• Title/Summary/Keyword: 예술적 특징

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Analysis on Pataphysics of the Metamorphosis in Film 'X-Men' (영화 '엑스맨(X-Men)'의 변신모티브에 나타난 파타피직스 분석)

  • Chang, Seyoung;Chung, Jeanhun
    • Journal of Digital Convergence
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    • v.14 no.10
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    • pp.407-414
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    • 2016
  • The movie, X-men, develops the narrative with metamorphosis as the main motif making visual effects of characters and background. The objective of this study is to suggest that the metamorphosis motif can be materialized based on the virtuality of "pataphysics" as one of the genre characteristics of superhero movies and the newly materialized virtuality can be aesthetic characteristics of metamorphosis motif movies. With the virtuality that has its own characteristics with metaphorical symbols such as satire on an absurd society out of existing traditions, pataphysics started in mid-twentieth century and has had an impact on art movements of dadaism, surrealism, pop art, and postmodernism. Analyzing the characteristics of pataphysics which were shown in these artworks, we applied it to metamorphosis scenes of the movie. As a result, we found out that it visualized the shape and aspect of inner and outer strength of a superhero with aesthetic characteristics of metamorphosis scenes and it realized the presence, hybridity, and ex-formal properties of pataphysics consisting of overlapped virtual and physical reality, with technical virtuality.

Comparison and Convergence of the Blank Space in Chinese and Japanese Graphic Design -Focusing on the Expression of Blank Space in Poster Design (중국과 일본 그래픽 디자인에서의 여백의 비교 및 융합연구 -포스터 디자인에서 여백 표현을 중심으로-)

  • Xie, Wenqian;Kim, Won-Seok
    • Journal of the Korea Convergence Society
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    • v.8 no.6
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    • pp.153-162
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    • 2017
  • Comparison and Convergence of the Blank Space in Chinese and Japanese Graphic Design This study discusses the philosophical foundation in Chinese and Japanese aesthetics. Most of the contemporary graphic designs in China lack influence or individual philosophy on aesthetics. In analyzing and comparing the use of blank-leaving in graphic design works showed that the traditional artistic sense of the blanks can enrich the cultural connotations of design and raise the artistic creation of the works. This paper used "convergence" to create a new approach on Chinese contemporary graphic design, especially on poster design. The application of blank-leaving in the graphic design has positive impact in the creation of excellent graphic design works that provide references and inspiration to develop a new blank on my own design.

A Study on Acting Approaches based on Characteristics of Zoom Theater - Focused on the Production Process of Project, Hong-Do 2020 (줌(Zoom)연극의 특성에 따른 배우의 연기 접근 방법 연구 - 프로젝트, 홍도(2020)의 제작 과정을 중심으로)

  • Jung, Eunyoung
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.842-854
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    • 2021
  • Performing industries in Korea and abroad have been attempting a wide range of artistic experiments utilizing online platforms ever since the Covid-19 pandemic. Accordingly, this study will shed light on the functional characteristics of Zoom, which was used as a creative tool for theater performances. At first, after examining theater performances presented in Korea and abroad using Zoom and their characteristics, the production stage of the Zoom play will be analyzed by dividing it into following stages; a research-based pre-production stage, a scene workshop stage that composes each scene based on the script, a recording stage filming each scene on Zoom, and Streaming stage for presenting the show. Furthermore, the actor's approaches to acting in this production process was presumed to be separation of gaze, re-recognition of space, utilization of expressive gestures, and reaction as an active action. As a result, it proposes the possibility of ongoing development of theatrical work using Zoom and the evolutionary aspect of actor's acting approaches in accordance with theatrical work via Zoom.

A Study on the Expression of Social Agenda through the Analysis of Symbolism and Meaning of Formative - Focused on the Animation (조형의 상징성과 의미 분석을 통한 사회 의제 표현 연구 - 애니메이션 <윌러비 가족>을 중심으로)

  • Kim, Ye-Eun;Lee, Tae-Hoon
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.607-615
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    • 2022
  • Animation is a popular art in the form of enlightenment that intimately approaches people of various ages and makes them reconsider the social problems they have ignored. Therefore, this paper analyzes how the character setting and formative symbolism in "The Willoughbys" raise awareness of social agendas. The previous studies found that the modern society needs to be aware of child abuse and various types of family, and examined that color and formativeness of animation induce psychological and behavior change from the audience. The work shows emotional abuse and neglect as characters, and presents the subdivided form of the family. The rainbow symbolizes diverse family members. The agents with visual characteristics express the modern principle-based secondary perpetrator along with apathetic neighbors to urge a change in audience perception. This paper insists the value of animation when it is essential to raise public awareness prior to the construction of a welfare society and support system.

Humanity in the Posthuman Era : Aesthetic authenticity (포스트휴먼시대의 인간다움 : 심미적 진정성)

  • Ryu, Do-hyang
    • Journal of Korean Philosophical Society
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    • v.145
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    • pp.45-69
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    • 2018
  • This is an attempt to reflect on humanity in the post-human era. Here, I think that the question of future human beings should be critically raised in the following two meanings. First, can post-humans recover the body, emotions, nature and women's voices suppressed by modern enlightened subjects? Second, can post-humans preserve humanity by fighting inhumanity without presupposing human essence or immutable foundations? In answer to these questions, I will have a dialogue with M. Heidegger(1889-1976), W. Benjamin(1892-1940), Th. W Adorno(1903-1969). The three philosophers looked at the inhuman world situation brought about by modern subjects and technology, and found the possibility of new human beings. The three philosophers' new human image are the three possible models of post-humanism, 'a human being as ek-sistence' (Heidegger, Chapter 2), 'the man who restored the similarity with the other through innervation' (Benjamin, Chapter 3), 'A human being who negates the inhuman society' (Adorno, Chapter 4), and examines the current status of each. In conclusion, as long as the fourth industrial revolution is developed as a system of digital capitalism that controls the world as a whole from human senses, impulses, and unconsciousness, the necessity of the post-human era is aesthetic authenticity.

Can interactive cinema become a new epic theater in the 21st century? : Focusing on (인터랙티브 영화는 21세기의 새로운 서사극이 될 수 있는가? : <블랙미러: 밴더스내치>를 중심으로)

  • Kim, Jiyeon;Kim, Dogyun;Kwon, Hochang
    • Trans-
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    • v.12
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    • pp.245-274
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    • 2022
  • The interactive cinema is based on the interactivity between the cinema and the audience. The discussion of interactive cinema can be divided into two poles. One is to positively look at the possibilities of interactive cinema as a new format and to test with them in various ways. The other is the perspective of a critical warning that the interactivity of interactive cinema risks reinforcing biases while instilling the illusion of freedom and activity in the audience. Considering both of these perspectives, we try to find a way to realize the political and aesthetic possibilities of interactive cinema through characteristic analysis. To this end, we analyzed the interactive film , which has received public and critical attention, based on Brecht's epic theater as a theoretical and practical reference. We analyzed the text/contextual characteristics of this work in three dimensions - an interactive multi-branching structure, a self-reflecting Mise en abyme structure, and an active enjoyment of the audience - and compared them with the epic theater theory. Through this, we examined the conditions and possibilities of interactive cinema as a new epic theater in the new technological/media environment of the 21st century.

On the Design Characteristics of Ornaments in the Three Kingdom Period (Focused on Baekje's ornaments) (삼국시대 장신구에 나타난 조형적 특징에 관한연구 (백제장신구를 중심으로))

  • Sin, Mi-Young;Park, Seungchul
    • Journal of Digital Convergence
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    • v.10 no.11
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    • pp.603-612
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    • 2012
  • When it comes to a country's traditional ideas. that country's geographic setting and religious thought show the people's consciousness, and the characteristics of historic sites and relics show their cultural aspects. Our country has 5000-year cultural history. Especially, the Baekje cultural history created very remarkable relics in our history. With regard to Baekje's own patterns and workmanship, their ornaments were more focused on the beauty of soft and voluptuous curves than that of Goguryeo and Silla This study researched design characteristics of ornaments and symbolic aspects of the patterns by focusing on crowns, crowns' accessories, earrings, necklaces, chignon ornaments of the Baekje's ornaments, To put emphasis on Baekje's ornaments by comparing Baekje's ornaments with Goguryeo's and Silla's. This study collected data on Baekje's ornaments, and reviewed domestic references and specialty publications at the Buyeo National Museum, Gong-ju National Museum, home and abroad, and studied the images of Baekje's metal crafts and patterns through theses. Baekje had splendid and glorious artistic culture, but there are not many historical data and supportive relics left these days. Therefore, a lot of attention, researches and development on Baekje culture are needed. This study found that the ornaments of the Baekje era have not only ornament functions but also the people's creative mind. The culture contents in recent technological development and industrialization change people's recognition, and now they have interest in Baekje culture. Therefore, the purpose of this study is to widely popularize Baekje by studying the patterns of the Baekje era more and developing various and new designs.

A Study on Beauty Illustration-Converged Design Based on Watercolor Techniques -Centering on Generation of Art Makeup Design- (수채화 기법을 활용한 뷰티 일러스트레이션 융합 디자인 -아트메이크업 디자인 작품 제작을 중심으로-)

  • Park, Li-La
    • Journal of the Korea Convergence Society
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    • v.8 no.8
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    • pp.283-289
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    • 2017
  • This study aims to create artworks where characteristics of paintings appear by converging beauty illustration that conducts proactive activities in an area of arts with watercolor techniques. It carries academic significance in that it delves into convergence design that reflects creative expression by putting the spotlight on diversified expressive methods of beauty illustraion through watercolor techniques. As for a method of the study, preceding studies and technical books were examined, and a total of four beauty illustration artworks were created centering on art makeup design by classifying watercolor techniques into gradient technique and overlap lining technique. First of all, the result made it possible for watercolor techniques to explore unlimited possibilities at a time of suggesting another expressive method of beauty illustration. Second, it was possible to express unique art makeup design through clear and candid characteristics inherent in watercolor paintings. In this regard, the study enhanced accessibility by departing from limited expression methods applied to beauty illustration to induce a wider range of artworks. It is hoped that beauty illustration can be specialized to achieve an independent artistic domain equipped with diversity and professionalism.

Study on the shot rhythm by the spatial map model of animation

  • Shin, Yeo-Nu
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.4
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    • pp.63-70
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    • 2020
  • In this paper, we propose a globally successful animation rhythm type. Based on the study of spatial variables in Campbell's heroic narrative and the study on the duration of shots in the video, the rhythm of the shot according to the spatial narrative of was analyzed. Through this, three conclusions were drawn. First, the basis for the visualization of narrative intensity is possible through the shot density of narrative, Second, a shot rhythm type was presented, which was presented as an ascending type, a descending type, a mountain type, a depressed type, and a complex type, and the characteristics of the narrative were analyzed. Third, the strength of the shot rhythm shown in the hero narrative spatial map model was divided into top, middle, and bottom, and the measurement criteria of narrative strength were presented. This study is meaningful in that it visualized and typified artistic emotions as objective data in the flow of animation content focused on philosophical and qualitative methods.

Celeactor as Cultural Contents : Focused on the Multi-Persona in a South Korean Reality Show Program (셀러엑터를 활용한 문화콘텐츠 : <놀면 뭐하니?>의 멀티 페르소나를 중심으로)

  • Han, Ae-Jin
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.8
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    • pp.45-62
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    • 2021
  • This article examines celeactor as cultural contents focused on the multi-persona in a South Korean reality show program . The celeactor is a form of celebrity and part of a celetoid. Celebrity can be categorized by three forms: ascribed form, achieved form and attributed form. In attributed form, the celetoid suddenly becomes popular through the media. The celeactor is a subcategory of the celetoid. The celeactor is defined by a virtual character that exist in temporary or institutionalized traits of popular culture. The Korean celebrity culture presents Korean intellectual factors, spiritual aspects, tastes, moral virtue, power relationships and traditional hierarchy. In order to examine the features of the Korean celeactor in cultural contents, this article focuses on the multi-persona of celebrity in South Korean popular culture through fantasy, challenge and nostalgia. This article examines the multi-persona of celebrity represented in South Korean popular culture as a negotiated response to cultural identity deconstructed and reconstructed in performance. The research methodology is to analyze a South Korean television reality show program on MBC Hangout with Yoo that represents various sub-characters performed by Jae-suk Yoo, a South Korean comedian and host. As for theoretical underpinning, this exploration joins work on Erving Goffman's (1959) notion of self-presentation and Chris Rojek's (2001) celebrity studies.