• Title/Summary/Keyword: Mimesis of Nature

Search Result 13, Processing Time 0.026 seconds

A Study of the Aesthetics of Mimesis in 2000s Fashion (2000년대 패션에 표현된 미메시스 연구)

  • Yang, Su-Mi;Kwon, Mi-Jeong
    • Journal of the Korean Society of Costume
    • /
    • v.59 no.10
    • /
    • pp.38-50
    • /
    • 2009
  • Since Homeros in Greece, Mimesis was thought to be an art to imitate the nature, and it means an imitation of the nature classically. Mimetic theories were set to be a kind of art work in the era of Renaissance, and the terminology of mimesis was widely used to replace it with an originality in the 15th century. The purpose of this study is to understand the aesthetics of mimesis expressed in 2000s fashion. For this purpose, I investigated the theories of the mimesis, categorized the definition, then applied those categories for 2000s fashion. Documentary studies were conducted through aesthetics, fashion books and demonstrative studies were processed by analyzing photos from collection fashion magazines and fashion site of internet. In the history of aesthetics, the mimesis could be defined into three categories; the similarity and the representation mimesis, the symbol mimesis and the abstraction mimesis. In fashion, the representation mimesis included a natural and a folk, a period that of 1900s and ancient representation mimesis. The symbol mimesis included psychology and fear symbol mimesis. The abstraction mimesis included hard color, a geometric simplification and distortion mimesis. Analysis on the mimesis expressed in 2000s modern fashion may provide an excellent method for understanding human aesthetic in costume.

A Study of the Mimesis in Media Costume Design (미디어의상 디자인에 표현된 미메시스 연구)

  • Yang, Su-Mi;Kwon, Mi-Jeong
    • Fashion & Textile Research Journal
    • /
    • v.13 no.3
    • /
    • pp.309-320
    • /
    • 2011
  • Since Homeros in Greece, Mimesis was thought to be an art to imitate the nature, and it means an imitation of the nature classically. Mimetic theories were set to be a kind of art work in the era of Renaissance, and the terminology of mimesis was widely used to replace it with an originality in the 15th century. The purpose of this study is to understand the aesthetics of mimesis expressed in media costume design. For this purpose, I investigated the theories of the mimesis, categorized the definition, then applied those categories for media costume design. Documentary studies were conducted through aesthetics, fashion books and demonstrative studies were processed by analyzing photos from collection fashion magazines and media DVD, video, fashion site of internet. In the history of aesthetics, the mimesis could be defined into three categories; the external representation mimesis, the internal symbol mimesis and the multiful meta mimesis. In media costume, the representation mimesis included design historical point of view, a period that of 1900s and ancient representation mimesis. The internal mimesis included symbol of religion, character, riches, psychology and fear mimesis. The multiful meta mimesis included hybrid and distortion mimesis. Analysis on the mimesis expressed in media costume design fashion may provide an excellent method for understanding human aesthetic in costume.

A Study of the Mimesis in Internet Online Video Game Apparel Design (인터넷 온라인게임 의상디자인에 표현된 미메시스 연구)

  • Yang, Su-Mi;Kwon, Mi-Jeong
    • Journal of the Korean Society of Costume
    • /
    • v.61 no.8
    • /
    • pp.1-17
    • /
    • 2011
  • Ever since Homeros in Greece, Mimesis was thought to be an art that imitates nature, especially the classicism of nature. Mimetic theories were used in the artworks in the era of the Renaissance, and the terminology 'mimesis' replaced the idea of originality in the 15th century. The purpose of this study is to understand the aesthetics of mimesis expressed in Online video game apparel design. For this purpose, I researched different theories of 'mimesis' and applied them to Online video game apparel designs. The research was conducted using various books on aesthetics and fashion, and demonstrative studies were processed by analyzing photos from Internet video game websites. In the history of aesthetics, the term mimesis is divided into three categories: external, internal and multiple mimesis. External mimesis represented the historical point of view in the design, which showed the beauty of the ancient times. Internal mimesis displayed the metaphorical symbols of religion, character, psychology, sexuality and fear. Multiple mimesis was the hybrid and the distortion of the different aspects of mimesis. Applying this research on mimesis and expressing them in Online video game design may be an excellent method for understanding human aesthetics in video game apparels.

A Study on the form of composition and principle of reduction in Architectural Composition (건축형태구성에 있어 환원성 원리와 구성형식에 관한 연구)

  • 이승우
    • Korean Institute of Interior Design Journal
    • /
    • no.25
    • /
    • pp.205-212
    • /
    • 2000
  • The purpose of this study was to analyze the form of composition and principle of reduction in architectural composition. Theorical category is to find reduction system with the connection between idea of society and tradition in compositional frame. The results were as follows : First, it is appeared the mimesis of style. The mimesis of style is differentiated characteristics between Greek Style or Roman Style and Gothic Revival or Renaissance Revival. Second, it is the reduction of primitive of form. It si divided with mimesis of nature and reduction of primitive hut. Like Laugier the former find the architectural prototype, the latter is convinced of simplicity, purity of nature with us.

  • PDF

The Commanding Amigo and Its Spirit Embodiment: An Inquiry into the Relationship between Manobo-Visayan Compadrazgo Social Relationship in the "Modern" Manobo Cosmology and Ritual

  • Buenconsejo, Jose S.
    • SUVANNABHUMI
    • /
    • v.6 no.1
    • /
    • pp.161-191
    • /
    • 2014
  • The entry of the logging industry in the once heavily forested riverine middle Agusan Valley where aboriginal Manobos live meant the entry of the material practice of wage labor into this out-of-the-way place. Wage labor converted the once relatively isolated, subsistence animist Manobos into laborers of the expanding capitalist regime. A symptom of modernity, this wage labor also accompanied the coming of Visayan settlers (also loggers paid by wage) who introduced indigenous Manobos the compadrazgo social relationship. This friendly relationship across ethnic identities legitimated social ties and is a social material practice represented in recent bilingual Manobo possession rituals where the Visayan spirit is incarnated along with Manobo spirits. To understand the idea behind spirit embodiment, I explore Manobo ritual as mimesis or poeisis. This representation is shaped by concrete material realities as much as these realities, in turn, are reconfigured by ritual practice. In the older Manobo cosmology, which is based on subsistence economy and dependent on the forest and rivers, individuals have an externalized self (as manifest in the idea of twin soul), in which the inner vital principle is co-extensive with a spirit double in cosmos. Manobos imitate the perceived workings of nature in ritual so as to control them in times of illnesses. In contrast, the mimesis of the Visayan spirit is based on a different political economic set up with its attendant asymmetrical interpersonal relationship. By symbolically representing the Visayan patron as friend, Manobos are able to negotiate the predicament of their subalternity in local modernity.

  • PDF

A Comparative Study on the Representation and Becoming Phenomenon Expressed in Contemporary Fashion -Focusing on the Theory of Mimesis and Deleuze's Becoming- (현대 패션에 나타난 재현과 되기 현상에 대한 비교 연구 -미메시스와 들뢰즈의 되기 이론을 중심으로-)

  • Yang, Hee-Young
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.33 no.2
    • /
    • pp.200-212
    • /
    • 2009
  • Since the late of 20C, contemporary fashion have becoming enlargement between role and function of fashion through the combination and the deconstruction among various different spheres. Because multi-functional and trans-formal fashion transforms and extends original space and role toward any other fields through the morphologic and structural combination, this has been freed form the representational function pursuing more simple morphologic imitation, and becomes to change the space that is able to 'becoming' of Jill Deleuze. This paper intends to make a comparative study between the representation phenomenon about simple morphologic imitation of existing fashion design, and the becoming phenomenon of fashion focused on the change toward any other different object. This studies' conclusion as follows. 1) First representation imitates a lot of nature forms that are able to be restored any fixed form and picture. 2) Second representation is the representation of representation that re-imitates imitated object and art work. 3) Ontalogical becoming is classified with depaysement, self-presentation of fashion, morphing, and becoming the nature as a element.

A Semantic Interpretation of the Design Language in the ChwuiseokJeong Wonlim of Gochang - Focusing on the Alegory and Mimesis in 'Chwuiseok' and 'Chilseongam' - (취석정원림에 담긴 조형언어의 의미론적 해석 - '취석'과 '칠성암'에 담긴 알레고리와 미메시스를 중심으로 -)

  • Rho, Jae-Hyun;Lee, Hyun-Woo;Lee, Jung-Han
    • Journal of the Korean Institute of Traditional Landscape Architecture
    • /
    • v.30 no.1
    • /
    • pp.76-89
    • /
    • 2012
  • This study aimed at carrying out a semantic interpretation of the core Design language that seemed to influence deeply in the creation of the ChwuiseokJeong wonlim of Gochang. Especially, this paper aimed at inferring how the spiritual culture of seclusion of the 16th century influenced the creation of the wonlim by understanding the metaphor and symbolism by grasping the transmission meaning and reception meaning of the creators and the people concerned with keywords like Eunil(隱逸: seclusion), Chwuiseok(醉石), and Chilseongam(七星巖). 'Building up a wall' was intentionally carried out in order to represent 'Seven Stars(The Big Dipper)' inside of the wonlim. This is a kind of two-dimensional 'enframement', and a result of active creation of a meaningful landscape. From Chilseongam that was created by assembling, we presumed that Kyung-Hee Kim, Nohgye(蘆溪), the creator showed the recognition and thoughts of astronomy as a Confucian scholar that the ChwuiseokJeong Wonlim where he secluded is the center of the universe. The interpretation of words in Nohgyezip, an anthology, showed that the articles and writtings of Nohgye, his decsendants, and the people of ChwuiseokJeong included alcohols, Chwuiseok, Yeon-Myung Do, and Yuli(栗里) where Do secluded; this means that Nohgye ranked himself with Do because Nohgye also lived in peace by drinking alcohols and enjoying nature like Do did. 'Drinking' was what expressed the mind of Nohgye who wanted to be free and have the joy of enjoying mountains, water, and their landscape like Do did. In other words, 'Drinking' is the symbol of freedom that makes him forget himself and equate himself with nature. These are the representation, imitation, and mimesis of respecting Yeon-Myung Do. As the alegory of 'speaking something with other things' suggested, it is possible to read 'Chwuiseok', came from the story of Yeon-Myung Do, in multiple ways; it superficially points out 'a rock on which he laid when he was drinking', but it also can be interpreted as 'an object' that made him forget his personal troubles. In addition, it means freewill protecting unselfish mind with the spiritual aberration of drinking, 'Chwui(醉)', mentally; also, it can be interpreted metaphorically and broadly as a tool that makes Nohgye reach to the state of nature by the satisfied mind of Yeon-Myung Do. 'Chwuiseok' was a design language that showed the situation of Nohgye by comparing his mind with the mind of Yeon-Myung Do from the Confucian point of view, and a kind of behavioral mimesis based on his respect to Do and 'aesthetic representation of objective reality.' It is not coincidental that this mimesis was shown in the engraved words on Chwuiseok and the creation of ChwuiseokJeong that has the same name with Chwuiseok in Korea and China.

A Comparative Study of Eastern and Western Cross-Style in Modern Fashion - Through a Comparative Study of "West Meets East" vs. "East Meets West" - (현대 패션에 나타난 동.서양 Cross-Style 비교 연구 - 동.서양 사유관의 비교 연구를 통하여 -)

  • Chae, Hye-Sook;Chae, Keum-Suk
    • Journal of the Korean Society of Costume
    • /
    • v.58 no.10
    • /
    • pp.95-111
    • /
    • 2008
  • Now when Wests meet Easts, they approach with a motive of acknowledging Eastern or Asian value, concretizing and sharing philosophy. As the result of this study through comparing Eastern and Western view of thinking, First, East is the cosmic beauty of harmony that pursues the harmony with the nature involving emotional and humane affection, and West has the tendency of proportional beauty of harmony involving order and balance. Second, East pursues the metaphorical beauty of mimesis which implies more in invisible parts, and West has the tendency of pursuing visual beauty of mimesis which has contents in visible parts. Third, East is the sublime beauty of nothingness which suggests a blank is endless infinitude of doctrines and mind breath, and West pursues the sublime beauty of being which desires to fill tangible existence without blank. Fourth, East is the expressive beauty that has the intuition of pleasure, which gives weight on non-clearness, emotional joke, and satire, and emphasizes a comic phase, and in West pursuing clearness of order, the concept of the ugliness of disformation is the intuition of defiance, and close to intuition of sadness.

The Nature of Gamestorytelling as Action-Narrative (행위서사로서의 게임스토리텔링의 본질)

  • Kihl, Tae-Suk
    • Journal of Korea Game Society
    • /
    • v.11 no.3
    • /
    • pp.31-42
    • /
    • 2011
  • This article is designed to investigate the nature of gamestorytelling as action-narrative through analyzing player acting in game context. Gamestorytelling is a narrative product which makes up of acting by players with story elements by producers, in a different such as novels, movies that express of showing and telling. The tradition of action-narrative can be found in myth and play.

A Critical Study on Arthur C. Danto's' Philosophizing Art' (단토의 '철학하는 예술' 개념에 대한 비판적 고찰)

  • Kim, Baik-Gyun
    • The Journal of Art Theory & Practice
    • /
    • no.10
    • /
    • pp.183-202
    • /
    • 2010
  • The term "philosophizing art" was coined by Arthur Danto, who tried to define new forms of art, especially Andy Warhol's pop art appeared in New York after 1960's, which could not be explained by traditional concept of "representation". As Danto said "the term 'philosophizing art' is unclear, whether art discusses philosophical issues or art is the object of philosophic discussions", it does not seem like Danto himself had a specific idea when he used this term. The background for Danto coining this term derives from the fact that the old art concept such as denotation and connotation could not fully explain phenomenalistic aspects of concept art which appeared frequently at that time. Many articles in his book "philosophizing art", in which many of his criticism are included, mainly say that art begins philosophizing by dealing with not mimesis or representation but concepts. According to his argument, the history of western art, which has been consisted of mimesis and representation, has come to end when art is about physically embodied with meaning. Of course, as Danto say so, what goes to end is not art itself, but the narrative of art. It means master narrative saying art should be shown different from nature or artificial daily product is over. Danto could not find principals of mimesis and representation which had been main logic in the western art history, when he saw Andy Warhol's Brillo Boxes at Stable Gallery, New York in 1964. Danto questioned "if we can not distinguish Brillo box's artistic aspects visually from other factory-made products, how can we distinguish art from non-art", By answering those questions, he discovered two facts which made him realize the end of Art: One is there is no special way in which works of art have to be shown or has to exist. Therefore, art history has proven that commercial boxes, trashes and files of underwear can be a work of art. The other is we have fully recognized it at the end of 20thcentury. Danto confessed that through Brillo Boxes, he realized the works of art are decided by something can not be seen by eyes, not by distinguished differences by looking at it. This thesis is trying to show personal understanding about art, philosophy and discourses surrounding them and to figure out how Dante opened a new world to art criticism by using new definitions such as 'end of art' and 'philosophizing art' which Danto used to explain inner aspects of art.

  • PDF