• Title/Summary/Keyword: digital aesthetic

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Fashion Granfluencers as a Cultural Intermediary in Fashion and Style -A Case Study on Iris Apfel

  • Syachfitrianti Gadis Nadia;Setiawardhani Shaffira Dewi;Se Jin Kim
    • Journal of the Korean Society of Clothing and Textiles
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    • v.46 no.6
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    • pp.1105-1127
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    • 2022
  • This study investigated the role of fashion granfluencers as cultural intermediaries in the present digital era. The concept of fashion granfluencer as cultural intermediaries and their fashion style characteristics were defined and examined. The literature on cultural intermediaries, social media, and seniors in the context of fashion was reviewed. Primarily, three characteristics of cultural intermediaries-interactive communication, nonconformist attitude, and aesthetic disposition-were identified and used as analytical variables in this study. Through netnography, 1,452 Instagram posts from the renowned fashion granfluencer Iris Apfel (@iris.apfel) were examined. This study presented Iris as a fashion granfluencer and a senior professional, who uses fashion to express herself and define her identity. As a cultural mediator, she contributes to revitalizing the cultural economy and creating cultural products. Iris Apfel' fashion and style embody her digital persona. Her engagement in fashion activities-producing fashion content or attending fashion events-mediates the relationship between fashion producers and fashion consumers, thereby promoting the aesthetic value of fashion.

Analysis on Pataphysics of the Metamorphosis in Film 'X-Men' (영화 '엑스맨(X-Men)'의 변신모티브에 나타난 파타피직스 분석)

  • Chang, Seyoung;Chung, Jeanhun
    • Journal of Digital Convergence
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    • v.14 no.10
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    • pp.407-414
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    • 2016
  • The movie, X-men, develops the narrative with metamorphosis as the main motif making visual effects of characters and background. The objective of this study is to suggest that the metamorphosis motif can be materialized based on the virtuality of "pataphysics" as one of the genre characteristics of superhero movies and the newly materialized virtuality can be aesthetic characteristics of metamorphosis motif movies. With the virtuality that has its own characteristics with metaphorical symbols such as satire on an absurd society out of existing traditions, pataphysics started in mid-twentieth century and has had an impact on art movements of dadaism, surrealism, pop art, and postmodernism. Analyzing the characteristics of pataphysics which were shown in these artworks, we applied it to metamorphosis scenes of the movie. As a result, we found out that it visualized the shape and aspect of inner and outer strength of a superhero with aesthetic characteristics of metamorphosis scenes and it realized the presence, hybridity, and ex-formal properties of pataphysics consisting of overlapped virtual and physical reality, with technical virtuality.

By Theory of Proportion the Human Body, An Analysis on Character's Proportion in Kids TV Animation on EBS (인체비례론에 근거한 EBS 유아동 애니메이션 캐릭터 등신비율 분석)

  • Suk-Rae, Kim;Jean-Hun, Chung
    • Journal of Digital Convergence
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    • v.13 no.10
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    • pp.491-499
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    • 2015
  • The potential competency from the animation industry, as known as a foundation which spawned a variety contents from the piece of work, has a high importance in the content development field. The pivotal role of the domestic animation industry has produced the term of convergence content which composed by both educational elements and entertainment features especially from the domestic kids TV animation industry. This study analysis the ideal indicator of the preferred characteristic design being broadcasted on EBS, not only presenting the status of the character proportion rates but also proposing the creative aesthetic indication where the substantial leverage would be available as the purpose of this research.

Development Of Fashion Cultural Products using Traditional Korean Culture to Enhance Global Competition - Study on Face/Human Images for Digital Textile Printing -

  • Kim, Min-Ja;Lim, Ji-Ah;Yi, Jae-Yoon;Choi, Kyung-Hee
    • International Journal of Costume and Fashion
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    • v.6 no.2
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    • pp.11-27
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    • 2006
  • The purpose of this study is to develop highly valued fashion cultural items using Korean face and human images to enhance global competition. The methods of this study include: historical study on the face/human images which appear on the dress; design by stage according to Lamb & Kallal's apparel design process; development of products using digital textile printing technology; and case study by objective evaluation through Grant's alpha-beta model. The procedure and the results of this study are as follows: First, in the problem identification stage, the need to develop fashion cultural products of Korean face/human images which are symbolic, aesthetic, and functional was recognized in order to enhance global competition. Second, in the preliminary idea stage, the fashion cultural products and the components that meet the above 3 standards for design were determined and first design was drawn up. The source of the design was extrapolated from face/human images, which appeared on the murals of the ancient Korea, the portraits and custom paintings from the Chosun Dynasty. From these images, a total of 7 design series of T-shirts with an "ULGUL" logo, scarves, and artwalls were developed using "obangsaek" which are five Korean traditional colors including red, blue, black. white, and yellow on cottons and silks. Third, in the design refinement stage, based on the preference survey, more varying design methods were used to develop 25 new designs. Fourth, in prototype development stage, based on the preference survey conducted on fashion professionals and general public from the previous stage, which showed preference for T-shirts and scarves, 3 designs on T-shirts and 2 designs on scarves were printed and produced using the DTP (Digital Textile Printing). Fifth, in the evaluation stage, Grant's alpha-beta model was used to perform comparative evaluation on the symbolic, aesthetic, and functional criteria of the new designs over the existing ones. The new designs received excellent results in all three criteria and a special recognition was given to symbolism of the new designs.

The Aesthetic Values of Formalism Art to Wear (형식주의 예술의상의 미적 가치)

  • 서승미;양숙희
    • The Research Journal of the Costume Culture
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    • v.11 no.1
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    • pp.118-134
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    • 2003
  • The first purpose of this study is to take a better look it the background of Formalism art in the cultural society and to examine the aesthetic value of the formative arts of formalism architecture that are ail basically founded upon the study of Formalism. Secondly, it analyzes the aesthetic value of Formalism Art to Wear, Which can be explained as a mixture of art and fashion, by investigate to the features of art history. The results are as follows; First, Formalism Art to Wear of Simultaneity does not represent continuance but simultaneous. In other words. inside the same time and place of dimension, events art visualized without transformation. Secondly, formalism Art to Wear of Geometrical Aesthetics deals with a purely genuine atmosphere that pursues absolute perfection, composed abstract of geometrical shapes. Thirdly, Fomarlism Art to Wear of Deformation breaks analysis from balance and symmetry showing extreme transformation nil new vitality. Fourthly, Formalism Art to Wear of Space Extension experiments with post-corporeality. Post-corporeality centers the human body extension that is open to various boundaries of implosion and electronic technologies, providing us with a new Cyborg of the digital body.

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A Study on the Aesthetic Characteristics of the Digital Rotoscoping Images in Jonas Odell's Animations (요나스 오델(Jonas Odell)의 작품 세계에 나타난 디지털 로토스코핑 이미지의 특성)

  • Kim, Young-Ok
    • Cartoon and Animation Studies
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    • s.39
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    • pp.111-132
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    • 2015
  • Although Rotoscoping technique has been used for a long time to mimic the natural and smooth motion since the early 20th century, its artistic value was devalued as tricks because it traces the already recorded images. But the fact that the rotoscoping images can cross the boundaries between animation and live action in an infinite integral freedom in the digital era became rather expansive new aesthetic possibilities of representation of the reality. In addition, Jonas Odell's animations such as (2010), (2008), (2006) are good example to prove that the rotoscoping images also can serve as means to enhance its narrative. This study is to analyze how rotoscoping images act as a unique role in relation with the narrative based on the said person's real stories and realistic images. I argue that his animated films constantly contain these three characteristics -Images to mediate Auditory sensitivity as a record of inner metaphysical reality, anonymous images to represent a specific existential character, and images that act as physical representation that holds the physical space/time and related memory. This reveals that rotoscoping images in this digital era went beyond reproduction for natural movements or special type of style. It rather suggests new layers of experience, and acquires new value in animation. I hope that this study could serve as a foundation to rediscover and re-position the value of rotoscoping images as well as good opportunity to introduce very talented swedish animation artist who already received global attention with his unique philosophical and aesthetic style.

A Study on the Exhibition Characteristics of the Digital Signage in Corporate Exhibition Hall (기업홍보관의 디지털 사이니지 전시연출특성에 관한 연구)

  • Jang, Hyun-Ha;Han, Hae-Ryon
    • Korean Institute of Interior Design Journal
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    • v.20 no.5
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    • pp.114-124
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    • 2011
  • The development in modern world media made information expansion and conversion much easier. These changes in media environment required a lot of companies to quickly respond to the overall environment and come up with new appropriate marketing strategies. Companies use experiential exhibition halls to enhance their images. The goal of the research is to set the basis for digital signage exhibition production characteristics as a spatial mechanism by presenting the need to use the digital signage as a tool. Digital signage expands senses and connects internal and external space. There are many types of digital signage (display, projection, special media, etc) and they are informative, aesthetic, inductive, and amusing. For research methods, Korean companies' exhibition halls sample analysis and surveys were executed to analyze the awareness, expression characteristics, effects, and usage status of digital signage. In conclusion, corporate exhibition halls should: 1. be an interesting and comfortable space that can be used as a communication tool between the company and consumers 2. increase corporate potentials and faith by expanding human senses and inducing new experiences 3. continue to capture the interest of spectators through diversity.

Algorithmic music composition (알고리즘에 의한 음악의 작곡)

  • 윤중선
    • 제어로봇시스템학회:학술대회논문집
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    • 1997.10a
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    • pp.652-655
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    • 1997
  • An exploration for an intelligence paradigm has been delineated. Artificial intelligence and artificial life paradigms seem to fail to show the whole picture of human intelligence. We may understand the human intelligence better by adding the emotional part of human intelligence to the intellectual part of human intelligence. Emotional intelligence is investigated in terms of composing machine as a modern abstract art. Various algorithmic composition and performance concepts are currently being investigated and implemented. Intelligent mapping algorithms restructure the traditional predetermined composition algorithms. Music based on fractals and neural networks is being composed. Also, emotional intelligence and aesthetic aspects of Korean traditional music are investigated in terms of fractal relationship. As a result, this exploration will greatly broaden the potentials of the intelligence research. The exploration of art in the view of intelligence, information and structure will restore the balanced sense, of art and science which seeks happiness in life. The investigations of emotional intelligence will establish the foundations of intelligence, information and control technologies.

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2.5D Quick Turnaround Engraving System through Recognition of Boundary Curves in 2D Images (2D 이미지의 윤곽선 인식을 통한 2.5D 급속 정밀부조시스템)

  • Shin, Dong-Soo;Chung, Sung-Chong
    • Journal of the Korean Society of Manufacturing Technology Engineers
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    • v.20 no.4
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    • pp.369-375
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    • 2011
  • Design is important in the IT, digital appliance, and auto industries. Aesthetic and art images are being applied for better quality of the products. Most image patterns are complex and much lead-time is required to implement them to the product design process. A precise reverse engineering method generating 2.5D engraving models from 2D artistic images is proposed through the image processing, NURBS interpolation and 2.5D reconstruction methods. To generate 2.5D TechArt models from the art images, boundary points of the images are extracted by using the adaptive median filter and the novel MBF (modified boundary follower) algorithm. Accurate NURBS interpolation of the points generates TechArt CAD models. Performance of the developed system has been confirmed through the quick turnaround 2.5D engraving simulation linked with the commercial CAD/CAM system.

2001: A Space Odyssey as a Work of Experimental Cinema: Focused on Its Convergence of Technical Innovations and Aesthetic Challenges

  • Chodorov, Pip;Cha, Minchol
    • International Journal of Advanced Culture Technology
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    • v.7 no.2
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    • pp.113-124
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    • 2019
  • Stanley Kubrick's 1968 film titled 2001: A Space Odyssey has generally been considered as a monumental piece of mainstream epic science-fiction. However, this film can be evaluated as having properties of experimental cinema by boldly trying technical innovation and aesthetic experiment in various aspects. From the filmmaker's process to filmic structure, technical innovations, screening method, $mise-en-sc\grave{e}ne$, cinematic style and its (auto-)reflexivity, 2001: A Space Odyssey is highly experimental. We will attempt to separate out aspects of 2001: A Space Odyssey that derive explicitly from traditions in experimental cinema, whether adopting those traditions or innovating within them, by identifying the film's experimental strategies and relating them to other experimental films that came before and after. This will show that the purely formal characteristics of the film's conception carry meanings on their own relating to Kubrick's personal expression, ideas about cinema and philosophy that go beyond the scope of the film's narrative.