• Title/Summary/Keyword: 작품 분석

검색결과 1,317건 처리시간 0.027초

The Suggestion for the Introduction of Game Culture to Museums (뮤지엄의 게임문화 수용을 위한 제안)

  • Kim, Young-Ae
    • Journal of Korea Game Society
    • /
    • 제13권4호
    • /
    • pp.47-60
    • /
    • 2013
  • Current perception of games is divided. On the one hand, they are criticized as harmful entertainment due to their violent content and addictive nature, and on the other hand, they are evaluated positively as products of a creative industry that offers alternative, interactive entertainment. Based on the latter, this paper will reevaluate the positive element of such games in relation to the museum, the canon of historical and cultural evaluation. The analysis on game culture introduction to the museums consists of three categories: the practical application that includes educational, communicational, and promotional purposes; the approval of games as industrial assets and their extensive cultural influence; and the indirect acceptance of art works using games. A panoramic view of game culture development would promote research on the link between game culture and museums; furthermore, it would establish a basis for an introduction of game culture in academia and predict the future of the industry.

The Study on the Costume of Art in the Russian Suprematism - Focused on Kasimir Malevich's Art Works - (러시아 절대주의 예술의상 연구 - 카시미르 말레비치의 예술작품을 중심으로 -)

  • Park, Yoon-Jeong
    • The Research Journal of the Costume Culture
    • /
    • 제17권6호
    • /
    • pp.1083-1098
    • /
    • 2009
  • The purpose of the study is to revaluate the new artistic values of Suprematism that immensely influenced the Russian culture in the beginning of the 20th century. Also through studying the relationship between people and costume within works of Malevich, who wanted to portray humanity through his art works, this study will research on how Suprematism not just stood as Russian Avant-garde art but significantly contributed to art and costume expression. The study methods are as follows. First, consider the formative background of Suprematism style of arts. Second, study of the development of Suprematism art through both Suprematism art and Non-objective art. Third, study how Suprematism style of arts is portrayed in art costume through works of Malevich. The results of the study are as follows. The Russian Suprematism art costume strictly originated from the Russian Suprematism style of arts. Suprematism simplified any reproductive element of fine art with a creative energy, which reflects the statement of Malevich that said, "The object does not exist, it only stands as a symbol." In other words, Suprematism abolished ordinary response to basic environment, and created a much more serious reality than the innate reality of the environment. When applied to art costume, such style sought after geometrical simplicity in shape and Neo-Premitivism trait in color. This trend is also expressed in 21st century fashion in new forms of Minimalism or Futurism. In this respect, Suprematism still holds an artistic value in a novel form even after a century since the beginning of 20th century when Malevich first presented Suprematism.

  • PDF

Collaborative Dispositions of Participatory Arts in Contemporary Practices -Based on Nicolas Bourriaud's Notion of Postproduction- (동시대 예술 형식의 상호성과 공유 가능성 -니콜라 부리오의 포스트프로덕션 개념을 중심으로-)

  • Baik, Youngju
    • The Journal of the Korea Contents Association
    • /
    • 제18권6호
    • /
    • pp.88-101
    • /
    • 2018
  • The collective narratives on global crisis such as the displaced, uneven distribution of resources, invasion of human rights is more than a recurring theme or polemics in the fields of contemporary arts. In the latest projects from Olafur Eliasson, Rirkrit Tiravanija and Ai WeiWei, art works are presented as performative 'platforms' for tackling these undiscriminating reality of human conditions. Here, 'the users' as driving forces of possible change, are postulated as prospective actors/players who lead and collaborate to defy the status-quo. Crossing over the on/off lines, the everyday-activities of exchanging, sharing and networking are strategically deployed and its meaning reconfigured within the context of post/production discourse. This historical, yet unsettling juncture between art and life, dystopian reality and utopian idealism has its formal-conceptual links to Russian Constructivism, Brechtian Learning-Play and Joseph Beuys' Social Sculpture. Based on Nicolas Bourriaud's notion of Postproduction, this paper aims to provide a diachronic analysis on collaborative dispositions of participatory arts practices.

Global Advertising Creative Trend Based on 2019 Cannes Lion Winners (2019 칸 국제광고제(Cannes Lions)를 통해서 본 글로벌 광고 크리에이티브 트렌드)

  • Um, Namhyun
    • The Journal of the Korea Contents Association
    • /
    • 제19권12호
    • /
    • pp.121-128
    • /
    • 2019
  • This study, after analyzing 2019 Cannes Lion winners, suggests five creative trends. It was found that these global five creative trends are multi-sensory experience, integration between data and creativity, real humanism, brand activist, and consideration for socially disadvantaged. Not only visual impact or stimulus, but audio or scent could be utilized in an effort to stimulate consumers and promote brands. In 2019 Cannes Lions advertising campaigns which sought to find consumer insight through data and apply it to creativity received applause from Cannes Lions judges. In addition, advertising campaigns based on real humanism suggest that attitudes are best changed through positive experiences. Nike's 'Dream Crazy' campaign is a good example which shows a company's philosophy and brand purposes. Brands are becoming activists and are being encouraged to take real action, and for good reason. Lastly, projects such as Ikea's 'ThisAbles' and Microsoft's 'Xbox Adaptive Controller' are contrived for the socially disadvantaged.

A Study on the Nail Art Design Applying Point, Line, and Plane as Forming Elements (조형요소인 점, 선, 면을 적용한 네일아트 디자인 연구)

  • Ko, Jung-Min
    • Journal of Convergence for Information Technology
    • /
    • 제10권11호
    • /
    • pp.265-271
    • /
    • 2020
  • This study aims to help the creative idea of nail art design and the expansion of artistic realm by presenting nail art applied with dot, line, and plane, which are the basic elements of the sculpture that make up the space for visual expression of nail art. The research method considered the concepts and characteristics of the molding elements through professional books, prior research, and Internet website. Along with various expression techniques, the characteristics of dot, line, and plane were applied to nail art and expressed as visual messages, and a total of six works were produced according to each characteristic. This research aims to find a new perspective on nail art expression by reinterpreting the characteristics of dot, line, and plane, which are formative elements, in an artistic approach, and to contribute to enhancing the infinite possibilities of nail art design by utilizing them.

Digital Face Design with Reference to Contemporary Fashion (현대패션의 관점에서 본 디지털 페이스디자인)

  • Lee, Se-Lee
    • Journal of Digital Convergence
    • /
    • 제18권9호
    • /
    • pp.363-371
    • /
    • 2020
  • This study based on the digital innovation of the fashion industry has researched digital-based face design that already has many users all over the world through social media and has influenced the fashion industry. The purpose of this study is to present the future vision of the direction of the fashion industry by classifying representative cases of augmented reality-based digital face design and deriving the oriented value that penetrates them. It was needed to analyzing 3D designer's works that provide digital filter-based face design to the public through Instagram and Facebook. As a result of observing the oriented value of digital face design from the point of view of modern fashion through case exploration, three trends were drawn: experimental formativeness orientation, playful experience orientation, and future technology orientation. This study limited the scope to digital-based face design, but the conclusions presented through these are applicable to all areas of fashion. Therefore, it is supposed to expect to study new phenomena related to fashion design and fashion communication based on digital augmented reality beyond the scope of face design in the future.

Nail Art Convergence Design Apply the Principles of Formative Art -Focusing on Balance and Emphasis- (조형원리를 적용한 네일아트 융합 디자인 -균형과 강조를 중심으로-)

  • Yang, Jeong-hyeon;Kang, Eun-Ju
    • Journal of the Korea Convergence Society
    • /
    • 제8권3호
    • /
    • pp.275-282
    • /
    • 2017
  • Customers who visit nail shops need creative and unique designs, but at present nail artists remain at the level of design imitation, new nail art designs should be developed to satisfy customers. Therefore, this study presented convergent nail art designs using formative art principles which are the basis of all design with the aim of contributing to creative nail art designs. For this purpose, this study investigated specialized books, Internet data and previous studies on the subject, analysed concepts and cases of formative art principles, and the concept of nail art and related expressive techniques to create six convergent nail art designs. As nail art techniques, this study used hand painting, marbling, see-through, etching, embossing, patching and objet. As a result, this study presented unique and creative nail art designs using formative art principles and found the possibility of creating new nail art designs. This study has meaning in that the results of this study are significant as basic data to enhance the design capabilities of nail artists.

Study on Narrators in the Realism Plays -Our Town and A View from the Bridge (사실주의 연극의 Narrator 연구 - Our Town과 A View from the Bridge의 경우)

  • Oh, Soonmo
    • Journal of Digital Convergence
    • /
    • 제15권4호
    • /
    • pp.395-403
    • /
    • 2017
  • Narrators used to take an important role in the theatre of ancient Greece. They gave the audience an important information, explained the situations and conflicts between characters by talking to the audience directly. But in the realism play in the 20th century, which is represented as the 'fourth wall,' anything that can interrupt commitments of the audience such as a narrator, was excluded. However the two representative playwright in the 20th century, Thorton Wilder and Arthur Miller took narrators in their plays, Our Town and A View form the Bridge. This study shows why they adopted narrators in their play, which was unusual at that time and how this form of narrator affects to the meaning of the plays.

The Uncertainty as the Healing Function in the Poetry of Robert Frost (프로스트 시에 나타나는 치유적 기능으로서의 불확실성)

  • Kim, Kyoung-Soon
    • Journal of Digital Convergence
    • /
    • 제17권12호
    • /
    • pp.337-344
    • /
    • 2019
  • The purpose of this study is to explore the uncertainty as the healing function in the poetry of Robert Frost. One of the therapeutic functions in poetry therapy is to make us look into life from a new perspective, which appears in the uncertainty of his poetry. His uncertainty is based on his peculiar poetic theory and philosophy of dualism. This paper reviews these things and deals with aspects of the uncertainty in detail through his poems. The result of this study shows that Frost conveys elements of ambiguity, illogical development and unpredictability in our society and fear, loneliness and anxiety in our daily life, and also offers realistic depictions of complex life as a therapeutic medium for overcoming these problems. So it seems that his poetry provides us with a recovery of psychic health and a possibility of healing and personal growth. Furthermore we need a practical in-depth study on the healing function of English poetry.

Study on Esthetical Experiment of Virtual Reality Cinema with Rotoscoping Technique (로토스코핑 기법을 통한 가상현실 영화의 미학적 활용 연구)

  • Kang, Jiyoung
    • Journal of Digital Contents Society
    • /
    • 제18권2호
    • /
    • pp.275-282
    • /
    • 2017
  • With the development of digital technology, a cinematic content has been changed into various forms. Web and mobile platforms bring new forms of cinematic contents. However despite of fast growing of VR(Virtual Reality) technology, they haven't applied to cinematic contents yet. This research focused on the esthetical use of rotoscoping technique for the Virtual Reality Cinema based on the (HMD) Head Mounted Display. First, we look though on VR films 'Notes on Blindness' and 'Pearl' to find how these films express esthetical virtual space. Through this, we found out graphical space provide new esthetical experience to viewers in virtual space. Also, we analyze fantastical usages and successful cases of rotoscoping technique with the 'Waking Life' and 'Scanner Darkly' that utilize rotoscoping technique to live action image. Lastly, we utilize rotoscoping technique esthetically to the VR film 'Girl on a swing' to fulfill the viewers experience and desire.