• Title/Summary/Keyword: Surreal

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Metal-Body Images in Shinya Tsukamoto's (1989) (츠카모토 신야의 <철남(鐵男)>(1989)을 통해 살펴 본 기계적-몸 이미지)

  • Kwon, Soojin;Kwon, Hajin
    • The Journal of the Korea Contents Association
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    • v.15 no.6
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    • pp.168-178
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    • 2015
  • This article analysis the aesthetics of metal-body of (1989) and its metamorphosis of dehumanization through visual desires expressed by body images. This paper suggests theoretical analysis based on aesthetic views to understand the underlying meanings. The research categorizes three types of images; surreal image, grotesque image and eros image from the metamorphosis of dehumanization and transformation throughout the film. As the surreal image, the metamorphic process of transformation, demolition, derangement, illusion, and human desire continues to reflect the evil side of a human in everyday life. It also visualizes the images of exaggeration through weakness and bizarre side of metal-body. The grotesque image of body metamorphosis displays and symbolizes double-sides of bizarre and weak side of human in the everyday environment when malformation reaches its peak when Tetsuo finally shows his transforming figure. Finally, the eros image is analogized as a man's inner self and self-destruction in surreal world and a grotesque figure when overwhelming desire of transforming into rebirth of a perfect metal-body, Tetsuo. The surreal image, grotesque image, and eros image portraits human desires inner and outer-self into visualized image and that represents the means of excessive desire for dreaming of world domination with merging non-organic medium of metal and organic body to create a perfect body-image.

A Study on Surrealism Expression in Furniture Design (가구디자인에 나타난 초현실주의적 표현 연구)

  • Kang, Hyung-Goo
    • Journal of the Korea Furniture Society
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    • v.22 no.1
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    • pp.34-41
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    • 2011
  • Surrealism is 20th century avant-garde art movement that gave the greatest impact. Surrealism art as Visual us consciousness that exists or is worth checking out. 1920 around the concept of the surreal appears on the Visual language is fine art molding, including design, fashion, advertising, etc, all of the art field. In addition, their artistic concept is limited to pure art without the commercialization and product as the transition you want to find a way to be. As a result, the concept of the surreal fine art as well as the design sector in particular, furniture design, but many more impact art trends. Therefore, this study examines the concept of the surrealism, appeared in the furniture design based on surrealism representation of research aims. And how these representations are modern furniture design in any affected for research. Representation and features about the analysis is largely four separated by the survey, and classified representation of research and analysis features.

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Research on the Productions of Analog Pens within the Smart Media (스마트 미디어에서의 아날로그 펜화기법 제작 연구 -어플리케이션 "스케치 플러스"를 중심으로)

  • Yoon, Dong-Joon;Oh, Seung-Hwan
    • Journal of Digital Convergence
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    • v.14 no.12
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    • pp.413-421
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    • 2016
  • This research, mainly focused on the development of the iPhone exclusive app 'Sketch Plus', is on the production of pens within the smart media. Our goal is to develop and reproduce pens with surreal rendering as a base and during that process, describe the fusing process of design perspectives and algorithms. This research comprehends the concept of surreal rendering, which is a technique that mimics traditional art forms, and suggests 15 pen techniques and ways to display them by analyzing previous research on smart media. We have described the process of using hatching patterns and resused to solve lag problems that occur during the reproduction of pen techniques due to the limitations of smart devices and organized the conversion process of pen patterns into 4 steps: rough sketch, contrast, applying and mimicking patterns, and applying color. We hope that this research on the reproduction of analog pen techniques can be used as an example for production on fused surreal rendering.

"Onward": Causal Relationships and Consistency of Events -through Comparison with "Up"- ("온워드:단 하루의 기적":사건의 인과 관계와 일관성 '업'과의 비교를 통해서)

  • Nago, Mari
    • The Journal of the Korea Contents Association
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    • v.20 no.11
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    • pp.49-57
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    • 2020
  • In this paper, the causal relationships in Onward are compared and contrasted with the ones in Up. The characters in Up purposefully move to action for the given cause. The residents there accept the surreal beings as normal. Thus, the viewers understand such surreal beings in the scene as part of the fantasy world of Up. The protagonists in Onward also have purpose for the actions they take. For achieving their goal, they choose problem solving method from the magical world. However, there is no causal relationship between reality and their world. Thus, it fails to persuade its viewers.

A Study of Surrealistic Physical Distortion: Focused on Surrealism Formativeness (신체 왜곡패션에 관한 연구: 초현실주의(超現實主義) 조형성을 중심으로)

  • Kim, Minji;Kan, Hosup
    • Journal of Fashion Business
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    • v.17 no.5
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    • pp.70-83
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    • 2013
  • This study aims to analyze the physical distortions of fashion design which appear in the 20th century. People have been expressing the hope and beauty by twisting human body since the beginning of mankind. Each period has been showing different forms according to various social and cultural environments. The exaggerated body distortions from the primitive times to the modern are based on human body proportions. Such distortion is to emphasize the inherent beauty within the human body. However, the distortions of the body after the 20th century have been developed with the advent of surrealism which is not affected by reasons but by imaginations. Generally speaking, the reconstruction of the heterogeneous elements is allowed in art. The unexpected surreal elements are creating formative beauty using by distinctly different technique which is unfamiliar and awkward. Physical distortion creates other beauty that is not uniform and absolute beauty but it pursues the diversity of breaking down into categories. Formativeness of surreal physical distortion fashion has the potential for a variety of clothing design, therefore it has intrinsic values for continuous study.

A Study on the Design Analysis of Avant-Garde Fashion Since 1995 (1995년(年) 이후(以後) 아방가르드 패션의 디자인 분석(分析))

  • Koo, In-Sook
    • Journal of Fashion Business
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    • v.6 no.4
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    • pp.62-82
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    • 2002
  • The purpose of this study was to investigate the Avant-garde's aesthetic values and expressoinal characteristic, and to find out(analysis) the design characteristic of Avant garde fashion since 1995. Expressoinal characteristics of Avant garde with the anti-aesthetic, radically pursuing newness, and open mind, are revealed dynamism, hostile innovation, and experimentalism. Futuristic images expressed in dynamism represent space style, body conscious style, cyborg style, kinetic style, and primitive style. And deconstructional images related to hostile innovation show punk style, grunge style, humor style, and abstractive style. Also surreal images related to experimentalism hold erotic style, depasemant style, deformation style, and collage style. The proper usage of newness offers the escape, the vividness, and the humour from the fatigue of the life and so, it is expected to offer the chance of transfering the active individuals and societies directly or indirectly By analyzing the instances for the images of avant-garde fashion since 1995, the contribution about the expectation of the design trends of the present and future is expected.

Imaginary Ego-image and Fashion Styles represented in the Social Media - Focusing on women's personal fashion blogs - (소셜미디어에 나타난 상상적 자아이미지와 패션스타일 - 여성의 퍼스널 패션블로그를 중심으로 -)

  • Suh, Sung Eun;Kim, Min Ja
    • Journal of the Korean Society of Costume
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    • v.64 no.7
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    • pp.128-142
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    • 2014
  • In the new media age, the importance of personal style is highlighted, as the fashion recipients independently create their own images by transforming and recombining the fashion information gathered from the fashion blogs - the most representative form of social networks. The study aims to identify the types and styles of imaginary ego-images represented on the personal fashion blogs as a new space of self-expression, based on Lacan's gaze; the imaginary of the unconscious world and the ego-concept. According to literature search, the imaginary ego-image is classified as narcissism, regression, identification, and virtuality. In the case study, Narcissism is represented mostly as bloggers' satisfaction and beliefs about their fashion styles. The degeneration represents childhood images including a mother, as well as retro and vintage images that recreate the fashions of bygone eras - such as medieval, $19^{th}$ or 20th century fashion. Identification is the connection with the various areas of culture and art, especially movies and music. Virtuality represents hypothetical situations of mythical, fairy tale-like, surreal, or dreamlike atmospheres and hypothetical bodies that appear removed, disassembled, or crooked. The imaginary ego-images emerged on the personal fashion blogs are also classified into specific style depending on the attributes of the ego images-such as kidult style, retro style, ethnic style, and surreal style.

A Study on The Characteristics of The Avant-garde′s Style Expressed in Modern Fashion (현대 복식에 표현된 아방가르드의 유형별 특성 연구)

  • 엄소희;김문숙
    • The Research Journal of the Costume Culture
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    • v.8 no.2
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    • pp.315-333
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    • 2000
  • The purpose of this study is to find out how the aesthetic values and characters of the Avant-garde fashion through semantics analysis of Avant-garde experiments in the early 20th century. Inner expressions of Avant-garde fashion in future dynamism, alien-hostile, and surreal-experimentalism are as followings (1) Reject tradition of existing fashion concept, (2) Dismantle costume material and inter-text characteristics in fashion field, (3) Laugh at material civilization and elite fashion, (4) Pursue primitive and fundamental sensibility on non-civilized world (5) Express human estrangement due to material civilization, (6) Remove the barrier of fashion between luxury and cheap ones, (7) Time, space and purpose is mixed, (8) Open concept as space structure independent of human body, (9) Complicatedness, ambiguity and expression of irregularity as changeableness, (10) Dismantle concept of beauty and ugliness. As you see, fashion design in modern Avan-garde is pursuing newness as beauty of open concept, rejecting all modern tradition and allowing extremity such as experimental, illogic, unreasonable and non-formatted expressions.

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A Study on Cinemagraph Unfamiliar to Freud Uncanny

  • Kim, Young Il;Kim, Hyeon Seok;Kim, Cheeyoug
    • Journal of Multimedia Information System
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    • v.4 no.1
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    • pp.27-32
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    • 2017
  • Through the development of the medium, Sigmund Freud's uncanny element in the Cinemagraphic technique of digital image is analyzed, and the research problem presented through the case and literature data is interpreted. Look for an Uncanned element as seen from. Interpret the theories found in art paintings and human philosophical perspectives through examples in the overlapping cinema graphs of photographs and videos that we have looked at unfamiliarity. It interprets the double surreal image of Cinemagraph through unfamiliar gaze and evaluates new horizon with digital photograph.

Correlation between On-line Game and Popular Stars - Focused on Fashion - (패션을 중심으로 한 온라인 게임과 대중 스타와의 상관관계)

  • Son, Yi-Jeong;Lee, In-Seong
    • Fashion & Textile Research Journal
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    • v.10 no.6
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    • pp.811-821
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    • 2008
  • This study examined on the most noticeable game industry in a digital era, and on the definition and feature of post-digital generation enjoying it, along with the relations with the game. Especially, this paper examined correlations between game characters' fashion and pop singers' fashion targeting post-digital generation enjoying games. As the result of this study, on-line game's popularity affected popular culture and game business and popular stars have close interrelation. In addition, through variosus objective surveys, the game characters' fashion was classified into five images before being analyzed; fighter's image, retro image, surreal image, sensual image, and unisexual image. The game characters' fashion wasn't only analyzed also studied correlation between on-line game character's fashion and pop singers' fashion by five images. Consequently in case of game characters' fashion, it influenced on pop singers' fashion targeting teens and twenties enjoying games, which meant fashion connections between game characters and pop singers.