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A Study on the Happening and the Culture of Hippies (Happening 과 Hippies 문화에 관한 연구)

  • 이효진
    • The Research Journal of the Costume Culture
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    • v.8 no.3
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    • pp.387-410
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    • 2000
  • The purpose of this study was to approach to the internal meanings included in the Happening and the culture of hippies, by analysing the basic mental conditions in the process of the Happening. And this study was composed of the concept and the development of Happening, the characteristics of the hippies that related in the midst of the happening's background, and the formativeness between these factors and hippies'fashion. Since the happening a genre of fine arts expression attended the New School for social research in New York in 1954, Allan Kaprow direct-influenced by John Cage used the word 'Hapening'first, practicing '18 Happenings in 6 parts'at the Rueben gallery in 1959. Kaprow's 18 Happenings was one of the earliest opportunities for a wider public to attend the live events that several artists had performed more privately for various friends. Despite the very different sensibilities and structures of artist's works, artists were all thrown together by the press under the general heading of 'Happening', following Kaprow's 18 Happenings. Being considered as the root of the Happening 'Expression of Sound'of John Cage was the discovery of the exisiting thing- the Happening. Most artists were to be deeply influenced by Cage's theories and attitudes-that is, his sympathy for Zen Buddihism and oriental philosophy-and by reports of the Black Mountain events. These events would directly reflect contemporary painting and stemmed from the Futurists, Dadaists and Surrealists. And Happening's development background was based on the culture of hippies. Swinging London had been under the sway of psychedelic drugs and utopian visions of 'hippie'wave sweeping in from Califonia. This wave, which affected solid middle-class youth first and formost, began in Haight Ashbury in San Francisco. Without dwelling on the hippie movement here, it is worth nothing that it resulted from the convergence of several undercurrents : consciousness-expending drugs, the anti-Vietnam war developments, the impact of English pop groups on American music and the rise of protest songs, and finally the beatnik tradition of non-conformism. Hippie culture and its pursuit of love, peace and psychedelia was the antitheses of 1960s main street fashion. The media gave everyone with long hair the label of 'hippie', but it was always a very loose collage of attitudes and styles. The rejection of sexual taboos was conveyed by the hippie's refusal to wear. Although the bold exposure of body raised controversies because it went against the existing moral values, it has a significant implications. Psychedelics brought mind-expansion and the possibillity that modern technology (light show, synthesized electronic sounds), new fabrics or colors, and LSD could be utilized to provide an escape route from the dreariness of modern life. During the 1960s, traditional costumes, many of which had never been seen outside their native regions, became sought after and adopted in the West, initially by the young, who wanted to demonstrate their solidarity with cultures uncontaminated by mass industry. The most ardent proponents of such folk costumes were the hippies. Hippies dress was sometimes decribed as 'anti-fashion', produced by a patchwork of ragged cast-offs and flamboyant accessories, of outmoded Western dress and time-honored ethnic garments all combined, modified and permutated into variety of personal statements. 'Flower Power'became a reality. From the results of this study, we can see the expanding trend of the influence and the concept of the sew art genre 'Happening'in the formativeness as well as the fine arts field.

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Landscape Design Proposal for Gangbuk Large Park (강북 대형공원 기본계획)

  • Kim, Do-Kyong;Choi, Won-Man;Hong, Hyoung-Soon
    • Journal of the Korean Institute of Landscape Architecture
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    • v.36 no.4
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    • pp.1-14
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    • 2008
  • Although the Dreamland site was the only flat amusement park in the northern part of Seoul, the site lost its function as a regional park due to aging and, therefore, was no longer in use. The site is surrounded by currently existing high dense low-story housing blocks and proposed new towns. A renovation plan for Dreamland was raised by the City of Seoul to enhance the quality of the urban environment in the northern part of Seoul. This study articulates the design concepts and strategies of the prizewinning work of the International Design Competition for Gangbuk Large Park. The three key points can be summarized as follows: First, this design proposal tried to find a new possibility for a large mountain park in an urban areas. These days, mountain parks are used limitedly as ordinary living spaces for activities such as a walking, hiking, and physical training. New strategies were sought to reconstruct the sentiment with which our ancestors enjoyed the mountains. Second, this proposal tried to make Dreamland a socially self-sufficient park. We designed a park which generates self-energy and which communicates with the city, not a park which only exists as a green island in a city. Lastly, rain fed paddy fields, a typical Korean vernacular landscape, was a tangible space which represented people's life-styles harmonizing with the nature. Rain fed paddy fields is a design motif which puts the three surrounding mountains together with the site. It is expected that the new design will works as a noted place.

Concepts of Disaster Prevention Design for Safety in the Future Society

  • Noh, Hwang-Woo;Kitagawa, Keiko;Oh, Yong-Sun
    • International Journal of Contents
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    • v.10 no.1
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    • pp.54-61
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    • 2014
  • In this paper, we propose a pioneering concept of DPD(Disaster Prevention Design) to realize a securable society in the future. Features of danger in the future society are expected to be diverse, abrupt occurring, large scale, and complicated ways. Due to increment of dangers with their features of uncertainty, interactivity, complexity, and accumulation, human-oriented design concept naturally participates in activities to prevent our society against disasters effectively. We presented DPD is an essential design activity in order to cope with dangers expected in the future societies as well as realize securable environments. DPD is also an integrated design aids including preemptive protections, rapid preparing, recovery, and interactive cooperation. We also expect these activities of DPD is effective for generation of new values in the market, satisfaction of social needs, expansion of design industry, and a novel chance for development in the future society. Throughout this paper, we submit various aspects of DPD concepts including definition, classification, scope, necessity, strategy, influencing elements, process, and its principle. We expect these concepts will be the seed and/or basement of DPD research for the future works. For the direction of study for DPD in the future, we emphasize alarm system for preemptive protection rather than recovery strategy for the damage occurred. We also need to research about progressive prevention techniques and convergence with other areas of design. In order to transfer the concept of product design from facility-oriented mechanism to human-oriented one, we should develop new kinds of city basis facilities, public-sense design concepts referred to social weak-party, e-Learning content design preparing disasters, and virtual simulation design etc. On the other hand, we have to establish laws and regulations to force central and/or provincial governments to have these DPD strategies applying their regional properties. Modern design activities are expanding to UI(user interface) content design area overcoming the conventional design concept of product and/or service. In addition, designers are recognized as art directors or life stylists who will change the human life and create the social value. DPD can be divided into prevention design, preparedness design, response design, and recovery design. Five strategies for successful DPD are Precaution-oriented, Human-oriented, Sense-oriented, Legislation, and Environment Friendly Strategies.

A Brief Review on Uncertainty Analysis for the WIPP PA (EPA 규제에 대한 WIPP 사이트 성능평가의 불확실성 분석에 관한 검토)

  • 이연명;강철형;한경원
    • Tunnel and Underground Space
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    • v.12 no.1
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    • pp.52-69
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    • 2002
  • The WIPP (Waste Isolation Pilot Plant), located 42km east of Carlsbad, New Mexico (NM), in bedded salt 655m below the surface, is a mined repository constructed by the US DOE for the permanent disposal of transuranic (TRU) wastes generated by activities related to defence of the US since 1970. Its historical disposal operation began in March 1999 following receipt of a final permit from the State of NM after a positive certification decision for the WIPP was issued by the EPA in 1998, as the first licensed facility in the US for the deep geologic disposal of radioactive wastes. The CCA (Compliance Certification Application) for the WIPP that the DOE submitted to the EPA in 1966 was supported by an extensive performance assessment (PA) carried out by Sandia National Laboratories (SNL), with so-called 1996 PA. Even though such PA methodologies could be greatly different from the way we consider for HLW disposal in Korea largely due to quite different geologic formations in which repository are likely to be located, a review on lots of works done through the WIPP PA studies could be the most important lessons that we can learn from in view of current situation in Korea where an initial phase of conceptual studies on HLW disposal has been just started. The objective of this art report is an overview of the methodology used in the recent WIPP PA to support the US DOE WIPP CCA and some relevant results completed by SNL.

The Development of STEAM Educational Program Based on Topophilia Using Jeonbuk Educational Resources (전북지역 교육자원을 활용한 토포필리아 STEAM 교육 프로그램 개발)

  • Yoon, Mabyong;Kim, Haksung;Lee, Jonghak
    • Journal of Science Education
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    • v.38 no.1
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    • pp.41-56
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    • 2014
  • This study has developed STEAM educational program designed to cultivate topophilia using Jeonbuk educational resources and applied the program to a science camp. Topophilia is a sense of attachment and nostalgia towards one's birth place and specific objects, which can create positive affection and act as motivations for learning to the students. We developed a 32-hour STEAM program which consisted of 8 experiential activities and 2 travel programs including Gochujang, Hanok Village, a reverse ice spikes in Mai Mountain, and art works by Choi Book. In particular, we emphasized the fun of class, voluntary learning, and process of attaching significance by providing aesthetic and emotional experience of synesthesia. As a result of application, the students' level of confidence(Likert scale level 4, 2.5 points) in science and the level of interests(3.3 points) have improved. The pleasant experience of voluntary learning and active participation in class provided meaningful memories through value recognition and significance ascription. 93.3% of the students participated said they would recommend the Topophilia science camp to their peers. The level of satisfaction overall was 3.8 points(Likert scale level 5) and the program received positive evaluations that the class was fun and interesting(4.1 points).

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Japanese Experimental Animation in 1960s (1960년대 일본의 실험적 애니메이션)

  • Park, Gi-Ryung
    • Cartoon and Animation Studies
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    • s.29
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    • pp.37-60
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    • 2012
  • This essay is discusses the phase on expression as experimental animation for the tendency of the animation which appeared newly 1960s in Japan by "3 members in animation". In general, experimental animation is contrary to traditional animation. "3 members in animation" tried to present the concept of animation newly with the various trials which overthrow the form of the conventional animated cartoon. Those days, the feature animation of Toei was the mainstream of the cartoon film. When comparing with Yoji Kuri's works, the movement and theme on expression are different. It can be said that the difference is an alternative method to the mainstream. Other members Ryohei Yanagihara and Hiroshi Manabe connected design and illustration with animation. The independent creators participated in the animation festival which "3 members in animation" held. They tried to create animation interchanging with other genres. It can be said that the intermediality seen in their work is trial which sets variegated the object of animation and it expands the possibility of the new animation. Their approach overthrew the traditional tendency and was able to call it experimental animation. Japanese experimental animation in 1960s is the historical starting point of recent independent animation which searched for art in which an original expression has been formed in Japan.

A Study on the Production Characteristics of Anaglyph Motion Graphic Images by Digital Camera and Color Compositing (애너그리프(Anaglyph) 3D 입체모션그래픽 제작방법에 대한 연구 : 카메라 포지셔닝과 색상합성법을 중심으로)

  • Hyun, Seung-Hoon
    • Cartoon and Animation Studies
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    • s.14
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    • pp.165-176
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    • 2008
  • In the future there would be many kinds of digital images for many industrial markets. 3D stereoscopic images for variable fields; medical operation, film and animation, broadcasting, internet, game, or design for art and architecture. And many people to work about computer programming, and digital image making will concern about it more and more. However, these kinds works and studies are focused on the professional technical fields like 3D display or computer programming technology so far. To revitalize the market of a variable stereoscopic contents, there should build up the foundation for easy processing of the making stereoscopic images. This paper is based on stereoscopic making skills for anaglyph system. An anaglyph system has an old history about making stereoscopic images, and very simple method to produce the stereoscopic images. Particularly this study is focused on color compositing technique, and camera positioning on the compositing system. It will help optimization of the environments to create 3D motion graphic and animation contents.

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Research on Geometric Shape in the 20th Century Design Education - Focused on the relation of $Fr{\ddot{o}}bel$ Kindergarten Education - (20세기 디자인교육의 기하학적인 형태에 대한 탐구 - 프뢰벨 유치원 교육과의 연관성을 중심으로 -)

  • Bang, Kyung-Rhan
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.325-334
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    • 2005
  • The purpose of this thesis is to explore the fundamental reasons and general circumstances of the introduction of geometric shape to the 20th century's design education. The modern design education was directly influenced by the German Kindergarten Movement and its educational ideal, so they began to employ geometric shapes in visual education. When Friedrich Frobel, a professional German child educator of the 19th century, invented the 'Spielgaben,' it soon became a popular educational tool. It was a turning point in the child educational system, from then they began to actively employ 'tools' in art education. The Spielgaben was created based on the geometric principle of a popular block game of the 19th century. On the other hand, a game program called 'Bechaftigungsmaterial' led early Modernists to adopt geometric shape in their works. Then, geometric shape were applied to a primary educational program designed by the Bauhaus that gave birth to the Modern design education in the 20th century. likewise, the substantial reasons why the principles of point/line/plain and geometric shapes had been taken in the 20th century design education can be explained through this historical background. This research is to investigate how Kindergarten Movement and Modern design education can be associated with each other, particularly in the light of geometric elements. Therefore, I first referred to the historic records in order to reveal their relation, and then analyzed the similarities and differences between the two activities. In result, I could explore the relationship between child educational tools and the 20th century's design education.

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Multi-perspective of Korean Folk Paintings (민화의 다시점을 활용한 애니메이션 표현기법 연구)

  • Kim, Do-Yeon
    • Cartoon and Animation Studies
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    • s.9
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    • pp.112-126
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    • 2005
  • This study investigates how 'multi-perspective' can be utilized in animation. For this goal, 1 used the traditional techniques of Korean folk paintings called 'Minhwa.' Most 'Minhwa' works, employ 'multi-perspectives', instead of linear perspective of the Western tradition that has been only taught to students under the formal education system. In Minhwa parts of reality are not only stylized but also fragmented and combined within the same frame. Other common techniques of 'Minhwa' include frontal view, bird's eye view, and inverse-perspective, which are of ien combined in one single work. The purpose of this study is to develop a working principle and practically apply it to , an animation piece based on the Korean folktale of the same title. In doing so, I have proposed a way to reconstruct and revitalize the traditional art form in the age of digital technology and have concluded that 'Multi-perspective' in 'Minhwa' can be utilized in other contents such as animation.'Multi-perspective' in 'Minhwa' is a rich source that has numerous cultural applications.

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A Design for the Symbol Park and the Waterfront Park for the Second Stage Development in the Eastern Rear Complex of Gwangyang Harbor (광양항 동측배후단지 2단계 사업지구 상징공원 및 수변공원 설계)

  • Hong Hyoung-Soon;Kim Do-Kyong;Jeong Han-Ho
    • Journal of the Korean Institute of Landscape Architecture
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    • v.34 no.3 s.116
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    • pp.104-119
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    • 2006
  • The eastern rear business complex of the Gwangyang Harbor (second stage) has undergone the 'alternative bid' process by which a construction company is selected based on their suggestions for an alternative plan and the bid for the construction expenses is based on the previously completed original plan, thereby implicitly accepting the arrangement and scale of the park which was presented in the original plan. It is possible, however, that the concept and plan of each park needs to be approached in a new way within the extent of given design guidelines. This study focuses on the alternative plan process and the Symbol Park (the second neighborhood park) and Waterfront Park (the third neighborhood park) among the five neighborhood parks in the eastern rear business complex (second stage). These two parks provide scale and function for the structure of the park and greenways system at the eastern rear complex. The neighboring waterway is a significant resource for emphasizing the pre-development features of the site. The alternative plan process focuses on determining the resources for the park's plan based on the environmental analyses of the site and utilizing the results. That is, through an analysis of the current state, all available resources are determined and the facilities and activities are derived based on these results. By this, Symbol Park and Waterfront Park reflect the regional features of the eastern rear complex, and these parks will feasibly perform the role of the region's key parte. The limit of this study is the fact that there is no chance for landscape architecture to actively play a role in the creation of the master plan, land utilization plan, and plan for the complex. Therefore there is a problem that the function scale and location of the park are not distributed appropriately in the rear complex. Also the plan for protecting the waterway's shore, a significant resource, only considers the structural stability of the engineering works, degrading the visual and ecological quality. These experiences will be used as a case for further designing the industrial complex and for the resulting park plan.