• 제목/요약/키워드: Simulacrum

검색결과 12건 처리시간 0.016초

시뮬라크럼에 의한 블레이드 러너의 포스트 모더니즘 특성분석 (Analysis of Postmodern Characteristics of Blade Runner based on Simulacrum)

  • 최효식
    • 한국실내디자인학회논문집
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    • 제24권1호
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    • pp.93-103
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    • 2015
  • This study set out to figure out the tendencies of the staff members participating in the space design of Blade Runner and compare and analyze its set and location characteristics with its narrative based on Gilles Deleuze' Simulacrum, one of the basic theories of Post modernism, thus identifying the characteristics of postmodern space inherent in it. The findings were as follows: first, the spaces in a Late modernism tendency in Blade Runner seem to have been created by the cinematic imagination of Syd Mead and Douglas Trumbull rather than being influenced by the old Late modernism architecture. Second, the postmodern spaces of the movie were designed to depict a more realistic future by reinforcing the old ornamental elements or adding the mechanical aesthetics of Late modernism based on a prediction of future cities. Third, the characters representing Late modernism and Post modernism in the narrative of the movie embrace the tendencies of the parties objected by Model and Simulacrum in the scenes where they deny the tendencies of the spaces to which they belong, thus exhibiting a dual trend. Fourth, the dual narrative of Model and Simulacrum holds duality even in the space and architecture of the movie, which is the reason why the movie chose postmodern spaces reflecting historical contexts instead of inner spaces in the tendency of minimalism, which was in vogue when SF movies were made those days. Finally, the spaces of the movie can be categorized according to the Late modernism and Post modernism tendencies from the perspective of the 1980s and be understood to show the architecture and space of future Post modernism feasible through the layering of historicity, locality, and mechanical aesthetics from ancient Maya to a future city in Los Angeles, the background of the movie, from the perspective of 2019.

Examining Portraits in Digital Fashion Art Non-Fungible Tokens (NFTs) through Baudrillard's Simulation

  • Yoon Kyung Lee
    • 한국의류학회지
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    • 제47권5호
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    • pp.929-942
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    • 2023
  • Web 3.0 enables people and machines to connect, evolve, share, and use knowledge on an unprecedented scale and in new ways, drastically improving our Internet experience. The metaverse is a collective, virtual shared space supporting all digital activities. Prompted by the rapid growth of digital art and digital fashion, this theoretical analysis explores using Jean Baudrillard's simulation concept to create unique digital art non-fungible tokens (NFTs), allowing them to express and communicate ideas like real-world art. Specifically, this study analyzes 120 digital fashion portraits of humans and animals and classifies them under three types of simulacra covering four stages of Baudrillard's simulation process. The result shows that NFT fashion artworks reflect the core features of a digital reality by connecting and transcending the boundaries of cultures, genders, and nationalities. However, in the final simulation stage (the fourth step), the simulacrum can only coexist in the virtual world as a hyperreal object (the Type III of simulacrum): an object more real than reality.

밀리터리 룩(Military Look)의 시뮬라시옹(Simulation)연구 1 - 고대부터 르네상스이전까지 군복에 대한 밀리터리 룩(Military Look)의 시뮬라시옹(Simulation)현상 - (The Study on the Simulation in the Military Look - Simulation Phenomenon in the period from ancients times to in front of Middle Ages-)

  • 이송림
    • 패션비즈니스
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    • 제14권5호
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    • pp.1-20
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    • 2010
  • The purposes of this study were to understand the military look in contemporary fashion by analyzing it based on the theory of Baudrillard, who offered explanations about images with the phenomenon of simulation, and provide basic data for the use of images in fashion by presenting new perspectives of images in fashion. The period from ancient times to the Renaissance does not belong to any of the three orders in Baudrillard's simulacra. In other words, there was no simulacrum created in the period according to his image changes. In the military look, however, the simulation phenomenon is different from his argument. To be specific, there is a "hyperreal" one as well as the simulacrum of "generalized image" as the simulacrum of a "transmuted image." It is because fashion exists only when it is worn widely by the imitations of others and in an inseparable relationship with imitation. In fashion, simulacra can always be found, which is one of the special qualities of fashion.

Tractive performance evaluation of seafloor tracked trencher based on laboratory mechanical measurements

  • Wang, Meng;Wang, Xuyang;Sun, Yuanhong;Gu, Zhimin
    • International Journal of Naval Architecture and Ocean Engineering
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    • 제8권2호
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    • pp.177-187
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    • 2016
  • To evaluate the tractive performance of tracked trencher on seafloor surface, a new shear stress-displacement empirical model was proposed for saturated soft-plastic soil (SSP model). To validate the SSP model, a test platform, where track segment shear test can be performed in seafloor soil simulacrum (bentonite water mixture), was built. Series shear tests were carried out. Test results indicate that the SSP model can describe the mechanical behavior of track segment with good approximation in seafloor soil simulacrum. Through analyzing the main external forces applied to seafloor tracked trencher during the uniform linear trenching process, a drawbar pull prediction model was deduced with the SSP model. A tracked walking mechanism of the seafloor tracked trencher prototype was built, and verification tests were carried out. Test results indicate that this prediction model was feasible and effective; moreover, from another side, this conclusion also proved that the SSP model was effective.

VR 콘텐츠 개발을 위한 가상공간의 시뮬라크르 연구 - 『자산어보』의 해양공간을 중심으로 (A study of Simulacre in Virtual Space for VR content development - Focused on Ocean Space of 『Jasan-urbo』)

  • 김상남;이영숙
    • 한국멀티미디어학회논문지
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    • 제23권4호
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    • pp.558-565
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    • 2020
  • In this study, presents geographic analysis of Heuksando Island We classified each area of the island according to physical attributes. Then, we derived the meaning of each area as a physical space and virtual space. In order to symbolize the events that happens around the spaces, we set directions and relations for those spaces. In this process, we figured the stages of voluntary experience that originates from the user's actions. This study proposes hierarchical categories of virtual environments from spacial reality, experience and the creation of simulacrum.

밀리터리 룩(Military Look)에 나타난 하이퍼리얼(Hyperreal) - 산업시대이후부터 현대까지 - (A Study on the Hyperreal in the Military Look - From the Industrial Age to Modern Times -)

  • 이송림
    • 복식
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    • 제61권3호
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    • pp.83-96
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    • 2011
  • It will be very effective in studying fashion images that reflect society to investigate the process of the images of military uniforms becoming fashion with the images as the original or image changes in the military look in relation to The hyperreal of the Simulation phenomenon. The foundation of the study was set up by studying simulation and simulacra. Studying the simulation phenomenon in fashion was followed by explaining the aspects of simulacra and the hyperreal in image changes in fashion to study and analyze the simulation phenomenon of the military look based on the findings. The study examined the military look from the Industrial Age to modern times through simulation and the hyperreal in the military look of modern fashion through the changes of images that started with military uniforms. Those research efforts led to the following conclusions: Looking into fashion through the military look reveals that The hyperreal made its appearance in most cases with few cases of the 1st and 2nd simulacrum. And hyperreality was closely related to media in fashion under the influence of media. In short, fashion and copy are in an inseparable relation, and the hyperreality phenomenon has always been present in modern fashion.

라깡의 응시에 의한 래리 벨의 작품 속 건축적 경향 분석연구 (A Analytical Study on the Architectural Trends of Larry Bell's Work by Lacan's Gaze)

  • 이재인
    • 대한건축학회논문집:계획계
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    • 제35권12호
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    • pp.93-104
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    • 2019
  • This study set out to analyze the architectural trends in Bell's works and spaces by applying the Gaze theory of Jacques Lacan to his minimalism works, concept changes in their changing process, and the development of exhibition spaces related to him. The findings were as follows: first, his early glass cube works sought after the reproduction of the Real Order through the repeating eyes of viewers and objects by using exhibition lighting; second, his works in the Standing Wall category pursued the reproduction of the Real Order through the repeating eyes of many different viewers around objects; third, his Nesting Boxes tried to reproduce the Real Order of a higher competition level in the perception aspects, making the repetitive elements of Standing Walls converge and including even external environmental elements; fourth, there is no decisive gaze sought after by Judd or the Key Signifiant as the core of Lacan's philosophy in Bell's formative works; and finally, Bell's works pursue the completion of Simulacrum through the infinite repetition of Derrida's Deconstruction Philosophy through the infinite visual repetition sought after by Gehry and Moss in the LA School of Architects who shared the same area and period with him.

<수면의 과학>에 나타난 시뮬라시옹 표현기법 연구 (Simulacra Theory as a Conceptual Framework for Understanding Expression and Technology in )

  • 방윤경
    • 만화애니메이션 연구
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    • 통권24호
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    • pp.135-154
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    • 2011
  • 실제로 존재하지 않는 대상을 존재하는 것처럼 만들어놓은 인공물을 지칭하는 말인 시뮬라크르(Simulacra)는 본질의 원 실체를 가정하지 않고, 스스로 이미지를 창출하고 본질의 역할을 자청하는 독자적인 또 하나의 세계를 지칭하는 말이다. 많은 영화들이 무의식의 세계와 꿈을 넘어 시뮬라크르를 표현하는데 있어서 3D 애니메이션(3D Animation)을 포함한 CG(Computer Graphics)를 적극 사용하고 있다. 본 연구의 목적은 CG를 최소화한 아날로그적 표현기법을 통해 신세계를 이미지화 하고, 영상화 하는데 초석 같은 역할을 하고 있는 영상의 마술사라 불리는 미셸 공드리(Michel Gondry)의 작품 <수면의 과학>의 표현 기법을 분석함으로서, 카메라 기법, 왜곡과 과장, 스톱 모션 등 다양한 아날로그적인 기법들이 뮤직비디오, 영화, 애니메이션 등에서 새로운 표현 영역을 넓히고, 창조의 효율을 극대화 시켜줌으로서 영상의 미학적 발전에 영향을 끼치고 있으며, 본질보다 기호가 더 중요시 되는 현실에서 시뮬라크르를 재현하거나 창조하고 있는 수많은 영화 및 다양한 영상 매체에서 그의 다양한 아날로그적 시도가 더욱더 새로운 기법을 탄생시킬 것 을 기대해본다.

색의 공간 구성적 차원에 관한 색채해석학적 연구 (A chroma-hermeneutical Study on the Space-constituitive Dimension of Color)

  • 이란표
    • 한국실내디자인학회논문집
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    • 제13권5호
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    • pp.181-189
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    • 2004
  • This study consists of two parts, in which the traditional discourses about light and color are analysed hermeneutically, The first part deals with the optical and chromatic discourse that stands in the same context with the aesthetic, and the second with the analysis of color phenomenon that is constituitive of space. From the ancient time the basic parameters of the conceptual thinking such as the virtual, simulacrum, have sticked to the inevitable status, which mediates to represent the original that can never present by oneself. In modern times this specificity of the virtual could have been connected with the problem, how and by which means objects can be perceived and grasped in itself. Among the barometers to the problem ‘color’ or ‘color perception’ has been regarded as the distinct one, in which the relationship between the image and the identifying of this one, the relationship between the perceived image and the perceiving subject and the problem of the spatiality of color and surface can be dwelled on. Through the explication of the chromatic and aesthetic discourse it can be recognized that color, surface and space are interacted with one another. Colors on the surface are not only the dynamic interpoints between the memory and the forgetfulness, but also the virtual interfaces, in which the spatialising actions happen incessantly. At this point it can be illuminated that the space-constituitive dimension of color is correlative with the dimension of chromatic effects of spatialising. Therefore color as well as surface as the spatial happening must be apprehended as the one, which constitutes the spatialising and at the same time varies and shifts itself into another on the purpose of the other spatialising.

줄리언 반즈의 정체성, 민족성 그리고 역사의 재건축 -히스토리오그래픽 메타픽션으로서의 『잉글랜드, 잉글랜드』 (Julian Barnes' Reconstruction of Identity, Nationality and History: England, England as a Historiographic Metafiction)

  • 우정민
    • 영어영문학
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    • 제56권2호
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    • pp.301-328
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    • 2010
  • Many recent British novels engage with the construction and deconstruction of history and identity; and in dealing with these historical, or historicised novels it seems to be an untouchable ground that truth is beyond grasp. Even when approached, its authenticity should be examined under the post-modern "incredulity toward metanarrative" discourses. Julian Barnes's 1998 novel England, England may be one of these. Yet, unlike others it achieves a complicated and controversial status as a new kind of historiographic metafiction by providing selfconscious reflections on the invention of innocence and the questionable notion of historical authenticity against the background of current postmodern historical, cultural, and literary explorations. The book, set in a near-future, namely post-post-modern England, starts with a story of a young girl, Martha Cochrane, whose first memory goes back to her early infantile years. Yet, the narrator comments that it is a lie, "her first artfully, innocently arranged lie," since memory, or history, is a product of identity, and vice versa. Her memory of the jigsaw puzzle is both a reminiscent and a significant component of who she is now, both a simulacrum and the original of herself. The correlation between her individual memory and identity parallels that of a region, England, in formation of its history and nationality. "England, England" is the replicated miniature of the former glorious Kingdom as well as a becoming der Ding an sich (the thing itself). In search of the English history and identity, the author satirizes the modern mind's perception of the unreliability and arbitrariness of memory and history, and further explores the alternative to the postmodern discourses by suggesting the probability of inventing innocence glimpsed in children's face "believing while disbelieving." In doing so, the author reconstructs not only the history of Englishness on the ground where nothing seems to be solid, but more importantly also the postmodern theme of relativity in relation to memory, history and identity.