• Title/Summary/Keyword: Painting Work

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Analysis of Characterization on Ancient Ink Stick (고대 먹의 특성 분석)

  • Nam, Tae-Gwang;Shin, Soo-Jeong;Park, Won-Kyu;Kim, Byung-Ro
    • Journal of Conservation Science
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    • v.28 no.2
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    • pp.165-173
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    • 2012
  • In this work, scientific and systematic analysis was conducted for finding out the methods and techniques of ancient ink stick making. Analysis the ancient ink stick on ancient documents and wooden writing as letter or painting, we concluded as followings. From the analysis of ancient wood by dendrochronology, wood was cut at 1899, which provided the information on the year of ink stick's made on writing on ancient wood. Single particle size for soot of ancient ink stick was 107 nm for ink on the roof-filling timber in Sinsunwonjeon of Changdeok Palace, compared to 38 to 86 nm on the letter on ancient 12 paper document. Aggregate particle size was 370 nm for ink on the roof-filling timber in Sinsunwonjeon of Changdeok Palace, but 206 to 318 nm for aggregate particle size on 12 paper documents. There was similar pattern between single particle size and aggregate particle size of soot, which might provide the information of raw material for ancient ink. From infra-red and Raman spectroscopic analysis of sheet of writing on paper or wood, there was severe interference from background material (paper or wood). From Raman spectroscopic analysis of ancient ink carefully separated from ancient wood, spectrum pattern was closer to ink stick made by the soot from pine burning.

A Study of Traditional Pattern in Animation: focusing on Toom Moore's and (애니메이션에 사용된 전통문양 연구 - 톰 무어의 <바다의 노래>, <칼릴 지브란의 예언자-사랑에 대하여>를 중심으로)

  • Joe, Hyun-Jee
    • Cartoon and Animation Studies
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    • s.43
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    • pp.185-209
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    • 2016
  • Pattern refers to singular or repetitive decorative form in a blank surface, Also pattern is not just something to simply fill in the blanks, and has more meanings. Pattern reflects the specific culture or regional feature. So Depending on which pattern to use, creator can give particular of identity. which is generally utilized in visual arts such as painting, architecture, craft, as well as animation. Pattern in animation plays a role of decorating background or surfaces of characters' outfits or props. And Parttern is effective way to describe the story of the times and space environment of the background. Tomm Moore, an animation director in in Ireland mainly produces animations based on traditional folk stories or myths. He usually utilizes cultural and artistic factors related to the themes in his work production. One example is the insertion of pattern closely associated with the narratives and backgrounds of animations to create profound scenes. Tomm Moore used the Irish Celt pattern in Secret of Kells (2009) and Song of Sea (2014) and Islam geometric pattern and plant pattern in a short nimation named On Love from Kahlil Gibran's The Prophe (2014). This study attempts to examine the historical and cultural foundation and the narratives of these two animations, Song of Sea(2014) and Kahlil Gibran's The Prophet: On Love (2014) in which Tomm Moore participated as the director and producer, exploring their relevant traditional patterns. Moreover, it also attempts to analyze how these traditional patterns are utilized in the animations.

Study of Wooden Chukmok and Chukdu Used for East Asian Mounting (동양 장황에 사용된 축목과 축두에 관한 연구)

  • Jang, Yeonhee
    • Conservation Science in Museum
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    • v.19
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    • pp.53-68
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    • 2018
  • Hanging scrolls and handscrolls are common mounting for East Asian painting and calligraphy in which wooden Chukmok with Chukdu of various materials are attached either at the top and bottom or at each side of a work. Hanging scroll paintings or calligraphy can be hung for appreciation and rolled up for preservation. The Chukmok and Chukdu of a hanging scroll were made from different materials and were known by distinct names in Korea, China, and Japan. In Korea, the wooden Chukmok were called sanghachukhoengmok(上下軸橫木), which means horizontal wooden bars for the top and bottom axes. The wooden Chukdu were called Chukdu(軸頭), meaning the head of an axis. These Chukmok and Chukdu were made of Korean red pine, nut pine, or shiny xylosma. In China, the rod was called zhougan(軸杆) and zhoutou(軸頭), and they were made of Japanese cedar, sappan wood, or red sandalwood. In Japan, the top rod was called hassou(八双; 八裝) and the bottom jikugi(軸木), and they were made of Japanese cedar, red sandalwood, or crystal. In Korean hanging scrolls, the cross section of a Chukdu is either flat or round, and it can be either patterned or patternless. The designs include concentric circles, two circles, and three circles. Among the portraits of meritorious subjects analyzed in this study, three examples feature concentric circles on Chukdu with a flat cross section, which coincides with most of the king's instructions housed at the Jangseogak Archives. This suggests that flat Chukdu with a concentric circle pattern were used for binding most of the paintings of meritorious subjects commissioned by the royal court.

Pretreatment Effect on the Analysis of Insoluble Hexavalent Chromium (전처리방법에 따른 불용성 6가 크롬 분석에 관한 연구)

  • Lee, Eun Jung;Roh, Jae Hoon;Won, Jong Uk;Chun, Mi Ryonng;Cho, Myung Hwa;Kim, Chi Nyon
    • Journal of Korean Society of Occupational and Environmental Hygiene
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    • v.6 no.2
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    • pp.292-300
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    • 1996
  • Hexavalent chromium($Cr^{+6}$) compounds are considered to be particularly hazardous, primarily because of the associated risk of allergic reaction and cancer. The analytic method of hexavalent chromium such as the s-diphenylcarba-zide(DPC) method and all ether previously used methods are often made uncertain due to significant interferences from organic components. This report can provide a technique for the more rapid and simple determination of total hexavalent chromium. than other currently using methods. The s-diphenylcarbazide method proposed by the U.S. National Institute for Occupational Safety and Health has low recovery rate(15.67 - 48.20%) due to interference, iron chloride and nickel chloride. A microwave oven technique has high recovery rate(about 70%) of insoluble hexavalent chromium. For the difference of ionic charges of $Cr^{+3}$-ethylenediamine tetraacetic acid(EDTA) chelate and $CrO_4{^{-2}}$, we could detect them simultaneously by ion exchanged high performance liquid chromatography. The confirmation of $Cr^{+3}$ and $Cr^{+6}$ were checked by fraction collector and flameless atomic absorption spectrometer. We observed that the small amount of hexavalent chromium is converted to trivalent chromium due to enhancement of chromium reduction by $Fe^{+3}$ or $Ni^{+2}$. As a result of this study, on the analysis of insoluble hexavalent chromium with microwave oven was used for, it may be better and more precise analysis after pretreatment by 2% NaOH-3% $Na_2CO_3$ and then analysis UV-spectrophotometer. It should be done for various studies on insoluble hexavalent chromium on the basis work environmental monitoring so called welding, painting etc.

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A Theory of Intermediality and its Application in Peter Greenaway's (상호매체성의 이론과 그 적용 - 피터 그리너웨이의 <프로스페로의 서재>를 중심으로)

  • PARK, Ki-Hyun
    • Cross-Cultural Studies
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    • v.19
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    • pp.39-77
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    • 2010
  • The cinema of Peter Greenaway has consistently engaged questions of the relationship between the arts and particularly the relations of image and writing to cinema. When different types of images are correlated and merged with each other on the borders of painting, photography, film, video and computer animation, the interrelationships of the distinct elements cause a shift in the notion of the whole image. This analysis proposes to articulate the complex relationship between the 'interartial' dimension and the 'intermedial' dimension in Peter Greenaway's film, (1991). If the interartiality is interested in the interaction between various arts, including the transition from one to another, the intermediality articulates the same type of relationship between two or more media. The interactional relationship is the same on both sides; on the contrary, the relationship between art and media does not show the same symmetry. All art is based on one or more media - the media is a condition existence of art - but no art can't be reduced to the status of media. This suggests that if the interartiality always involves the intermediality, this proposal may not be reversed. First, we analyse a self-conscious investigation into digital art and technology. Prosospero's Books can be read as a daring visual essay that self-consciously investigates the technical and philosophical functions of letters, books, images, animated paintings, digital arts, and the other magical illusions, which have been modern or will be post-modern media to represent the world. Greenaway uses both conventional film techniques and the resources of high-definition television to layer image upon image, superimposing a second or third frame within his frame. Greenaway uses the frame-within-frame as the cinematic equivalent of Shakespeare's paly-within-play : it offer him the possibility to analyse the work of art/artist/spectator relationship. Secondly, we analyse the relationship between the written word, oral word and the books. Like the written word, the oral word changes into a visual image: The linguistic richness and nuances of Shakeaspeare's characters turn into the powerful and authoritative, but monotone, voices of Gielgud-Prospero, who speaks the Shakespearean lines aloud, shaping the characters so powerfully through his worlds that they are conjured before us. Specially each book is placed over the frame of the play's action, only partially covering the image, so that it gives virtually every frame at least two space-time orientations. Thirdly, we try to show how Peter Greenaway uses pictorial references in order to illustrate the context of the Renaissance as well as pictorial techniques and language in order to question the nature of artistic representation. For exemple, The storm is visualised through reference to Botticelli's : the storm of papers swirling around the library is constructed to look like a facsimili copy of Michelangelo's Laurentiana Library in Florence. Greenaway's modern mannerism consists in imposing his own aesthetic vision and his questioning of art beyond the play's meta-theatricality: in other words, Shakespeare''s text has been adapted without being betrayed.

A Study on Gilles Deleuze's "Francis Bacon: The Logic of Sensation" - Focused on the Concept of 'Haptique' - (들뢰즈의 『감각의 논리』에 관한 연구 - '햅틱 Haptique' 개념을 중심으로 -)

  • Jin, Gi-haeng
    • Journal of Korean Philosophical Society
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    • v.145
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    • pp.381-407
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    • 2018
  • Gilles Deleuze presents his distinctive logic of sensation in "Francis Bacon: The Logic of Sensation" with his own approach to Bacon's paintings. What matters here is the sensation of 'haptic' that is 'one possibility of the eyes' but different from optical perception. The concept of 'haptic' has been translated into Korean variously, and Gilles Deleuze adopted this concept from Austrian art historian, Alois Riegl. Alois Riegl had used the concept of 'haptic' to mean proximate view (Nahsicht in German) as in seeing Egyptian bas-relief. Gilles Deleuze was in succession to Alois Riegl's way of thinking and used the concept of 'haptic' to discuss Bacon's paintings. By the way, Alois Riegl had adopted this concept anyway to read Egyptian bas-reliefs, but Gilles Deleuze applies this concept to paintings. Actually, this concept in Gilles Deleuze's theory of painting has more meanings than Alois Riegl'. That is to say, when we intend to understand "The Logic of Sensation" as a new logic of sensation to be represented more than just a discussion about Bacon's paintings, we would say that key word is the concept of 'haptic' being symbolic of Bacon's paintings. Yet, what kind of sensation is the 'haptic'? And, what is Deleuze's theory of sensation? I want to interpret "Francis Bacon: The Logic of Sensation" as a work being developed through his own theory of sensation, and further more I should like to draw special attention to the sensation of 'haptic' in order to make his theory of sensation with admirable clarity.

Material Scientific Properties and Effects on Atmospheric Environment of Copper Rust Pigments (동록안료의 재료과학적 특성 및 대기환경 영향 평가)

  • Park, Ju Hyun;Kim, Myoung Nam;Park, Se Rin;Yu, Ji A;Kim, Su Kyoung;Lee, Sun Myung
    • Korean Journal of Mineralogy and Petrology
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    • v.33 no.4
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    • pp.361-376
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    • 2020
  • Atacamite and Verdigris were studied material scientific properties and durability that are used for traditional green pigment in traditional art painting work and Dancheong. As a result of ingrediant analysis, K-AA and K-VA identified Atacamite and Hoganite (or Verdigris) respectively. In order to find a factor of depressing the stability of pigment, we examined UV radiant exposure test, CO2/NO2 gas corrosion test and salt spray test. Salt spray test damaged both samples which were formed salt particle on the surface of the samples and it makes color disability. Furthermore, the results of gas corrosion test that both pigments change color enough to be perceived by the naked eyes showed that an air pollutant NO2 gas is also considered to be a major damage factor. In the case of K-VA, Hoganite that is main component of sample changes Tenorite with turn black after accelerated UV radiant exposure test. The consequences of the atmospheric environment effect test of the two pigments, K-VA showed relatetively weaker than K-AA.

Human Sense-Based Simulation-Experience Model for Interactive Art Production (인터랙티브 아트 제작을 위한 인간의 감각 기반 시뮬레이션-체험 결합 모델)

  • Liu, Ting-Ting;Lim, Young-Hoon;Paik, Joon-Ki
    • Journal of the Korea Convergence Society
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    • v.12 no.11
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    • pp.169-184
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    • 2021
  • Recent advances in science and technology leveraged various artistic tools. Interactive art based on various media technologies became popular in a short period, and is widely appreciated as a new form of art. This new form of art has a different method of expression from traditional art such as painting or sculpture. It aims to strike a balance among the artist, audience, and piece of art through interaction between the work and viewers. Viewers can take part in the creation process, going beyond the conventional way of art appreciation. This paper analyzes interactive art production techniques based on human senses from the artist's perspective. "Simulation-experience model" will be suggested after looking at several example artworks. Charming, which was produced based on this model, will be introduced and its meaning will be analyzed. The objective of this paper is to predict the future of interactive art and changes in the art form by studying interactive art production techniques based on human senses. We believe that the prediction is helpful in understanding the artistic and technological value and the social influence of interactive art in the future.

A Case Study of Fashion Illustration Using VR Technology -Focusing on iPad use case and comparative analysis (VR 기술을 활용한 패션일러스트레이션 사례 연구 - 아이패드 활용 사례와 비교분석을 중심으로)

  • Park, Keunsoo
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.763-770
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    • 2023
  • In today's modern fashion industry, along with the Fourth Industrial Revolution, the digital fashion industry using new technologies such as AR (Augmented Reality), VR (Virtual Reality), and Metaverse is gradually expanding. Accordingly, in the field of fashion design education, a new form of fashion illustration using VR technology is attracting attention as a new expression method. Recently, the use of digital tools such as iPads is gradually increasing in the field of education at universities majoring in fashion design, and students' interest in new digital tools is continuously increasing in the process of fashion illustration work. Therefore, this study implements fashion illustration using VR technology, which has been commercialized and popularized in the fashion industry, analyzes the differentiated characteristics compared to fashion illustration completed with iPad, and explores the possibility of using VR technology for fashion illustration as a new expression tool. We looked at the limitations. Through this study, it was found that VR is a positive help to fashion illustration to express the conception and overall connectivity in the three-dimensional aspect of fashion design, and the iPad was found to be suitable for specific and delicate fashion illustration expression. The results of this study are intended to provide basic data for fashion illustration education that can increase students' interest and achievement.

Study on Internationality of Japanese Modern Print in the World Print (세계 현대 판화속의 일본 현대판화의 국제성 연구)

  • Kim, Seung-Yeon;Shin, Ji-Yeon
    • Cartoon and Animation Studies
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    • s.37
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    • pp.413-437
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    • 2014
  • As the public Japanese art, print can be said to have started from Ukiyo-e print of Edo period(江戶時代, 1603~1867). Ukiyo-e(浮世繪) print, which 3 persons jointly produce, henceforth has gradually declined since the meiji period(明治時代, 1868~1912) due to the development of new print technique and introduction of western art. Since then, during the daiso period(大正時代 1912~1926), creative print movement grew up. Creative print is, differently from Ukiyo-e print, to be produced by one person, from the original picture to print, focusing on creating the artist's own work by being the main agent of the work. During before and after 1900s, print was evaluated low in Japan, compared to western painting, sculpture, etc. Nevertheless, the facts that several Japanese print artists received awards from international exhibits since 1950s became a big topic internationally, which became an opportunity to hold Tokyo International Print Biennale in 1957 in Japan, the first international art festival. From then on, print was recognized as an art genre while new recognition on it was gradually accepted also in Japan. In 1970, a controversy on it arose, while the characteristic of print as a medium of modern art became strong, accordingly, a controversy on it arose. However, in 1980, it firmly established itself as an art genre by overcoming the crisis through various efforts in the dimension of print artists and university education. Since then, print artists who produce new works with completeness by applying traditional technique and modern expression mode emerged, and until now Japanese modern print art is highly recognized by the world through the continuous overseas activities, research on print art, and cultivation of young print artists. This research looked back on the historical process when Japanese modern print art was created, which represents Asia, and investigated the cause that it could have win an international fame.