• Title/Summary/Keyword: Cinematic Gaze

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The Convergence Study of the Cinematic Gaze Represented in Seojong MA-Residence (서종 MA주택에 구현된 영화적 시선에 대한 융합적 연구)

  • Moon, Guen-Jong
    • Journal of the Korea Convergence Society
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    • v.8 no.9
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    • pp.293-300
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    • 2017
  • The purpose of this study is to analyze the various cinematic gaze and its realization through Seojong MA-Residence in Yangpyeong-gun, completed in 2016. This paper will focus on what kinds of cinematic concepts and design ideas were selected and considered in the stage of concept design, then how the site plan, floor plan, elevation and section design were developed in the stage of schematic design, and finally how much of the design intentions were successfully realized to the residential building. Architectural sketches, physical models and drawings at the concept & schematic design stage were reviewed. After the construction, some important issues were successfully realized such as interesting cinematic views to outside, visual openness and inflow of sunlight.

The Comparison of the Long-Take Technique of Cinemas and the Continuity of Architectural Space Based on Lacan's Visual-Art Theory (라깡의 시지각 예술이론에 의한 영화의 롱 테이크 기법과 건축 공간의 연속성 비교)

  • Choi, Hyo-Sik
    • Korean Institute of Interior Design Journal
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    • v.26 no.6
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    • pp.81-96
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    • 2017
  • This study aims at establishing a basic theory for the combination of architecture and movies by comparing the long-take technique of movies and the continuity of space, one of space composition principles, which is important in digital architecture based on Jacques Lacan's visual-art theory and finding common features and differences of them. The following is a summary of the conclusions. First, analyzing the long-take technique on the basis of Lacan's visual-art theory found that the subject of representation is scenes of movies and that staring shows features of narrative. Second, the long-take technique can be thought as a cinematic technique which tries to realize the real order beyond the symbolic order in real life through the process of continuous replication of replication of replication of a scene in one shot. Third, in contemporary architecture, which is compared to the long-take technique in the past, the inclined space of opened gaze is similar to the method which tries to realize architectural space of the reality which belongs to the symbolic order close to the real order which belong to significant in human unconsciousness. Fourth, the freeform continuous space of closed gaze, which can be compared to contemporary long take combined with computer graphic technology, has more difficulty in realizing the real order than the long-take technique in the past and inclined, continuous space as the feature which belongs to $signifi{\acute{e}}$ in human consciousness has been strengthened through the circulation which repeats and expands along an observer's movement. Fifth, when the contemporary long-take technique and freeform continuous space expand gaze which opens from the inside to the outside, it is considered that the space which is closer to the real order than the classic long-take technique and inclined continuous space can be created.

Revisiting the Concept of Suture in Lacanian Film Criticism (라캉주의 영화비평에서 봉합이론의 재고찰)

  • Kim, Jiyoung
    • Journal of English Language & Literature
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    • v.58 no.4
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    • pp.565-588
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    • 2012
  • This paper aims at reconsidering 'suture,' a key concept in early Lacanian film criticism, with a view to narrowing a supposed gap between early Lacanian and later Lacanian film criticism. Early Lacanian film theorists, among whom Jean-Pierre Oudart, Jean-Louis Baudry, Laura Mulvey and Daniel Dayan, to name a few, are prominent, focus on cinematic signifying system as well as its ideological effects on shaping subjectivity of the audience. Initiated by Jacques-Alain Miller's article on suture as the logic of signifier and grafted into film as the logic of the cinematic by Oudart's writing, the concept of suture was established as a key word in early Lacanian film criticism. In their taxonomy, suture refers to the processes by which the audience are stitched into the story-world of a film. The audience are drawn into the film and take up positions as subjects-within-the-film such that they make sense of and respond to what the film represents as they are encouraged to do so by the film itself. On the other hand, later Lacanian film critics, who are much influenced by Lacan's later emphasis on the Real, focus on concepts such as gaze, petit objet a, fantasy, rather than suture. They are more concerned with the failure of suture and the disruption of the Symbolic than the ideological effects of suture and the consolidation of the Symbolic. They require a break from the previous approach of Lacanian film theory which centers around the Imaginary and the Symbolic. However, early Lacanian and later Lacanian film theory do not manifest as much disparity as they are supposed to do, for both are against the ideological manipulation of suture. Slavoj Žižek, a leading scholar of later Lacanian psychoanalysis, revives the concept of suture as a patch of the Symbolic which covers the gap, if not always successful.

VR media aesthetics due to the evolution of visual media (시각 미디어의 진화에 따른 VR 매체 미학)

  • Lee, Dong-Eun;Son, Chang-Min
    • Cartoon and Animation Studies
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    • s.49
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    • pp.633-649
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    • 2017
  • The purpose of this study is to conceptualize the changing aspects of human freedom of observation and viewing as the visual media evolves from film to 3D stereoscopic film and VR. The purpose of this study is to conceptualize the aspect of freedom and viewing aspect from the viewpoint of genealogy. In addition, I will identify the media aesthetic characteristics of VR and identify the identity and ontology of VR. Media has evolved around the most artificial sense of human being. There is a third visual space called screen at the center of all the reproduction devices centering on visual media such as painting, film, television, and computer. In particular, movies, television, and video screens, which are media that reproduce moving images, pursue perfect fantasy and visual satisfaction while controlling the movement of the audience. A mobilized virtual gaze was secured on the assumption of the floating nature of the so-called viewers. The audience sees a cinematic illusion with a view while seated in a fixed seat in a floating posture. They accept passive, passive, and passively without a doubt the fantasy world beyond the screen. But with the advent of digital paradigm, the evolution of visual media creates a big change in the tradition of reproduction media. 3D stereoscopic film predicted the extinction of the fourth wall, the fourth wall. The audience is no longer sitting in a fixed seat and only staring at the front. The Z-axis appearance of the 3D stereoscopic image reorganizes the space of the story. The viewer's gaze also extends from 'front' to 'top, bottom, left, right' and even 'front and back'. It also transforms the passive audience into an active, interactive, and experiential subject by placing viewers between images. Going one step further, the visual media, which entered the VR era, give freedom to the body of the captive audience. VR secures the possibility of movement of visitors and simultaneously coexists with virtual space and physical space. Therefore, the audience of the VR contents acquires an integrated identity on the premise of participation and movement. It is not a so-called representation but a perfection of the aesthetic system by reconstructing the space of fantasy while inheriting the simulation tradition of the screen.