• Title/Summary/Keyword: 관계미학

Search Result 142, Processing Time 0.024 seconds

Bourdieu and Photography -A Critical Review of Bourdieu's Works in the Sociology of Photography- (부르디외와 사진 : 사진행위에 대한 부르디외의 분석이 갖는 의의와 한계)

  • Joo, Hyoung-Il
    • Korean journal of communication and information
    • /
    • v.17
    • /
    • pp.145-178
    • /
    • 2001
  • Bourdieu is one of the few social science researchers who were interested in photography. Bourdieu's work on photography appears principally in two books: Un art moyen: Essai sur les usagrs sociaux de la photographie(1965) and La distinction(1979). In these books, Bourdieu analyzes the role of photography in the family life of peasants and small town and urban dwellers. He shows how different classes and groups express their esthetic worldview in response to different photographs and photographic styles. What Bourdieu analyzed is not just photography but ways of photographing and ways of looking at pictures. Through these analyses, Bourdieu explores the social definition of photography. Bourdieu's ideas on photographic practice in social life are as follows. First, the photography, especially family photography generally practiced, has the integrative function. It recreates the group by ritualizing and solemnizing the important moments of social life in which the group reaffirms its unity. Second, the photography as esthetic practice in search of legitimacy as a fine art becomes a means by which different classes are pitted against each other. Each of classes gives its own meaning to photographic practice. Despite its originality and persuasive power, Bourdieu's work on photography has its own limits. The data used by Bourdieu are 35 years old and relevant to European social life. Things has changed since. First, the technological improvement and innovation in photography was considerable. Cheap and good photographic materials, easy to operate, made photographic practice everybody's everyday activity. New media like camcorder and digital camera made photography one of the industrial discards like jukebox. It means that photography does not function as important means of distinction between classes any longer. The integrative function of the photography becomes more ambiguous too. Second, the esthetic status of the photography has changed. The family photography was already integraed into fine art. Photography is not a middle-brow art any more. Bourdieu's work on photography shows how photography was used by different social classes in European social life of the 1960's. His work is historically and geographically limited. Moreover, his work was ordered by the french affiliate of Eastman Kodak Company. And all along the analysis, Bourdieu didn't hide his intention of distinguishing his sociological method from the other methods, especially psychological one. These mean that Bourdieu's work was done in a specific context, for specific purposes. In this respect, Bourdieu's work on photography, like every sociological work, can not claim to be universal.

  • PDF

Die Idee der $Sch\ddot{o}nheit$ und ihres Dasein in Hegels Denken (헤겔사유에서 미(美)의 이념과 현존의 관계)

  • Yoon, Byongtae-Tae
    • Lingua Humanitatis
    • /
    • v.8
    • /
    • pp.39-58
    • /
    • 2006
  • In Hegels Wissenschaft der Logik wird die Idee als Leben des Begriffes, objektive Vollendung und Einheit von Subjekt und Objekt bezeichnet. Die Idee ist die Einheit von Begriff und dessen Existenz und des weiteren die "allgemeine Bedeutung des wahren Seins". Die Idee ist nicht die Namensgebung einer Abstraktion der Sache als abstrakte Sache oder einer reinen Form, sondern 'das Werden zum Diesem' oder 'das Diese' des konkreten und realistischen Objektes 'Dies hier und jetzt'. Auf einer solchen logischen Bestimmung beruhend, behauptet Hegel in seiner ${\ddot{A}}sthetik$ die Gleichheit zwischen "$Sch{\ddot{o}}nheit$" selbst und der "Idee der $Sch{\ddot{o}}nheit$". "Das $Sch{\ddot{o}}ne$ selbst" ist gleichzusetzen mit der "Idee der $Sch{\ddot{o}}nheit$" und wenn die Idee in einer bestimmte Form hineinpasst, wird dies das Ideale genannt. Hier liegt der Grund, weshalb wir die Idee als Begriff, Begriff des Daseins oder Einheit des Objektes bezeichnen $k{\ddot{o}}nnen$. Die Idee ist die Einheit von Begriff und dessen $Realit{\ddot{a}}t$, jedoch ist die dominierende Kraft der Einheit der Begriff. Die Idee ist die $Totalit{\ddot{a}}t$ der subjektiven Bestimmung und nur das Werk dass mit dem Begriff passend Einheit und $Objektivit{\ddot{a}}t$ hervorbringt, ist wirklich $sch{\ddot{o}}n$. Umgekehrt gesagt bedeutet diese Aussage, dass etwas wirklich $sch{\ddot{o}}n$ ist, wenn dies zu dem Begriff passt, und dass das genau zum Begriff passende ist mit dem Begriff gleichzusetzen ist. Wie bereits $bewu{\beta}t$, hat Kant die $f{\ddot{u}}r$ den kognitiven Begriff verantwortliche bestimmende Urteilskraft und das ${\ddot{a}}sthetische$ Urteil treffende reflektierende Urteilskraft, differenziert. Im Gegensatz dazu $erkl{\ddot{a}}rt$ Hegel die Beziehung zwischen Sein und Denken, Dasein und Begriff, Begriff und Idee mit dem Blickpunkt dass das $Verm{\ddot{o}}gen$ und die Funktion der Urteilskraft selbst eine grundliegend auf Reflektion beruhende Bestimmung ist und eine auf Bestimmung beruhende Reflektion ist. Nach dieser Logik entsprechend $f{\ddot{u}}hrt$ er die Beziehung zwischen der $sch{\dodt{o}}nen$ Sache und $Sch{\ddot{o}}nheit$ zusammen. In dieser $Erkl{\ddot{a}}rung$ verwirft Hegel Kants Begriffe wie Urteilskraft und Geschmack, und verwendet vorwiegend die von seiner Lehre vom Begriff auftauchende Begriffe. Die Zielsetzung dieser Arbeit ist, den Satz in Hegels ${\ddot{A}sthetik$ "Das $Sch{\ddot{o}}ne$ ist die Idee des $Sch{\ddot{o}}nen$" auf den Grund zu gehen. Um dieses Ziel zu verfolgen, wird das epistemologische $Verh{\ddot{a}}ltnis$ zwischen Dasein und Begriff, das logische $Verh{\ddot{a}}ltnisas$ zwischen Begriff und Idee betrachtet.

  • PDF

A study on the Development of Ubiquitous Performance (유비쿼터스 퍼포먼스의 발전과정에 대한 고찰)

  • Cho, Hyun-Il
    • Journal of Digital Contents Society
    • /
    • v.11 no.2
    • /
    • pp.123-127
    • /
    • 2010
  • Innovation in technology has changed the form and meaning of performance work and its appreciation in its long history. Applied to performance art, the concept of digital media and ubiquitous also created new implications in aesthetics and technology. As a matter of fact, new elements of ubiquitous performance- new relationship between creators and the audience and the extension of the notion of 'audience'- are not newly introduced. These elements have been tried throughout hundreds years of performance history and is far more developed thanks to digital communication. In this study, we will discuss how these elements have been developed from the earlier text-based ubiquitous performance to 3D virtual world and contributed to the construction of the virtual culture.

Study on Relationship between the Aesthetics of Disappearance and Contemporary Architectural Space (사라짐의 미학과 현대건축공간의 관계성에 관한 연구)

  • Lee, Mi-Kyung;Lee, Young-Soo
    • Korean Institute of Interior Design Journal
    • /
    • v.23 no.5
    • /
    • pp.58-66
    • /
    • 2014
  • A desire to lightness of architecture has continued from the past to today. As Paul Virilio mentioned "The aesthetics of disappearance starts from a desire", the desire of architecture to lightness assumes the connection to hidden dimension of everything over the freedom of materials when it is related to the aesthetics of disappearance. This study assumes that the lightness of an architecture today can be interpreted by means of the aesthetics of disappearance. The lightness of an architecture is a concept for the potential possibility of an architecture. Therefore, it is to analyze the relationship by connecting the features of the lightness which is obtained from the examples of the Cartier foundation of Jean Nouvel and Seattle central library of Rem Koolhaas to the aesthetics of disappearance, that is, the disappearance of the materials, disappearance of the subjects, disappearance of the meaning and disappearance of physical. Based on these, it is also to prove the influence of the aesthetic of disappearance on the architecture as a social phenomenon of technology today.

A Study on Players' Desire in Cheating Programs of Online Game - Focused on Shooter Games (온라인 게임의 치팅 프로그램에 나타난 플레이어의 욕망 - 슈팅 장르를 중심으로)

  • Ahn, Jin-Kyoung
    • Journal of Korea Game Society
    • /
    • v.20 no.4
    • /
    • pp.89-100
    • /
    • 2020
  • The purpose of this study is to identify online-game players' desire in cheating programs through Rene Girard's theory of mimetic desire. Cheating programs disrupts the magic circle of the game with denying the lusory attitude that players should have. The cheating players' desires do not go directly to victory, but are mediated by a virtual 'model player' which the rules of the game imply. They are internally mediated, so there is constant conflict in the play. Cheating players' desire to enhance skills by technology is defined as a false desire for transhuman.

Aesthetics and Meaning of Split Screen: Focusing on Feature Film (화면 분할의 미학과 의미 - 극영화를 중심으로)

  • Chang, Woo-Jin
    • The Journal of the Korea Contents Association
    • /
    • v.12 no.1
    • /
    • pp.154-165
    • /
    • 2012
  • In this paper, I examine the history of split screens, primarily seek to explain types of them, and explore the narrative meaning of each type in feature films. In short, I try to categorize the types of split screens and present a figure of them according to events and characters, focusing the relations between/among simultaneous images and narrative meanings. In addition, I assert that split screen have altered some methods of filmic storytelling and the ontology of screen. Story lines no longer have to be linear and the screen need not to remain a window through which we can see another world. The screen has come to be a canvas upon which several images can be arranged for narrative purposes.

A Study on Disney Feature-length Drawn Animation Since Using Digital Technology (디지털 테크놀로지발전에 따른 디즈니 장편 드로잉 애니메이션 연구)

  • Park, Jae-Yoon
    • Cartoon and Animation Studies
    • /
    • s.26
    • /
    • pp.57-78
    • /
    • 2012
  • This article deals with the change of disney feature-length drawn animation since using digital technology. The spread of digital technology in the territory of traditional animation brought a massive transformation. Analogue production system for disney drawn animation was gradually replaced by digital production system and in the process, the overall quality of disney drawn animation was improved, although drawn animation industry had declined considerably due to the success of 3D computer animation. Currently, disney drawn animations not only just adopt digital technology but also use it for expressing the distinctive sensibility of the drawn animation.

Preliminary Structural Form Planning for Suspension Bridge According to Force Flow (힘의 흐름을 따르는 현수교의 초기 구조형태계획)

  • Kim, Namhee;Koh, Hyun-Moo
    • KSCE Journal of Civil and Environmental Engineering Research
    • /
    • v.33 no.4
    • /
    • pp.1315-1326
    • /
    • 2013
  • Geometric form of a suspension bridge that uses load-sensitive cables takes on not only resisting loads but also becoming a visually sensible shillouette. This study has proposed a preliminary structural form planning for a suspension bridge following force flow by adopting the two possibilities of the graphic statics. First, the force polygon allows alternative load paths for the same loading condition. Second, a new structural form for the newly developed load path can be constructed using the reciprocal principle that exits between a structure space and the corresponding force polygon. Major structural form parameters that affect both structural and aesthetic aspecs are first identified. The relationships between structural forms and the corresponding force polygons are then investigated for the identified parameters. Upon the investigation, a stepwise process is developed for a preliminary structural form planning for a suspension bridge. The proposed structural form planning method is general that can be easily expanded to generate design alternatives of similar form-active structural systems. It is also expected that this method will be used as an educational tool to explain the interrelationships between structural forms and their force flows.

A medium of Art as the Relational Circuit: Paul Ryan's Video Art (관계적 회로로서의 예술 미디어: 폴 라이언의 비디오아트)

  • Lim, Shan
    • The Journal of the Convergence on Culture Technology
    • /
    • v.5 no.3
    • /
    • pp.101-106
    • /
    • 2019
  • This paper considers the historicity and aesthetical implications of in the art world of Paul Ryan(1943-2013) who designed the aestheticization of relational circuit of society by realizing the value of social transformation being inherent in video with cultural practices and suggesting the interdisciplinary method of leaning and research in the early video art history. To do this, in Chapter II, I review the first artwork presented firstly in the art gallery exhibition "TV as a Creative Medium" in 1969, in which Ryan proposed a video medium as a communication system and experimented the concept of 'feedback' in Cybernetics. And Chapter III focuses Ryan's discursive activities contributed to magazine Radical Software and artist-collective Raindance Corporation with growing interest in communication technology. At this time, Ryan regarded video medium as the tool for cybernetic expansion. Finally Chapter IV deals with the development of ecological method based on "a shared perception of environmental realities" and verifies Ryan's vision that video medium would be most effective means of social change and communication.

Study on the Digital Character and Realism in the Digital Age -Focused on the CG Works of the ACM SIGGRAPH Asia- (디지털 시대: 디지털 캐릭터와 리얼리즘 -ACM 시그래프 아시아 출품작을 중심으로-)

  • Choo, Hye-Jin
    • Cartoon and Animation Studies
    • /
    • s.37
    • /
    • pp.439-461
    • /
    • 2014
  • Art has evolved into remarkable changes in its art form maintaining a close link with the contemporary scientific technologies that gave birth to new tools of expression in each era. Animation is an art form in an inextricable connection with technological aspects because it was spawned by the technical background like movies. In this regard, animation is often viewed very strongly by technical advancements in terms of an aesthetic approach. John Whitney Sr., one of the pioneers in computer graphics arts, turned his attention to the new technology called computer graphics as a means to visualize images and movement. The advent of a new medium had a strong influence not only on tools and means for novel expression but also on the gradual shift in thinking about arts and even the audiences' taste. In the 1980s, animation was combined with computer technology and the rapid progress of computer graphic technology opened up the era of new visual aesthetics, Today, the development of digital technology presents a different dimension of realism, either advocating hyperrealism by digital actors or presenting new illusionism by classic cartoon characters emphasized in a distortion or metamorphosis from a real life in order to consolidate animation realism. Based on the two perspectives mentioned above, this study can identify methods of digital character appropriation focused on the works of the ACM SIGGRAPH Asia and find how the relationship between art and technology has changed the digital realism and evolved the digital character as the digital technology has developed.