• Title/Summary/Keyword: Materiality

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The Mother Goddess of Champa: Po Inâ Nâgar

  • Noseworthy, William B
    • SUVANNABHUMI
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    • v.7 no.1
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    • pp.107-137
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    • 2015
  • This article utilizes interdisciplinary methods in order to critically review the existing research on the Mother Goddess of Champa: Po Inâ Nâgar. In the past, Po Inâ Nâgar has too often been portrayed as simply a "local adaptation of Uma, the wife of Śiva, who was abandoned by the Cham adapted by the Vietnamese in conjunction with their conquest of Champa." This reading of the Po Ina Nagar narrative can be derived from even the best scholarly works on the subject of the goddess, as well as a grand majority of the works produced during the period of French colonial scholarship. In this article, I argue that the adaption of the literary studies strategies of "close reading", "surface reading as materiality", and the "hermeneutics of suspicion", applied to Cham manuscripts and epigraphic evidence-in addition to mixed anthropological and historical methods-demonstrates that Po Inâ Nâgar is, rather, a Champa (or 'Cham') mother goddess, who has become known by many names, even as the Cham continue to re-assert that she is an indigenous Cham goddess in the context of a majority culture of Thành Mẫu worship.

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An Experimental Study of Stereoscopic Image and Fatigue Effect for 3D Video Game: Linking Cerebral Physiologic Measure (3D게임의 입체영상효과와 피로도에 대한 실험연구: 뇌생리학 측정의 결합)

  • Jang, Han Jin;Noh, Ghee Young
    • Journal of Korea Game Society
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    • v.13 no.3
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    • pp.5-18
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    • 2013
  • This study analyzed the effect by comparing it with 2D game using playtest experimental treatment methodology to verify the video effect, materiality and fatigue effect of 3D video game. First, for the hypothesis to verify the difference of video experience of users for 3D and 2D games, visual clarity was rejected, but materiality, tangibility and presence hypotheses were all accepted. Second, it was shown that there was no difference in eye fatigue and physical fatigue in 3D and 2D games. It was different from results of existing research which claimed that fatigue occurred due to video distortion occurring in 3D video and fatigue inducing factors. Third, the results of measurement of changes in brain wave occurring in the course of playing 3D and 2D games showed that there was no difference in average amplitude of EEG alpha wave, but EEG beta wave occurred in higher amplitude. This study proved the cerebral physiological change and difference in the process of experience to use 3D video game by complementing the methodology in measurement in EEG brain wave in the traditional experimental method.

A Framework of Interpretating (de)Centralized Landscape : an Interaction of Power, Subjectivity, and Performativity ((탈)중심화 경관의 해석을 위한 틀 : 권력, 주체성, 수행성)

  • Park, Kyu-Taeg;Ha, Yong-Sam;Bae, Yoon-Gi
    • Journal of the Korean association of regional geographers
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    • v.16 no.4
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    • pp.355-368
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    • 2010
  • This study is to make a framework of newly interpretating the dynamic change of regional or local landscape rapidly occurred after the establishment of the nation state and capitalistic system. The basic concepts of making an interpretative framework are power, subjectivity, and performativity. The framework of closely interrelating the three concepts developed in the near future will be applied to the interpretation of variety of (de)centralized landscapes in regions or locals. A centralized political power under the nation state has destroyed or marginalized the historically developed landscapes, traditional culture, and subjects' values in regions or locals by the political implementation of the nation state, the establishment of national identity, a centralized economic development, and so on. The landscapes produced by the political power of the nation state can take a role as a cause of conflicts in regions or locals in terms of a historical perspective. Landscapes are being made by various subjects, and the produced landscapes also positively or negatively will influence the emotion, cognition, and behavior of the subjects particularly in a performative perspective. The dynamics interrelation between subjects and landscapes has been disguised or marginalized by reason/rationality, totality/collectivity, the separation between reason and emotion mainly made by modernism, the nation state, a capitalistic system. The interrelation between landscapes and subjects is especially emphasized on people's resistibility and creativity. Lastly, landscape is not a concept given as a priori or (re)presented objectively. It is not also a material or an object independently existed from a subject's emotion and cognition. It should be interpreted through a performative relation with subjects. Performativity will take an active role of combining the materiality of landscape, power, and subjectivity. It is also important to understand the active role of landscapes.

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Influence of 3D Characteristics Perception on Presence, and Presence on Visual Fatigue and Perceived Eye Movement (3D 영상 특성 인식이 프레즌스, 그리고 프레즌스가 시각 피로도와 인지된 안구운동에 미치는 영향)

  • Yang, Ho-Cheol;Chung, Dong-Hun
    • Journal of Broadcast Engineering
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    • v.17 no.1
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    • pp.60-72
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    • 2012
  • After the movie "AVATAR" became a good model of cash-cow in 3D movie, the profit of 3D-movie significantly reduced. One of the reasons why it happens comes from rare understanding of human factors for instance how viewers get immersed, but sometimes tired. Although 3D images should be more considered human visual system including eye, unfortunately most communication research ignored human factors. For those reasons this study observed the effect of 3D video on viewers' psychological response, especially for perceived eye movement, perceived characteristics, visual fatigue, and presence. With 90 participants, the results show that viewers' perceived feature effects on their presence. In detail, first, materiality and tangibility are more important factors than clarity in 3D video, and it means that when making 3D content or devices, materiality and tangibility should be considers that any other factor. Second, this study examined whether we perceive our eyes as media, and the result shows that as viewers' presence level became higher we perceive eye movements more, and as viewers' presence level became higher perceived visual fatigue became lower. This result means that when we move eyes, we interact with surrounded environment, so 3D content needs to provide vivid features to be more interactive. On the other hand, since level of presence increase visual fatigue, it must be balanced when producing and playing.

A Study on the Spatial Characteristics in the Tugendhat House (투겐타트 주택의 공간적 특성에 관한 연구)

  • 양재혁;견진현
    • Korean Institute of Interior Design Journal
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    • no.40
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    • pp.42-51
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    • 2003
  • This study aimed at understanding the spatial characteristics in the Tugendhat house. For this study, it is need to analyze the early plans of the Tugendhat house design process. To analyze this, the study leads to how to effect on the real practice with the process. Therefore, this research investigates the conceptional design process of the house. There are 2 main characteristics of the interior space alternation. One is the closed spatial character on the 2nd floor, the other is the open spatial character on the 1st floor. It clearly shows the severance between interior and exterior on the 2nd floor. Each 2nd floor's space volume uses different materials so that each the space can show the individuality. On the 1st floor, however, it seems the interior is not as much open to the exterior, because the materiality and reflection of the glass, the objet of furniture and wall. In case of 1st floor, it has a complex concept as open and close character, because it is using the proper gardening elements and the relationship between the house and site. The exterior characteristic is separated the house from the ground with the podium and the slope, and this leads to have the discontinuity. The house clearly shows the spatial characteristics of the continuity and discontinuity, it proves that Mies tried to move onto modem architecture as a turning point.

A Study on the Characteristics of Revelatory Landscape Projects (현시(顯示)적 조경작품의 특성 연구)

  • Kim, Chung-Ho
    • Journal of the Korean Institute of Landscape Architecture
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    • v.35 no.2 s.121
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    • pp.37-48
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    • 2007
  • An exhibit entitled 'Revelatory Landscapes' was held at the San Francisco Museum of Modem Art from May 5 to October 14, 2001. For this Museum's rot off-site outdoor exhibition, five outstanding design teams-Kathryn Gustafson, Hargreaves Associates, Hood Design, Tom Leader Studio, and ADOBE LA-created site-specific installations in Berkeley, Oakland, San Jose, and the San Francisco Bay Area. Each project showcased a hybridization of environmental art and landscape design. The main content revealed through revelatory landscapes were the natural, cultural, and historical palimpsest of the sites-particularly as related to the history of minorities such as Native American, African Americans and Latin Americans-as well as the every day life of ordinary people. To represent these ideas, a juxtaposition of the past and the present was broadly applied. Furthermore, the use of dramatic colors, textures, and forms in consideration of materials coupled with the revelation of natural elements such as wind and sunlight accelerated the effect of this juxtaposition. Every project of the Revelatory Landscapes exhibit requires a phenomenological experience to be appreciated. Via the five senses, these experiences cause a synesthetic experience beyond solely the visual. By examining the projects of 'Revelatory landscapes', the threshold for a new blending between environmental art and landscape design as well as new landscape design strategies that overcome the dichotomy between nature and culture will change and evolve.

A Sutudy on the Kinds of Kitsch in the Modern Fashion (현대 복식에서의 키치 유형에 관한 연구)

  • 추미경
    • Journal of the Korean Society of Costume
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    • v.30
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    • pp.139-152
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    • 1996
  • THe purpose of this study is to clarify Kitsch in the modern society and to analyze the modern fahion design adapting Kitsch's materiality. Thus this study explains the concepts and background of kitsch and examines its aes-thetic value in consideration of the relation be-tween Kitsch and plastic art. Through a theoretical examination of histori-cal documents the meaning of the Kitsch is explored from various angles. The result of this study were as follows: Kitsch began in the period of the 19th cen-tury when was society began to form and so-ciety grew to be rich. This is to say Kitsch is the result of intrusion of capitalist modernity in the domain of the aesthetic modernity The concept meant ethical something bad counterfeit and bad taste. The materialities of Kitsch are over-decor-ation unfitness the use of imitation malfunc-tion used fashion design. 1. Over-decoration is due to the material abundnce through various accessories many colors etc. 2. Unfitness is obtained by the error of ar-rangement which means the wrong cohesion of form size of material. 3. The use of imitation makes use of cheap materals such as vinyl imitation leather imi-tation fur etc. 4. Malfunction comes from losing the orig-inal function by the addition of un-neccessary functions.

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A Study on the Works of Hussein Chalayan as a Representation of Idea from the Perspective of E. H. Gombrich (E. H. Gombrich 관점을 통해 관찰한 관념의 재현으로서의 Hussein Chalayan 작품 연구)

  • Yun, Ji-Young
    • Journal of the Korean Society of Clothing and Textiles
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    • v.33 no.7
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    • pp.1128-1139
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    • 2009
  • This study is on the works of Hussein Chalayan that is an expression of his idea and abstract concepts such as culture, history, time, space, nature, and humanity. The perspective of E. H. Gombrich is studied to understand the works of Chalayan who is the one of representative fashion designers in the present age. The 'schema and correction' process of E. H. Gombrich provides a suitable interpretation frame that considers the variety of works of art and the deconstruction of genre in the after 20th century. Hussein Chalayan attempts to combine clothes with other territories to show the spirit as materiality. He expresses the clothes that speaks the form of nature, symbolizes the combination of culture, visualizes time and space, and investigates the existence of human beings. Hussein Chalayan poses an endless question about the existence of human beings. He has put a question about the relationship of the human being and time, space, history, and nature. His trial to visualize the metaphysical conception of 'ego' and 'self' through his works makes him the representative designer of the 21st century.

A Study on the Diachronic and Synchronic Structure of the Concept of Place in Korean Architecture - Focused on the Korean Architectural Discourse during Around 1990s - (한국건축에서 장소성 개념의 변천과 의미구조에 대한 연구 - 1990년대 전후의 한국건축담론을 중심으로 -)

  • Kim, In-Sung
    • Korean Institute of Interior Design Journal
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    • v.24 no.1
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    • pp.124-132
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    • 2015
  • This study investigated the complex meanings of the concept of place and their periodical changes in the Korean architectural discourse. For that, the study surveyed almost every articles in majour 3 Korean architectural magazines during around 1990s, when the Korean architects and theorists concerned the 'place' as an alternative of the modernists' 'space'. 60 selected articles were organized in a table in a chronological order together with their keywords and category codes. The 8 categories reflecting 8 issues of 'place' were suggested in the study after the analysis of selected articles' contents. The categories were structured by two axes which were 4-grade scale axis influences by C. Norberg-Schultz' approach, and 'architecture-human' axis following the 'structure-action' division by A. Giddens. After the analysis of the diachronic and synchronic tables, the study tried to establish a structure model of the concept of place in Korean architectural context, which consisted of architectural terms such as environment, social system, context, identity, landscape, community, Materiality, and residence. This final result could be useful for both architects and theorists who might try to apply the idea of 'place' without erstwhile confusion on their design or research by examining the detailed contents of the concept.

A Study on the Diachronic Formal Change of Traditional Motif in Korean Commercial Space (상업공간에서 시대적 흐름을 통한 전통표현방식 연구)

  • Suh, Jeong-Yeon
    • Journal of the Korea Furniture Society
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    • v.21 no.2
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    • pp.144-156
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    • 2010
  • Since late 1960s, we have had the discourse about the way of succession of korean traditional architectural heritage. Through 60s and 70s, the formal mimesis and transformation was pretty much dominated in domestic design currents. After 80s, we could see a kind of different ways of design to deal with traditions in architectural practices. These methodology can be summarized as spatiality, abstraction and diversity. These discourses acted as bases for aesthetic and formal stream which might be needed to present the formal possibilities for various commercial needs. Especially, the interior design field utilized those ideas in order to show korean identity for the commercial needs such as korean restaurant, korean bar, or korean costume shop. Interior designers positively adapted the ideas from architectural discourse and created their own vocabulary after 90s. Before 90s, interior designers did very representational mimesis to express korean identity designing commercial facilities. However from mid 90s they could establish new tendencies in expressing korean traditional moods. These tendencies are a focus on spatial relationship, abstraction and materiality, utilization of traditional objects and lighting method.

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