• Title/Summary/Keyword: 사진 회화적 표현

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A Semiotic Approach to Modern Visual Arts (시각예술의 기호학 연구)

  • 남택운
    • The Journal of the Korea Contents Association
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    • v.3 no.2
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    • pp.1-10
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    • 2003
  • A semiotic approach to modem visual arts has emerged since French post-structuralism was introduced to Anglo -American academics by "deconstruction" or "postmodemi sm." It views a work of art as a sign, which is its math odical assumption and, at the same time, makes its appli cation more accessible. In the milieu of modem visual arts' effort to be intimate with general audience, modem art photography is now fared with the request to be a familar and universal domain, instead of being left only in photo books as artistic and academic achievements. More specifically, various photo images puter graphics to such megaexhibitions as "Gwangju Biennale,. "Media City Seo ul," and "Pusan International Art Festival," are main objects of study. A coherent and scientific analysis of visual semitotics is still on the way, however, it is an urgent task how to read and interpret a photo image with multiple meanings. This study argues that visual seniotics can be a powerful tool to enhance the understanding of art photography. After all, seniotics is a product of age; we live in the age of legibility, that is, of reading the work of art well as the social events and phenomena. art well as the social events and phenomena.

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Drawing Lines in Clothing on the 20th Century Fashion Illustration (20세기 패션 일러스트레이션의 의습선)

  • Yun, Eul-Yo
    • The Journal of the Korea Contents Association
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    • v.10 no.5
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    • pp.165-172
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    • 2010
  • The development of photography technology has changed the domain of fashion illustration that once prospered while the improvement of computer technology can now reedit the limits of photos. Presently, the border between photography and illustration has been collapsed through a medium of computer. And this phenomenon tends to be encouraged by expressive features that traditional fashion illustration was characterized by. Thereupon, this study aims to investigate the expressive features of drawing lines in clothing on the 20th century fashion illustration based on such periodic demand. Therefore, this paper deals with the followings: the first is to understand the concept of the drawing line in clothing ; the second is to consider the features of drawing lines in clothing on the Eastern and Western paintings; the third is to figure out the flow of the 20th century fashion illustration; the fourth is to analytically study the features of drawing lines in clothing shown on the 20th fashion illustration.

Comparative Study On Frame And Mise-en-Scene in Animation, Live-Action Movies & Digital Cinema (애니메이션, 실사영화, 디지털영화의 프레임과 미장센 특성 비교연구)

  • Kum, Bo-Sang
    • Cartoon and Animation Studies
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    • s.11
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    • pp.41-53
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    • 2007
  • Due to the development of digital cinema, Animations are no longer a peripheral part of movies and become major role in making films, including live action movies. This kind of change makes the distinctive line between animations and live action movies vague. In order to prevent such side-effect, this study is aimed at building solid territory again between the two by reviewing the difference and, based on it, looking for effective cinematic techniques to produce synthesized and digitalized images. First of all, consideration on mise-en-scene is crucially required to tell this line. The mise-en-scene is a director's own unique style in making films. In other words, it is a symbol expressed by him/her. With the mise-en-scene, competitive directors explore huge possibility of image expression and know how to use it audiences can understand. Therefore, I look into a set of studies on the mise-en-scene and methodological problems because it is thought that the mise-en-scene is an important element to distinguish way of expression in animations, live action movies and digital cinema. In addition, owing to these fundamental differences, both movies have their own limitation on representation even though they imitate it each other. Synthesized images produced by both representation may not overcome that limitation and even worse bring up the lack of expression and the increase on unfamiliarity, which reduce audiences' interest. But ironically speaking, digital cinema accept each representation. And it serves as hindrance to narrative's delivery not to balance each of it. Therefore, digital cinema that integrate animations and live action movies should keep an eye on the overuse of images and pursue balanced mise-en-scene.

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A Study on the Visual Style of Animation Documentary Genre (애니메이션 다큐멘터리의 시각적 스타일에 관한 연구)

  • Jung, Hye-kyung;Kim, Hye-kyung
    • Cartoon and Animation Studies
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    • s.42
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    • pp.25-52
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    • 2016
  • Animation documentary is a hybrid genre that is newly highlighted with opposite properties. The actual world is reproduced with an unrealistic method in documentary aspect, but the objectivity of documentaries cannot be guaranteed as the boundary of actual pictures and digital images has become ambiguous. As the animation documentary by Ari Folman succeeded in 2008, the focus of this study is on 'how can fictional animations prove the authenticity of documentaries?' in which the study is mainly conducted in documentary aspect. For this, the researcher considers visual style research has important role in understanding and developing a new video genre, and asserts the necessity of research on reproduction image that is produced by the characteristics of animation which is produced in frame units. This paper has contents on the visual style of animation documentaries with pictorial reproduction methods in which animation images were classified into 3 styles based on previous research on animation documentary style. Visual styles are classified into actual image that is based on similarity with reality to deliver objective facts, image that is transformed through emphasis and omission which are factors of animations, and surrealistic image that reproduces non-visual regions such as illusions and the inner side of characters. Through this study that analyzes visual style types and characteristics, animation documentaries are expected to position as a hybrid genre that illustrates reality with a new method instead of being included in the existing reproduction method of documentaries.

A Study on the Painting's Aesthetic of Gongjae Yoon Duseo (공재(恭齋) 윤두서(尹斗緖)의 회화심미(繪畵審美) 고찰)

  • Kim, Doyoung
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.1
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    • pp.175-183
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    • 2021
  • Gongjae Yoon DuSeo(1668~1715), from Haenam in the late Joseon Dynasty, is a scholar-born painter who was active during King Sukjong. He is the person who created the foundation as a pioneer of realist paintings in the late Joseon period during the transition from the middle to the latter period. He was born in Namin's prestigious family, but he ended his career as part of a partisan fight and immersed himself in painting and learning. 18C, the beginning of the late Joseon Dynasty, was a period when Silhak emerged and the Jinkyung era opened with awareness of nationalism. At this time, by incorporating the Silhak thought into the art world, the real reformed aesthetic consciousness was demonstrated to pioneer common people's customs, the application of Western painting methods, the pursuit of realist techniques, and the introduction of Namjongmuninhwa. His view of painting, who thoroughly learned the old things and pursued change, must have both the form and spirit that he can achieve 'HwaDo' only when it has the science of 'learning and knowledge' and the technical elements of 'practice and quality' emphasized. He has worked in a variety of reconciliations. In particular, portrait paintings are characterized by ihyeongsasin's realistic expressions of aesthetics. His masterpiece, 「Self-portrait」, excels in extreme-realistic depiction and innovation in composition, and stands out with an unconventional experimentation spirit that expresses his mind and thoughts in a painting with a sense of resentment. His landscape paintings combine to express the form as it is and mental notions, and beautifully embodied Do as a form, thus achieving ihyeongmido, which reached the level of'joyfulness forgotten even the heart of joy'. On the other hand, the generalization of the common people using various common people's lives as the subject of an open-mindedness aimed at gaining the facts of ihyeongsajin, a passive protest against corrupt power and an expression of a spirit of love. Since then, his painting style has been passed down from generation to generation to his eldest son Yoon Deok-hee and his grandson Yoon Yong, leading the change and revival of calligraphy art in the late Joseon Dynasty.

The Mutual Relationship of the Cinema and the Installation Art based on Case Studies (사례 분석을 통해서 본 영화와 설치 예술의 상호관계성)

  • Yang, Seung-Soo;Bang, Seungae
    • Cartoon and Animation Studies
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    • s.33
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    • pp.343-361
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    • 2013
  • This paper derives the mutual relationship between film and installation art through specific case studies about the point of the intersection of the two genres. It needs to find the relationship between art painting and photography and the relationship of silent film and the relevance of the work of art in the 1920s. After painting over the installation exploring the relationship of art and through the mise en scene of the film, ie, the screen image of the configuration and deployment, or cinematic work of art for the film can be found in the application of practices. First, in Chapter 2, this study works of art practices through the analysis of film and the interaction between the two genres based practices for secure sex. In Chapter 3 the movie 'Wonderful Life' and installation art work "hand memory" through the analysis of the two cases specifically for the point of intersection analysis. 'Wonderful Life' and 'hand' Remember each subject and conceptual work in terms of 'memory' that it is represented on similar, but, film and installation art genre caused by the difference in the way the media represented by the results of the different forms of otherwise appear. If so, this study film and installation art practices through the comparison of cases to derive mutual relationship by analyzing two cases in detail what each of the different looks at whether any similarity in that.

Artistic Achievements of Locomotive Overlap -Focusing on (1968) by Norman McLaren- (동체중첩의 예술적 성취 -노먼 맥라렌(Norman McLaren)의 <빠 드 되(Pas de deux)>(1968)를 중심으로-)

  • Moon, Jae-Cheol;Kim, Si-Hun
    • Cartoon and Animation Studies
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    • s.49
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    • pp.87-112
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    • 2017
  • Overlap what images are laid on top of each other performs various purposes of artistic expressions. Especially, overlap to describe motion has been placed on lots of art fields analysing and connecting each part of motion. This kind of overlap is called as 'Locomotive overlap' and it is defined as 'Technique for multiplication to arrange simultaneously motions of single object on one screen'. Locomotive overlap was started from fine art and photography, so this static kind of it is classified as 'Static locomotive overlap'. Afterwards, film and animation succeeded static locomotion overlap and realized real dynamic locomotive overlap with moving images, so this dynamic kind of it is classified as 'Dynamic locomotive overlap'. Most of all, by Norman McLaren accomplished its own artistic value and aesthetics in locomotive overlap has been placed in the center of the history of locomotive overlap, so to analyze this work and to research before and after it will confirm context and artistic achievements of locomotive overlap. Nowdays locomotive overlap is extending its technology and dimension more and more on the strength of development of digital technology. Some of works using digital technology show new possibilities of locomotive overlap by reinterpreting original media and concept of . Ultimately, this research for locomotive overlap focusing on the analysis of confirms artistic achievements of locomotive overlap and suggests to contemplate the meaning and new possibilities of it.

Desperately Seeking an Icon (with 8 Legs): (애니메이션 창세기 첫 페이지의 오류, 그 기원과 수정)

  • Nah, Ho-Won
    • Cartoon and Animation Studies
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    • s.45
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    • pp.417-434
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    • 2016
  • The wall painting of Altamira cave "eight-legged wild boar" is often presented as a typical example of long-held desire of humanity for expressing movement. However, the eight legs are the product of so-called "double layer", of two paintings painted in different periods. Nonetheless, the explanation of Altamira cave paintings linking with the origin of animation is constantly reproduced without any particular doubt, verification or citation of sources. The fact of associating eight legs with movement is irrelevant to visual perception transcending time. This should be considered a movement expression code invented in a particular period of time. Sequential photography tried in the late 19th century, in particular, chronography of $\acute{E}tienne$-Jules Marey plays a crucial role in this. Marey's photography of which a series of sequence movements are overlapped in one frame and printed was reflected in painting works of artists including Duchamp and Balla in the early 20th century and formed as movement expression code. Animation manuals started to emerge from that period of time introduced the images of Marey's chronophotography as a way of analyzing and embodying the movement. In sum, the act of considering Altamira cave paintings of eight-legged wild boar as an expression of movement is an error intending to look at the past through today's visual code.

Digital Reproduction of Mobiles (모빌의 디지털 재현)

  • Lee, Dong-Chun;Lee, Nam-Kyeong;Jung, Dae-Hyun;Kim, Chang-Tae;Lee, Dong-Kyu;Bae, Hee-Jung;Baek, Nakhoon;Lee, Jong-Won;Ryu, Kwan-Woo
    • Journal of KIISE:Computer Systems and Theory
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    • v.28 no.9
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    • pp.415-423
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    • 2001
  • Recently, there are many attempts to reproduce real world fine art pieces in digital forms. The digital representations are convenient to store and/or transmit. In contrast, mobiles, or moving sculptures, such as those designed by Alexander Calder cannot to reproduced realistically by usual reproduction techniques. Since mobiles are originally designed to generate motions in response to external forces applied to it, people could not fully enjoy them through photographs or static images. We present a virtual mobile system where use can easily control the mobile and can feel the impressions that the artist originally intended to provide. A real-world mobile is reconstructed in a three-dimensional physically-based model. and then virtual wind is generated to give motions to it. The motions of the mobile are generated by constraint dynamics and impulse dynamics techniques, which are modified to fully utilize the characteristics of the mobile, and finally give interactive displays on the PC platforms. The techniques presented can easily be extended to simulate other interactive dynamics systems.

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