Art has evolved into remarkable changes in its art form maintaining a close link with the contemporary scientific technologies that gave birth to new tools of expression in each era. Animation is an art form in an inextricable connection with technological aspects because it was spawned by the technical background like movies. In this regard, animation is often viewed very strongly by technical advancements in terms of an aesthetic approach. John Whitney Sr., one of the pioneers in computer graphics arts, turned his attention to the new technology called computer graphics as a means to visualize images and movement. The advent of a new medium had a strong influence not only on tools and means for novel expression but also on the gradual shift in thinking about arts and even the audiences' taste. In the 1980s, animation was combined with computer technology and the rapid progress of computer graphic technology opened up the era of new visual aesthetics, Today, the development of digital technology presents a different dimension of realism, either advocating hyperrealism by digital actors or presenting new illusionism by classic cartoon characters emphasized in a distortion or metamorphosis from a real life in order to consolidate animation realism. Based on the two perspectives mentioned above, this study can identify methods of digital character appropriation focused on the works of the ACM SIGGRAPH Asia and find how the relationship between art and technology has changed the digital realism and evolved the digital character as the digital technology has developed.
In this study fashion illustrations published in American Vogue from 1960 to 1989 were investigated. Among the large number of illustrations published in American Vogue in this period a considerable number of illustrations was chosen: from 1960 to 1969 143 editorial illustrations and 333 advertisement illustrations; from 1970 to 1979 34 editorial illustrations and 168 advertisement illustrations; from 1980 to 1989 123 editorial illustrations and 81 advertisement illustrations. In studying those illustrations the main point was put in finding characteristics and the changing trend of fashion Illustrations. In the sixties editorial fashion illustrations were published mainly during early sixties. The Illustrations of Rene Bouch, Evelyn Marcil, Dagmar and Eunice Moore Sloane took the space of editorials. Among those Illustrators Bouch published most frequently. The companies such as Galey & Lord, Lord & Taylor, Bergdorf Goodman, Bonwit Teller etc. used fashion illustrations for the advertisement. The name Kenneth Paul Block, Babara Pearlman and Dorothy Hood can be found very frequently on the illustrations for those companies. Antonio Lopez too published in 1963 some advertisement illustrations. In the seventies the total number of editorial fashion illustrations diminished drastically compared to the number in the sixties. Antonio published in 1973 and 74 fifteen illustrations, Joe Eula published from 1976 to 79 thirteen illustrations, and beside them Mats Gustavson published in 1978 six illustrations. The number of advertisement illustrations decreased a little, but many companies used fashion illustrations for the advertisement. The illustrator who worked most actively were Block and Fred Greenhill. In the eighties editorial illustrations experienced a "Renaissance". New high-level illustrators appeared and new fashion illustration magazines were found. Antonio played a central role among illustrators published for editorials in Vogue. In addition to him 15 other illustrators including Mats and Eula with various styles worked for editorials. In contrast to the flourishment of editorial illustrations the number of advertisement illustrations decreased compared to seventies as a result of the domination of fashion photography in this area. Today only few fashion illustrations can be found in fashion magazines. The magazines are dominated by fashion photographs. However fashion illustrations will not totally perish from fashion magazines, because it still has some valuable functions in fashion advertisement. Those functions cannot be fulfilled by photography. Therefore fashion illustration will survive in fashion magazine but playa minor role compared to photography.
This study aimed to review Korean-written and English-written studies on music interventions for family caregivers of patients in medical settings. Electronic databases were searched for studies published through 2016, using the keywords of music intervention, family caregivers, and specified settings. A total of 43 studies, five Korean-written and 38 English-written studies, were selected. The results showed that caregivers were the sole participants in five studies (family-only), and caregivers and patients co-participated in 38 studies (family-patient). While diversified types of family participation were included in the English-written studies dating back to the late 1980s, the Korean-written studies were the only ones to include patients as co-participants with their caregivers. Studies with family-only participation tended to be conducted in palliative care units and usually included the spouses of the patients. Meanwhile, studies with family-patient participation tended to be conducted in NICU or cancer units and usually included the parents of the patients. Furthermore, studies with family-only participation tended to apply passive music activities, and those with family-patient participation tended to use active music activities. The results of this study present baseline data on how family-centered care can be included in music interventions in medical settings in Korea, suggesting future studies to systematically analyze music interventions for family caregivers in terms of diversified patient- and caregiver-related factors.
From the mid-1980s '91s, remarkable Ethnicism and Primitivism in the Europe fashion trend could be represented as an exotic taste longing for secenery and emotion of non-europe area in the West. These phenomenon could be found out in connection with Acculturation, which means when two different cultures or more were contacted they were identified or merged in process of diffusion and change of them. This point of view was the culture anthropologic one that make a comparison and analysis of sameness and difference between cultures. The purpose of this study was to illuminate exotic taste represented in costume in the cluture-anthroplogic aspect, to compare with beauty of costume that each culture of costume and the meaning of the times due to those differences. an aspect of the exotic taste and character in the western costume that was inspected by dividing into 'Primitivism', 'Oriental element' and 'the element of a national costume in the East European bloc ' were as follows; First, Primitivism had something in common with what was pursued in the trend of Modern Art, through the late 19th century to the early 20th century. In fashion fettered by technique, the creation expressed in a free was and showed simple beauty of costume. At the same time, pure emotion expression, creative power and witty strong expression give the cognition of transcendency breaking the routine and the cognition of complexity of an included conception. Those are garments showing not only the primitive thought and mysticism but a fancy, an abstraction, and a life. Colors and accessaries which described nature and matched simple costume composition to the expression of various material or patterns transmitted the image of the primitive strongly. Second, "Drental element" which had an effect on western custome historically in a long time had outstanding luxurios adornmental beauty of custome. Extending from the Arab stated India, China, Korea, Japan, each national costume with a gay national culture became one of motif. Various ornamental factors expressed on Trapez Line, Sime Line and Drape, or Raied style, which did not restrict the body. Those were not only functional Easy Look, but were also satisfying human's ornamental desire. Third, national factors in the East European bloc are theme that begins to be embossed in the late 80's. In view of a political change and cultural situation with a double character of Europe and Orient, it was estimated that national factors have great importance in fashion. Item concerned with new concern appeared at Autumn & Winter collection. It shows elegant and graceful beauty of costume by adding a fur or jewel to simple form. These national factors in the East European bloc are simple form, but shows the difference in more cubic formation than form expressed in Primitivism or Oriental factors Exotic taste appeared form 80's to 91's, is thought to create an forgotten romantic emotion and traditional fashion
Animation programs are regarded as bad genre in the aspect of advertisement revenues due to relative low viewing ratios. But programming of animation can be considered positively in the aspect of channel loyalty and preference. This study is based on the assumption that if the scheduling of animation genres could bring out the improvement of channel image of broadcasting stations in the long term, the terrestrial broadcasters could reconsider the increase of animation programs. The research questions of this study are as follows: 1. What is the relationship between the programming ratio of animation genres and the concentration of viewing patterns? 2. How has the increase of animation programming influenced the channel image of broadcasters? 3. Why is it necessary to increase of reinforce the programming of animation genre in the new media platforms? The teenagers aged from 8 to 14 can generally make a decision which program they want to watch. Likewise, the adult viewers aged from 30 to 40 can make a selection which commodity they want to buy. The results of this study indicate that the adult viewers have showed the strong preference for the same broadcasting stations which they have been exposed to in their teenages. This result implies that in the new media environment, animation genre can lead the viewers' loyally and preference for the broadcasting channel for a long period.
Public Service Advertising(PSA) is the integrated marketing concept including strategy and technology in all its aspects that pursue the changes of community to seek an agreement of its members by the intentional and the target oriented way. PSA to the exclusion of commercial intention reflects the current social flow and subject since it is focused to the social issue. PSA plays an important role in creating the further cultural value, and also affects present cultural value to advertising message. In this aspect, this study is very valuable to design the plan for further effective management of advertisement and to analyze communication strategy of PSA. This study is to make dear the nature of PSA by the analysis of contents of visual image and linguistics' factors in actual produced and broadcasted TV advertising, called 'Protection of environment' In the results, PSA related the environment is working to linguistic-centered persuading message corresponding to visual factor, this intends to educate and instruct the consumers in 1980's. PSA, therefore, shows a non-description nature without story line and a hero(heroin) on it. In contrast, after 1990's, PSA was made up image-centered and maximized the effectiveness public campaign through the activating consumer's judgement and intervention. We are able to know that it contributes to considering and persuading the consumer to suggest the story format through the visual way to deliver the message. This study of relationship between visual image and linguistics is a common trend appeared in all media including today's advertising, and may be a remarkable result to present proper direction of PSA campaign.
As digital systems were introduced to automotive design in the mid 1980s, the design process has adopted many digital programs to save time compared to the conventional hand drafting. Digital technology was introduced not only to satisfy the reeds of the global environment, as the number of automobiles exported to many different parts of the world has increased, but also to save time and effort in developing several models of quality automobiles. Therefore, every automotive manufacturer in the world has expanded its virtual reality(VR) studio to establish visualization systems that visualize automobiles in the actual size and a co-operation system that enables simultaneous feedback from all of its design studios around the world. Unlike the existing design reviewing methos, the new improved feedback system is assessed as a reasonable method to evaluates and understand how the automobiles are actually manufactured in simulation. It is especially helpful when advanced products and concept cars require fast results. Other strengths of the new system include shorter development period, cost efficiency, no more manual labor, various designs within a short period of time, and realistic visualization of concepts. Large-scale products, including automobiles, need to be projected in the actual size and high clarity through the Power-wall System and are examined in a virtual space called a Cave. Therefore, it took much time to establish digital infrastructure. An infrastructure would constantly require system improvement and performance enhancement, but it is certain that now is the right time for the take-off to utilizing the strengths of digital design and improve the weaknesses. In this respect, this study provided an understanding of the importance of digital design based on digital reinforcements and examined an effective utilization of digital technology for an efficient development of automobiles in the future.
Over the last forty years, the dominant perspective of social science on medicine has been the medicalization theory. It indicates the social process of expanding power of medical professionals by (re)defining the problems which were treated as non-medical phenomena(e.g. homosexuality, alcoholism, obesity, etc.) into "diseases" and thus the spheres of medical intervention. Meanwhile, rapid technoscientific changes in the medical field owing to the diffusion of biological sciences and information technologies since the mid-1980s and the accompanying emergence of new social arrangements such as bioeconomy and biological citizenship have led to the rise of a new social scientific perspective called the biomedicalization theory. This paper attempts to compare the two theories and assess their merits and demerits as a basic work to deepen the understandings of sociology and STS on contemporary medicine. And it also attempts to analyze their relative relevance through the case of mental disorder. The analysis on the case of mental disorder clearly shows that the medicalization in that area seems to have continuously proceeded since the early 19th centiry to the present. Furthermore, it also seems true that the five central processes of biomedicalization(except for risk surveillance technologies of mental disorder) have been observed and realized since the late 20th century. These results indicate that although medicalization has consistently proceeded, it has not been limited to the quantitative expansion of the medical field but been extended to the qualitative transformation asserted by the biomedicalization theory. Therefore, while the concept of medicalization is valid and significant even today, we can recognize that the concept of biomedicalization allow us to capture the new phenomena which cannot be properly and sufficiently captured by that of medicalization.
The aim of this paper is to describe a long-term trend toward earlier retirement and its reversal since 1985 in the United States, together with changes in socioeconomic conditions and social-policy programs which have contributed to this new development. The American people's recent propensity to retire at relatively younger ages was mainly a result of secular increase in individual wealth that had made it possible for them to enjoy higher standard of living without their participation in labor market activities at older ages. In addition to the introduction of compulsory retirement system, both social security retirement pension program and corporate pension system have also contributed significantly to the declining retirement age and its reversal around the mid-1980s. This paper pays full attention to the set of social policy programs which are currently being used to sustain the recent reversal in ages at retirement. The basic question to be raised here, however, is about whether or not the U. S. government will ave to continue to implement the social policies and programs used to discourage the elderly from retiring at relatively younger ages in the future. In this paper, it is argued that labor productivity growth and improvement in work attitude prior to retirement will help the elderly find little difficulties in having higher standard of living, despite their further lengthening of life expectancy at birth and post-retirement survival chances, the latter being often called the "third life". Most American people hope that the social-policy programs that have promoted early retirement will remain unchanged in the first part of the 21st century while they will put significant financial burden on their future descendants who have to work in the paid labor market. Taking this observation in consideration, this paper concludes that the U. S. government has to focus more on developing the programs that improve work propensity and labor productivity among the currently working-age population rather than continuing to implement the programs that sustain the recent reversal in retirement ages.ment ages.
Kim, Ji-Tae;Hwang, Hae-Young;Hong, Byung-Pyo;Byun, Hong-Sik
Membrane Journal
/
v.21
no.3
/
pp.277-289
/
2011
Since 1980s, wastewater treatment facilities in Korea have been rapidly expanded by 90 percent as the government invested them continuously. Considering social and environmental factors such as the needs of alternative water resources for water shortages, energy saving and new energy production sources for decrease of greenhouse gases, and the demand for the improvement of the water quality in rivers and lakes, advanced technologies in wastewater treatment are essential in the 21st century. In this aspect, new conceptual technology is systematically combined with the advanced treatment technology such as the control and treatment technology of hazardous and toxic material, customized reusing skill, and energy saving/recovery technology. The new R&D project for advanced technology of wastewater treatment and reuse will focus on these advanced technologies which will improve the water quality and foster the competitiveness in world environmental markets, building a solid foundation particularly in the market of developing countries. The project will be divided up into high quality reusing of wastewater, energy self-sufficiency, and integrated management system. It will be carried out for five years, 2011~2015, as Phase I.
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