• Title/Summary/Keyword: 현대적 재구성

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A Study on Grotesque Images in Dimitris Papaioannou's Work (디미트리스 파파이오아누 작품에 나타난 그로테스크 이미지 연구)

  • CHOI, Young-hyun
    • Trans-
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    • v.11
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    • pp.65-95
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    • 2021
  • Grotesque, which has often emerged as a breakthrough in Western art to protest rational and classical pure beauty, is often seen in modern art. Grotesque, along with the concept of pendulum, appears in infinitely expanded forms across cultures, arts, and society. In particular, transformed body images through deformatization and deformatization of the body are interpreted as strong rejections that seek to break away from formalized beauty. The main purpose of this study is how the body reproduced through body deformation, distortion, and bonding in Dimitris Papaioannou's work can be interpreted within the grotesque category. To this end, he examines the Grotesque discourse and modern meaning underlying the interpretation of the work and identifies how the fragmented and expanding body, which is currently actively discussed in the dance world, has an interaction with Grotesque. It selects , , , and , which are the main attributes of the grotesque, focus on conflicting familiarity, life, hatred, and beauty. Based on this, we would like to confirm that in contemporary dance, the reconstructed body reveals concealed things rather than expressing an unrealistic fictional world, and seeks new possibilities beyond boundaries as well as reconsider existing aesthetic views.

Noise Smoothing using the 2D/3D Magnitude Ratio of Mesh Data (메쉬 데이터의 2D/3D 면적비를 이용한 잡음 평활화)

  • Hyeon, Dae-Hwan;WhangBo, Taeg-Keun
    • Journal of Korea Multimedia Society
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    • v.12 no.4
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    • pp.473-482
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    • 2009
  • Reconstructed 3D data from computer vision includes necessarily a noise or an error. When these data goes through a mesh process, the different 3D mesh data from original shape comes to make by a noise or an error. This paper proposed the method that smooths a noise effectively by noise analysis in reconstructed 3D data. Because the proposed method is smooths a noise using the area ratio of the mesh, the pre-processing of unusable mesh is necessary in 3D mesh data. This study detects a peak noise and Gaussian noise using the ratio of 3D volume and 2D area of mesh and smooths the noise with respect of its characteristics. The experimental results using synthetic and real data demonstrated the efficacy and performance of proposed algorithm.

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A Study on Music Video based on Logic of Sensation of Gilles Deleuze - Analysis of the work of Chris Cunningham - (질 들뢰즈의 감각론을 기반으로 한 뮤직비디오의 영상디자인 연구 - 크리스 커닝햄 작품을 중심으로 -)

  • Koh Eun-Young
    • Archives of design research
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    • v.19 no.4 s.66
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    • pp.121-132
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    • 2006
  • In the Western Philosophy that was centered on reason, sense has been belittled as a low level of conception under reason. However, the 21st century modern visual environment pushes away the epistemology centered on reason and puts 'sensuality' and 'sense' on its place. Especially, public films are one of the fields that rapidly reflect such changes and lead the changes. However, unfortunately, it is difficult to find such efforts that reflect the artistic and aesthetic significance of sense from the public films. It is because that sense is considered superficial and somewhat not real, while recognizing sense as the low level of conception under reason over the long history. Given the fact, this study reviews the by Gilles Deleuze, a modern philosopher who gives a new value on sense, and it would be meaningful to analyze the works of Chris Cunningham who makes films with the concept of Gilles Deleuze. After we analyzed three music videos of Aphex Twin directed by Chris Cunningham, we can ascertain that the films are based on body without Oranges, hysteric, and diagram that are suggested from by Gilles Deleuze. Analyzing recently released films centered on 'sense' in a superficial manner that includes production method or picture composition, including the films of Chris Cunningham, falls into the error of overlooking the director's aesthetics. Understanding the modern logic of sense that is newly developing, studying its substance, and analyzing the films will make a sacrifice of suggesting a new alternative.

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Study of Development for Distributed Battlefield Simulation Environment : One-to-One Single Unit Engagement Model (분산전장 모의환경 구축 방법에 대한 연구 : 단일부대 1:1 교전모델 개발)

  • Choi, Jeongseok;Moon, Sunghwan;Kim, Taeyoung;Kim, Jaekwon;Lee, Jongsik
    • Journal of the Korea Society for Simulation
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    • v.24 no.4
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    • pp.69-76
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    • 2015
  • Modern warfare, which adopt an intensive technique of applied sciences, is difficult to predict, and has a high complexity. Thus, it is necessary to build a battle-field environment and simulation-based analysis. Various organizations are participated to build battlefield model for defense M&S according to a scale and format. On the basis of this trend, approaching from various systems is needed to reconfigure battlefield modeling for distributed system. This paper proposes building design for battlefield simulation environment with a sample of one-to-one single unit engagement model. The proposed method can expect to utilize an example of distributed environment for various participants that are involved in battlefield modeling and simulation.

Deleuze's Deterritorialization Body without Organs in Contemporary Fashion -Focusing on Central Saint Martins, Royal College of Art, Antwerp Royal Academy of Fine Arts Graduation works- (현대 패션에 표현된 들뢰즈의 탈영토화와 기관 없는 신체 -영국 센트럴 세인트 마틴스 예술대학, 영국 왕립예술대학교, 벨기에 앤트워프 왕립예술대학의 2017-2019 줄업 작품을 중심으로-)

  • Wang, Xin-yu;Kim, Hyun-Joo
    • Journal of Digital Convergence
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    • v.18 no.12
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    • pp.549-563
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    • 2020
  • Based on Deleuze's body aesthetics and from the perspective of 'deterritoraliazation', this study makes an in-depth discussion on the modern fashion design modeling by four visual characteristics: hysteria, visualization, body segmentation and becoming animals. First, hysteria embodies the strong visual effect brought by the deformation and exaggeration of clothing. Second, visualization in fashion shows the elimination or ambiguity of faces, representing the weakening of identity and the prominence of clothing and body. Third, body segmentation represents the deconstruction and reorganization of clothing, and a new way of thinking, as well. Fourth, becoming-animals are manifested in the physical mutation caused by the heterogeneous connection between humans and animals, which brings about the possibility of rethinking the body.

A Module Based Curriculum for System and Integrated Circuit Design (모듈형 시스템.반도체 설계 특성화 교육과정)

  • Choi Kyu-Hoon
    • Journal of Engineering Education Research
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    • v.3 no.1
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    • pp.84-91
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    • 2000
  • Modern times are called 'the system and fusion era'. One system has been compounded with the other system repeatedly, and the new systems form a great mixed system again and again. Discrete electronic devices have been integrated as one semiconductor system and have been unified as a great mixed system frequently. This study proposes a module based 2-year college electronic engineering curriculum focused on system and integrated circuit design. This curriculum is devised to be suitable for the industrial environment, especially in the school-industry cooperation, and is recomposed to promote the organic union of interdisciplinary courses. The newly designed course has been developed as a multi semester module model which enables a practical field training and in-depth study.

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Sweep-based Human Modeling and Deformation (스윕 기반 인체 형상 모델링 및 변형)

  • Hyun, Dae-Eun;Yun, Seung-Hyun;Seong, Joon-Kyung;Chang, Jung-Woo;Kim, Myung-Soo;Juttler, Bert
    • Journal of the Korea Computer Graphics Society
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    • v.10 no.2
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    • pp.27-34
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    • 2004
  • 본 논문에서는 스윕에 기반하여 인체 형상을 모델링하고 변형하는 방법을 제시한다. 본 방법은 다각형 메쉬 형태로 주어진 3차원 인체 형상을 스윕 기반의 형상 구조로 재구성하여, 형상을 모델링하고 변형한다. 인체 형상의 팔, 다리, 몸통 등 각 부분을 근사하는 스윕 곡면을 생성하고 다각형 메쉬 상의 꼭지점들을 인접한 스윕 곡면과 연결하며, 스윕 곡면이 만나는 팔, 다리와 몸통 사이에서는 꼭지점마다 연결된 스윕 단면들을 블렌딩한다. 이를 통해 스윕을 제어하여 이와 연결된 인체 형상의 자연스러운 변형을 얻어낼 수 있다. 본 논문에서는 몇 개의 애니메이션 예들을 통하여 제시한 인체 변형 방법이 자연스러운 인체 동작 생성에 효과적임을 보인다. 본 논문의 결과들은 스윕 기반의 인체 형상 변형 방법이 실시간에 상당히 사실적이고 자연스러운 형상 변형이 가능함을 보여주어, 캐릭터 skinning 방법으로서 적절한 대안임을 보여준다.

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A Study on Social Control and Acceptance of Science and Technology: Focusing on Biotechnology (과학기술의 사회적 통제와 수용성 연구: 생명공학을 중심으로)

  • Lee Young-Hee
    • Journal of Science and Technology Studies
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    • v.1 no.1 s.1
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    • pp.71-103
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    • 2001
  • Usually social control and acceptance of science and technology is thought to be a separate or even confronting thing. But this paper aims to go beyond this simple and dichotomous thinking. Rather, this paper argues that social control and acceptance of science and technology can be combined altogether organically. In other words, this paper argues that social control of a particular science and technology has functional effects to the acceptance of that science and technology. Social control of a particular science and technology is a signal that something is going wrong; it reallocates attention and enhances social awareness; it evaluates ongoing activity; and it alters this activity in various ways to secure a sustainable future. In order to prove this functional hypothesis, this paper tries a case study of biotechnology from a perspective of sociology of science and technology. Especially social controversies around genetically modified organisms(GMOs) and embryo cloning in Korea are analysed deeply. As a conclusion, this paper proposes some policy implications of this study.

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Analysis of Organic Composition Principles and Operating System of Ancient Battle Formation in the Late Joseon Dynasty (조선후기 군사 전술의 진법(陣法) 구성과 운영체계 분석)

  • Kwon, Byung-Woong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.5
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    • pp.200-210
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    • 2017
  • This Research is focused on ancient battle formation basing on the layout drawing of Yijinchongbang (manuals of learning military formations) in a strategy book in the late Joseon dynasty. The research topic is the principles of organic composition of battle formation and battlefield operating system by reforming the basic model of ancient battle formation. The research method is comparative analysis by reforming the battlefield operating system of types of disposition such as Obangjindisposition(Bangnjin; battle formation, Jikjin; direct battle formation, Gokjin; bend battle formation, Wonjin; round battle formation, and Yejin; keen battle formation), and Hyunmoojindo; turtle battle formation, Paljindo; all-rounder battle formation, Yookhwajindo; six flowers battle formation, Gugunjindo; nine forms battle formation. From the study results, Standoff Bombing of the battle formation in the late Joseon Dynasty basically started out from magic battle formation, but was then transformed into square, rectangle, pentagon, and circle. Also, the battle array composition used a 5-linear structure and was composed of 5 systems of circulation such as rectangle, square, diagonal, curve, and circle. The research findings elucidate the battlefield of the Joseon dynasty by establishing the real battle formation, and thus have military and academic value in suggesting possible tactics that can be used by modern training of military.

Consideration on the Analogue Emotion and Design Factor in Digital Age : Focused on Architecture Design (디지털시대의 아날로그적 감성 및 디자인요소에 관한 고찰 : 건축공간을 중심으로)

  • Kim, So-Yeon;Kim, Seung-Min
    • The Journal of the Korea Contents Association
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    • v.16 no.11
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    • pp.584-593
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    • 2016
  • With the development of digital technology, people's lives are becoming increasingly comfortable and convenience. But with the rapid technological development, people feel tired of a modern society, so they became interested in basic human value and the design with human emotion This design is defined as the analog design concept to stimulate human emotions in previous studies, this approach considering the psychological and physical characteristics of the people has been attempted. This study is to consider about the concepts and consequent design elements for analog emotional expression through the prior analysis of the study In particular, understanding the architecture environment transformed into objects that interact and communicate with humans, this study focused on architectural space. The purpose of this study is to provide advice on the basic research of the field by analyzing the value and significance of the analog design in the digital society.