuk
Cho
(2012)
36. alpha
workst.A
work st . B
work st . C
workst.D
work st . E
work st . F
bravo
charlie delta
foxtrot
workshop
room
dot
house
dot
house
bios 2
bios 1
ddam
ddam
echo
Space.2
Client
Committee
of
employees
(2012)
building
finished
(2014)
Serendipity
Strategy
47. Nature
(UNESCO
world
heritage)
the
Environment
of
Jeju
13
Millions
Inbound
TouristsCultural
Immigrants
Relocation
of
IT
Companies
48. VISION
of
J-‐CCEI
“Creative
Island,
Jeju
through
new
connections”
Design
Creative
Life
Style
Connect,
Community,
Co-‐Creation
public
-‐
private
platform
-‐
entrepreneurs
culture/arts
-‐
IT/tech
native
-‐
immigrant
Digital
Nomad
53. 1
year
of
Jeju
center
Talented
people
are
coming
to
Jeju
and
connected
to
each
other.
Startup
ecosystem
has
been
established.
• incubating
14
startup
companies
• about
5
million
dollars
investment
to
these
companies
• connecting
11
startup
hubs
in
7
countries
• more
than
150
human
libraries
and
70
communities
• attracting
remote
workers
and
digital
nomads
54. My
Becomings
• 1st
-‐
an
Apple
Kid
• 2st
-‐
Artistic
(art
education
in
my
theatre
group)
• 3rd
-‐
an
Engineer
for
UX
• 4th
-‐
a
Cultural
Officer
• 5th
-‐
an
Engineer
Again
• 6th
-‐
Jeju
Creative
economy
Innovation
• 7th
-‐
(not-‐knowing)
pivoting
and
converging
experiences