The performing art is a genre which is integrated of various fields of arts, and Stage Make-up as well. Stage Make-up functions as an important means of communication which makes audience understand the characteristic facts by transforming an actor/actress into the character in the play and also, visually enlarging characters. Due to the creativeness of Stage Make-up, the conceptual study on Stage Make-up design for visual expression coincide with the intended character is needed. However, in Korea, the systematical approach for Stage Make-up design by character types has not developed, or studied yet, The result of this study is to present system model through theoretical study of psychological personality types. and to apply for the expression of characters in the play based on physiognomy(face-reading), The case study of visualizing according to an actor/actress's shape of face. is Specially focused on eyes and eyebrows. In designing Stage Make-up, eyes and eye brows are important elements as a tool for strong expression of the characters. This model of Stage Make-up design by personal type constructed in this study, is for applying methodically as professional approach on actual Stage Make-up design and educational teaching methods as well.
Self-reflexivity means consciousness turning back on itself and breaks with art as illusionism and exposes their own factitiousness as textual construct. Self-reflexivity in media deals with the media's condition and process itself and tends to pull viewers out of the reality represented on screen by reminding them that is a media's construction or illusion on the screen. Representation aesthetics has been recognized with an essential theory of the art since Ancient Greek, but it has encountered crisis with the invention of the photography and the cinema in the early 1900s. The supreme transparency of the new media induced a new perspective for the representation aesthetics, which had dominated the art world. The art derived from the representation stood on the crossroad of changing direction. Modernism aesthetics wanted to search for the self-referentiality in order to the replace the past principal. This essay focuses on self-reflexivity in animation and their methodology. First, the change of representation aesthetics in visual arts will be discussed. Second, animations exposing their process of production and components will be analyzed, and lastly, intertextuality in animation will be dealt. I hope to provide the vision of the expanded animation media with this study.
Journal of Korean Library and Information Science Society
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v.9
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pp.115-144
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1982
In ordinary modern wester expression 'the Renaissance' was used to denote the impact made by dead Hellenism civilization in western Christendom, particularly Italian literary and artistic movement at Northern and central Italy in the late medieval period. However, A.J. Toynbee examined the renaissance from the different aspect of view. In his great work "A Study of History" in vol. IX, he succeeded in establishing the theory of historic civilization encounters in space and in time; and in time, civilization of the present and the past or between dead and infant successor contacts on the analogy of parenthood and sonship in the relation of A n.0, pparentation-and-Affiliation. The distinguished his view of 'Renaissance' was illustrated in the sense of encounters between a grown-up civilization and the 'ghost' of its long-dead predecessor. The renaissances (by the process of evocation of ghost of its parent society) has not only one single aspect of literary and artistic field but also in politics, law, science and philosophy, languages and literatures and visual arts, and religion. The main theme of this study is to examine the development of libraries and its historical meaning through Toynbee's literary renaissance. His renaissance of Languages and Literatures has three typical steps: They are: 1st step-to restive the dead literature's remains: 2nd step-to remaster their meaning: 3rd step-to reproduce them in counterfeits... Through its first and second steps, collecting and editing, annotating by compiling an anthology, thesaurus, lexicon or encyclopedia, and in its third step publishing mostly imitation of classics took place. Toynbee depicted the five outstanding eminent representatives of literary renaissance who had a n.0, ppeared on the state of history down to the time of writing. They are: Assurbanipal, Constantine prophyrogenitus, Yung Lo, K'ang Hsi, and Ch'ien Lung and the last four had all been emperors of imperia rediviva. As the result of the examination of these five emperors with three steps of literary renaissance, the common result may be summarized as follows: 1. Those emperors of imperia rediviva interested in intellectual work and study, they also were deeply involved in collecting classics in an ostensible reason. 2. There were strong political intention of collecting materials as an a n.0, ppeasement policy of civilization by transferring scholars energies to an intellectual field. 3. Under the rulers of a resuscitated universal state, the literary renaissance were a product of political plane and that the total size of collection and work were huge. 4. Since there were strong exercise of sovereign power, an active censorship by distortion and elimination was inevitable. 5. There existed newly developed strained atmosphere between grown-up and long-dead parent civilization, whenever the book collection movement had occurred. 6. Over adhesion to the parent civilization caused imitation of classic work and the creative activities were stagnated.stagnated.
With the introduction and expansion of 'maker movement', maker culture captured attention and saw itself as an emerging culture. This study aims to analyze published books, policy report, columns and news articles related to maker culture through the perspective of critical discourse analysis. Maker movement led by the government gives meaning to the maker culture as the force of 'creative economy' that can overcome the economic crisis. Following this meaning making, one-man digital fabrication start-ups have been actively promoted by government policies. In the case of Seoul, it criticizes government led maker movement that only focuses on economy and institutionalizes maker movement by focusing on the maker culture's aspect as 'digital social innovation' that can resolve social problems. In the world of art, it tries to rediscover the value craft, that is, 'creative craftsman'. Moreover, resistance movement that tries to fight against dominant technology structure through constructing 'critical making' was also spotted. Nonetheless, it is rather untimely to definitely find dominant discourse's power effect in reality and sign of rupture in dominant structure as the result of resisting discourse's struggle. Thus, maker movement is the field of struggle where an ongoing clash can be found: between discourse strategy that tries to make maker culture a social or economic asset by combining with dominant power structure, and alternating or resisting practice of signification that focuses on its cultural techno-political potential.
As ageing society rapidly unfolds, it is becoming an even more important issue to secure wellbeing and happiness of senior citizens and the society as a whole. Growing talks on how culture and art positively affect the elderly led to more demands from the public on culture and art institutions to increase their social participations. Art museums too, as an art and cultural institution and a social education entity, are requested to play a bigger role in the effort to tackle the concerns derived from the ageing society. Korean art museums came up with senior programs since 2000, which makes it a relatively recent phenomenon. The consensus on the importance and needs of such programs has been around for a while in our society. However, effect measurement of these programs needs further research and discussion. This thesis examined the effect of senior programs using the Museum Wellbeing Measures Toolkit published in 2013. With the service quality research model, correlations were analyzed among program components, wellbeing effect, participant satisfaction and their willingness to re-enroll in order to produce a practical guidance on how to plan and operate the programs. To measure effect of senior programs and to analyze influencing factors would provide us with important data to prove the social responsibility and benefit art museums offer in our society. At the same time, such researches would contribute to enhancing the quality of current programs run by museums and give methodological suggestions on how to assess and improve senior programs.
Typography is very important for the delivery of information and for its aesthetic functions, typography focuses on facilitating faster and easier legibility for audience in modern society. But analysis for pre-studies for typography are limited in trend in the center of Kinetic Typography, dissolution of typography and territory extend as well as its typography analyzed by plastic arts aspects to acutely requiring expressing strategy and study based on typographic theory in working-level are insufficient. This study is to apply systematic theory to typography in order to suggest guidelines for increasing utility of typography for graphic design. It presents case studies, organized by theme, focusing on graphic design artworks featured in world-renowned specialty publications like the Creative 38 Annual Awards during 2008 and 2009. For practical help to designers engaged in various projects, it also suggests practical tactics for development that may enhance creative strategies in the creation of designs adopting typography. This study offers systematic usage methods of typography to the practical graphic designers and expected to contribute to the development of graphic designs that stimulate the visual senses of their audiences.
Recently, the value and the status of the digital archives that are built individually in the crossroads of oblivion and memory are due to big data has attracted attention globally is confusing. Video data that contains the cultural memory of the digital archive, such as culture, art, life, society, and social conditions of the time, it is a cultural heritage of national common expressed. Also, it remains a trace of history from the various media just like magazines, books, painting, photography, and film. Digital archive system is one of the best research results of media convergence and it has also a good opportunity to take full advantage of the new opportunities and cultural assets. The collection of infinite information of big data in perspective transient that exist at the same time compatibility of big data, it is trying to dismantle the cultural memory of us. It was asserted that must meet the criteria which can correspond to via the new digital era, will be applied to preserve the traditional media. The current image archive is necessary to accommodate proper two different directions.
Today we seem to be flooded with digital culture as the age of information has reached its peak. As fusion culture has been generalized, in which the arts and culture of the East and the West are in harmony, and quality of life has been improved, people are enjoying more abundant cultural benefits than ever. In such a situation, we may lose the origin of our culture and disregard our traditional culture due to the mixture of cultures. In addition, it is necessary at this point to distinguish pure culture from mixed one and to re-illuminate the value of our original culture for the next generation. Therefore, the author took interested in Dongraeyaryu, a large-scale festival in Busan, which has been designated as an important intangible cultural property, and carried out a research for its continuous instruction and activation. among contents such as music, costume, dancing and stage properties that compose intangible cultural property, this study selected costume, which has significant visual effects and large differences in shape between old one and contemporary one, for development. By proposing modernized design of costume preferred by the new generation and in harmony with the masks, this study wished to narrow the generation gap, to direct young people's attention to the learning of tradition and to propose motives that activate the culture of local festival.
TYME is an interactive typography program based on the ephemeral nature of time. It is a text based poetic tool, built with Processing. This project is presented as a performance that utilizes a computer with a display screen, a projector, and speakers. As the user types, white characters appear, flow on the score on the screen and trigger jazz sounds, then characters disappear into black space in several seconds on the screen like smoke. Typography from this invented instrument is evocative and wistful, and allows the user to associate with ephemeral time. While typing the characters as though playing an instrument at intervals of time, the user can freeze the motion and print out or save otherwise fleeting moment with a button. I intend to contain both characteristics: the amorphous shape of smoke and the elusive attribute of smoke for the expression of intangible and ephemeral time. Every alphabetic shape is derived from the video dips that I shot of smoke. The resulting alphabetic images are then programmed using the Processing scripting language and which can then be typed on the screen with a keyboard. TYME could be a model as a project that reflects the unfixed quality of digital typography, and as a design approach for interactive expressive typography by scripting code. This project also represents the characteristics of typographic play, which can be realized in an computational environment like this model.
Zou Si Cong is a very significant female artist from the period when China was forming its modern arts and culture. Zou Si Cong, who was influenced by China's political and social upheaval, was born in 1939 and died in 1996. Her actual work period was after China's 'Cultural Revolution' and lasted only 13 years, from 1978 to 1990. Her passion for art never stopped, even when she was suffering from severe arthritis with its torturing pain. There were big changes that occurred in her work; 'Early Work', 'Realistic Work', 'Mine Worker Painting', 'Yi Tribe' Painting', 'Lotus Paintings'. 'Mine Worker Painting', which represented a new figure by abandoning traditional techniques, dividing picture space, and changing and distorting forms, was the one that had the greatest impact of all on a lot of people and strongly influenced modern Chinese figurative painting. The characteristics of Zou Si Cong's work are in its 'Traditionalism', 'Realism, and 'Historical' aspects. Zou Si Cong developed her uniqueness, along with Western expressions, based on traditional Chinese painting techniques. Realism, through realistic rendering, appeared in her figurative paintings during the Cultural Revolution Period. 'Yi Tribe' paintings lively illustrated their lives. She creatively reinterpreted history in the composition of Mine Workers, which is based on the historical record of Chinese barbarity.
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