• Title/Summary/Keyword: Representational Space

Search Result 36, Processing Time 0.03 seconds

A Study on the idea of the non-representational spatial expression of Laszlo Moholy-Nagy (라슬로 모호이-나쥬의 비재현적인 공간 표현의 이념에 관한 연구)

  • Lee, Ran-Pyo
    • Korean Institute of Interior Design Journal
    • /
    • v.16 no.5
    • /
    • pp.22-29
    • /
    • 2007
  • In the face of the new dimension of the developed technology $L{\acute{a}}szl{\acute{o}}$ Moholy-Nagy, a master of 'the Bauhaus Akademie', made an effort to constitute the integrated life of the intellectual and the emotional by translating the experiences of the new technology Into the emotional language and the cultural realities. As an artist who criticized in the constructivist ethos the conception of the image as the imitation and brought the Image movements into relief Moholy-Nagy groped for a new expressive idea that can be called as 'the idea of the non-representational spatial expression' in which the expressive elements interact one another. His idea of the non-representational spatial expression that is made up of the pure forms of the nature, the direct colors and the spatial elements is oriented to incorporate the modern realities, i.e. the space experiences as the complicated sensory workings and the new technology as the measure of the human thinking, and further to see where they will move to. This study is on the one hand purposed to explicate the fundamental idea of the non-representational spatial expression that was poorly illuminated in spite of its importance in the respects of the design and art history, on the other to re-actualize the implications of the space-design which are contained in it.

A Study on the Non-representational Architecture in Comparing between Perspectiva artificialis and Digital Modelling Method (투시도법과 디지털 표현방식의 비교를 통한 비표상적 건축에 관한 연구)

  • Jung, In-Ha
    • Journal of architectural history
    • /
    • v.12 no.2 s.34
    • /
    • pp.21-39
    • /
    • 2003
  • After a digital modelling method has been introduced into architectural design in 1990s, a radical change was taken place in generating architectural form and space. Many architects have a view that digital modelling method is the most Important invention in the visual presentation since the moment that architect Philippo Brunelleschi experimented initially the linear perspective. Therefore, in this study, comparing between perspectiva artificialis and digital modelling method, we clarify 1) the relationship of architectural design and presentation method, 2) the practical and philosophical background inherent in digital modelling method which played key role in developing non-representational architecture, 3) and the principles of non-representational architecture like diagram, folding, and trace.

  • PDF

A Study of Web-based Drawing Search (웹 기반 선례검색에 관한 연구)

  • Li, Song-Jun;Li, Guangzhe;Lee, Sang-Hyun
    • Proceedings of the KAIS Fall Conference
    • /
    • 2006.11a
    • /
    • pp.290-293
    • /
    • 2006
  • The goal of research is to propose a framework for drawing data search system which is based on the web. The existing search systems were reviewed in the form of case studies and thereby the limitation were addressed: the unsystematic translation between the presentational building model and the discursive design criteria. besides the limited area in sharing and space. Therefore, a web-based drawing search with common structure which building representational model and building behavior model is proposed. The system contains a number of phases: firstly, a user is required to build a building model with the proposed building representational model and then this model is automatically transformed into an aspect model; secondly, a user is also required to present his query in form of the propose building behavior model by web page; finally, these two models - building representational model and building behavior model - are compared by database data so as to retrieve the proper result.

  • PDF

Comparison Between Core Affect Dimensional Structures of Different Ages using Representational Similarity Analysis (표상 유사성 분석을 이용한 연령별 얼굴 정서 차원 비교)

  • Jongwan Kim
    • Science of Emotion and Sensibility
    • /
    • v.26 no.1
    • /
    • pp.33-42
    • /
    • 2023
  • Previous emotion studies employing facial expressions have focused on the differences between age groups for each of the emotion categories. Instead, Kim (2021) has compared representations of facial expressions in the lower-dimensional emotion space. However, he reported descriptive comparisons without statistical significance testing. This research used representational similarity analysis (Kriegeskorte et al., 2008) to directly compare empirical datasets from young, middle-aged, and old groups and conceptual models. In addition, individual differences multidimensional scaling (Carroll & Chang, 1970) was conducted to explore individual weights on the emotional dimensions for each age group. The results revealed that the old group was the least similar to the other age groups in the empirical datasets and the valence model. In addition, the arousal dimension was the least weighted for the old group compared to the other groups. This study directly tested the differences between the three age groups in terms of empirical datasets, conceptual models, and weights on the emotion dimensions.

Scaenae frons: Audience' Space, Actors' Space (Scaenae frons - 관객의 공간, 배우의 공간)

  • Cho, Eun-Jung
    • The Journal of Art Theory & Practice
    • /
    • no.5
    • /
    • pp.83-107
    • /
    • 2007
  • The continuous struggle to establish virtual reality on the stage during the history of Western Theater has been centered upon the development of scenographic setting and devices. It began with the Classical Greek drama where the place of performance became separated from the place of the audience. These two places were united as the orchestra - the place of the Dionysiac festival in the earliest stage of the Greek theater. And the skene, once a storage building outside the theatrical area, became an essential factor of the scenic space to provide illusion of the other world where the actors dwell. As a natural consequence it followed the structural change of Roman theater where the stage became a high and wide platform and the skene converted into the permanent stone scaenae frons. Such a tradition of the Classical theater was revived in Italian Renaissance and Baroque theater, which succeeded Vitruvius' concept of scaenographia as well as the vestiges of Imperial Roman theater. The cases of Serlio, Palladio, and Andrea Pozzo reveal the way how Western theater conjured the fictional space by traditional representational scenery, including architectural background setting and painted devices. It resulted in the physical and emotional division of actors' space and audience's space. The rejection of representational scenery upon the stage by avant garde artists like Edward Gordon Craig in the early years of the twentieth century should be interpreted as an attempt to recover an emotional attachment of actors and the audience, which was the case of Greek antiquity. This new scenogrpahic endeavor in modern theater is to challenge the main purpose of traditional scaenae frons to establish the boundary of the illusional 'scene' of performance where the audience should remain as passive spectators, and instead, to try to unite the action of actors and the audience upon the stage as a 'place'.

  • PDF

A Study on the Fantastic Expression of the Contemporary Interior Space (현대 실내공간의 환상적 표현에 관한 연구)

  • An Eun-Hee;Lee Jung-Wook
    • Korean Institute of Interior Design Journal
    • /
    • v.15 no.1 s.54
    • /
    • pp.79-87
    • /
    • 2006
  • 'Fantasy' in this study is Not something fantastic in the used to be-way we can Imagine easily. This study is to figure out 'fantasy' and 'the fantastic' as a significant measure to interpret the contemporary space-time. In particular, it analyzed that fantasy have influenced on some kind of specific trend what is expressed a tendency to contemporary interior designs of informal, indeterminacy and unpredictability. Fantasy is represented as 'the fantastic space' through spatial revealing, concealing, distorting, and connoting. Representation becomes a major issue in almost many kinds of knowledge-system that start from the mind to go out to the world in a realistic or idealistic way. Therefore, the fantastic space reconstructs the reality while making itself through to representational creation-process. It is Important for fantasy and the fantastic space to help detect behind beneath the reality more than what we know.

Early Abstract Paintings of Yoo Youngkuk (유영국의 초기 추상, 1937~1949)

  • Chung, Young-Mok
    • The Journal of Art Theory & Practice
    • /
    • no.3
    • /
    • pp.173-192
    • /
    • 2005
  • Yoo Youngkuk started his career as an artist when he entered Bunkagakuin of Tokyo in 1935 he actively participated in the Japanese art scene as a young Korean artist until 1943. In his earliest works, Rhapsody and Work B, Surrealist and abstract influences are manifested as these were prevalent in Japan at the time. With the exception of Rhapsody and Work B, all works available that were executed between 1937 and 1940 are abstract, which points to the fact that Yoo intended abstraction from the beginning. Surviving works in relief suggest his early style was founded on the abstractions similar to Russian Avant-Garde, Neo-plasticism and Bauhaus simplicity. His early abstractions were not the ideational images derived in the process of the abstraction of the representational image, but they arose from the constructive attitude in composing the already stylized non-representational geometries. It is worth noting that his early emphasis was on the pure and absolute geometric abstraction, rather than the images motivated from the figurative representation. Yoo differentiates himself from Kim Whan Ki in the following aspects: one, he eliminated the subject matter i.e. human figures and the nature; two, he maintained the constructivist attitude in creating a strict and absolute abstraction; three, he experimented with different styles without combining them. He manifests direct influences from the prevalent Western art influences, such as Futurism and Russian Avant-Garde, unlike Kim who vaguely references. In both paintings and reliefs, Yoo's attempt in the realization of the pictorial depth and space seems cerebral and conceptualized compared with the other artists of the time who resolved abstraction via the constructive dimension. Uemura, a contemporary critic to the geometric abstractions in Japan, disapproves the stylistic bent in the adaptation of the abstract painting without the comprehension of its spiritual movement. As witnessed in other criticisms as well, contemporary Japanese critics' interest lie mainly in the superficial observation such as the presence of representational elements, composition and use of color. Such formal and superficial understanding of the geometric abstraction resulted in

  • PDF

A Study on Spatial characteristic and presentation of digital game

  • Oh, Hyoun-Ju
    • Journal of the Korea Society of Computer and Information
    • /
    • v.20 no.11
    • /
    • pp.47-54
    • /
    • 2015
  • In this paper, I examines the spatial representation of the change in the environment of the digital platform, and play the game with a focus on the spatial characteristics of a digital game. First, what is the Spatial characteristic of digital games? This section applies to a digital game "theory of Lefebvre", and the spatial representation of the practice space, divided into representational space were explored. Second, how to express dealing Is there space in the genre of adventure games? The spatial characteristics of the game medium through the Spatial characteristic of the adventure game genre that is most striking examples was analyzed whether the expression in any way. Consequently, the spatial characteristics of the digital game studies of the game as well as think a very large role in the development direction. In addition, this case analysis of the expression is the basis of this digital game that is utilized in many areas, and I am sure many possibilities to find a positive role in the game.

A Study on Bergson's Simultaneity Revealed in Modern Spaces (현대 공간에서 나타나는 베르그송의 동시성 연구)

  • Lee, Sang-Jun;Lee, Chan
    • Korean Institute of Interior Design Journal
    • /
    • v.24 no.4
    • /
    • pp.51-60
    • /
    • 2015
  • This study aims to establish the foundation for a simultaneity research, draw the potential through Bergson's simultaneity, and explore a space with the possibility of a continued change, focusing on the simultaneous process, in which physical mobility and consciousness of space last together. First, this study was focused on understanding Bergson's simultaneity, on the basis of the perspective that space needs to have more active, dynamic mobility. For understanding Bergson's simultaneity, the understanding of Bergson's duration conception, memory and perception was preceded. After that, the characteristics of simultaneity were extracted from the concepts of duration, change, memory and perception and its characteristics, which are connected to space, were analyzed. As a result, the study on simultaneity that was intensively analyzed, based on diverse cases, re-awakened the basis of value or thought, which we must aim at, in space design of the present time. This shows the possibility of another creative form that can be found in spaces of the present time and serves as the foundation to discover an essential and potential value of space in space design. Moreover, the combination of space with science, humanities, art and digital media technology demonstrated once again that there is a good possibility of approaching non-representational space that is pursued today and it is anticipated that using Bergson's simultaneity as a medium for spatial combination in their relationship would help in drawing deeper internal meaning and potential of space.

A Study on the Interpretation of Architectural Color of Digital Space (디지털 공간의 건축색채해석에 관한 연구)

  • Kim, Sun-Young
    • Korean Institute of Interior Design Journal
    • /
    • v.19 no.4
    • /
    • pp.39-47
    • /
    • 2010
  • As various materials and new methods can be used due to developments in science and expansion of thinking, modern architectural color composes extensive possibilities exceeding its physical role of the past. In particular, rather than the initial external expression, the secondary connotative interpretation is more important in interpreting architectural color. This is because color interpretation changes the meaning of space based on light. Also, the development of digital technology has shifted the use of architectural color from passive realization to a more proactive concept and value. In other words, such shift leads to a new discussion on architectural color such as non-representation, invisibility, and non-physicality as the concept of fixed time, space and movement has been weakened. This paper begins by conceptualizing the digital space, a term widely used to interpret the architectural color of digital space. And it will be categorized as non-representational architectural color, invisible architectural color, and non-physical architectural color, by combining the characteristics of digital space with the modern architecture's color examples. Digital space overcoming the space time is differently interpreted from the past color expression. Modern architecture's color which substitutes the passive view with active body takes a role delivering various axes of discussions with synaesthesia.