• Title/Summary/Keyword: Realism

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Documentary Modes of Storytelling in Boyhood (보이후드(Boyhood) 스토리텔링의 다큐멘터리적 기법)

  • Huh, Eunhee
    • Journal of Korea Multimedia Society
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    • v.22 no.8
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    • pp.974-982
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    • 2019
  • Contemporary narrative and documentary share across boundaries between the 'actuality' and the 'creative treatment.' The documentary has blended modes of representation from various genre to reflect the world changing. The narrative movies also has applied the historicality of 'evidence' and 'documents' from documentary to obtain the new form of realism. Boyhood shows a differentiated realism to retain both the narrative structure and the documentary temporality, containing 12 years of timeline with the limited artificial space time. Boyhood also takes the analogical concept of 'the dramatization of the actual materials' from the early documentary films.

Aesthetic Approach of Digital Images - Focus on Realism - (디지털 이미지의 미학적 수용에 대한 연구 - 사실주의를 중심으로 -)

  • Yoon, Young-Doo;Choi, Eun-Young
    • The Journal of the Korea Contents Association
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    • v.10 no.2
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    • pp.146-154
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    • 2010
  • Argument on the postmodernism of philosophy and history, epic and effect, and culture and art is becoming more ambiguous in scope due to digital technology development. Digital technology makes to change of aesthetic approach over the length and breadth of art and culture including medium art. Analysis of Digital images is changed from presence of images to feature analysis of images which is made by digital technology, and raise the question of how to analyze the images of reproducing digital technology focused on realism. Digital image, focused on hyper reality, should be approached not by film aesthetic approach but by shot unit. Due to emphasizes image reality reproduction by frame unit and not the short unit of the narrative approach, the artistic approach should differ from previous realism practice. Particularly, when considering movies which is focused on illusion, the realistic approach should be realized not in the of realistic approach in narrative aspect but in the aspect of realistic approach in painting aspect.

The Metonymic Realism of the 2014 Venice Biennale of Architecture (2014 베니스 비엔날레 건축전에 나타난 환유적 리얼리즘)

  • Park, YoungTae
    • Korean Institute of Interior Design Journal
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    • v.25 no.1
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    • pp.13-23
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    • 2016
  • 2014 Venice Biennale of Architecture, presented by general director Rem Koolhaas, has shown the distinct difference between his present displays and past displays. Under the theme of FUNDAMENTALS and ABSORBING MODERNITY, Rem Koolhaas has developed his own unique way which is a research-oriented display technique to explain the difference at the exhibition. The purpose of this study is to define a research-oriented display technique as realism rhetoric for the opened dialectic and identify its aspect of a methodic approach. This report investigated not only Rem Koolhaas's thought and theoretical approach through his work but also the comparison of between his present and past displays. His display is based on the constellation of Central Pavilion, National Pavilions, and Arsenale display and reflected the reality of architecture in self-deception through the metonymical interaction of various facts and records. Rem Koolhaas called it the composition of contradiction. In his work, the spatial situation which is the present has been made with the intervention of historical events and has revived the reality of architecture. Also, the present is a montage of the strict control of architecture, the isolation from the architecture itself, and the autonomic communication with other fields. Finally, as a result of his work, Rem Koolhaas has shown that his display is not the end of phase but a phase of creation.

A comparative study on Yun Jo-Byeong's realistic plays with Bernard Shaw's (윤조병의 사실주의 희곡과 버나드 쇼의 사실주의 희곡의 비교연구)

  • Kim, Yong-Nak
    • English Language & Literature Teaching
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    • no.4
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    • pp.285-305
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    • 1998
  • In order to scrutinize what realism really means, this paper is to analyze and compare the major realistic plays of Yun Jo-byeong of Korea with the earlier realistic ones of Bernard Shaw of England. As all the scholars concerned admit, Shaw offered reality in all of his plays: social, political, economic, religious. He was a didact, a preacher who readily acknowledged that the stage was his pulpit. Though he preached socialism, creative evolution. the abolition of prisons, real equality for women, and railed against the insincerity of motives for war, he did so as a jester in some of the finest comedy ever written. Shaw brought serious themes back to the trivialized English stage, creating a body of drama that left him second to none among twentieth century dramatists. Today, evolution and creationism and Shaw's ideas on creative evolution and the Life Force remain timely issues. As for Yun Jo-byeong who has written many realistic plays lately, he is known as a major realist in Korea. But his realistic plays are more symbolic, poetic, and private than Shaw's. As a result, Korean realism has not been so flourished in Korea as in England. Therefore, we Korean playwrights who want to write really realistic plays should try to study Shaw's realism more closely than ever.

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Yagisawa on Peacocke and van Inwagen

  • Kim, Seahwa
    • Korean Journal of Logic
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    • v.16 no.1
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    • pp.45-59
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    • 2013
  • In his book Worlds and Individuals: Possible and Otherwise, Takashi Yagisawa Yagisawa argues that his own theory is better than Lewis's theory by showing that his own theory can deal with important objections to modal realism more successfully than Lewis's. In particular, Yagisawa claims that by adopting modal tenses, he can respond to many important objections to modal realism in a uniform way. In this paper, I argue that Lewis can also successfully respond to Peacocke's objection in an exactly parallel way to Yagisawa's by distinguishing existence at the actual world from existence at other possible worlds and that Yagisawa's response to van Inwagen's objection does not succeed. I conclude that Yagisawa fails to show that his own theory is better than Lewis's.

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The Effects of Racing Game's Realistic Input Device and Point-of-View on Arousal, Valence, Identification and Engagement (레이싱게임 입력기의 사실성과 시점의 효과: 각성, 유인가, 동일시, 관여도를 중심으로)

  • Kim, Ock-Tae
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.201-212
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    • 2011
  • This study examines the potentials of realistic controller and point-of-view to affect users' arousal, valence, identification and engagement. While media researchers have advocated the role of realistic controller and point-of-view as a possible contributor to psychological reactions of playing video game, this claim is based on a relatively small number of empirical studies. Collegiate subjects took part in an experimental investigation manipulation the level of controller realism(gamepad vs. steering wheel) and point-of-view(first person vs. third person). Results of the study showed the influence of controller realism and point-of-view on arousal, identification and engagement, and the implication of the findings are discussed.

Sherman Alexie's The Lone Ranger and Tonto Fistfight in Heaven and Smoke Signals: Reservation Realism and Indianness in the New Era (셔만 알렉시의 『고독한 보안관과 톤토가 천국에서 싸우다』와 <스모크 시그널즈>: 아메리카 인디언 보호구역 리얼리즘과 신세기 인디언주의)

  • Rho, Heongyun
    • English & American cultural studies
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    • v.9 no.1
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    • pp.163-184
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    • 2009
  • Sherman Alexie deals with reservation realism in The Lone Ranger and Tonto Fistfight in Heaven and Smoke Signals. By reservation realism he means American Indian traditions and its problems like alcoholism, violence, unemployment, depression, and poverty on the reservation. It cannot be denied that the traditional ceremonies have played significant roles in making it possible for American Indians to keep their own ethnic identities. It is, however, also true that the same traditions have prevented them from embracing modernity. Alexie believes that it is high time that Indians living on the reservation discarded the old tradition of racial exclusiveness for a gradual crossing of cultural borders. What is seriously needed on today's reservation is not the historic figure of Crazy Horse, a stoic and masculine warrior in the late 19th century, but Sacagawea, a Shoshoni Indian who helped Meriwether Lewis and William Clark to explore the American West in the early 19th century. When asked to be more specific about cross cultural examples, Alexie proposes successful Indian doctors and lawyers as role models on the reservation.

Analysis of Emotional Responses to Different Graphical Styles of Natural Scenery in Video Games (게임에서의 자연풍경의 그래픽 스타일 차이에 따른 감성 반응 분석)

  • Hansun Hong;Seongsu Kim;Minji Kang;Juyoung Lee
    • Journal of Environmental Science International
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    • v.32 no.12
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    • pp.979-985
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    • 2023
  • After the outbreak of COVID-19, the demand for home-enjoyable video games has surged, driven by extended pandemic conditions and resulting in rapid graphic technology advancements. Consequently, games with diverse expression techniques have emerged, captivating players. Virtual Reality (VR) environments predominantly feature natural landscapes, with advancing graphic technology enabling lifelike scenes. The rise in individuals seeking solace through natural elements in games has followed suit. As VR technology and metaverse interest grow, more people are exposed to digital imagery. However, evidence on the influence of graphic expression methods on emotional response to that is lacking. Our study examined user emotional responses, focusing on natural landscapes in digital graphics of games. Analyzing a group of 47 young adults as frequent digital media consumers, we studied reactions to different image styles (Realism, Semi-Realism, Stylized). In the analysis, Realism-style images were perceived the most positively, while emotional responses to natural landscapes with different graphical expressions showed no significant differences. Results suggest that recognizing digital natural landscapes may outweigh expression style impacting the evaluation of digital nature. This study's empirical analysis enhances the understanding of digital nature's application to actual situations.

Study on the Digital Character and Realism in the Digital Age -Focused on the CG Works of the ACM SIGGRAPH Asia- (디지털 시대: 디지털 캐릭터와 리얼리즘 -ACM 시그래프 아시아 출품작을 중심으로-)

  • Choo, Hye-Jin
    • Cartoon and Animation Studies
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    • s.37
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    • pp.439-461
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    • 2014
  • Art has evolved into remarkable changes in its art form maintaining a close link with the contemporary scientific technologies that gave birth to new tools of expression in each era. Animation is an art form in an inextricable connection with technological aspects because it was spawned by the technical background like movies. In this regard, animation is often viewed very strongly by technical advancements in terms of an aesthetic approach. John Whitney Sr., one of the pioneers in computer graphics arts, turned his attention to the new technology called computer graphics as a means to visualize images and movement. The advent of a new medium had a strong influence not only on tools and means for novel expression but also on the gradual shift in thinking about arts and even the audiences' taste. In the 1980s, animation was combined with computer technology and the rapid progress of computer graphic technology opened up the era of new visual aesthetics, Today, the development of digital technology presents a different dimension of realism, either advocating hyperrealism by digital actors or presenting new illusionism by classic cartoon characters emphasized in a distortion or metamorphosis from a real life in order to consolidate animation realism. Based on the two perspectives mentioned above, this study can identify methods of digital character appropriation focused on the works of the ACM SIGGRAPH Asia and find how the relationship between art and technology has changed the digital realism and evolved the digital character as the digital technology has developed.