• 제목/요약/키워드: Realistic Style

검색결과 129건 처리시간 0.026초

다국적기업의 현지화를 위한 경영문화 연구 - 베트남 진출 네슬레와 삼성전자의 사례 비교 - (The Globalization and Corporate Culture of Nestle and Samsung Electronics in Vietnam)

  • 이승영;김현철
    • 통상정보연구
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    • 제9권4호
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    • pp.375-393
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    • 2007
  • The purpose of this study is to define the different stage of global management cultures for localization from the case study of two respective multinational corporations, Nestle and Samsung Electronics invested in Vietnam, and then to find out on how Korean multinational corporations can reduce the gap of global management culture compared to global multinational corporations. In fact, Samsung has been pretty much being on a right track from the global marketing management perspective, however still stand at the beginning stage in terms of leading the global corporate culture. In comparison to Nestle with over 130 years of worldwide business experience, Samsung Electronics having only a decade global experience as a Korean multinational corporation has been found to have an obvious gap in terms of globalization which is mainly caused by global corporate culture. Even though it doesn’t seem realistic for Korean multinational corporations to immediately catch up the gap of global corporate culture against global multinational corporations with long years of global experiences and history, Korean multinational corporations need to track the foot print of every steps of globalization particularly focused on the local management culture of global multinational corporations, so that they will be able to shorten the timing to develop the true meaning of global corporate culture being evolved from the Korean management style.

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한국현대디자인의 문화정체성 연구 (A Study on the cultural identity of korean modern design)

  • 김종균
    • 디자인학연구
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    • 제17권4호
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    • pp.353-364
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    • 2004
  • 본 논문에서는 왜곡된 시대사와 더불어 현대의 한국디자인이 전통과 단절되고 변이되어가는 과정을 실증적 사료를 통하여 그 원인을 살펴보고(2, 3장), 이후 현대에까지 이어지고 있는 문화정체성 찾기의 노력의 디자인계의 노력을 살펴 그 경과와 문제점을 지적하고(4장), 문화주체적 한국디자인이 나아갈 방향에 대한 논의의 새로운 출발점을 세우고자 하는데 목적이 있다(5장). 이미 구시대적 패러다임이 되어버린 산업사회의 디자인관에서 비롯된 많은 부조리와, 근현대 정치권의 정책적 유도로 왜곡된 문화적 정체성에 대한 전반적인 논의를 다시 생각해보고, 디자인계에 필요한 새로운 이정표를 세움으로서, 차후 지속될 ‘한국적 디자인’ 논의의 방향전환을 꾀하고 정보지식사회에 ‘한국디자인’에 필요한 문화담론의 생산과 요구되어지는 노력, 이를 위해 강구되어야 할 현실적인 방안을 검토해 보는 것을 목적으로 한다.

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인터랙티브 미디어를 이용한 거주자 요구 조사방법에 관한 연구 1 - 매체별 응답성향 차이분석을 중심으로 - (A Study on the Survey Method of the Residents′ Housing Needs Using Interactive Media - Focused on the Difference Analysis of Answer Disposition by Media -)

  • 김석태;오찬옥;박수빈;양세화
    • 한국실내디자인학회논문집
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    • 제13권5호
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    • pp.114-124
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    • 2004
  • Most previous studies, in general, related to housing needs have analyzed the data from self-administered survey or interview using questionnaire or simple 2D floor plan. This study was Intended to suggest how to increase the reliability and effectiveness of such survey methods in examining the residents' housing needs. In order to accomplish the purpose, the two kinds of surveys using Web based VR media and typical questionnaire were peformed. The same questions were used for these two surveys, and they included the furniture characteristics, use of each room, adjustment of room size, preferences for interior colors, preferred furniture in living room, space layout of floor plan, housing life style, and preference for housing characteristics. The answer differences between these two were analyzed. The subjects were 402 housewives who lived in apartment houses in Haeundae, Busan. Finding were as follows: first, the media method was more likely to be effective than typical questionnaire survey in explaining housing needs for the adjustment of room size in housing unit plan. Second, the media method was more realistic and reliable than the other in comprehending the needs for the interior colors. Last, the VR media tended to be more effective than the other in understanding the space layout of floor plan. This research sheds light on the utilization of visual instrument for the analysis of needs related to space use.

A Wide-field-of-view Table-ornament Display Using Electronic Holography

  • Daerak Heo;Hosung Jeon;Sungjin Lim;Joonku Hahn
    • Current Optics and Photonics
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    • 제7권2호
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    • pp.183-190
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    • 2023
  • Three-dimensional (3D) displays provide a significant advantage over traditional 2D displays by offering realistic images, and table-style displays in particular are ideal for generating 3D images that appear to float above a table. These systems are based on multiview displays, and are typically operated using temporal or spatial multiplexing methods to expand the viewing zone (VZ). The VZ is an expanded space that results from merging the sub-viewing zones (SVZs) from which an individual view is made. To increase the viewing angle, many SVZs are usually required. In this paper, we propose a table-ornament electronic holographic display that utilizes 3f parabolic mirrors. In holography, the VZ is not simply expanded but synthesized from SVZs to implement continuous motion parallax. Our proposed system is small enough to be applied as a table ornament, in contrast to traditional tabletop displays that are large and not easily portable. By combining multiview and holographic technologies, our system achieves continuous motion parallax. Specifically, our system projects 340 views using a time-multiplexing method over a range of 240 degrees.

예측으로 본 1995년까지의 패션 경향 -패션의 행동 과학 모델을 중심으로- (FORECAST OF FASHION TO 1995 -Concerning the Behavioral Science Models of Fashion-)

현대 패션에 나타난 그로테스크 (The Grotesque Fashion in modern Fashion)

  • 최정화;유영선
    • 복식
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    • 제40권
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    • pp.151-170
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    • 1998
  • The purpose of this study is to examine the value of grotesque fashion and to predict the future fashion trend. The grotesque originates the formative art. It emerges towards of a century or transitional period in most case. In particular, it was used as the expressive method of an individual's inside and a satire on society through the work of artists in the Middle Age, the renaissance, the sym-bolism, the dadaism, the surrealism, the pop art, the technology art, and the post-modernism, etc. The grotesque in fashion is represented in the work of avant-garde fashion designers who lead the high fashion. The grotesque fashion which was combined with an image of non-formality, non-rationality, an absurdity and reality. It has been begun shape of female dress in the renaissance. Afterwards, it was represented in extremely exaggerated and distorted pop art, hippies' fashion in the 1960's. In the 1970's, it was reflected in genderless rock star and destructive punk fashion. It was also represented in the androgynous fashion which was combined with both sexes, the goth/gothic fashion which was expressed with a realistic and fanciful shape and the tattoo of skin-head in the 1980's. In the 1990's, the grungy look which was dirty and the cyber punk fashion. In general, it was also expressed by the avant-garde fashion designers. To sum up, a grotesque fashion which is expressed by experimental designers is classified into four shapes. 1, Union of some extraneous is expressed as different kinds of fashion theme, such as abnormality of texture, uses of surrealistic elements and chaos of sex. Although it appears that the abnormal union of grotesque has only discord and collision, it also shows a feeling of freedom for the tension. 2. Introduction of real and fanciful image is expressed as a cyborg, realistic description of disgusting animal skin and aggressive shape. Especially, it is worth while to notice Tierre Mugler and Alexander Macqueen's work which expressed the shape of mingling human of Middle Age. 3. distortion or exaggeration is expressed as an unformed shape, the exaggeration of a clothing size, the abnormal exaggeration of human body and the ignorance of clothing form. 4. Introduction of a disgusting image is expressed as an extremity of reality, motifs of death, clothing material of disgusting hair and the ostentation of sex. Motto which leads modern fashion is something new and shocking. The grotesque fashion is an expression of eagerness for something new. It often show something ironic in the form of humor which is embedded in an abnormal and shocking pattern. The grotesque fashion is represented as an extreme beauty. It will stand as an important element of the future fashion and as a particular style with the change and fluidity.

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홍상수 감독의 영화 <지금은 맞고 그때는 틀리다>(2015)의 일상적인 캐릭터와 연기 (The Everyday Characters and Acts of Director Hong Sang-soo's Film (2015))

  • 이아영
    • 한국엔터테인먼트산업학회논문지
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    • 제13권4호
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    • pp.165-172
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    • 2019
  • 우연한 어떤 것을 기다리는 듯 단조롭게 반복되는 일상 속에 정지된 화면처럼 불쑥 등장하는 거리의 간판과 자연의 풍경(나무), 특별한 의미 없이 등장하고 사라지는 인물들, 상투적인 만남과 헤어짐을 반복하면서도 상투적인 것에서 벗어나라고 충고하고, 어떠한 결말도 제시하지 않으면서 다시 제자리로 돌아가는 인물들의 모습은 일상의 우연성과 의외성을 강조하면서도 너무나 익숙하기 때문에 간과되기 쉬운 일상의 순간들, 그러한 순간들 속에 잠재된 일상의 낯섦을 경험하게 한다. 잘 짜여진 캐릭터의 관습에서 벗어난 배우의 연기는 현장성이 강조된(계획되지 않고 다듬어지지 않은) 즉흥적인 연기로 영화라는 구조 속에 갇혀있지만 갇혀있지 않은 듯 자유로운 현실 속의 사람처럼 차별화된 캐릭터의 일상성을 표현하고, 마치 일상에 길들여진 듯 반복되는 인물들의 말과 행동, 예측할 수 없는 감정의 변화들은 만남과 대화가 중심이 되는 홍상수 감독의 영화에서 일상의 배경으로 제시되는 모든 것들과 일상의 형식을 이루며 이러한 일상은 어떠한 의미를 갖고 무엇을 발견하게 하는지 주목하게 한다. 또, 이러한 일상의 과정을 사실적으로 재현하기 위해 배우를 먼저 정하고 난 뒤에 이야기를 만들어간다는 홍상수 감독은 그의 영화에 반복적으로 등장하는 배우를 통해 캐릭터와 배우의 관계를 새롭게 설정하고, 사실적인 표현의 새로운 방법을 제시해 주었다는 점에서 본 연구는 홍상수 감독의 연출 스타일을 바탕으로 영화 <지금은 맞고 그때는 틀리다>의 일상적인 캐릭터와 연기를 분석해보았다.

오윤의 말기(1984~86) 예술론에서의 현실과 전통 인식 - "미술적 상상력과 세계의 확대"에 대한 텍스트 검토 (Awareness of Reality and Tradition in Oh Yun's Theory of Arts during His Final Period(1984~86) - Review on the Text of "Expansion of Artistic Imagination and World")

  • 박계리
    • 미술이론과 현장
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    • 제6호
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    • pp.101-121
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    • 2008
  • An artist, Oh Yun(1946~86)'s theory of people's art during his final period is summed up in his essay 'Expansion of Artistic Imagination and World' (1985). Emphasizing the mystic and traditional characteristics of Oh Yun's artistic oeuvre during his final period, some critics focus on Oh Yun's experience of medical treatment and shamanistic custom at Jin Do island, and his belief in Jeung San Do, the dao of Jeung-san, the Ruler of the Universe. However, they forget the practical intention and implication of his theory of art during his final period, which aimed to overcome the contradiction of revelation itself. Oh Yun's essay criticized the loss of artistic imagination and the ignorance of traditional culture that resulted from the elevation of science to a religion, and insisted that the stereotyped idealism, scientism and elitism in art should be overcome in order to recover the full reality in realism and to continue traditional cultures. The essay is comprised of 18 paragraphs. Oh Yun criticized monochromatic art, conceptual art, hyper-realistic art, objet d'art, and neo-dadaist art, saying that they were simply mechanical forms of modern art derived from scientism and a fetishistic lens culture. In addition, he criticized naturalism in art, which had continued as a tendency in the development of western art, for the same reason. He pointed out that even the world of realism had been diminished by elite stereotypes and diagrams. He declared the need to overcome the imitation of shells or stereotyped propaganda, and recover full realism, which seems to have started with a reflective examination of current problems in 'Reality and Utterance', in which he participated. Especially, he thought that universality and the extension of full realism could be achieved by building on the views of traditional cultures, which is meaningful. This logic is same as the theory of epic theatre that Bertolt Brecht(1898~1956) has developed under the ancient Greek masque and Pieter Bruegel the Elder(1525~69)'s story-like picture style. The universality of realism and the extension of acquisition to include incantation art, rather than move toward incantation art, is what Oh Yun intended to propose in 'Artistic Imagination'. This attitude is same as Bertoh Brecht's aesthetic viewpoint in the 1930s. But regrettably, Oh Yun's style wording, which seems covert and far-sighted, is often misunderstood as 'mysticism'. In the flow of people's art in the 1980s, Oh Yun was a traditionalist in a narrow sense, and an realist in a broad sense. However, his critical mind, which comprehends tradition and reality, was attempting to expand universality and extend full realism, and this attempt found many sympathizers and had an influence on the next generation of people's artists, such as "Levee" which is field-centered, to which we should pay attention. This means that while their works thought about 'tradition', we should be careful not to connect them with 'aesthetic conservatism' or 'classical art'. This is the why the meaning of Oh Yun's theory of art during his final period should be closely examined again.

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해양사가 새뮤얼 엘리엇 모리슨(Samuel Eliot Morison)의 해전사 서술과 그 현대적 의미 - 『제2차 세계대전기 미국 해군 작전사』를 중심으로 - (Historian Samuel Eliot Morison and Writing History of United States Naval Operations in World War II)

  • 김현승
    • Strategy21
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    • 통권42호
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    • pp.53-82
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    • 2017
  • Samuel Eliot Morison (1887-1976) was one of the pre-eminent historians of his generation. He was not only a famous historian at that time, but also was promoted to the rank of Admiral in U.S. Navy Reserve. Fifteen volume History of United States Naval Operations in World War II was published between 1947 and 1962, was not only a comprehensive report on the Navy's projection of power over two oceans, but a classic of historical literature that stands as the definitive treatment of it subject. Although he was fifty-five when war come to America in December 1941. Samuel Eliot Morison was determined to play a role. A professor at Harvard at the time, he joined volunteering for duty in the Navy. An experienced sailor, Professor Morison had earlier sailed that same routes taken by Christopher Columbus while researching his biography, Admiral of the Ocean Sea, which appeared in January 1942 th much acclaim and later got a Pulitzer Prize. Thus Morison plunged into the war, crossing the Atlantic aboard a destroyer. He assumed himself as "Parkman on the sea", tried to follow Parkman's historiographic method, not only participatory history but also literary style. And during writing History of United States Naval Operations in World War II, He emphasized two principles, publicity and objectivity. In terms of publicity, he always worried about who read history and why. In his pamphlet, "History as a Literary Art", he asserted it is useless if readers do not read a history which historians wrote. So he thought historians have forgotten that there is an art of writing of history. Therefore, he built his narratives around brightly rendered visuals and used the present tense to describe actions he witnessed firsthand, he wrote of the U.S. combat in very vividly. But strongly driven by publicity, he sometimes lost his balance in writing the naval history. For instance, the naval history became the focus of criticism for its prejudiced comments about the commanders. Also some reviewers asserted he did not secure the objectivity on writing the naval history. Although he sometimes deliberately torpedoed the objectivity of his work for strengthening publicity, by writing an extensive U.S. naval history, he introduced maritime history and naval history to the public widely. Until in early twentieth century, U.S. historians usually had been focusing their effort to the traditional areas, for example politic, economy, and etc. His intensive effort on the operations of U.S. Navy in World War II aroused a public interest in maritime and naval history. In conclusion, through using literary style and realistic narratives, historian Morison wrote a naval history for all the people which could appealed to the public.

영화예술에 나타난 의상이 유행에 미친영향 - Edith Head의 영화 의상을 중심으로 - (The Effects of Cinema Costumes on Fashion -Based onEdith Head's Work-)

  • 이정희
    • 복식
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    • 제31권
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    • pp.145-164
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    • 1997
  • Cinema costume can stimulate the public to synchronize with and replicate what they see in the movies. Especially when the public thinks the stars in the movies . Especially when the public thinks the stars in the movies are beautiful or dramatic the styles of cinema costumes powerfully affect them. Thus cinema costume designers quickey become fashion designers. Edith Head who strongly believed cinema costumes to be an effective means of portraying the Character's personality and psychological make-up was an innovative designer whose costumes manifested this belief. She enhanced the character's individual image and distinction for the public through her artistic design in costumes. She adapted a realistic approach but her costumes invariably produced aesthetic ef-fects. Since the Academy Awards added the category of costume design she led the field with 35 nominations and eight oscars during 33 years of her productive work. Edith head was a dominant figure in costume design; her creations were highly renowned as an art form while they gained popularity. The purpose of this study was to reveal the ef-fects of Edith Head's cinema costume designs on fashion. This study was also to emphasize the powerful influence on ashion of cinema costume and cinema costume designers in general. The study was done through literature movies for which she created costumes fashion magazines and Edith Head's original sketches. The influence of Edith Head's costume de-sign on fashion is as follows: 1. She introduced and lead the casual fashion in the 1950's combining simplicity and sophistication. 2. She altered uniforms and reconstructed public clothing for multiple functions. 3. She rearranged high school prom dresses through the movie 'A Place in the Sun" to en-hance characteristic of each gender and the Dandy Look of the 1930's into men's apparel in the 1970's through the movie "The Sting" 4. She expanded the traditional style in the 1940's and became a leader in ecological style. 5. She adapted glitter from astronaut's ap-parel into public clothing. 6. She resturctured Sabrina Pants in the 1960's to accentuate the individuals strength by overcoming one's weakness without minimi-zing it's aesthetic appeal and reintroduced the pants in the 1990's. 7. She introduced elegant negligees to gen-eral public and maintained it in the public do-main. As it is revealed Edith Head's costume de-sign not only impacted the field of fashion dur-ing her time but also is presently influencing modern fashion throughout the world as it is witnessed by repeated reintroduction of her fashion styles. Reviewing her cinema costumes it is concluded that cinema costumes it is concluded that cinema costumes powerfully af-fect the public through a visual channel more than any other routes. Cinema costumes can become the origin of fashion by stimulating the public to synchronize with and replicate what they see in the movies. Since cinema costumes can launch fashion trend it requires further research. Based on what is revealed in this study. it would be beneficial to examine how cinema costumes affect people socially and culturally and how they could provide resources for re-search in fashion trends. It is also the writers opinion that there should be more designers such as Edith head who could lead the field of costume design into the twenty-first century.

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