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- SKKU Colleges of Computing and Arts Showcase Five Student Media Artworks at Ars Electronica 2026
- SKKU Colleges of Computing and Arts Showcase Five Student Media Artworks at Ars Electronica 2026 - Works explore everyday life and rituals in the age of AI and data through an international collaborative course with the University of Arts Linz - Joint exhibition, Disappearance of Rituals, brings together student works from the College of Computing and the College of Arts Sungkyunkwan University’s College of Computing and College of Arts presented five student media art works at the Campus Exhibition of Ars Electronica Festival 2026, held in Linz, Austria, from September 9 to 13. The exhibition featured four works from the School of Global Convergence Studies in the College of Computing and one work from the College of Arts. ▲ SKKU students and faculty members participating in the Campus Exhibition at Ars Electronica Festival 2026 pose in front of the University of Arts Linz in Austria. Ars Electronica is an international festival that explores the intersection of art, technology and society. Its Campus Exhibition provides universities and educational institutions from around the world with a platform to present and exchange creative and research outcomes. This year, SKKU was selected as a partner university and presented its exhibition at the University of Arts Linz. Titled Disappearance of Rituals, SKKU’s exhibition examined how AI and algorithms are reshaping everyday habits, emotions, relationships and meaning through interactive artworks. From the habitual act of scrolling through screens to the ways people express their wishes and seek comfort, the exhibition invited visitors to reflect on the rituals that are emerging—or disappearing—in the digital age. ▲ Visitors to SKKU’s Disappearance of Rituals exhibition listen to an explanation of Baram in front of the installation. The exhibition also marked an important step in connecting the creative work developed through an international collaborative course with an international art and technology festival. In the spring semester of 2026, the School of Global Convergence Studies in the College of Computing partnered with the University of Arts Linz through the WAVE program to offer Data Unfolded: Critical Interfaces and Material Practices. The course was co-taught by Professor Lee Chang-jun, coordinator of the Culture and Technology Convergence major, and Professor Manuela Naveau of the University of Arts Linz. Students worked in teams to develop and produce artworks, incorporating critical investigations into data and interfaces as well as feedback and revisions throughout the process. Hess Jeon, a doctoral student at the University of Arts Linz, also served as a mentor and exhibition curator, helping connect the students’ creative development with the international exhibition. ▲ www.buy-a-toad.com installation. Inspired by a Korean folktale about a toad that plugs a hole in a broken jar, the work visualizes the paradox of purchasing a digital toad to prevent data leaks only to expose even more data. www.buy-a-toad.com, created by students Kim Gyu-won (Culture and Technology 24) and Kim Tae-rin (Culture and Technology 24), draws on a Korean folktale about a toad that stops water from leaking through a broken jar. The work poses questions about digital consumption and the collection of personal data by creating a paradox: the more visitors purchase a digital toad in an effort to prevent data leaks, the more data is ultimately released. ▲ Visitors experience Homo Eucalyptus, in which a koala image is superimposed on their faces on screen. The work uses the koala’s ecology as a metaphor for people who increasingly rely on AI for instant answers. Homo Eucalyptus, by Yoo Ho-jin (Global Convergence Studies 19), Ahn Sae-byeol (Global Convergence Studies 23) and Lee Ye-seo (Global Convergence Studies 24), uses the ecology of the koala as a metaphor to explore whether humans who rely on AI for immediate answers may gradually lose their ability to investigate, question and discover things for themselves. ▲ Manifestation: Bloom from the Void installation. Using the sounds of a singing bowl and light, the work creates a ritual-like experience to explore self-reflection and agency in the age of algorithms. Manifestation: Bloom from the Void, by Kim Si-yoon (Culture and Technology 22), Joo Seo-jin (Global Convergence Studies 24) and Lee Soo-min (Global Convergence Studies 24), explores self-reflection and personal agency in the age of algorithms through a ritual-like experience incorporating the sound of a singing bowl and light. ▲ Visitors interact with Baram. Drawing on the Korean word baram, which means both “wish” and “wind,” the work transforms visitors’ voices into wind, light and sound to explore whether technology can offer new ways of understanding and comforting people. Baram, by Son Seung-jun (Culture and Technology 22), Park Ga-hyun (Global Convergence Studies 25) and Shin Ha-min (Global Convergence Studies 24), draws on the dual meaning of the Korean word baram, which refers both to a wish and to moving air. The work transforms visitors’ voices into wind, light and sound, asking whether technology can create new possibilities for understanding and comforting human beings. ▲ 1KM; The Only Distance We Can Choose installation. The work prints visitors’ scrolling through short-form content in the form of receipts, turning the repeated act of digital consumption into a physical record. 1KM; The Only Distance We Can Choose, created by students Hwang Min-hyup (Film 19), Bae Joo-young (Global Convergence Studies/Film 22), Jung Ki-chan (Film 20), Choi Sung-yoon (Software/Film 18), Oh Se-ryeong (Film 22) and Hong Jun-seo (Film 25) of the College of Arts, transforms the familiar act of scrolling through short-form content into a physical record. Visitors’ scrolling is printed in the form of receipts, with the accumulating paper revealing the otherwise invisible distance of repetitive digital consumption. The exhibition demonstrates an interdisciplinary approach to education that combines technical expertise in AI and data with critical inquiry in the humanities and social sciences and creative expression through art. By bringing together the College of Computing and the College of Arts, the program connected international collaborative education and student creativity with an international exhibition, demonstrating the potential of an educational model that crosses disciplinary and cultural boundaries.
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- 작성일 2026-09-21
- 조회수 494
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- Seoul Anchor Project Team, Game Design and Film Departments Visit Roblox U.S. Headquarters
- Seoul Anchor Project Team, Game Design and Film Departments Visit Roblox U.S. Headquarters, Taking Global Game Jam Projects to the Industry - 19 undergraduate and graduate students selected from the Roblox Global Game Jam visit the company’s U.S. headquarters and attend RDC 2026 - Interdisciplinary program with the Departments of Game Design and Film, Television and Multimedia leads to industry-academia partnership with Roblox and plans to support student startups ▲ Nineteen students selected through the Roblox Global Game Jam pose for a photo in front of Roblox’s U.S. headquarters. The Seoul Anchor Project Team at Sungkyunkwan University, together with the Department of Game Design and the Department of Film, Television and Multimedia, recently organized a program for 19 students selected from participants in the Roblox Global Game Jam. The students visited the U.S. headquarters of Roblox, a global gaming platform company, where they toured the company’s facilities and attended the Roblox Developers Conference (RDC 2026), gaining firsthand insight into how the global game industry operates. Building on the success of the program, the Seoul Anchor Project Team plans to sign a memorandum of understanding (MOU) with Roblox to expand industry-academia collaboration and develop talent in games and digital content. The program was organized by the Seoul Anchor Project Team in collaboration with the Departments of Game Design and Film, Television and Multimedia and was linked to the Creative Industries Talent Development Program, led by Professor Lee Jae-jun. Undergraduate and graduate students from the two departments worked together in teams, bringing together different areas of expertise, including game planning, programming, graphics, video and sound. The program was designed to encourage collaboration across academic levels and disciplines, breaking down the boundaries between departments and between undergraduate and graduate education. The program began with a Global Game Jam hosted by the Seoul Anchor Project Team in June on the Roblox platform. A game jam brings participants together for a limited period of time to form teams, develop a game around a given theme and present their finished work. Students took part in the entire development process, from generating ideas and designing game structures to programming, creating graphics, testing and presenting their projects. Working under tight development deadlines, students divided responsibilities among planners, programmers and artists while continuously exchanging ideas and resolving problems to complete a game as a team. Along the way, they developed not only technical skills but also practical abilities in project management, collaboration, problem-solving and presenting their work. Completed projects were evaluated based on the originality of their ideas, gameplay, technical quality and potential for further development. Nineteen students who demonstrated outstanding performance in the Game Jam were selected to participate in the overseas program. ▲ Students participating in the headquarters tour talk in a lounge at Roblox’s headquarters. What began as an on-campus educational experience progressed through the Global Game Jam and ultimately brought the selected students to the headquarters of a global gaming company. At Roblox’s U.S. headquarters, the students explored the company’s working environment and organizational culture and attended RDC 2026. ▲ Selected students make their way to Roblox’s U.S. headquarters. During the headquarters tour, students saw firsthand the environment in which games and virtual-world content are developed. They also gained insight into how a global platform company approaches collaboration and supports a creative ecosystem, including how Roblox works with developers and creators, how content is produced and shared, and how its platform grows around a global community of users. ▲ Students take a break in the cafeteria during their tour of Roblox headquarters. The visit also gave students an opportunity to connect what they had learned in the classroom with practices in the professional world. By visiting a company that serves users around the world, they gained a more concrete understanding of how content is planned and developed for global markets, the role of developers, and the potential for growth in the platform economy. ▲ Students attend a keynote session at the Roblox Developers Conference (RDC 2026). Alongside the headquarters tour, students attended RDC 2026, where developers and creators from around the world shared examples of Roblox-based content, emerging technologies and perspectives on the future of the platform. The students explored a range of projects and development cases and exchanged ideas with industry professionals and other participants, gaining a closer look at the latest trends in the global gaming industry. Drawing on their own academic backgrounds and project experience, they also discussed ideas with international participants and explored potential career paths and opportunities for global collaboration. ▲ Students pose for a photo at the Roblox Developers Conference (RDC 2026) Awards. ▲ Sungkyunkwan University students pose for a photo inside Roblox headquarters after completing the headquarters tour and participating in local events. Through the program, the Seoul Anchor Project Team demonstrated the potential of a step-by-step educational model that connects campus-based game development education with the global industry. The model begins with theoretical and technical training in game development, followed by team projects involving undergraduate and graduate students from the Departments of Game Design and Film, Television and Multimedia, and a Global Game Jam where students turn their ideas into working projects. Selected students then gain firsthand experience in the industry by visiting a global company overseas. Building on these results, the Seoul Anchor Project Team plans to pursue an industry-academia partnership MOU with Roblox. Potential areas of collaboration include education in game and virtual-world content development, industry-led courses and mentoring, Global Game Jams, follow-up development of outstanding student projects, and overseas programs that connect students with the global industry. The University also plans to develop ways to help outstanding student-created games and content move beyond the classroom and into further development and global markets. In particular, the two sides will explore opportunities to support the creation of startups based on promising student projects. Led by the Seoul Anchor Project Team and bringing together the Departments of Game Design and Film, Television and Multimedia as well as undergraduate and graduate education, the program represents an interdisciplinary approach to developing practical talent across game development, artificial intelligence, virtual worlds and interactive content. It also demonstrates how student creativity can be connected to the global industry and, ultimately, to entrepreneurship.
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- 작성일 2026-09-21
- 조회수 489
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- [Student] “Giving the Festival a New Outfit” — Han Tae-hee (Class of 2024, Department of Fashion Design)
- “Giving the Festival a New Outfit” — Han Tae-hee (Class of 2024, Department of Fashion Design): The Many Faces of ESKARA Drawn by mAff, the Department of Fashion Design’s Marketing Club “I think the most meaningful moment is when people look at a piece of clothing and are reminded of the happy memories they made while wearing it.” What makes a festival memorable? It may be the music, the performances and the energy of the crowd—but clothing can also become part of the scene that stays with us. This year, a new festival uniform for Sungkyunkwan University’s ESKARA was created in collaboration with mAff, a fashion marketing club in the Department of Fashion Design. mAff had been developing the idea of creating a festival uniform since last year. The club proposed designs to the Student Council and worked collectively to develop and refine them, ultimately creating a new look for ESKARA that reflects the creativity of SKKU’s fashion students. The final design did not emerge overnight. Ideas inspired by festival uniforms at other universities went through multiple rounds of design development and feedback. The students had to balance creative expression with practical considerations, including whether the designs could actually be produced and how well they would complement the Student Council’s existing uniforms. To learn more about the process behind the project, we spoke with Han Tae-hee, a member of the Class of 2024 in the Department of Fashion Design and president of mAff, who led the project. | Hello. Could you introduce yourself? Hello. I’m Han Tae-hee, a student in the Department of Fashion Design, Class of 2024. I currently serve as president of mAff, the department’s fashion marketing club. | What kind of activities does mAff pursue? mAff is a fashion marketing club in the Department of Fashion Design that has been active for more than 20 years. The name stands for “Marketing and Fashion.” We have traditionally focused on analyzing domestic and international fashion markets and brands. We also publish magazines and design, produce and sell merchandise. Depending on members’ interests, we take the initiative to develop a variety of projects each semester. In that sense, mAff is a fashion marketing club where students can explore their own interests and turn them into projects. | mAff participated in designing this year’s ESKARA festival uniforms. How did the project begin? The collaboration began when mAff approached the Student Council with the idea. We first discussed it within the club, saying, “Why don’t we try making one ourselves?” and then presented the idea to the Student Council. One reason we wanted to do this was that other universities have a wide variety of festival uniforms. We saw many different designs and styles, and at some universities, student clubs and organizations voluntarily create their own uniforms. We thought, “We’re students of fashion design, so it would be great if we could make one ourselves.” We also felt that creating a uniform different from the official festival uniform could introduce more variety into what students wear to festivals. That was how the project began—with the idea of creating something a little different from the festival clothing that already existed. The idea was first proposed in September last year, when we began our second-semester club activities. The members at the time, as well as the current executive members, responded very positively. We were excited by the possibility that clothing we designed ourselves could be worn by members of the university community. For the club, it was also a valuable opportunity to experience the entire process—from designing and producing clothing to marketing and promoting it through sales. | What was the overall concept of the uniforms, and what message did you want the designs to convey? How did you incorporate SKKU’s identity? What we wanted to capture most was a more free-spirited and individualistic image of the festival. As I mentioned, we were inspired by the diversity of festival uniforms at other universities, so we wanted to expand the range of styles available for our own festival. From the beginning, our goal was to create something distinctive rather than a conventional uniform like a basketball jersey or rugby shirt. When we first developed the designs, we explored a wide range of women’s styles—not only the crop-top and dress designs that were ultimately produced, but also sleeveless and off-the-shoulder styles. We compared the different designs and selected those that we thought would work best in actual production. We also wanted the uniforms to have a distinctive character rather than simply follow a conventional uniform design. Instead of just using the university logo, for example, we considered designing our own typeface to accompany the school’s symbolic logo and incorporating ginkgo leaves as floral motifs. You could think of it as taking familiar elements and giving them an upgraded or transformed look. | How did the design process work within the club, from the initial ideas to the final designs? We first collected individual design ideas from our members. We then reviewed the various proposals together and held meetings to select the designs. Once a design was selected, we continued to revise it through multiple rounds of feedback. Most decisions—including how to place the logo and which elements to modify—were made collectively during these meetings. In other words, the designs began as individual ideas, but they gradually evolved through feedback and discussion among the entire club. The crop-top and dress designs followed this process. The jeogori-inspired design was somewhat different. The Student Council made substantial revisions to the designs we initially submitted, so our role was mainly to provide several initial proposals for the council to develop further. For the crop-top and dress designs, meanwhile, we held many internal meetings throughout the revision process. We began seriously expanding and developing the designs in March. From March through June, we worked on the overall designs. The jeogori-inspired design was requested later, after the collaboration had been confirmed, so we developed several proposals and submitted them to the Student Council. | What was the biggest challenge in finalizing the designs? The most important consideration was maintaining consistency with the Student Council’s other uniforms. As fashion students, we naturally tend to appreciate distinctive styles, and many of us enjoy wearing more individualistic clothing ourselves. So our initial designs were much more elaborate, with more complex graphics and a stronger mAff identity. But we were concerned that a design we considered well suited to a festival might not fit with the other uniforms produced by the Student Council. We considered designs such as coordinated top-and-bottom sets and more unconventional sleeveless styles featuring lace or zippers. They looked good as designs, but because the uniforms had to be mass-produced by a manufacturer, we decided that some would be difficult to realize in practice. We also had to balance two different ideas: some members felt that festival clothing should be bold and eye-catching, while others wanted to create a practical item that could be worn beyond the festival. Ultimately, we agreed that because the project was being proposed by the Department of Fashion Design, we should focus on creating clothing rather than simply merchandise. Since we were the ones approaching the Student Council with the proposal, it was important to preserve mAff’s character while also ensuring that the uniforms worked as part of the Student Council’s overall lineup. The hardest part was finding the right balance—making the designs distinctive enough to reflect the fact that they were created by fashion students, without making them so unconventional that they stood out from the rest. At the same time, we had to consider whether the designs could actually be produced and whether the materials and fit would create the look we wanted. | What was the most meaningful outcome for mAff? What did you learn from the process itself? I think the biggest takeaway was that we were able to apply in practice what we had previously studied and analyzed theoretically as a club. We normally research and study topics such as fashion marketing and branding from a theoretical perspective. This time, however, we had to take on the roles of planners and producers ourselves and think from the perspective of actual consumers: “What do people really want?” As we worked through the project, we also experienced firsthand how many unexpected challenges and decisions arise when you actually put a plan into practice. We learned how to coordinate different opinions and turn an idea that initially existed only as an abstract goal into a tangible product. Another aspect that our members particularly appreciated was the opportunity to raise awareness of the Department of Fashion Design. Many people at SKKU do not even know that the Department of Fashion Design exists. Our members and other students in the department have often felt that this was unfortunate. Through this collaboration, however, we began hearing people say things like, “The clothes designed by the Department of Fashion Design are really nice.” Seeing both the department and mAff mentioned more often has made us very proud. We had previously created merchandise within the club, but it was mostly known only among students in the department. This collaboration allowed us to introduce our work to a much broader audience. | mAff continues to pursue various activities beyond this project. Are there any projects or activities you hope to take on in the future? We want to continue developing projects in which students can plan and create tangible results, while building on our existing focus on fashion and marketing. Nothing has been finalized yet, but we are also hoping to expand our activities outside the university. This semester, we plan to explore projects involving collaborations with companies and continue taking on new challenges. We hope to use this experience as a starting point and keep building on it. The Student Council and club leadership will change in the future, so we cannot know exactly what will happen. But we would also like to see this kind of collaboration between mAff and the Student Council continue. | Finally, is there anything you would like to say to SKKU students who will be wearing the ESKARA uniforms? From the perspective of someone who designs, produces and makes clothing, I think the most rewarding and meaningful moment is when someone looks at something you created and remembers a happy time. That was also what we hoped to achieve with these ESKARA uniforms. We wanted them to be more than just festival clothing—to become something that reminds students of the fun and joyful moments they shared while enjoying the festival together. I hope everyone enjoys ESKARA to the fullest while wearing our uniforms.
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- 작성일 2026-09-17
- 조회수 611
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- [Student] SKKU Dance Student Kwon Woo-jin Featured in September Issue of Dance & People
- SKKU Dance Student Kwon Woo-jin Featured in September Issue of Dance & People An interview with Kwon Woo-jin, an undergraduate student majoring in Contemporary Dance in the Department of Dance at Sungkyunkwan University, was published in the September 2026 issue of Dance & People, a Korean dance magazine. Kwon is currently performing in London and across the UK as a member of Shechter II 2026, the young company led by renowned British choreographer Hofesh Shechter and his Hofesh Shechter Company. The Department of Dance previously announced Kwon’s selection for Shechter II through its website. Since joining the company, Kwon has been working alongside dancers from diverse cultural and artistic backgrounds, expanding his experience on stages across Europe. In the Dance & People interview, Kwon discusses his experience with Shechter II, focusing on how his body and senses have evolved through direct engagement with Hofesh Shechter’s distinctive movement language. He also reflects on collaborating with dancers from different backgrounds and on his experiences throughout the creative process. The interview offers a closer look at how Kwon is expanding his movement vocabulary as a dancer. As he learns new forms of movement, he has been exploring not only physical technique but also how emotions, images and imagination can be expressed through the body. Working with dancers from different cultural and physical backgrounds has also broadened Kwon’s perspective beyond dance, allowing him to see the world from new angles. His experiences with Shechter II demonstrate how an international creative environment can challenge dancers to reconsider their own physicality and approach to movement. More information about Shechter II, including its current dancers and programs, is available on the official Hofesh Shechter Company website. A trailer for IN THE BRAIN also offers a glimpse of the movement and energy of the production on stage. A performance review of Shechter: In the Brain published by the British newspaper The Guardian provides another perspective on the work and the artistic world presented by Shechter II. As Kwon continues to explore new forms of movement and creative environments on the international stage, expectations are high for his continued growth and development as a dancer. Related Links Previous article: Kwon Woo-jin Selected for Shechter II 2026 Hofesh Shechter Company: Shechter II dancers and activities IN THE BRAIN Trailer: Watch the performance trailer The Guardian: Review of Shechter: In the Brain
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- 작성일 2026-09-15
- 조회수 571
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- [Faculty] Professor Hyun-hee Kim’s Soul Wedding Selected as Opening Film at Gyeongbuk International AI·Metaverse Film Festival
- Professor Hyun-hee Kim’s Soul Wedding Selected as Opening Film at Gyeongbuk AI·Metaverse Film Festival - Finalist at UK AI Film Festival and Selected for Indian Film Festival, Expanding International Recognition - Pioneering a New Filmmaking Approach That Combines Live-Action Performance with Generative AI ▲ Professor Hyun-hee Kim of the Department of Acting and Performing Arts poses for a commemorative photo at the 2026 Gyeongbuk International AI·Metaverse Film Festival (GAMFF) Sungkyunkwan University announced that Soul Wedding (魂結), an AI film starring Hyun-hee Kim, a professor in the Department of Acting and Performing Arts, has been selected as the opening film of the 2026 Gyeongbuk International AI·Metaverse Film Festival (GAMFF), following the film’s receipt of the Minister of Science and ICT Award last year. ▲The poster for Soul Wedding The film has continued to gain recognition at international film festivals. This year, Soul Wedding was named a finalist at the AI London Film Festival in the United Kingdom and advanced to the main competition of a film festival in Bengaluru, India. The film was selected as the opening work of the 2026 Gyeongbuk International AI·Metaverse Film Festival from among 3,403 entries submitted from 97 countries, underscoring its distinctive approach and international potential. Professor Kim plays a shaman in the film, delivering a live-action performance, and also attended the festival’s opening ceremony to meet with audiences. ▲ Professor Hyun-hee Kim performs as a shaman in Soul Wedding What sets Soul Wedding apart is its combination of generative AI with an actor’s live-action performance, rather than relying solely on AI-generated footage. The film builds on Professor Kim’s facial expressions, movements and physical performance, using them to expand the expressive possibilities of AI-generated imagery. In doing so, it presents a new approach to filmmaking that brings together embodied acting and generative AI technology. Through the project, Professor Kim demonstrates new possibilities for combining advanced media technologies with acting. Rather than using AI as a means of replacing an actor’s performance, the film treats the technology as a creative tool that builds upon live performance and expands its expressive potential. The project offers a new model for integrating acting and emerging technologies in contemporary film production. Professor Kim plans to continue exploring the intersection of acting and advanced technologies, expanding the possibilities of creative practice and artistic expression.
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- 작성일 2026-09-09
- 조회수 604
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- [Faculty] Artist Talk with Professor and Artist Yeondoo Jung to Explore Migration, Memory and Personal Narratives
- Artist Talk with Professor and Artist Yeondoo Jung to Explore Migration, Memory and Personal Narratives Yeondoo Jung, an artist and professor in the Department of Fine Arts at Sungkyunkwan University, will hold an artist talk on Monday, September 28, from 3 to 5 p.m. in Room 61803 of Suseon Hall. The talk will offer an opportunity to explore Jung’s artistic practice, which brings together migration, memory, personal experience and historical narratives through a range of media, including photography, video and installation. Focusing on several of his recent major works, including Photographer’s Bride (2022), A Hundred-Year Journey (2023), and Aluminum Cucumber (2026), Jung will discuss the ideas and circumstances that gave rise to these projects, as well as the research processes behind them. He will also share how individual stories are transformed into images and narratives through his artistic practice. Date: Monday, September 28, 2026 Time: 3:00–5:00 p.m. Venue: Room 61803, Suseon Hall, Sungkyunkwan University Students, faculty members and others interested in Jung’s work and the diverse narrative practices of contemporary art are warmly invited to attend.
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- 작성일 2026-09-09
- 조회수 599
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- SKKU Dance Department to Present International Collaborative Work at 28th Saengsaeng Dance Festival
- SKKU Dance Department to Present International Collaborative Work at 28th Saengsaeng Dance Festival A new international collaboration between the Department of Dance at Sungkyunkwan University (SKKU) and the University of Taipei will take the stage at the 28th Saengsaeng Dance Festival in September. Titled *Rhythms of the World, Written in the Body*, the work was jointly choreographed by Professor Kim Nai of Sungkyunkwan University and Professor TUNG I-Fen of the University of Taipei. The collaboration brings together dancers from both institutions to explore how cultural experience and movement can be expressed through the body. The work was premiered in Taiwan in April 2026 and was subsequently presented at SKKU’s annual Dance Department performance in May. It will now return to the stage as part of the 28th Saengsaeng Dance Festival, highlighting the continuing artistic exchange between the two universities. The production is part of an international choreography-matching project designed to foster creative collaboration between dance artists and institutions across borders. Through the process of joint creation and performance, the project provides students and artists with an opportunity to engage with different artistic perspectives and approaches to movement. The upcoming performance will feature SKK-人 Dance, SKKU’s dance ensemble, under the direction of the two choreographers. [ Performance Information ] Festival: 28th Saengsaeng Dance Festival Work: *Rhythms of the World, Written in the Body* Choreography: TUNG I-Fen · Kim Nai Performers: SKK-人 Dance Date & Time: September 19, 2026, 8 p.m. Venue: Aram Theater, Goyang Aram Nuri Arts Center A making-of film featuring TUNG I-Fen, Kim Nai and SKK-人 Dance is also available as part of the 28th Saengsaeng Dance Festival’s >> MAKING FILM EVENT
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- 작성일 2026-09-02
- 조회수 644
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- SKKU Art College and University of Brasília Conclude International Collaborative Creative Residency
- Sungkyunkwan University College of Arts and University of Brasília Conclude International Collaborative Creative Residency The College of Arts at Sungkyunkwan University (SKKU), led by Dean Hyuk Byun, has successfully concluded an international collaborative creative residency with the University of Brasília (UnB), one of Brazil’s leading public universities. Held at UnB from August 1 to 15, the two-week residency brought together students and faculty from the two universities for an intensive program of interdisciplinary artistic collaboration and creative production. Supported by SKKU’s Anchor Project, the initiative was first conceived in 2023 by Professor Yong-Ah Yoon of the Department of Performing Arts at SKKU and Professor Nitza Tenenblat of the Department of Theatre at the University of Brasília. Their collaboration continued in 2024, when a joint project between the two universities was selected as an outstanding project under SKKU’s LINC initiative. During that project, Professor Yoon, former Dean of the College of Arts Jisook Jeong, and Professor Junhee Lee of the Department of Film, Television and Multimedia visited the University of Brasília, where the two institutions signed a memorandum of understanding (MOU). The agreement laid the foundation for continued academic and artistic exchange, ultimately leading to the second international collaborative creative project in 2026. This year’s residency brought together 15 students from four departments at SKKU—the Department of Performing Arts, Department of Film, Television and Multimedia, Department of Fashion Design, and Department of Fine Arts. Professor Kyungsung Lee of the Department of Performing Arts also joined the program as a mentor for the first time, leading creative workshops and supporting the students throughout the production process. Over the course of 15 days, SKKU students worked closely with young Brazilian artists in an intensive, collaborative environment. Their work resulted in five short films, each developed through cross-cultural exchange and hands-on creative practice. The completed films are scheduled to be screened on UnB TV, the university’s public broadcasting channel, and will also be submitted to a range of international film festivals.
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- 작성일 2026-09-01
- 조회수 736
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- [Faculty] Professor Yoon Yong-ah’s Translation of Reading the World of Film Named a 2026 Sejong Book
- Bringing a Landmark of World Cinema Studies to Korean Readers: Professor Yoon Yong-ah’s Translation of Reading the World of Film Named a 2026 Sejong Book - Translation of Mark Cousins’ influential history of cinema recognized for its contribution to film scholarship and education in Korea - Reading the World of Film (Segye Yeonghwa Ilggi), translated into Korean by Professor Yoon Yong-ah of the Department of Acting and Performing Arts at the College of Arts, has been selected as one of the 2026 Sejong Books in the Academic Category. The selection was announced by the Korea Publishing Industry Promotion Agency (KPIPA). A total of 2,194 books were submitted for consideration in the Academic Category this year, with 345 titles ultimately selected following a rigorous review process. Reading the World of Film was among the 16 books chosen in the Arts category. The recognition is particularly significant because it highlights the scholarly value of translating major international academic and professional works and making them accessible to Korean readers. The Sejong Book selection process limits translated works to no more than 30 percent of the titles selected in the Academic Category, making inclusion itself a notable achievement. This year’s evaluation also emphasized the importance of high-quality translation, noting that “many precise and outstanding translations, including translations of major works, stood out” among the submissions. Reading the World of Film introduces Korean readers to The Story of Film, a major work by British film critic and film historian Mark Cousins. The original work offers a sweeping account of cinema, tracing its development from the silent films of the late 19th century through the rise of sound film and into the era of digital technology and virtual reality. Rather than treating film history simply as a chronology of influential movies and filmmakers, Cousins examines the broader forces that have shaped cinema—including film movements and schools of thought, visual styles, methods of production, and changes in cinematography and editing. The result is a multidimensional history of cinema that shows how film has evolved not only as an art form, but also as a technology, an industry, and a cultural medium. Professor Yoon’s translation represents more than the introduction of another foreign-language film book to Korean readers. By making a major international work on the history and aesthetics of cinema available in Korean, the translation provides researchers and students in Korea with broader access to the development of world cinema and a stronger foundation for engaging with global film scholarship. The book is also particularly relevant to film and visual-media education, fields that continue to evolve alongside emerging technologies and new forms of media. By examining cinema as a continuous historical development—from its origins to the digital age—the work offers students a framework for understanding how changes in technology, production, and visual language have transformed the medium over time. Professor Yoon’s work therefore contributes not only to the accessibility of an important work of international film scholarship, but also to expanding the scope of film studies and education in Korea.
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- 작성일 2026-08-31
- 조회수 608
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- [Faculty] Professor Lee Kyung-sung's Island Story Acclaimed at the 80th Avignon Festival
- Professor Lee Kyung-sung's Island Story Wins Critical Acclaim at the 80th Avignon Festival - Presented alongside works by Han Kang, Lee Jaram, and Ku Jaha, the production highlights the growing international presence of Korean performing arts - Island Story, created, directed, and performed by Professor Lee Kyung-sung of the Department of Acting, drew critical acclaim and enthusiastic audience response at the 80th Avignon Festival in France, one of the world's most prestigious performing arts festivals. Celebrating its 80th anniversary this year, the Avignon Festival designated Korean as its featured guest language, placing Korean performing arts at the center of its international program. Among the officially invited productions were Island Story; Oiseau (Bird), performed and read by Nobel Prize-winning author Han Kang; Snow, Snow, Snow by renowned singer-storyteller Lee Jaram; and Haribo Kimchi by theater artist Ku Jaha. Together, these works showcased the diversity and artistic vitality of contemporary Korean performance on one of the world's leading cultural stages. Based on the testimonies of survivors and bereaved families of the Jeju April 3 Uprising, Island Story is a documentary theater production that explores one of the most painful chapters in modern Korean history. Rather than simply reenacting historical tragedy, the work delicately portrays how memory, grief, and healing are carried across generations through restrained theatrical language and minimalist staging. Its nuanced approach resonated strongly with international audiences. French performing arts magazine INFERNO praised the production as "a work that revives voices from a long-silenced wound in modern Korean history." The review noted that the production "rejects spectacle and excessive emotional display, inviting audiences to listen through silence, empty space, and restrained mise-en-scène." It further described Island Story as "a rare work that transforms historical memory into poetic language through minimalist aesthetics," adding that "many of its scenes remain vividly in the memory long after the performance has ended." This year's Avignon Festival featured nine Korean productions, which collectively attracted approximately 21,000 audience members over a three-week period. Most performances were sold out and concluded with standing ovations, reflecting broad international recognition of the artistic excellence and contemporary relevance of Korean performing arts. ▶ Related Links Avignon Festival Official Audio/Video Archive (July 4, 2026) The Korea Economic Daily (Jiyeon Seol), "Reimagining the Classics, Pushing Beyond Boundaries: Experimental Productions Take Center Stage at Avignon" (July 23, 2026)
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- 작성일 2026-07-30
- 조회수 1080






