• 제목/요약/키워드: Korean Contemporary Artists

검색결과 99건 처리시간 0.028초

회화와 건축에서 나타나는 비재현적 접근방법에 관한 연구 - 프란시스 베이컨의 회화와 SANAA의 건축 프로젝트를 중심으로 - (A Study on Non-representation Approach Indicated in Paintings and Architecture - Focus on Francis Bacon's paintings and SANAA's Architectural projects -)

  • 박소라;이영수
    • 한국실내디자인학회논문집
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    • 제21권5호
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    • pp.114-121
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    • 2012
  • Gilles Deleuze is a philosopher who replaces the world of representation defined as supremacy of identity with the contemporary reason of non-representation in the history of western philosophy that wants to transcend Plato. Deleuze developed his own philosophical concept through philosophical reason and encounter with arts, for which reason he exerted a great influence on artists and architects in diverse fields. Particularly, 'Logic of Sensation' published in 1981 considers the non-representation painting approach through Francis Bacon's painting theory defined as 'invisible force's visibility'. And it is considered that SANAA's architecture among many contemporary architects accepted the essence of Deleuze's philosophy and continuously reflects it on projects. Hence, objective of the present study is to consider how the non-representation constituting a root for Deleuze's reason has been indicated in paintings and architecture through examining the works by Bacon and SANAA. First, a theoretical consideration will be directed to non-representation, followed by an analysis of Bacon's painting works and SANAA's architecture projects from the viewpoints of the force of isolation, the force of transformation, the force of dissipation and the force of time dealt with by Deleuze in 'Logic of Sensation'. Finally, through such analysis, the characteristics of Deleuze's non-representation indicated in architecture and paintings will be derived.

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일제강점기 '전위미술론'의 전통관 연구 - '문장(文章)' 그룹을 중심으로 (A Study on Avant-Garde Fine Art during the period of Japanese Colonial Rule of Korea, centering on 'Munjang' (a literary magazine))

  • 박계리
    • 미술이론과 현장
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    • 제4호
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    • pp.57-76
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    • 2006
  • From the late 1920s to the 1930s, Korea's fine art community focused on traditional viewpoints as their main topic. The traditional viewpoints were discussed mainly by Korean students studying in Japan, especially oil painters. Such discussions on tradition can be divided into two separate halves, namely the pre- and post-Sino-Japanese War (1937) periods. Before the war, the modernists among Korea's fine art community tried to gain a fuller understanding of contemporary Western modern art, namely, expressionism, futurism, surrealism, and so forth, on the basis of Orientalism, and borrow from these schools' in order to create their own works. Furthermore, proponents of Joseon's avant-garde fine arts and artists of the pro-fine art school triggered debate on the traditional viewpoints. After the Sino-Japanese War, these artists continued to embrace Western modern art on the basis of Orientalism. However, since Western modern fine art was regressing into Oriental fine art during this period, Korean artists did not need to research Western modern fine art, but sought to study Joseon's classics and create Joseon's own avant- garde fine art in a movement led by the Munjang group. This research reviews the traditional view espoused by the Munjang group, which represented the avant-garde fine art movement of the post-war period. Advocating Joseon's own current of avant-garde fine art through the Munjang literary magazine, Gil Jin - seop, Kim Yong-jun and others accepted the Japanese fine art community's methodology for the restoration of classicism, but refused Orientalism as an ideology, and attempted to renew their perception of Joseon tradition. The advocation of the restoration of classicism by Gil Jin-seop and Kim Yong-jun appears to be similar to that of the Yasuda Yojuro-style restoration of classicism. However, Gil Jin-seop and Kim Yong-jun did not seek their sources of classicism from the Three-Kingdoms and Unified Silla periods, which Japan had promoted as a symbol of unity among the Joseon people; instead they sought classicism from the Joseon fine art which the Japanese had criticized as a hotbed of decadence. It was the Joseon period that the Munjang group chose as classicism when Japan was upholding Fascism as a contemporary extremism, and when Hangeul (Korean writing system) was banned from schools. The group highly evaluated literature written in the style of women, especially women's writings on the royal court, as represented by Hanjungnok (A Story of Sorrowful Days). In the area of fine art, the group renewed the evaluation of not only literary paintings, but also of the authentic landscape paintings refused by, and the values of the Chusa school criticized as decadent by, the colonial bureaucratic artists, there by making great progress in promoting the traditional viewpoint. Kim Yong-jun embraced a painting philosophy based on the painting techniques of Sasaeng (sketching), because he paid keen attention to the tradition of literary paintings, authentic landscape paintings and genre paintings. The literary painting theory of the 20th century, which was highly developed, could naturally shed both the colonial historical viewpoint which regarded Joseon fine art as heteronomical, and the traditional viewpoint which regarded Joseon fine art as decadent. As such, the Munjang group was able to embrace the Joseon period as the source of classicism amid the prevalent colonial historical viewpoint, presumably as it had accumulated first-hand experience in appreciating curios of paintings and calligraphic works, instead of taking a logical approach. Kim Yong-jun, in his fine art theory, defined artistic forms as the expression of mind, and noted that such an artistic mind could be attained by the appreciation of nature and life. This is because, for the Munjang group, the experience of appreciating nature and life begins with the appreciation of curios of paintings and calligraphic works. Furthermore, for the members of the Munjang group, who were purists who valued artistic style, the concept of individuality presumably was an engine that protected them from falling into the then totalitarian world view represented by the Nishita philosophy. Such a 20th century literary painting theory espoused by the Munjang group concurred with the contemporary traditional viewpoint spearheaded by Oh Se-chang in the 1910s. This theory had a great influence on South and North Korea's fine art theories and circles through the Fine Art College of Seoul National University and Pyongyang Fine Art School in the wake of Korea's liberation. In this sense, the significance of the theory should be re-evaluated.

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김현정의 한국화에 나타난 한국 전통 복식의 표현 특성 연구 (A Study on the Characteristic Expression of Korean Traditional Costumes shown in the Korean Paintings by Kim Hyun-Jung)

  • 나유신
    • 패션비즈니스
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    • 제23권2호
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    • pp.124-139
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    • 2019
  • The purpose of this study was to examine the characteristic expression of Korean traditional costumes shown in the Korean paintings by Kim Hyun-Jung. The study analyzed the paintings by Kim Hyun-Jung to find out the characteristics of the contemporary Korean paintings and the expression of Korean traditional costumes. The characteristics of Kim Hyun-Jung's works are as follows: 1) The paintings are drawn by using Korean traditional painting methods and finished with Korean traditional paper, hanji. Moreover, they show the Korean traditional costume as main subject material. 2) They use modern painting methods, such as collage, and show pop art characters by use of contemporary popular products. 3) The artist communicates with the public through SNS and YouTube, and shows characteristics of popular art through commercial art products and advertisements. The characteristics of the Korean traditional costume in Kim Hyun-Jung's works are as follows. 1) The hanbok shown in the paintings is a traditional style with tight jeogori and wide chima. Chima is drawn in thin coloring with Korean ink and jeogori is expressed with semi-transparent hanji in various patterns and colors, which shows the subject 'coy'. 2) Various kinds of Korean traditional accessories and modernized flower shoes with high heels are shown as subject materials. The art works by contemporary Korean artists are expected to be the route to give valuable information to the public about Korean traditional costumes as well as the trendy Korean culture.

VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • 우탁
    • 한국게임학회지
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    • 제6권1호
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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현대미술에서의 아카이브 담론과 '아카이브 아트'의 재고찰 (Archival Discourse in Contemporary Art and the Rethinking of "Archival Art")

  • 이혜린
    • 한국기록관리학회지
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    • 제24권1호
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    • pp.31-46
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    • 2024
  • 본 연구는 현대미술의 아카이브 담론으로서 '아트 아카이브'와 '아카이브 아트'의 기초 개념을 정리하고, 아카이브적 특성에도 불구하고 미술작품이라는 매체적 특수성으로 인해 기록학에서는 크게 주목하지 않았던 아카이브 아트를 새롭게 고찰한다. 동시대 미술의 새로운 경향으로 받아들여지고 있는 아카이브 아트는 '아카이브 구조나 방법론을 활용하는 미술작품이나 미술실천'을 의미한다. 지금까지 아카이브 아트 관련 연구의 주된 특징은 권력자에 의해 평가 및 선별되었기에 아카이브를 신뢰할 수 없는 대상으로 평가하고, 미술가가 공적 영역에서 소외되고 결락된 역사를 새롭게 구축한다는 점에서 대항서사로 평가하는 것이다. 이러한 접근은 반아카이브적 관점으로 현대 아카이브를 비판하면서도 아카이브를 작품의 핵심적인 정체성으로 내세우는 모순적 특성을 드러낸다. 따라서 지금까지 전개된 주요 논의들은 기록의 진본성을 존중하고 기록 정보를 활용해 자신의 논리를 강화하는 사례를 포괄하지 못하고, 심지어 이들과 대치된다는 점에서 한계를 드러낸다. 본 연구에서는 기록학의 측면으로 아카이브 아트를 재정리해 유형을 분류하고, 각각의 특성을 분석할 것이다. 미술가가 활용한 아카이브 개념을 전통적인 기록학의 측면에서 접근하려는 시도는 미술작품이 지닌 본래의 미적 가치를 인정하면서도 이를 기록학의 연구 대상으로서 확대한다는 점에서 의의가 있다.

근대 서화가 6인 합작 '산수' 병풍의 재질분석 및 보존처리 (The Material Analysis and Conservation Treatment of Six Modern Korean Calligraphic Painters' Collaborated Works of Folding Screen: Focused on 'Sansu')

  • 박소현;최혜송;김정흠;최점복;이나라
    • 보존과학회지
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    • 제34권5호
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    • pp.319-331
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    • 2018
  • 국립현대미술관 소장품인 '산수'는 1940년에 제작된 6폭 구성의 병풍이다. 10대가로 불리던 서화가 6명이 제작에 참여한 합작품으로 소석 강진구 선생의 회갑을 축하하기 위한 축수의 목적으로 제작되었다. 과거 수리된 부분이 확인되었음에도 불구하고 병풍틀의 뒤틀림, 습기얼룩 및 오염 등 보존상태가 양호하지 않아 장기적 보존 및 전시활용을 위해 보존처리가 진행되었다. 또한 재질특성을 확인하고자 제작에 사용된 직물섬유, 종이섬유, 안료에 대한 과학적 조사와 분석을 실시하였다. 분석 결과, 화본 및 회장비단에 사용된 직물섬유는 면, 견 등의 천연섬유와 함께 합성섬유가 사용되었음을 확인할 수 있었다. 병풍 속틀에 사용된 종이의 경우 닥나무 인피섬유, 초본류, 침엽수 섬유 등 다양한 수종이 관찰되었다. 안료분석 결과, 모든 작품의 바탕층에서 Calcite가 확인되었고, 색상별 일부 착색안료는 작가에 따라 차이를 보였다.

현대 상업공간 실내에 나타난 미니멀디자인의 특성에 관한 연구 (A Study on Characteristics of Minimal Design Appeared in Interior of contemporary Commercial Space)

  • 신병철;김문덕
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2006년도 춘계학술발표대회 논문집
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    • pp.197-201
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    • 2006
  • Following to current interior design that becoming more varied and composite, minimal tendency has also been changed. Furthermore, according to the lapse of time, minimalism, a space design, has been developed in a new look among such complex trends. Therefore, in this study, changes of tendency into a style of minimalism and characteristics thereof shown in interior design amid current of times were carefully reviewed, and local and foreign artists together with their works were investigated and analyzed having focused on the inclination of minimalism displayed in interiors of commercial spaces, especially before or after 2000s by dividing them into distinctive features in connection with space, material and type. It is thought that the interior space under the concept of minimalism will be changed and developed further in a variety of shapes to suit the environments in the current era getting rid of simple physical characteristics.

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동시대 '대항기억'의 기록화 용산참사 사례를 중심으로 (Documenting Contemporary 'Counter-memories': Focused on the Yongsan Tragedy)

  • 이경래;이광석
    • 기록학연구
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    • 제53호
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    • pp.45-77
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    • 2017
  • 본 연구는 동시대 비민주적 폭력으로 점철된 사회사적 사건들 가운데에서 점차 잊혀져가는 사회적 타자들의 기억을 재소환하기 위해 이뤄졌다. 이 글은 그 극적 사례로써 2009년 '용산4구역 철거현장 화재사건'(이하 용산참사)을 분석 대상으로 삼고 있다. 본 연구는 공적 기록의 빈 공백을 대신해 용산참사 속 현장 예술행동가들의 사회적 사건들을 새롭게 기억하는 자율적 방식에 주목한다. 다시 말해 이 연구는 용산참사의 경우를 일반 시민, 문화예술가, 독립미디어 활동가, 종교인 등이 함께 연대해 국가 권력 중심의 공식 내러티브에 대항해 경쟁서사를 마련하고 대항기억을 스스로 재구성하면서 시민 기록의 의미를 되살렸던 중요한 사례로 바라본다. 당시 그 누구보다 현장 예술가들은 용산참사에 대한 기록의 과정에서 배제되고 타자화된 도시 빈민들의 절규에 귀 기울이면서, 전시 및 음악 공연 기획과 도록 작업, 만화집, 현장르포 사진집, 미디어 방송, 다큐멘터리 영화 등 다양한 매체를 활용해 자율적인 방식으로 사회적으로 소외된 이들의 감성과 정서를 기록했다. 특히 이 글은 현장 예술가들에 의해 수행됐던 참사 당시 비공식 대항기억 기록화의 움직임을 동시대 사회사적 사건의 기록화에 있어 중요한 전략으로 고려하고 이를 중요한 탐구 대상으로 삼는다. 이에 의거해 결론에서는 현장 예술의 동시대 현장 기록 방식이 가지는 기록학적 함의와 이를 사회 공통의 기억 속에 기입하기 위한 좀 더 포괄적인 기록화 방법을 제안한다.

한국 현대 실내디자인에서 한국성 표현방법의 경향에 관한 연구 - 1990년대 이후 주요 작가작품의 디자인 방법 분석을 중심으로 - (A Study on the tendencies of Expressional Methods of Koreaness In Contemporary Korean Interior Design - Focused on the Analysis of Design Methods of Korean Primary Designers' Works since 1990 -)

  • 이숙경;최상헌
    • 한국실내디자인학회논문집
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    • 제15권1호
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    • pp.39-46
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    • 2006
  • There lies more subjectivity in the methods and process of showing the Koreaness, and design methods cannot be defined with only one answer key, which is probable to cause much difficulty. Until now, the traditional Korean features have been tried by quite a few designers whose approaches deserves for the reference to understand the trends of expressing the Koreaness and develop the ways of its expression. Therefore, this study first considers the trial processes of design methods in reconsidering the Koreaness done by many artists in terms of previous studies and researches. Then this tries to make a frame to analyze the Koreaness theoretically after studying the approaches knowledge about traditional architecture designs widely used as design concepts, and to examine specific cases which reflects them in their interior architecture. All of these studies are aimed at get the understandings on trends and methods demonstrating the Koreaness in modern interior design. This study ranges from the artists, who have made efforts to express Koreaness in 1990s and after, to their artworks. As study methods, pre-study and reference researches had been done to examine the knowledge factors on the ground of the theory of D.G Jansson, to give a theory to the understanding of its methods and tendencies, and to build the frame for case analysis. As a result, in traditional architecture, spacial design gets the prominent priority and other factors are not far from different. In formative approachesthe expression inclination on material factor is outstanding. Consequently, these two approaches have analytic elements in difference but spacial design and materiality have prominently in common to express the Koreaness.

세기말 서양복식에 표현된 Deformation에 관한 연구 (A Study on Deformation Dipicted on Western Costumes of the Late 20th Century)

  • 이효진
    • 복식
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    • 제50권3호
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    • pp.13-30
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    • 2000
  • The purpose of this study was to analyzed the types of Deformation dipicted on the late 1990s western costumes. The late 20th century cultural experience or lifestyle is interpreted with 'popular culture' ,popular culture is described as cultural phenomenon in postmodern condition. Contemporary popular culture may no longer be strictly 'working-class' as the idealistic purists of political formalism would like to , but does emerge from subordinate cultures, from the inventive edges of the consensus, and from the previously ignored and suppressed. It gestured through a widening democratization of styles, sounds and images, to an important remarking , to new possibilities , new perpectives, new projects. The growing importance of popular culture as a source for change of expression in the art, expecially new desire and will of artists has been caused lots of ' Deformation' in their works. Deformation, doesn't mean to represent object faithfully as it were seen through the artist's eyes. In a sense it implies that artists deform it with conscious or unconscious form. So in this study , the phenomenon of the postmodern western costumes is to describe ' formative language' called 'Deformation.' and it is classified three types, that is, 'Deformation of human-body image.' , Deformation of silhouette.' 'Deformation of detail.'. First , Deformation of human-body image is represented by deconstructive , subversive image in western costumes, a lot of costumes types of deconstruction have been shown by fashion designers are emphasized empathy with Deformation of human-body image. Second, Deformation of silhouette is also represented subversion of traditional manner and ultiity, underwear and outwear structure and ugly image. parody image of postumodernism , and so on. Above all, the late 1990s western costumes with Deformation of silhouette was an infinitely larger and more complex world than it appeared from outside and has expressed as a rejection against the values which traditional aesthetic concept had pursued, And parody through the change of internal meaning is to bring about parodox, irony, contempt, satire , unexpectedness by applying the original to inapproporate subject through its substition, inversion. Third, Deformation of detail is represented overdecoration, exaggerative distortion of for , overlapping and fetish image, parody image, kitsch image, and so on , Once fetish achieve a certain' style factor' among trendsettler, they are picked up by internationally famous fashion designers, The characteristics of kitsch are overdecoration , unfitness , imitation , used western costumes.

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