• 제목/요약/키워드: The pursuit of reality

검색결과 62건 처리시간 0.022초

눈 운동 측정 및 분석을 이용한 추적 눈 운동 동안의 모양지각 왜곡에 대한 참조대상의 영향 검증 (Examination of the Effect of Reference on Shape Perception during Pursuit by Eye Movements Recording and Analysis)

  • 이형철
    • 인지과학
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    • 제16권3호
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    • pp.175-188
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    • 2005
  • 최근의 연구에서 Li, Brenner, Cornelissen과 Kim (2002)은 추적 눈 운동 동안의 2차원 모양지각이 망막에 형성된 이미지 내용을 그대로 반영한다는 것을 보여 주었는데, 이러한 연구는 2차원 모양판단에 있어서 망막 외 정보가 전혀 고려되지 않았음을 시사한다. 이와 같은 실험실 연구와 달리, 실제 생활에서 2차원 모양지각의 왜곡은 대부분의 경우에 발생하지 않는데, 가능한 한 가지 이유는 실험실 연구에서 사용된 자극의 경우에 참조대상이 존재하지 않는데 비하여, 실제 생환에서는 다양한 참조대상이 목표대상의 주변에 존재하기 때문이다. 목표대상과 참조대상의 상대적인 위치관계는 추적 눈 운동 동안에 망막에서도 그대로 유지되는데 시각체계가 이러한 안정적인 관계를 목표대상의 모양을 지각할 때에 이용할 가능성이 있다. 본 연구에서는 다양한 참조대상을 이용하여 이러한 가능성을 검증하였다. 흥미롭게도, 추적 눈 운동 동안에 참조대상이 목표대상 주위에 존재할 때에도 모양지각 왜곡이 관찰되었는데, 왜곡의 양은 참조대상이 존재하지 않을 때에 비하여 감소하였다. 참조대상의 효과는 참조대상과 목표대상의 거리에 비례하였다. 이러한 실험결과는 추적 눈 운동 동안의 2차원 모양지각에 참조대상 정보가 이용되지만, 참조대상에 대한 정보만으로는 실제생활에서의 안정적인 모양지각을 설명할 수 없음을 시사한다.

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정철 시조에 나타난 현실 지향과 풍류의 성격 (A study on the pursuit of reality and elegance expressed in Jungchull's Sijo)

  • 전재강
    • 한국시조학회지:시조학논총
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    • 제21집
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    • pp.207-239
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    • 2004
  • 이 논문에서는 정철 시조에 나타난 현실 지향과 풍류의 성격을 논의했다. 정철은 일반 유자들이 가지는 현실지향의 근본적 성격을 바탕에 가지면서도 근기 지역의 기호 사림의 일원으로서 주기적 세계관-을 가짐으로써 더 현실지향성을 가졌고 유년에 행복한 궁중 생활을 체험함으로써 그의 현실 지향은 구체적으로는 궁중 지향으로 나타났다. 시조에서 군주와 단절된 상황일 때에 절대적 지향성을 가지고 단절을 극복하지 위한 갖가지 노력을 했고 자아의 정체성을 역설적으로 드러내어 군주를 향한 절대적 지향의 당위성을 드러냈다. 군주와 관계가 지속되는 상황에서 작자는 궁중에서의 관직 생활을 행복한 추억으로 기억하였고 지방관으로 나가 있을 때에는 현직에 복무하면서도 군주가 있는 궁중 지향을 그치지 않았다. 현실 지향성과 관련하여 자연과 음주는 정철에게 있어 풍류의 중요한 요인이 되었다. 자연과의 관계에서 정철이 군주와 긍정적인 관계를 유지할 때에는 유흥과 호방함의 정서를 드러냈고 군주와 부정적 관계 속에 처했을 때에는 자연을 통하여 자신의 결백함을 드러내거나 자연과 단절된 자신의 모습을 표현했다. 물러나 자연과 친화하며 심성을 연마하고 후진을 양성하던 일반 유자들과는 달랐다. 음주에 있어서 정철은 군주와의 우호적 관계에서는 술을 통하여 여유와 유흥을 주된 내용으로 표현했고 군주와 단절된 상황에서는 고뇌와 근심을 씻기 위하여 통음에 자신을 내맡기는 감성적 행동을 시조에 표현했다. 술을 통하여 고뇌를 이기려는 성향은 그의 스승 김인후 한시나 그의 후배인 신흠의 시조에서도 확인되어 음주 풍류의 한 전통을 형성하고 있었다.

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1990년대 이후 현대 남성복에 나타난 패션 경향에 관한 연구 (Study on the Fashion Trend of Contemporary Men's Wear Since 1990)

  • 김혜정
    • 패션비즈니스
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    • 제14권5호
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    • pp.78-92
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    • 2010
  • The culture phenomenon, which the desire of self expression is noticeable and the diversity of gender identity is widely accepted, simply makes a difference in the lifestyle of one human being rather than the dichotomous classification of male and female. Now, the delicate and aesthetic sensitivity classified as the feminine characteristics is no longer the exclusive property of female and this refers to substituting it as a social gender from the concept of biological sex. This phenomenon has influenced on the male culture and is creating various codes according to the cultural gender extended from the gender as a social role. Also, the transition into the western lifestyle has extended the aesthetic emotion to accommodate new codes from the diversification and globalization of lifestyle. The mansumer power, which does not care too much about the money for the emotionally attached items, has enabled various fashion styles. After analyzing the diversified clothing behavior conducted by these people in connection with the social phenomenon, First, this shows the phenomenon of emotional value pursuit that finds pleasure over the clothing as the item of augmented reality is added to the concept of play, in which the real space referred to as garment and virtual space of playing the rock, paper and scissors game meet together within the augmented reality. Second, the convergence concept has enabled the coordination of new style by obscuring the area of design concept and this refers to the changes in design from the development of new items and transformation into double-style details. Third, the divergence that intensively provides specific use/convenience and specialized value shows a change in the fashion market from the phenomenon that admits various gene rations of culture and specifically, takes differently about the recognition of middle-aged males. Fourth, the variety seeking tendency receives attention as the value of future design together with the phenomenon of discriminative value pursuit. In the male fashion, it is linked to the collaboration with the design area and this tells that the fashion with the narcissistic cross-dressing and motto of neutral gender without being sided to male/female is rising.

현대패션에 표현된 리얼리즘 경향에 관한 연구 - 도미에(Honore Daumier리s)의 회화에 나타난 조형성을 중심으로 - (A Study on the Tendency of Realism in Modern Fashion -Focusing on Realism Formativeness expressed in the World of Honore Daumier리s Art-)

  • 노영;임남영
    • 한국의상디자인학회지
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    • 제6권3호
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    • pp.185-199
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    • 2004
  • This study is intended to examine Honore Daurnier's realism formativeness, review it in connection with socio-cultural conditions, analyze costume designs by a style of realism formativeness, in order to find the value. For the study, the procedure included the review of Daurnier's works and world, together with realism formativeness. Then, Daurnier's realism formativeness applied to costume designs were categorized and found the features of each style. Finally, it sought the implication of realism formativeness in costume designs. Honore Daumier, a realist of France in the 19th century, has been reputed that he pursues plain reality with a satire, uses all the conditions of humans as his object, and observes the vanity, desire, and foolishness of humans to represent his own expression techniques as cold as a stone. Realism formativeness is characterized by adherence to observing reality and engagement in reality, an effort to represent the world as it is as what we sense it without diluting or omitting it, nor any deception. The following terms can be used to describe the three styles of intentional recreation, satire on reality, and real existence; For intentional recreation in costume may be featured by the avant-garde, the pursuit of autonomy, reconstruction, rediscovery, recombination, reinterpretation, neutralized representation (reality + the abstract), transformation, distortion, shock, and unexpectedness, etc. For satire on reality in costume, satirical criticism and mockery in a coexistence of time and space, dualism due to the combination of the exterior and the interior, reality reflecting the actual reality, and irony are those words. Real existence in costume may be described with objectivity, ordinariness, correctness of representing a theme, impersonality excluding subjectivity, clearness, certainness, and preciseness, etc.

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현대조각에 있어서 실재의 다중화 (Multiplification of the Reality in Contemporary Sculpture)

  • 유재흥
    • 조형예술학연구
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    • 제12권
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    • pp.65-96
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    • 2007
  • Today, the modern art is extremely diverse. It is denying its own boundary through chaos, extreme, abjection. In fact the diversity of the modern art can be best described as questioning and challenging to the essence of the reality, rather than the artistic pursuit of the beauties. The pursuit of the reality has been a long lasting discourse since the ancient. Through the history, the reality (referent) and representation (image) has been complementing and disposing each other in a relationship of a meaningful construction until the modern times. The limit of modernistic self-reference and the emergence of the figure leads to the emergence of Post-modernism in a trend of experimenting new visual arts. The return to the figure is clearly distinguished from existing representation's system and it brought new meanings to approaches and interpretations of the reality. In the case of Pop arts of 1960's and the following the modern sculptures, which is covered by this thesis, I put an emphasis on the diversification of those via changed strategies on the reality. In a situation where the reality is dictated by signified, the modern arts can no longer stay on a classic concept of representation, rather it pursuits new system and diverse strategies. I provide three types of strategic characters of the reality and the diversification of reality: the transition of the reality. These three types can be used as a frame work, which is supporting new aspects of the modern arts in reflecting on existing system. Therefore, the reason of categorizing is to distinguish modernistic arts and post modernistic arts, and to propose new post-modernistic discourses. Adapting J.F, Lyotard's view, absence is used to trace down the diversification of the reality thorough the sublime on the deconstruction of the mega discourses and the relationship of representation. Based on H. Faster's theory of the appropriation, the appropriation is used to exemplify the strategies of visual arts are in variations and being delayed. Lastly, in the transition, J. Baudrilliard's simulacre is used in terms of the concept of post modernistic representation. Based on the core of his theories, the deconstruction of existing concepts and simulation as the post modernistic representation, and the world of hyperreality based on simulacre are explained. These allows us to deny that representation is the expression of reality through mimesis. My aim is to work on the definition of the arts and representation in the modern era, and go further from there in order to clarify meaning and extension of the modern sculptures. Now two artists are reviewed based on their own art works: George Seagal; Jeff Koons. They are selected among numerous artists from the Post Modern era. Epic contents and emphasis on daily life of Seagal's works show good examples to artists from Pop Arts and following time period and may have served as a start point for Postmodernism. Indeed, he tried to show a newly defined relationship between art works and daily life experience. On the other hand, J.Koons used the strategies of fabrication and appropriation, which shows characteristics of the postmodernism. Through his four individual exhibitions, he shows the diversification of the reality based on art works as fetishistic merchandises, and newly defined concept of Ready-made since M Duchamp. Lastly, the diversification of the reality is analyzed again in context of my art works. I focused on the return to the figure among a variety of trends of late 20 th century modern sculpture. It showed the post modernistic point of view on the reality. Post modernistic diversified strategies are adopted as a method of distinguishing each art works via the diversification of the reality. This is the result of contemporary social and cultural situations.

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미니멀리즘적 디자인 표현과 아이콘그래픽스에 대한 고찰 (A Study on Icongraphics and Minimalism in Design Expression)

  • 정진숙
    • 디지털산업정보학회논문지
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    • 제8권2호
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    • pp.105-116
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    • 2012
  • Minimalism combines the adjective 'minimal' and the suffix 'ism', and was first coined in the 1960s. Minimalism draws on the belief that when the use of artistic skills and adaptation is minimized and only the essentials or core is expressed, the discrepancy or distance between reality and art can be kept to a minimum; and thus, true reality can be achieved. To realize minimalism, artists creating paintings, sculptures and other forms of visual art eliminate unnecessary elements and strip objects to its essentials. And hence, most minimalist artwork used minimum amount of color and focused on expressing the geometric essence of objects. Such simplistic styles of minimalism can be seen today in various designs. Apple's iPod design and other product designs as well as graphic designs are just few of the examples. Drawing on the spirit of minimalism, Icongraphics pursues beauty and pleasure in the minimal use of color and form. And what lies beneath Icongraphics' artistic style is its pursuit of simplistic essentials, sending a strong message to the digitalized and complex lives of modern people.

조선전기 회화인식(繪畫認識)에 나타난 진(眞) 추구와 전개양상 고찰 (A Study on the Aspect of Evolution and the Pursuit of Reality appeared in Cognizance of Paintings on the Pre-chosun Dynasty)

  • 박만규
    • 동양고전연구
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    • 제36호
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    • pp.403-432
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    • 2009
  • 본 논문은 조선전기 문인들의 제화시(題畵詩)와 화론(?論)에 나타난 진(眞)에 대한 인식과 전개 양상을 살피고, 이를 토대로 그 의미와 내재된 사상을 고찰하였다. 따라서 이 논문은 문인들의 자연관과 수기(修己)의 가치로서 보는 회화의 효용성, 그리고 제화시와 화론에서 담론된 진(眞)과 그에 상대하는 가(假)와 환(幻)의 개념분석으로 이루어졌다. 우선회화와 관련하여 유자들이 거경(居敬), 궁리(窮理)하기 위한 수양의 장으로 삼은 자연관을 확인하였다. 수기의 효용성에서 회화가 심성수양에 필요한 가치를 지닌 정당성을 서술하였다. 진의 담론에서는 자연의 진[天眞]이 탈진(奪眞)과정을 거쳐 '마음속의 진[人眞]'이 되도록 옮기는 전환과정에서 환(幻)이 갖는 작용과 의미를 살폈고, 또한 환(幻)과 빌림[假] 사이에 존재하는 역할의 차이 및 변화가 전개되는 과정을 분석하였다. 이 과정에서 중심 개념인 진에 상대하며 개념화된 가(假)와 환(幻)의 의미가 언어적 의미를 넘어 가(假)는 빌림과 그림의 의미로, 환(幻)은 하나의 인식작용과 변환작용의 의미로 분화되는 과정을 분석하였다. 이로써 진 개념이 사변적 의미를 부여받으며 개념화된 이후, 조선전기의 회화창작 및 감상활동에서 자연의 진, 외물의 내적 실질[眞], 그림의 진, 마음의 진 등으로 존재하며, 최고의 가치로써 추구대상이 되고 있음을 밝혔다.

문화기술 융합적 관점으로 본 수원 화성 건축공간의 존재론적 의미 연구 (A Study on the Ontological Meaning of Architectural Space of Suwon Hwaseong from the Viewpoint of Culture-Technology Convergence)

  • 김지은;박은수
    • 한국실내디자인학회논문집
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    • 제23권3호
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    • pp.100-107
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    • 2014
  • Traditional architectural space, which is a historical cultural heritage must be connected mutually as a organic flow of various elements such as the environment of the time, political background and values, rather than approaching with fragmentary point of view. The Silhak Philosophy, the basis of late Chosun society developed equity thoughts on the basis of ideology of humanism, and it asserted the promotion of technology and industry as a measure to realize the pursuit of truth which is practically useful. Thus, we could verify the possibility of convergent interpretation of cultural technology of Hwaseong architectural space through the humanistic viewpoint of pioneer spirit of Silhak Philosophy which regards human as a main agent of desire of life, and the pursuit of truth which is useful for reality, and the realization of ethical value by aesthetic practicalism. Based on this, the ontological meaning and value of Suwon Hwaseong by the viewpoint of convergence of culture and technology have been drawn as the construction of planned new town by the practice of filial duty, the plan of city space based on rational values, the realization of a metropolis where self-sufficient economic activities are possible, the introduction of thorough construction management system, the introduction of advanced culture and its creative application, and the application of scientifical knowledges and cutting-edge technology.

1960년대의 실험극 연기 메소드 연구 (1960's Acting Method of Experimental Theater)

  • 박호영
    • 한국콘텐츠학회논문지
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    • 제9권11호
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    • pp.184-191
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    • 2009
  • 1960년대의 새로운 연극그룹들의 작업 성향을 요약해 보면 크게 두 가지로 정리해 볼 수 있을 것 같다. 첫째 이들은 연극에서 아이덴티티를 추구하고자 하였다는 점이다. 둘째는 기존의 공간언어에 구체적인 반기를 들어 그 모든 것들에 충격을 주어 파괴시킴으로써 인간내면의 강렬하고 즉각적인 폭발을 일으키는 연극을 창조하길 추구했다는 점이다. 그들은 스타니슬라브스키가 추구했던 연기를 초월해 연기는 새로운 인간을 이식시킨다기보다는 배우의 이면에 숨겨져 있는 자신을 개발하거나 가면을 벗기는 것이 필요하다는 인식에 도달해 배우의 첫 번째 과제는 자신을 두르고 있는 껍질을 벗겨 제거하는 것에 있다는 공통된 의지를 나타냈다. 그리하여 그들은 그들의 이상인 자신의 껍질을 벗기는 연기를 구체적으로 실현 할 수 있는 도구란 무엇인가에 대해 고심하게 되는데 그들은 결국 그 해답을 '즉흥연기'에서 찾았던 것이다. 그중 한 가지는 배우의 무의식세계를 자극하여 배우 내면에 숨겨져 있는 본능적인 정서를 분출시키자는 것이다.

Study on the Influence of the Fourth Wall on the Player's Gaming Experience in Side-Scrolling Games

  • Qi Yi;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • 제15권2호
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    • pp.118-123
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    • 2023
  • With the continuous development of emerging technologies represented by VR technology, many game developers are declaring that they are constantly trying to break the "fourth wall" and break the boundaries between virtual and reality to create game immersion for players. new game. But for many gamers, a strong sense of immersion is not the focus of their pursuit. The sense of control and safe exploration during the game is also the game experience that many gamers are pursuing. Moreover, there is ambiguity in the definition of the concept of breaking the fourth wall in the field of academic theory. The purpose of breaking the fourth wall was to separate the real world from the virtual world, to remind the audience that the actors and the audience are in two different worlds, and to trigger the audience's thinking about drama and deeper philosophy. But in the current game, it has become a blurring of the boundary between virtual and reality, pulling players into the virtual world, and focusing on the immersive experience. In this paper, we will first sort out the concept of "breaking the fourth wall", and then conduct a comparative analysis of horizontal scroll games and VR games, and conclude that the "fourth wall" has an impact on players Great conclusion.