• Title/Summary/Keyword: 에로틱

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발의 상징성에 환한 연구 -에로티시즘을 중심으로-

  • 이미옥
    • Proceedings of the Costume Culture Conference
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    • 2003.09a
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    • pp.130-131
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    • 2003
  • 인간은 자연계에서 두 발로 걷는 유일한 존재로, 발은 사람의 표정과 마찬가지로 상황, 사람, 감정 등에 반응하여, 분위기나 느낌을 무의식적이지만 적극적으로 표현한다. 우아하고 품위 있는 걸음걸이는 성적 매력과 에로틱한 감정을 불러 일으키는 핵심이 되며, 이것은 특히 여성에게 적용된다. 인간뿐 아니라 다른 많은 동물들에게서도 걸음걸이는 구애나 짝짓기를 하는 기간동안 과장된 성적 매력을 발산하는데, 이는 성적인 신호뿐 아니라 성적 흥분 그 자체에도 기여한다. (중략)

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Science Technology - 아름다운 한국화의 비밀

  • Choe, Won-Seok
    • TTA Journal
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    • s.146
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    • pp.14-15
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    • 2013
  • 서양에 레오나르도 다빈치의 <모나리자>가 있다면 우리에게는 혜원 신윤복의 <미인도>가 있다. <모나리자>가 야릇한 미소로 보는 사람들의 시선을 사로잡는다면, <미인도>는 단아하고 청순하지만 한편으론 에로틱한 모습으로 보는 이의 마음을 끌어당긴다. 또 네덜란드에 브뤼헐의 풍속화가 있다면 조선에는 단원 김홍도의 풍속화가 있다. 이렇게 세계적인 서양 미술작품과 견줘도 결코 뒤지지 않을 우리만의 소중한 그림이 있지만, 우리에겐 혜원과 단원이 전부다. 많은 서양화가와 그들의 작품, 서양화 기법을 알고 있으면서도 정작 소중한 우리 그림에 대해서는 잘 모르고 있기 때문이다. 안타깝게도 고구려 고분벽화 <수렵도>와 안견의 <몽유도원도>가 역사 시험에 나오기 때문에 외웠을 뿐, 이해하고 감상하기 위한 노력은 부족했던 것이다.

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A Study on the Postmodern Identity in Madonna Costume -Focusing on the intertextuality- (마돈나 의상에 나타난 포스트모던 정체성없음)

  • 김주영;양숙희
    • Journal of the Korean Society of Costume
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    • v.51 no.8
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    • pp.123-139
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    • 2001
  • 본고는 공간, 시간, 계급, 종교 등 하위문화 텍스트의 병행인용 즉 상호텍스트성(intertextuality)을 통해, 20세기 대중 문화의 상징 마돈나 뮤직 비디오와 공연 등의 인체, 의상, 이미지 등에 나타난 포스트모던 정체성을 연구함으로써, 현대 미디어 문화를 관통하는 주체적 여성 정체성과 미적 주관성을 이해하고자한다. 첫째, 상호공간텍스트성 복식은 스패니쉬룩. 태국룩. 게이샤룩, 테크노펑크룩, 테크노 카우걸룩 등의 동서양의 지리적 소외감을 통해 비권위적 다양한 시선을 제시함으로써, 다국적 자본주의와 함께 확장된 미적 체험을 하게 한다.; 둘째, 상호시간텍스트성 복식은 중세 엠파이어 드레스, 18세기 로코코시대의 robe'a la francaise, 미래적 제 3의 종 룩 등 동시적 몽환적 이미지를 통해 유희적 유토피아를 지향하였다.; 셋째, 상호계급텍스트성 복식은 그라피티룩, 펑크룩, 키치룩, 먼로 룩, 보깅(voguing), 에비타 룩 등 상하류층, 하위문화, 빈부, 권력의 유무를 병행인용하여, 좋은/나쁜 취향, 창녀/성녀 이분법을 해체하고 반부르조아적 저항과 물질주의를 찬양하는 탈계급적, 양면적 정체성을 구축하였다. ; 넷째, 상호종교텍스트성 복식은 상징적 가부장인 카톨릭교 텍스트를 인용하여 펑키크리스찬 룩, 에로틱 크리스찬 룩 등의 선/악, 신성성/관능성, 미추, 정숙성/비정숙성의 이분법, 비장미를 해체함으로써 예술의 자율성, 무의식이 강조된 쾌락주의적, 반권위주의적 정체성을 주장한다. 섹슈얼리티에 있어, 시선, 권력, 쾌락의 주체가 됨으로써, 미적 범주에 있어 선악, 미추, 정숙성과 비정숙성의 이분법을 해체함으로써, 유동적 자아를 구성한 마돈나 의상의 포스트모던 정체성은 여성에게 확대된 가능성을 제공하며 내부로부터 해체된 열린 복식을 지향한다.

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A Study on the Romantic Image in Modern Fashion (현대패션의 로맨틱 이미지에 관한 연구)

  • Kim Young-Hyun;Yang Chieu-Kyung
    • Journal of the Korean Society of Costume
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    • v.55 no.1 s.91
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    • pp.1-12
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    • 2005
  • The modern society which is going through the big turbulence of civilization experiences the lost of humanity and the phenomenon that the standard of our thoughts, like those for good and evil, truth and false is not clear anymore as the technology is being improved. This makes us miss the past when everything is simple and the standards are very clear and being attracted by the metaphorical culture symbolizing something from the past, like memories of youth, fantasies, fairy tales or myths and we are now having a great interest in the joy of life and the affluent life. Influenced by this kind of tendency in modern society, the minimalism, which had the great influence in the nineties, went out of fashion and at last the romantic susceptibility seems to be the trend forming the major mood of the late 20th century - the early 21st century. This study focus is: (1) the theoretical aspects of romantic images such as the concept, the historical tendency and the character are considered. (2) the variety and multiplicity of the romantic images is discussed after the romantic image is classified into four types of retro character, natural character, ethnic character, erotic character according to major trends in our modern. The purpose of this study is to understand the romantic images in modern fashion, by analyzing the fashion trends together with the various features of romantic images.

Application of Fashion Design to Mobile-Phone Game Character's Dress Design (모바일폰 게임 캐릭터 의상 디자인을 위한 패션 디자인 활용연구)

  • Lee, Min-Sun
    • Journal of the Korean Society of Costume
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    • v.57 no.3 s.112
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    • pp.63-77
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    • 2007
  • The purpose of this study is to apply fashion design to developing dress design of mobile-phone game characters. As for the research methodology, first, market research has been carried out to extract main images from dress designs of game characters and to understand their socio-cultural meanings. Second, the fashion design, which ran be compared to the extracted images of game characters were selected. Third, analyses were done to find out the gap between the game character's dress designs and the fashion designs. The main images of game characters are revealed as erotic, romantic, heroic, grotesque. These images have been formed by psychological and socio-cultural effects such as stimulation, empathy, compensation, increase of female game player. The differences between the game character's dresses and the fashion designs are as follows; With regard to style, game dresses have silhouette distinguished from background, but fashion collection have blurred silhouette. In the aspect of color, while strong colors are mainly used in game dress, neutral rotors are preferred in fashion collection. As for texture, the expression of 'textures in game character's dress is so far limited due to the insufficient level of the concerned technology. However, the fashion design applying drape of fabrics are well-developed. Mobile-phone game players want reality in game design. Therefore, the effort to overcome the gaps between game dress and fashion design can contribute to the growth of game character design.

밀리터리 패션에 나타난 성적 이미지 연구 - 1990년대 여성복을 중심으로 -

  • 이화정;채금석
    • Proceedings of the Korea Society of Costume Conference
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    • 2001.04a
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    • pp.41-41
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    • 2001
  • 본 연구는 1990년대 밀리터리 패션에서 성적 이미 지의 표현양상을 살펴보고 각각의 미적 특성과 형성 요인을 분석하여 현대 여성의 다양한 미적 가치와 미의식을 이해하고자 한다. 1, 2차 세계대전을 계기로 자연스럽게 등장한 밀 리터리 패션은 20세기 초반에 여성의 사회참여와 지 위 향상으로 인해 실용성과 기능성을 추구하였고 중 반에 들어서면서 히피와 젊은 세대들에 의해 반전운 동의 일환으로 입혀져 안티패션의 의미를 내포하게 되었으며 후반에는 포스트모더 니즘으로 인해 다양성 을 추구하는 복고풍의 패션 트랜드로서 각종 컬혜션 에서 부각되었다. 그 결과 밀리터리 패션은 기존의 남성적 이미지뿐만 아니라 여성적 이미지도 표현하 게 되었다. 이러한 밀리터리 패션에 나타난 성적 이 미지는 권위적 이미지와 공격적 이미지의 남성적 이 미지와 보수적 이미지와 과시적 이미지, 관능적 이미 지의 여성적 이미지로 표현되어 나타났다. 남성적 이미지는 자유주의 페미니즘과 관련하여 남성 중심적 사고 방식에 도전하고자 하는 여성들의 자아의식이 한층 강하게 작용한 일종의 반 패션 현 상으로 권위적 이미지와 공격적 이미지로 특정지을 수 있다. 첫째, 권위적 이미지는 주로 고전적 군복과 제복의 이미지를 차용해 군복이 가지는 권위와 위엄을 표출 하였으며 남성 우월주의에 기초한 영웅주의를 가시 적으로 표현하였다. 이는 떳떳하게 자신의 위치를 세 우고자 하는 여성들의 욕구를 대변하였으며 영웅주 의와 가부장제도가 그 형성요인으로 작용하였다. 둘째, 공격적 이미지는 권위적 이미지에 대한 저 항과 기존의 성 정체성에 대한 저항으로써 전위적인 형태와 해체적인 표현으로 본래의 위엄있는 군복의 이미지를 무너뜨려 남성다웅의 표면적인 메시지를 약화시키고자 하였으며 반체제 정신, 성 정체성에 대 한 저항, 해체주의가 그 형성요인으로 작용하였다. 여성적 이미지는 급진주의 페미니즘과 관련하여 여성 본래의 성을 부각시키고 여성이 주체가 된 여 성중심적 사고로 여성의 감성적 심리를 패션을 통해 표현하고자 하였으며 보수적 이미지, 과시적 이미지, 관능적 이미지로 특징 지을 수 있다. 첫째, 보수적 이미지는 남성적 영역이라고 믿어왔 던 군복에 여성성을 강조하여 가늘고 유연한 실루엣 과 곡선적인 라인, 색채. 심플한 디테일만으로 밀리 터리 패션을 표현하여 남성중심의 이데올로기에서 벗어나 여성도 사회의 중심이 될 수 있음을 시사하 였으며 남성 권위의 추락이 그 형성요인으로 작용하 였다. 둘째, 과시적 이미지는 전통적 군복이 과거의 상 류층 엘리트들만의 아이템이었듯이 현대의 여성들은 신분과 매력의 과시를 표현하고자 금속 단추나 벨트 등 기타장식을 부각시킨 밀리터리 패션을 착용하였 으며 엘리트층에 대한 동경이 그 형성요인으로 작용하였다. 셋째, 관능적 이미지는 신체의 간접적인 노출과 직접적인 노출을 통해 여성의 신체에 의한 에로틱한 관능미를 부여하고자 하였으며 나르시시즘과 보이고 자 하는 욕구, 성적 유희가 그 형성요인으로 작용하였다. 그러므로 밀리터리 패션에 나타난 성적 이미지에 관한 연구는 패션을 통해 자아를 표현하고 미적으로 자기완성의 방편을 삼으려고 한 현대 여성들의 가치 관과 미의식을 이해하며 이를 충족시키고자 하는 패 션 트랜드와 디자인 개발에 도움이 될 것이다.

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Gaze and Gender Dynamics of Portrait of a Lady on Fire (<타오르는 여인의 초상>의 시선과 젠더의 동학)

  • Kwon, Eunsun
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.399-404
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    • 2022
  • Céline Sciamma is a leading female director of her time. She is constantly making works on the subject of women. It can be said that it has pioneered a 'female narrative'. In particular, it shows a unique perspective in dealing with the complexities surrounding the formation of a girl's sexual identity and the influence of peer culture on individuals. In Portrait of a Lady on Fire, 'The Handmaiden', 'The Painter', and 'The Maid' show the solidarity of women without hierarchies in a liberated space where the patriarch is absent, showing a feminist interpretation of classics and a self-reflecting consciousness of women's historical records. Based on the setting of drawing, this film explores the genderization of gaze, gaze and objectification, issues of seeing and power, etc. constructed throughout the history of visual arts. The portrait work of Heloise and Marianne in the film deconstructs the formula of 'a male painter as a viewer and a female model who gazes at herself through the male gaze' and turns the gaze into an interactive process of giving and receiving. The process of exchanging gazes is sealed with a nude painting in which Marianne's face is superimposed on Heloise's body. This overturns the nude painting as the dominant form of engraving the male audience's position in the image through the stylization of the viewing method in the history of Western painting with the erotic gaze of a lesbian in an instant.

Comparison of Brain Activation Images Associated with Sexual Arousal Induced by Visual Stimulation and SP6 Acupuncture : fMRI at 3 Tesla (시각자극과 삼음교 자침으로 유발된 성적 흥분의 대뇌 활성화 영상의 비교 : 3 테슬라 기능적 자기공명영상법)

  • Choi, Nam-Gil;Han, Jae-Bok;Jang, Seong-Joo
    • Journal of radiological science and technology
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    • v.32 no.2
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    • pp.183-194
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    • 2009
  • Purpose : This study was performed not only to compare the brain activation regions associated with sexual arousal induced by visual stimulation and SP6 acupuncture, but also to evaluate its differential neuro-anatomical mechanism in healthy women using functional magnetic resonance imaging (fMRI) at 3 Tesla (T). Subjects and methods : A total of 21 healthy right-handed female volunteers (mean age 22 years, range 19 to 32) underwent fMRI on a 3T MR scanner. The stimulation paradigm for sexual arousal consisted of two alternating periods of rest and activation. It began with a 1-minute rest period, 3 minutes of stimulation with either of an erotic video film or SP6 acupuncture, followed by 1-minute rest. In addition, a comparative study on the brain activation patterns between an acupoint and a shampoint nearby GB37 was performed. The fMRI data were obtained from 20 slices parallel to the AC-PC line on an axial plane, giving a total of 2,000 images. The mean activation maps were constructed and analyzed by using the statistical parametric mapping (SPM99) software. Results : As comparison with the shampoint, the acupoint showed 5 times and 2 times higher activities in the neocortex and limbic system, respectively. Note that brain activation in response to stimulation with the shampoint was not observed in the regions including the HTHL in the diencephalon, GLO and AMYG in the basal ganglia, and SMG in the parietal lobe. In the comparative study of visual stimulation vs. SP6 acupuncture, the mean activation ratio of stimulus was not significantly different to each other in both the neocortex and the limbic system (p < 0.05). The mean activities induced by both stimuli were not significantly different in the neocortex, whereas the acupunctural stimulation showed higher activity in the limbic system (p < 0.05). Conclusions : This study compared the differential brain activation patterns and the neural mechanisms for sexual arousal, which were induced by visual stimulation and SP6 acupuncture by using 3T fMRI. These findings will be useful to understand the theory of traditional acupuncture and acupoint channel in scientific point of view.

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A Study on Cinematic Representations of Posthuman Girls in South Korea-Focused on The Silenced and The Witch: Part 1. The Subversion (한국 영화에 나타난 포스트휴먼 소녀의 재현 양상 연구 -<경성학교: 사라진 소녀들>, <마녀>를 중심으로)

  • Kim, Eun Joung
    • Journal of Popular Narrative
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    • v.27 no.3
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    • pp.95-124
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    • 2021
  • As the symbolic images of girls besides its definition have varied according to the age and society, a posthuman girl character recently appears in the digital cinema. This study aims to analyze its cinematic representations and the social contexts in which they are created. For this purpose, the study focuses on what extent the society allows its imagined figurations as a future female body and the meanings revolving around the image of 'technologically body-enhanced female fighter'. Current digital visualization technology has developed to the extent any imaged future humans can be represented, but posthuman girls' representations have its limitation that only a human-like figuration can be allowed in accord with the traditionally idolized image of girls. It is because of the representation logic in which digital cinema is visualized based on perceptual realism that values audiences' experiences. Despite such less critical figuration which does not dare to cross the boundary between the image of human and inhuman, the posthuman girl characters create a new category of the 'dangerous girls' who are both void of sexual femininity and independent of motherhood and heterosexual romance narrative. Of course, they support the modern human-centered belief that humans can take entire control of technology with their moral behaviors and dispel the fear about the negative impact the nature of technology may have on society at large by showing their child-like figuration protecting ethical values. However, the new character of 'unruly girl' exerts her subversive act that seeks to fight against the human-centered liberal humanistic values and melancholic feeling and vulnerability that the neoliberalism and technocracy enforce. When posthuman girl characters are considered to be a marker through which we can see how different social forces are intervening and competing each other in the upcoming posthuman age, the limited figuration of the posthuman girl characters in South Korean movies illustrates the opinionated thoughts toward the instrumentalism in technology but their bloodshed struggles reveal how the corporate or state-governed techno-biopower has oppressively treated and appropriated the human body as the technology-object and also provide a meaningful opportunity to rethink its unethical violence.

Synesthetic Aesthetics in the Narrative, Painting and Music in the Film The Age of Innocence (영화 <순수의 시대>의 서사와 회화, 음악에 나타난 공감각적 미학 세계)

  • Shin, Sa-Bin
    • Journal of Popular Narrative
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    • v.27 no.1
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    • pp.265-299
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    • 2021
  • The purpose of this research paper is to facilitate the understanding of the synesthetic aesthetics in the film The Age of Innocence through the intertextuality among the narrative, paintings, and music in the film. In this paper, a two-dimensional intertextual analysis of the paintings in relation to the narrative is conducted on the paintings owned by Old New York, the paintings owned by Ellen, the portraits of unknown artists on the street outside of Parker House, and Rubens' painting at the Louvre. A three-dimensional intertextual analysis of performances in relation to the narrative is conducted on the stages and the box seats at the New York Academy of Music, in which Charles F. Gounod's Faust is performed, and the Wallack's Theatre, in which Dion Boucicault's The Shaughraun is performed. An intertextual analysis of music in relation to the narrative is also conducted on the diegetic and non-diegetic classical music of the film, including Beethoven's Piano Sonata No. 8 and Mendelssohn's String Quintet No. 2, as well as Elmer Bernstein's non-diegetic music of the film. The constituent event of The Age of Innocence represents the passion trapped in the reflection of love and desire that are not lasting, and the supplementary event embodies the narrow viewpoint and the inversion of values caused by the patriarchal authority of Old New York. The characters in the film live a double life, presenting an unaffected surface and concealing the problems behind it. The characters restrain their emotions at both the climax and the ending. The most powerful aspect of the film is the type and nature of oppressive life, which are more delicately described with the help of paintings and music, as there is a limit to describing them only by acting. In intertextual terms, paintings and music in The Age of Innocence continuously emphasize "feeling of emotions that cannot be expressed in language." With a synesthetic image, as if each part were imprinted on the previous part, the continuity "responds to continuous camera movements and montage effects." In The Age of Innocence, erotic dynamism brings dramatic excitement to the highest level, switching between the satisfaction of revealing desire and the disappointment of hiding desire due to its taboo status. This is possible because paintings and music related to the narrative have made aesthetic achievements that overcome the limitations of two-dimensional planes and limited frames. The significance of this study lies in that, since the identification in The Age of Innocence is based on the establishment of a synesthetic aesthetic through audio-visual representation of the film narrative, it helps us to rediscover the possibility of cinematic aesthetics.