• Title/Summary/Keyword: 보드리야르

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A Study on Ontology of Digital Photo Image Focused on a Simulacre Concept of Deleuze & Baudrillard (디지털 사진 이미지의 존재론에 관한 연구 -들뢰즈와 보드리야르의 시뮬라크르 개념을 중심으로)

  • Gwon, Oh-sang
    • Cartoon and Animation Studies
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    • s.51
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    • pp.391-411
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    • 2018
  • The purpose of this thesis is to examine ontology of digital photo image based on a Simulacre concept of Gilles Deleuze & Jean Baudrillard. Traditionally, analog image follows the logic of reproduction with a similarity with original target. Therefore, visual reality of analog image is illuminated, interpreted, and described in a subjective viewpoint, but does not deviate from the interpreted reality. However, digital image does not exist physically but exists as information that is made of mathematical data, a digital algorithm. This digital image is that newness of every reproduction, that is, essence of subject 'once existing there' does not exist anymore, and does not instruct or reproduce an outside target. Therefore, digital image does not have the similarity and does not keep the index instruction ability anymore. It means that this digital image is converted into a virtual area, and this is not reproduction of already existing but display of not existing yet. This not-being of digital image changes understanding of reality, existence, and imagination. Now, dividing it into reality and imagination itself is meaningless, and this does not make digital image with technical improvement but is a new image that is basically completely different from existing image. Eventually, digital image of the day passes step to visualize an existent target, nonexistent things have been visualized, and reality operates virtually. It means that digital image does not reproduce our reality but reproduces other reality realistically. In other words, it is a virtual reproduction producing an image that is not related to a target, that is to say Simulacre. In the virtually simulated world, reality has an infinite possibility, and it is not a picture of the past and present and has a possibility as the infinite virtual that is not fixed, is infinitely mutable, and is not actualized yet.

A Study on the Abstract Shapes and Flat Colors of Emotional Games (감성 게임의 추상적 형태와 평면적 색채 고찰)

  • Park, Jin-Hong;Kim, Seung-In
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.7-18
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    • 2017
  • This study examines' form 'and' color 'by paying attention to the art of emotional game, which is directed toward abstract, as opposed to the game' s art is directed toward concept. First, the form and color were quantitatively analyzed through the researcher model and the NCS color system, and the result was derived as 'abstract' and color as 'pastel ash'. Based on the results, he insists that 'emotion' game is oriented to abstract form and plane color, and supports the claim through the boring almost abstract impulse and Baudrillard's pastel order.

The Study on the Simulation in the Military Look - Simulation Phenomenon in the period from ancients times to in front of Middle Ages- (밀리터리 룩(Military Look)의 시뮬라시옹(Simulation)연구 1 - 고대부터 르네상스이전까지 군복에 대한 밀리터리 룩(Military Look)의 시뮬라시옹(Simulation)현상 -)

  • Lee, Song-Lim
    • Journal of Fashion Business
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    • v.14 no.5
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    • pp.1-20
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    • 2010
  • The purposes of this study were to understand the military look in contemporary fashion by analyzing it based on the theory of Baudrillard, who offered explanations about images with the phenomenon of simulation, and provide basic data for the use of images in fashion by presenting new perspectives of images in fashion. The period from ancient times to the Renaissance does not belong to any of the three orders in Baudrillard's simulacra. In other words, there was no simulacrum created in the period according to his image changes. In the military look, however, the simulation phenomenon is different from his argument. To be specific, there is a "hyperreal" one as well as the simulacrum of "generalized image" as the simulacrum of a "transmuted image." It is because fashion exists only when it is worn widely by the imitations of others and in an inseparable relationship with imitation. In fashion, simulacra can always be found, which is one of the special qualities of fashion.

Representation and Non-Representation of the Body in Fashion - Based on Simulation Theory by Jean Baudrillard (복식에 표현된 몸의 재현성과 비재현성 - 보드리야르의 시뮬라시옹 이론을 바탕으로 -)

  • Yim, Eun-Hyuk
    • The Research Journal of the Costume Culture
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    • v.15 no.4
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    • pp.604-619
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    • 2007
  • Aesthetic consciousness of the body determines the form of clothing, reflecting the time and culture as well as the individual and society. Using 'body' to analyze the clothing form, my study develops a framework by which to classify the representation and non-representation of the body in fashion. Theoretically, this study draws from Jean Baudrillard's Simulation theory which maintains that simulation develops the whole edifice of representation. My study substitutes the successive phases of the image to that of (non) representing body in fashion. The correspondences between them are; first, 'image is the reflection of a basic reality' for the representation of physicality, second, 'image masks and perverts a basic reality' for the manipulation of physicality, third, 'image masks the absence of a basic reality' for the absence of physicality, and fourth, 'image bears no relation to any reality whatever' for the absence of body in fashion. Aesthetic ideal of the body is visualized in the form of a dress. Fashion continues to explore forms and images that transcend the traditional representations of the clothed body. My study suggests a framework to analyze bodily representation in fashion, focusing on the relationship between the clothes and body.

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Analysis of Korean Fashion Design Seunghee Suh from the Viewpoint of Simulacre (시뮬라크르 관점에서의 한국적 패션디자인 분석)

  • Suh, Seunghee;Kim, Hanna
    • Journal of Fashion Business
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    • v.23 no.5
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    • pp.19-30
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    • 2019
  • The aim of this study is to analyze the stage of image change in Korean fashion design in regards to the simulacre of Jean Baudrillard. The changing phases of Korean fashion design are as follows: First, the initial stage involved simple imitation, which replicated the original as much as possible, it expressed the basic composition of Hanbok, flat cut and rich silhouette, the color scheme of traditional colors, traditional patterns, materials, and traditional ornaments. In the second stage, the subject matter intervened to distort and transform from the original, the basic composition and structure of the Hanbok were barely maintained, they were either removed or part of the structure modified or expressed using modern materials and patterns. The third stage, were based on reality but differed from reality through subject and imagination, and only left a part of the basic composition of Hanbok, and were expressed through the partial modification of the elements of the Hanbok, for instance the silhouette, skirt waist, collar and breast-tie. The fourth stage of pure simulacre, which refers to a new image with complete independence regardless of the reality. This stage differed from the basic structure and composition of Hanbok, and showcased traditional Korean image of Korea's unique cultural elements, such as hanbok or crafts and artworks, in a modern fashion with a modern sense and practicality.

A Study on the Formation Process of Placeness of the Game Space from the view of Simularcre (시뮬라크르로 바라본 게임 공간의 장소성 형성과정 고찰)

  • Jeong, Ji-Yun;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.21 no.3
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    • pp.25-38
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    • 2021
  • This study examines the possibility of development into a place of existential human meaning and the process of formation of placeness based on the Simulacre theory of digital game space. First of all, the game space related to humans was reinterpreted into the Simulacra theory of Plato, Jean Baudrillard, and Gilles Deleuze, and typified into three simulacra of spaces. The formation process of placeness in the game space is presented by linking the simulacra of space, place theory, and the user's game experience that were reinterpreted. It is hoped that this will contribute to exploring the aspect of the placeness of digital game spaces for authentic experiences of various media.

Sequential Step of Simulacre in Social Network Game (소셜 게임에 나타난 시뮬라크르의 연속단계)

  • Seo, Seong-Eun
    • Journal of Korea Game Society
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    • v.12 no.1
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    • pp.43-55
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    • 2012
  • In SNG, actual users enter virtual space with their real identity. They can enter the game space easily and rapidly from the real space and can get out of it easily. For such free crossing between the virtual and the real, every character, space image and game play has symbolic reality. While paying attention to the game play process of SNG such symbolic reality is constructed into the virtual world in the game, this study intends to identify that it follows an order of simulacre by Baudrillard. As the result of analysis, it shows that SNG promotes easy entering the game space while reflecting the reality to the most in the opening part of game play. And, gradually concealing reality, it reaches a pure simulacre step while covering up and distorting absence of the reality. If we compare it with the direct entering the pure similacre step in the existing Online games like MMORPG, we can know that such a game play process according to the similacre order may be the distinct game characteristic of SNG.

Two Case Studies on the Overcoming of the Functional System - By the comparison between Takashi Sugimoto's and Shiro Kuramata's works - (기능적 체계의 극복에 관한 두 가지 사례연구 - 스기모토 타카시와 쿠라마타 시로의 작품비교를 통해 -)

  • Suh, Jeong Yeon
    • Korean Institute of Interior Design Journal
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    • v.21 no.4
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    • pp.21-30
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    • 2012
  • Interior space of modern society has a request for non-functional considerations as well as a need for function. French sociologist Jean Baudrillard defined this phenomenon as a dialectical relationship between the functional system and the non-functional system in his book "The System of Objects". The main goal of interior design is the pursuit of non-functional aspects which can satisfy emotional needs of human being without ignoring functional side. This means that designer should exceed the limitation of the functional system and overcome it by his own idea and method. Under this recognition, this paper tried to understand how Shiro Kuramata and Takashi Sugimoto accomplished the overcoming successfully. Sugimoto breaks through mechanical monotony introducing the non-functional objects into the functional system. His objects have power and form of the nature. They also shows traces of manufacture and labor. They works as media transferring old life and values. Sugimoto sometimes adopts the non-functional system such as collection, so it reveals time of collecting and arrangement of various objects. In contrast to Sugimoto, Kuramata erased the form of functional object and turned over the everydayness of the functional system. Instead, aesthetical phenomena substitutes form. Having doubts about the geometrical order of functional system, he opened a discourse for its meaning and limitation. However they have something in common which works as a blueprint for establishing subject's discourse. This discourse is comprised of their own memories of scenes. These subjects' discourse institute worlds through their design works based on each methodology. From the Heideggerian point of view, the worlds offer a foundation which allows the establishment of art in interior design.

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A Exploratory Study of Movie Trends through Simulation in Movie (영화 속 시뮬라시옹을 통한 영화 트렌드의 탐색적 연구)

  • Lee, Kang-Suk
    • The Journal of the Korea Contents Association
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    • v.20 no.9
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    • pp.424-429
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    • 2020
  • This study explored the simulation of film in the post-modern society through Jean Baudrillard's theory of simulation. The 21st century can be said to be in a simulated world in which representational images dominate and can be said to be the era of images, where reality and imagination cannot be distinguished. In this world, movies are created under the premise of 'fictional' as a work of art created by man, but in the present post-modern society, the audience responds to and ignores the movie according to the expression of this simulation. In this aspect, we looked at the trends according to the expression method of Simulation, and found that successful film works express the cold reality in various and diverse ways and express it with positive 'stimulating' elements. Through this, in order to develop more deeply and systematically in the production of domestic films, various humanistic values, which are double tracks that can systematically compose a simulation that contains a didactic message about the real world and draw the audience's response, It was concluded that an attempt to express 'stimulating' in a positive sense was necessary.

A Study on Social, Economic and Cultural Features of Luxury Brand Consumption -Focused on the Theory of Baudrillard's Consumer Society- (명품브랜드 소비의 사회 경제 문화적 특성에 관한 연구 -보드리야르의 소비사회이론을 중심으로-)

  • Park, Mi-Ryung
    • Fashion & Textile Research Journal
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    • v.8 no.2
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    • pp.183-190
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    • 2006
  • The purpose of this study was to analyze social, economic and cultural phenomena of the luxury brand in the viewpoint that the consumption system of the modern society stood for the sign consumption and the industrial production of difference as Baudrillard mentioned in the Consumer Society. The result was divided into the two subjects popularization and differentiation of luxury brand. Firstly the meaning of luxury brand was that the personal effects of consumption of king or aristocratic class who did not exist in the modern and were made into the selection and consumption-possible things of exchange value. The popularization of this sign was accelerated through TV drama. Secondly as differentiation strategy of luxury brand, was made by giving meaning to the life style concept of the upper class with advertisement and design, and also the logo of design was used as sign differentiated from people. Also the reason why the producer of the luxury brand gave meaning to such life style was that the awareness of the brand which people have consistently makes them consume more products. The consumption system of the modern society stood for the sign consumption, difference sign mark value which was the desire on a social meaning basis, not the consumption of things as used value. And the consumer could express his personality by selecting and consuming the product of luxury brand model made with this sign. Accordingly the distribution, purchase, sales and acquisition of the things with this difference sign were our verbal activity and linguistic code today, and it was the essential feature of the society, culture and economy of the consumer society.