• Title/Summary/Keyword: 시각양식

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Aesthetic Bridge Design using Creative Thinking (창의적 사고력을 이용한 미학적 교량 설계)

  • Kim, Nam-Hee;Koh, Hyun-Moo
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.29 no.3A
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    • pp.217-225
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    • 2009
  • Bridge design is a problem-solving process whose level of design quality strongly depends on how to relate design constraints with feasibile design objectives in conceptual design stage. This paper has focused on how to create bridge shapes using creativity toward better looking bridge appearances in conceptual design stage. The term creativity in this study does not refer to the creation of something from nothing but to the reorganization of existing concepts. Such creativity includes not only enlarging the number of structural forms which is established based on the relationship between form and statics but also combining bridge design with artistic components like an architectural style. Also, this study has investigated the usefulness of graphic statics as a structural analysis tool showing the analysis results visually to generate bridge forms in conceptual design stage. It is expected that the proposed way of generating bridge forms in this study to be used not only for practical purpose but also for educational purpose regarding the aesthetic bridge design serving as a new education paradigm.

Post Feeding Trypsin Activity in the Digestive Organs and the Gastric Evacuation Rate of Litopenaeus vannamei (Boone) (먹이섭취 후 흰다리새우, Litopenaeus vannamei (Boone) 소화기관의 trypsin 활성 및 배설률)

  • Kim, Su-Kyoung;Kim, Dae-Hyun;Kim, Bong-Rae;Kim, Jong-Seek;Cho, Yeong-Rok;Seo, Hyung-Cheol;Kim, Jong-Hwa;Han, Chang-Hee;Jang, In-Kwon
    • Journal of Aquaculture
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    • v.19 no.1
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    • pp.1-6
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    • 2006
  • The tryptic enzyme activities from hepatopancreas, foregut, midgut and feces were examined to optimize the feeding method in whiteleg shrimp, Litopenaeus vannamei. The highest tryptic enzyme activity was found in hepatopancreas. The enzyme activities of hepatopancreas were 4 times higher than those of foregut per mg dry weight at 30 minutes feeding. Post feeding period, the activities of hepatopancreas increased continuously up to 30 hours after feeding. Trypsin activities of foregut showed about 3 times higher than did those of midgut. Average activity of foregut reached the pick with $303{\pm}68\;(mean{\pm}SE)$ nmol/mg/min at two hours after feeding and kept the activity up to 4 hours after feeding and thereafter the activity decreased. Average tryptic enzyme activity of midgut increased to $96{\pm}26nmol/mg/min$ up to two hours after feeding and it decreased to $52{\pm}17nmol/mg/min$ at five hours after feeding eventhough the gastric evacuation rate was still 50% by then. Foregut clearance occurred in 30 minutes after feeding and midgut weight increased up to 2 hours after feeding. Also we found that the maximal food ingestion in foregut was equivalent to the average 0.3% of its body weight by 30 minutes after feeding. Up to 5 hours after feeding, the weight ratio of midgut to body weight reduced, but still the weight ratio of foregut to body weight kept the similarity until then. These indicated that the tryptic enzyme activity and the clearance rate are different among the digestive organs and between forgot and midgut during the post feeding period in whiteleg shrimp.

A Study on eDesign Platform for Effective Communication and Information sharing - with an emphasis on process and template (효과적인 커뮤니케이션과 정보공유를 위한 e디자인 플랫폼 구축에 관한 연구 - 프로세스와 템플릿을 중심으로)

  • 윤주현
    • Archives of design research
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    • v.17 no.2
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    • pp.425-436
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    • 2004
  • A new design field called eDesign appears as if eBiz is an online related business in which an industrialized design creates the individual value added facing a digital revolution. The field of eDesign requires a special design process and management methodology regardless of the fact that human sensitivity will be satisfied through a dehumanized computer technique. However, it is the reality of eDesign that has been dependent upon a simple process or project management tool of general design. In this study, we develop an eDesign platform based on an eDesign process and template mainly focused on eBusiness in order to overcome the wrong situation. The template is a kind of document that has a standardization form. We aim to establish a general process through various case projects, store information using a necessary template, and use for the way of visual communication. We propose a standard of eDesign platform that can be widely applied to the field of design, medium and small enterprises focused on IT businesses or design-team through this project performed as an educational-industrial study. It makes it possible to get a detailed process methodology, which can be applied to many small design related companies that don't have their own process yet, and will be a scale for comparing their own process in which the company has a process of opened standard eDesign with it. In addition, it makes possible a systematic control of the own projects within and outside the firm, accumulating information for the firm through the database, and easy communication. Furthermore, it can be applied to check the process of the project as a checklist, and then it will reduce trial and error repeated for every project that has been done.

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, the Cinema of Attractions (<디 워>, 매혹의 영화)

  • Ryu, Jae Hyung
    • Cartoon and Animation Studies
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    • s.29
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    • pp.209-241
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    • 2012
  • Is a failed blockbuster film? Is there no room for reconsideration of the value of the film in terms of its contents and forms? The purpose of this study is to answer these questions. In 2007, SHIM Hyung-rae's was in the limelight due to the nationalist discourse around the film rather than evaluation of the film itself. In terms of its narrative and formal properties, the film showed the difference from the Korean nationalist blockbuster films. It led to the disaccord and hard-to-understand results of having somewhat disappointed box-office success of 8,500,000 audiences in comparison to the input, of receiving well by a generous part of the audiences absorbed by nationalism, and of getting the critics' cynic criticism of the film's cinematic value. Eventually only provided the cultural battlefield of nationalism, was left as an unnoticed film in the realm of industry and criticism. However, it was interesting that there was a common ground between the film's supporters and the cynic critics. Both sides were being acknowledged that the spectacle of was way out of proportion to the degree that the spectacle was unbalanced with the story unfolding, achieved more than expected. Its spectacle overwhelming the narrative enfever a few audiences, and at the same time, it provided some reasons making critics face away from the film. In this context, the purpose of this study is to examine 's aesthetics that 'the spectacle dominating narrative' or 'the narrative as a pretext for showing spectacle,' leading to discussion of artistic/theoretical/critical value and to find out cinematic value of the film being regarded as a failure. In addition, this study is significant in that it suggests that is a new kind of moving image that it cannot be analyzed with existed critical methods of narrative film criticism; as a result, this study provides the chance to be evaluated through a new conceptual frame of the film. In order to grasp the narratological aesthetics, this study focuses on the concept of trickality that Andre Gaudreault suggests, and Tom Gunning's 'the cinema of attractions,' referring to the spectacle-oriented narrativity or the mode of production displaying the spectacle more than the narrative.

Collaboration Between the Buhyu Monk Clan and the Uigyeom School of Monk Artists in the Late Joseon Dynasty: Buddhist Paintings for Songgwangsa Temple in Suncheon (조선(朝鮮) 후기(後期) 부휴문중(浮休門中)의 불사(佛事)와 의겸파(義謙派) 불화(佛畫) -순천(順天) 송광사(松廣寺) 불화(佛畫) 조성(造成) 불사(佛事)를 중심으로-)

  • Kim, Dayoung
    • MISULJARYO - National Museum of Korea Art Journal
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    • v.98
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    • pp.154-175
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    • 2020
  • Most Korean Buddhist paintings from the late Joseon period were produced through collaborative projects (bulsa) between clans of Buddhist monks and monk artists (hwaseung), in which the monk clans would select themes and iconography for works that would then be produced by the artists and their school. Thus, any attempt to understand the Buddhist paintings of this period must consider not only the stylistic characteristics of the monk artists, but also the conditions at the respective temple at the time of production. Applying this methodology, this paper examines the collaboration between the Buhyu monk clan and the monk artist Uigyeom and his fellow artists (hereinafter, the "Uigyeom School") that took place in Honam (湖南) and surrounding areas in the eighteenth century. In particular, the paper reveals the strong influence that the Buhyu clan exerted on paintings that the Uigyeom School produced in 1724 and 1725 at Songgwangsa Temple, the clan's main temple. Following the paintings for Songgwangsa Temple, the Uigyeom School actively participated in similar projects at regional temples under the auspices of the Buhyu clan in Honam, Hoseo (湖西), and Yeongnam (嶺南). Consequently, the Buhyu clan granted Uigyeom several honorable titles-including "Hoseon" (毫仙), "Jonsuk" (尊宿), and "Daejeonggyeong" (大正經)-that were rarely conferred to a monk artist. Such acclaim helped Uigyeom's style of Buddhist painting to become widespread throughout the three southern provinces of Korea. The paintings for Songgwangsa Temple exemplify how the Buhyu clan and Uigyeom School collaborated to visualize the thoughts and philosophies of the Buhyu clan. For the Uigyeom School, this project served as the foundation for building the reputation and esteem of Uigyeom, who became one of the most esteemed and influential monk artists of the late Joseon period. As such, the paintings created for Songgwangsa Temple in 1724 and 1725 have great significance not only for Korean Buddhism, but also for art history in general.

지역건축탐방(2) - 울산ㆍ경주ㆍ포항

  • Korea Institute of Registered Architects
    • Korean Architects
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    • no.12 s.344
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    • pp.50-50
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    • 1997
  • 이번 지역건축을 기획하면서, 여러 가지 상념에 잠기게 되었다. 건축에서 지역성이 어느 정도 내재되어 있는지 살펴보고자 하는 것이 혹시 더욱 부정적 결과를 확인하는 것이라면 이를 확인할 필요가 있을지, 또 어떤 긍정적 결과를 확인할 수 있을지, 게다가 여러 개발도상국의 상황과 아시아의 건축적 진행을 보면서, 어쩌면 우리는 더욱 난감한 상황을 보게 될지도 모른다. "건축을 발전시켜온 어떤 민족도 각기 독자적 언어, 복장, 민속이 있는 것처럼, 그들이 좋아하는 형태를 발전시켜왔다. 19세기에 문화의 국경이 붕괴될 때까지 온 세계의 건축에는 지역고유의 형태와 디테일이 있었다. 그리고 어떠한 지역특유의 건물도 사람들의 창조력과 그 지역의 필요성의 결합에 의하여 태어난 아름다운 산물이었다. 그러나 현대 이집트에는 이집트 고유의 토착양식을 찾아볼 수가 없다. 바로 이집트인의 서명이 없다. 그것이 부자들의 집이건 가난한 자의 집이건 무성격하기는 마찬가지이며 이집트인의 자취란 사라져 버렸다."(하산 화티,1973년) 선진국은 스스로 산업혁명을 일으켰고, 이런 사회적 문화적 변동에 적응하기 위하여 1세기 이상의 시간적 여유가 있었다는 것이다. 개발도상국의 급속한 변화에는 건물도 변화의 수단으로 이용되었다는 것이다. "민족적이며, 지역적인 전통이야말로, 새로운 지역주의의 기초로서 보존하고 사용되어야 된다는 '섬세한' 서양의 관찰자들의 탄원은 이같은 상황에서는 전연 고려되지 않았다."고 커티스는 보았다. 섬세한 서양인이 아니라 자국민 스스로 자신의 문명에 대하여 파괴적인 입장에 서 있다면 더욱 난감한 일이다. 지역주의의 의미는 무엇일까? 건축에서 '지역'의 범주는 어디인가? 인종적 분포 또는 민족적 무리를 이름지은 것인가? 아니면 인종과 민족의 공통점인가? 그것도 아니라면 정치적 경계선으로 둘러싸인 경계를 말하는 것인가? 모든 지역이 다 지역주의로 대별될 수 있는가? 어느 곳이 건축에서의 중심지역이며, 또 지역주의는 누가 판별하는가? 프램튼은 문화적인 중심지와 종속적 관계를 지니는 지역주의를 잘못된 구조로 보았다. 근래 10년간 세계적으로 다양한 지역주의가 대두했다. 지역의 개념적, 제도적, 법적인 상태가 어떠한가가 중요한 요인이 된다. 19세기 동안에 유럽사람들이 그들의 정치적 독립을 위한 목적에 활용하기 위하여 부분적으로 거짓된 역사관을 피력했을 때, 유럽지역에서의 지역주의 개념들은 아이리쉬, 까딸로니아, 핀랜드 등을 평가하는 역할이 있었다고 한다. 지역주의를 "감상적인 민족적 편견에서 비롯된 광신적 배타주의"라고 낮추어 바라보는 그로피우스의 시각에 대해, 당당히 맞설 수 있어야 할 것이다. 리꾀르의 말대로 미래에 어떠한 유형의 참된 문화를 유지하는 것은 궁극적으로는 문화나 문명의 단계에서 외래의 영향을 적절하게 하면서 지역문화의 활기찬 형태를 발생시키는 우리 능력에 달려있다. '지역적' 범위는 서구에서 합중국으로 존재하는 경우, 대부분 이질적 문화들의 혼합지역이기 때문이다. 한국과 같이 비교적 단일한 성분의 종족으로 한 국가가 유지된 경우와 미국과 같이 다양한 종족이 모인 경우 등과 비교하면 '지역'이란 이름에 어떤 판단기준이 있어야 할까? 근래 지역적 변동이 적었던 한국의 경우는 상대적으로 재론할 여지가 적다. 그러나 한국의 역사시대 내에서도 확인되지 않은 부분들이 존재하고, 역사시대의 범위를 넘어서 선사시대로 확대하면 '지역'의 개념의 외연적 대상은 더욱 모호해진다.

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The Intercommunication Process of Interactive Media Art and Merleau-Ponty's corporeity phenomenology (인터랙티브 미디어 아트의 상호작용 과정과 메를로 퐁티의 몸 현상학)

  • Ha, Im-Sung
    • Cartoon and Animation Studies
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    • s.29
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    • pp.77-102
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    • 2012
  • Interactive Media Art has been developed a lot in digital age. Especially, the audience try to make interactions by accessing the world of art as one of main interacting figures, while they used to be totally separated from the art in traditional art. Also, it is one of exclusive features distinguished from the other art genres. In this thesis, the intercommunication process of interactive media art is classified and compared with Merleau-Ponty's corporeity phenomenology theories. Merleau-Ponty's corporeity phenomenology insists integrated perception through body against the western intelligence philosophy focusing on binomial reasons. Merleau-Ponty's corporeity phenomenology, which suggested the new perception way towards the art, is analyzed in this thesis by comparing it with detailed factors of Intercommunication process of Interactive Media Art. The Intercommunication process of Media Art is classified into , , , , . Additionally, they are studied and compared with the concept of , , , , out of Ponty's corporeity phenomenology theories. Therefore, it is concluded clearly that corporeity, synesthesia, poly sensation and spaciality drawn from Intercommunication process of Media Art have something in common with Ponty's corporeity phenomenology theories rather than the other art genre or minimalism art styles. Furthermore, a new direction of study upon modern Interactive Media Art is suggested.

A Comparative Study on Relationship between Advertising Sociology and Illustration - Focused on the Images of Modern Women in Commercial Posters in Korea and China- (일러스트레이션과 광고 사회학의 관계 - 한국과 중국의 상품광고 포스터속의 근대 여성이미지를 중심으로-)

  • Jang, Mee-Kyung
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.27-36
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    • 2005
  • Illustrations in advertisement uses various social and cultural codes to stimulate the desire to buy in consumers in the first place, since this is an economic phenomenon orchestrated to sell a product. Hence, factors outside the product per se, such as tradition, social issues and class consciousness are introduced. Especially, in modern advertisement a strategy is adopted to differentiate standard products produced by mass production. In order to do so, such factors as mentioned above become as important as physical characteristics of the product per se and its usage value. As a result, phrases or images used for advertisement can have independent influences on the society irrespective of the sales effects on the product. In this respect, it is fair to state that advertisement reflects the phases and consciousness of a given period as a cultural phenomenon. Therefore, based on the premise of characteristics and roles attributed to the advertisement, this thesis proposes to make a comparative study on the images of women in commercial advertisement in Korea during Japanese Imperialism and China during Cultural Colonial period dating from 1900 to 1945. The starting point of this research will cover the period of foreign trade and Japanese Imperialism in Korea and interference of Western Power in China. It will also investigate on the birth of Korean advertisement by Japanese Imperialists and Chinese modern advertisement along with the modernization of Shanghai. Then, I propose to present the illustrations of women in advertisements based on comparative study of their characteristics and expressions as observed in several case studies both in Korea and China. Connotative meanings in such advertisement will be investigated in the context of political, economic and cultural dominance.

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A semiological analysis on the relationship between popular music and fashion style exposed in Subculture (하위문화에 나타난 대중음악과 패션의 기호적 해석)

  • Kim, Shin-Woo;Jeon, Jong-Chan;Kim, Young-In
    • Archives of design research
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    • v.18 no.1 s.59
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    • pp.233-244
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    • 2005
  • Fashion is one of the characteristics which represents the comtemporary sociocultural signifiant. A style that a certain stream of fashion brings is not just limited in fragmentary tendencies and fads. That can be a code to communicate and function as a medium in itself. Music has been displaying it's power to fashion while fashion has been exercising it's influence over the music. There is an inseparable relationship between music and fashion in terms of expressing our images of the world: fashion delivers them through visuality and music does it by sound. Both fashion and music are reflecting our society as well as they are influencing on sociocultural aspects generally. Whenever music has been changed new youth culture has been made and this culture has been expanded with forming some distinct fashion trends. The study focuses on identifying the relations between pop music and fashion styles which are occupying positions firmly on the bases of youth culture through analysing the relations between the fashion styles and music genres which are used in sub-culture groups to express their own identities and consciousness from a point of semiotics. In conclusion, subculture is the exit of their escaping from the compelling inconsistency cause by the condition of people's life and the way for them to solve through cultural sublimating for themselves. People come up with distinctive style of music and fashion to express their resistant signifie in their symbolic way. In addition, a particular music trend has much to do with a contemporary fashion style. In the relationship between music and fashion, there have been the subtle mechanism to boost and influence and some crucial similarity each other to signify inner values of the times. This study lets us realize that fashion is not only a popular style of clothes, hair, etc. at a particular time or place but also a medium to communicate and to guarantee polysemous identity by functioning as a flexible tool to exchange contemporary sociocultural meanings.

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A Study on Aesthetic Characteristics and social communication of Korean Independent Animation (한국 독립애니메이션의 미학적 특성과 사회적 소통방식 연구 - '인디애니페스트' 수상작 중심으로 -)

  • Seo, Soo-jung
    • Cartoon and Animation Studies
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    • s.47
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    • pp.125-148
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    • 2017
  • This paper analyzes Korean aesthetic characteristics of Korean independent animation, which is closely related to artistic and social characteristics, by searching Korean independent animation image for the winner of "Indie AniFest", the only independent animation film festival in Korea. And social communication methods. There are three ways in which Korean Independence Animation shows the way of speaking through award-winning works. The first is a method of expressing feelings, impulses, and desires in a formative way, and a direct and sensuous image as in sign language or sound. In the second method of speaking differently with images, in the third method, It makes the voice of the fringe through the real world of the story sound as a story of reality. Animation is a medium that 'originalizes and communicates meaning' as an image, and has implemented and constructed a new way of speaking, which is different from existing social voices. Nevertheless, it is not easy to find a research that approaches animation from the viewpoint of social and political speech through images. Therefore, this paper is necessary for the balanced development of animation. In addition, this study can contribute to re - examining Korean independent animation from an academic point of view and to discover and evaluate fair value from a wider perspective.