• Title/Summary/Keyword: Visual Arts

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Deep Brain Photoreceptors and Photoperiodism in Vertebrates

  • Oishi, Tadashi;Haida, Yuka;Okano, Keiko;Yoshikawa, Tomoko;Kawano, Emi;Nagai, Kiyoko;Fukada, Yoshitaka;Tsutsui, Kazuyoshi;Tamotsu, Satoshi
    • Journal of Photoscience
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    • v.9 no.2
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    • pp.5-8
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    • 2002
  • Photoperiodism is an important adaptive phenomenon in various physiological parameters including reproduction to cope with seasonal changes. Involvement of extraretinal photoreceptors in the photoperiodism in non-mammalian vertebrates has been well established. In addition, circadian clock system is known to be involved in the photoperiodic time measurement. The pathway consists of light-input system, time measurement system (circadian clock), gonadotropin releasing hormone (GnRH) production in the hypothalamus, luteinizing hormone (LH) and follicle stimulating hormone (FSH) production in the pituitary, and final gonadal development. Recently, several laboratories reported photopigments newly cloned in the pineal, eyes and deep brain in addition to already known visual pigments in the retina. These are pinopsin, parapinopsin, VA-opsin, melanopsin, etc. All these photopigments belong to the opsin family having retinal as the chromophore. However, the function of these photopigments remains unknown. I reviewed the studies on the location of the photopigments by immunocytochemistry. I also discussed the results on the action spectra for induction of gonadal development in relation with the location of the photoreceptors. Various physiologically active substances distribute in the vertebrate brain. Such substances are GnRH, GnIH, neuropeptide Y, vasoactive intestinal peptide, c-Fos, galanin, neurosteroids, etc. I summarized the immunhistochemical studies on the distribution and the photoperiodic changes of these substances and discussed the route from the deep brain photoreceptor to GnRH cells.

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Fashion Images of the France Posters of the Late 19th Century (19세기 말 프랑스 포스터에 표현된 패션 이미지)

  • Choi, Yoo-Jin;Choi, Jung-Hwa
    • The Research Journal of the Costume Culture
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    • v.16 no.5
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    • pp.812-825
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    • 2008
  • This article analyzed fashion representations in France posters, especially the late 19th century France when mass consumption cultures arose. That was analyzed by consumers' sexuality supposed in advertisement contents. Female models mainly figured in posters of the late 19th century France made a role to promote consumption, in which female models were emphasized on fashion, for example, erotic robe, unusual hair style and etc. Posters' type in this period were categorized in three types by presenting style of female body and fashion style. The first were targeting female consumers, and that posters represented bourgeois fashion styles and life styles to clear consumers' social status and to present women's consuming power. The second case was targeting male consumers, and that posters figured female models such as available products. In this case, poster artists emphasized female models' sexualities and used fantasies against eroticism of the legs and feet. And third case was targeting female consumers and males', in this case, two different aspects were required to appealing to consumers. One was to use a female sexuality to appeal for male consumers, the other was to modify female models as transcendental being such like a muse admirable and mysterious, through fashion styles for female consumers. In the late 19th century, female body and fashion were spectacular elements in visual arts specifically. This study clarified representations of female body and fashion in the late 19th century posters according to poster's contents and target consumer's sexuality. This was one of the aspects characterizing early advertisement media.

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A Study on the Tableware Design using Geometric Pattern (기하학적 형태를 활용한 테이블웨어 디자인개발 연구)

  • Ryu, Yu Li
    • Journal of Digital Convergence
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    • v.12 no.8
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    • pp.475-480
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    • 2014
  • They are used as a symbol representing some meaning of an object. Geometric patterns in the formative arts have been recasted by artists and used to express modern images. Simple shapes of geometric patterns create beauty with their outward appearance and decorated patterns. The simpleness of decorated patterns go with restrained, rational, and modern concepts. The patterns decorated with geometric patterns use geometric figures such as octagon, triangle, quadrangle, etc. and they give satisfaction to modern people. They are also regular and simple, so they can create impactive visual effects and three-dimensional space can be created with these dynamic patterns. Therefore, attractiveness of shape which gives enjoyment is also found in tableware design using geometric patterns. Using geometric patterns in tableware design is not based on a chance factor, so it is possible to objectify and reproduce the patterns. These repetitive designs can influence a lot of designers working on tableware and help improve the tableware designs. It is also considered that those designs are able to create new opportunities to produce a high value product in the ceramics industry.

Expression Types and Aesthetic Characteristics of Space Directing at Chanel Fashion Shows (Chanel의 패션쇼에 나타난 공간 연출의 표현 유형과 미적 특성)

  • Kim, Jang-Hyeon;Kim, Young-Sam
    • Journal of the Korean Society of Clothing and Textiles
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    • v.37 no.6
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    • pp.809-826
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    • 2013
  • This study considers types of expression and examines aesthetic characteristics by analyzing images expressed through space directing at Chanel Fashion Shows. The conclusions of this study are as follows. The expression types on space directing at Chanel Fashion Shows are what is presented by distributing huge objects associated with Fashion Shows at the center or back of the stage, integrating several detailed decorative elements while maintaining the morphological characteristics of the runway in a linear form, and utilizing an inartificial place or newly forming the whole stage. The symbolism characteristic was first indicated for the aesthetic characteristics on space directing at Chanel Fashion Shows. Symbolism is indicated through the identification of an implicit meaning towards a specific object. The symbolism was highlighted utilizing elements or stories that have a deep association with Chanel. Second, the characteristic of ecology was expressed through the recognition of the importance of the ecological environment by escaping the harmful practices of civilization such as environmental disasters and human alienation. The expression of visual ecology was emphasized utilizing themes related to environmental disasters or reviving the space of primitive nature. Third, the characteristic of fantasy was shown to express thoughts that originated from the human yearning for the ideal world contrary to an incomplete society. Fantasy was created by the inaccessible object in reality and a change in spatial structure. Fourth, the characteristics of amusement expressed pleasure, which is the instinctive desire truly immanent in a human being. It was natural amusement, which was advocated as freedom through the integration of neutrality, integrating either diverse elements (which are naturally recognized in our daily life) into Fashion Shows or amusement, which expressed newness through utilizing unusual objects in Fashion Shows.

The Study and Hypothesis of Realize AR Video Calling Method (효과적인 AR 영상통화 구현 방법을 위한 가설 방안과 연구)

  • Guo, Dawei;Chung, Jeanhun
    • Journal of Digital Convergence
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    • v.16 no.9
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    • pp.413-419
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    • 2018
  • Nowadays, smart phone became an important part of communication media and integrated into people's life. If callers rely on helmet-mounted display(HMD) augmented reality technique to add two-way user's facial expression, appearance, actions during the calling process, it will let callers have a visualized fantastic sensual experience. And through that method can break the limitations of vision, so research that technical problem can promote the development of visual arts, that is meaningful. This paper will choose and composite several existed technologies to set up two hypothesis, try to realize AR video calling. Through comparison and analysis to find those two hypothesis' problem, and create design solutions to solve problems. And use case study method to present two cases for prove my paper's result that is those two hypothesis can be realize in future. Use those technologies can bring more convenience and enjoyment to people's life. It can be predicted that AR video calling process can be successfully realized and will have unlimited development in future.

A Study on the generative background and Characteristics of Gesamtkunstwerk Design Theory advocated by Wiener Werkstätte and Josef Hoffmann (빈 공방과 요제프 호프만이 주창한 총체예술(Gesamtkunstwerk) 디자인론의 생성배경과 특성에 관한 연구)

  • Kim, Hong-Ki
    • Korean Institute of Interior Design Journal
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    • v.25 no.1
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    • pp.115-123
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    • 2016
  • In the turn of the twentieth century, Vienna emerged as a great cultural centre that stood at the forefront of developments in music, psychology, and the natural sciences. Equally influential, and still tremendously popular today, are the designs of the Wiener $Werkst{\ddot{a}}tte$ a group that was at the heart of the city's cultural scene and whose collaborators included such luminaries as the architect Josef Hoffman and the designer Koloman Moser under the slogan of Gesamtkunstwerk. The term "Gesamtkunstwerk" was introduced in the romantic period. It describes the desire for and practice of combining various art forms into a whole, such as performances that combine text, visual arts, various design and architecture. Richard Wagner was one of the early theorists of the concept, inspiring many modernist artists. As a co-founder of the Wiener $Werkst{\ddot{a}}tte$, Josef Hoffmann had a decisive influence on modern Viennese architecture and Interior design on the basis of the concept of Gesamtkunstwerk. In this view point, this study is to analyze about the generative background and design characteristics of gesamtkunstwerk advocated Wiener $Werkst{\ddot{a}}tte$. Josef Hoffmann was by all accounts a very successful architect and Interior designer in Vienna. His influence would undoubtedly have been felt simply because of his talent and energy. His special ability to range across multiple domains, coupled with a willingness to collaborate with other artists has created a synthesis and synergy that is compelling to this day.

Analysis on the Popularity and Storytelling of Pokomon GO (<포켓몬GO>의 인기요인과 스토리텔링 분석)

  • Lee, Jae Hong
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.159-168
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    • 2016
  • $Pok{\acute{e}}mon$ Go is an augmented reality (AR) game developed jointly by Niantic and Nintendo. It's a new type of augmented reality role-playing game (RPG) where AR elements like location information, visual recognition technology and GPS navigation technology are integrated with the intellectual property of the popular $Pok{\acute{e}}mon$ anime. The global success of $Pok{\acute{e}}mon$ Go can be attributed to the innovative incorporation of AR technologies into the game but also to the utilization of the Pokemon story which had been developed for 20 years. In summary, Pokemon Go is the fruitful result of a successful storytelling that combines the humanistic imagination of a popular, cultural archetype and the engineering imagination of AR game technologies.

An Analysis on the UCC Media for STEAM Integrated Education (STEAM 융합교육을 위한 UCC 매체 활용 분석)

  • Woo, Hee-Sun;Yeom, Mi-Ryeong;Jung, Doo-Yong
    • Journal of the Korea Convergence Society
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    • v.7 no.1
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    • pp.43-48
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    • 2016
  • The purpose of this study was to perform oral health education using UCC media in consideration of middle school students' characteristics, and to investigate the intelligence area related to knowledge conveyance, affective area related to attitude change, and psychomotor area related to behavioral change. As a result, it tried to develop further the strengths of UCC media based oral health education and overcome its weaknesses in order to increase learners' interest and have any behavioral changes. By letting learners have the education at YouTube at any time, rather than use one-time educational medium material it is possible to keep educating learners. In the future, by applying the education to health education programs and health education, it will be possible to convey education contents to learners accurately, give motivation to learners, and thereby increase educational results.

The Effect of Impulsivity and the Ability to Recognize Facial Emotion on the Aggressiveness of Children with Attention-Deficit Hyperactivity Disorder (주의력결핍 과잉행동장애 아동에서 감정인식능력 및 충동성이 공격성에 미치는 영향)

  • Bae, Seung-Min;Shin, Dong-Won;Lee, Soo-Jung
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.20 no.1
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    • pp.17-22
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    • 2009
  • Objectives : A higher level of aggression has been reported for children with attention-deficit/hyperactivity disorder (ADHD) than for non-ADHD children. Aggression was shown to have a negative effect on the social functioning of children with ADHD. The ability to recognize facial emotion expression has also been related to aggression. In this study, we examined whether impulsivity and dysfunctional recognition of facial emotion expression could explain the aggressiveness of children with ADHD. Methods : 67 children with ADHD participated in this study. We measured the ability to recognize facial emotion expression by using the Emotion Recognition Test (ERT) and we measured aggression by the T score of the aggression subscale of the Child Behavior Checklist (CBCL). Impulsivity was measured by the ADHD diagnostic system (ADS). Results : The teacher rated level of aggression was related to the score of recognizing negative affect. After controlling for the effect of impulsivity, this relationship is not significant. Only the score of the visual commission errors ex plained the level of aggression of children with ADHD. Conclusion : Impulsivity seems to have a major role in explaining the aggression of children with ADHD. The clinical implication of this study is that effective intervention for controlling impulsivity may be expected to reduce the aggression of children with ADHD.

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Development of Fashion Design Based on the Formative Characteristics of Cubism Arts (큐비즘 회화의 조형적 특성을 응용한 의상 디자인 개발)

  • Lin, Huishun;Cong, Xiaoning
    • Journal of the Korea Fashion and Costume Design Association
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    • v.18 no.1
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    • pp.61-78
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    • 2016
  • This study through the literature research to understand the most representative art trend - the definition and evolution of the Cubism in the early 20th century, and through the analysis on the representative painter's works, such as works of Pablo Ruiz Picasso and Georges Braque, This article raises the unique characteristics of the Cubist painting, such as geometry modeling, simultaneity, transparency, collage, deconstruction and reconstruction, etc. On the basis of theoretical research in this study, in order to meet the novelty and originality of clothing design requirements in the field, this research uses the modeling characteristics of the Cubist painting, designs and makes five sets of works in costume designing. Research findings are as follows, 1) According to the geometry modeling, split garment surface into triangle or irregular polygon shaped. 2) Show front and side images of the characters in the same garment surface. 3) Overlapping the images of the characters in the same garment surface. 4) Make use of composite materials to express the characters. 5) Disassemble the characters recombine them in an abstract painting way. These works mainly completed by adopting some techniques like Patchwork and Figurative painting. The colors consist of red, yellow and blue caused "Three primary colors series" to achieve the goal of expanding visual effect. Additionally, for the sake of the formal beauty-deformation distortion, symmetric and asymmetric, for instance the structure of the costume adopts formal beauty technique.

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