• Title/Summary/Keyword: simulacre

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Metamorphosis of Reality in Animation (애니메이션에서 리얼리티의 역사적 변용)

  • Rieh, Jae-Gyu
    • Cartoon and Animation Studies
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    • s.9
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    • pp.220-234
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    • 2005
  • The article deals with the reality subject of animations. Animations are created on the basis of fantasy. Disney's introduction of the narratives and styles of live action film into the field of animation, which laid a foundation for the hyper-reality animation, has produced an unintended consequence of marginalizing other animation genres which have emphasized fantasy through free experimentations of various images. A combination of Disney's world view of hyper-reality with later-developed 3D computer animation technology has made fantastic figures and spaces much more real than the real ones, and succeeded in creating a matrix of simulacre, a world of mere copies without the original.

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A Study on the Image-Virtualization in Fashion Illustration (패션 일러스트레이션에서의 이미지 가상화 연구)

  • Kim, Soon-Ja
    • Journal of the Korean Society of Clothing and Textiles
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    • v.32 no.3
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    • pp.505-516
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    • 2008
  • Image which appears in fashion illustration on the late twentieth century is not the representative image as an equivalence to the real fashion styles but the virtual image which bears no relation to any reality. The purpose of this study is review the concept of virtuality and analyze in which way virtual image is expressed in fashion illustrations on the background of Jean Baudrillard's simulacre theory. In post-modem paintings the expression methods of image-virtualization were image mixing through photo-image appropriation, image overlapping, and the icons inserted unreasonably, the focus-out effect through scrubbing and the over-painting on the photograph. Image-virtualization in fashion illustration was expressed through image mixing and expression of image uncertainty. Image mixing was made by photo-image appropriation, image overlapping, connection of heterogeneous images and using interface image, and uncertain image was expressed through the expression of visual ambiguity and virtual movement.

A Study on Ontology of Digital Photo Image Focused on a Simulacre Concept of Deleuze & Baudrillard (디지털 사진 이미지의 존재론에 관한 연구 -들뢰즈와 보드리야르의 시뮬라크르 개념을 중심으로)

  • Gwon, Oh-sang
    • Cartoon and Animation Studies
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    • s.51
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    • pp.391-411
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    • 2018
  • The purpose of this thesis is to examine ontology of digital photo image based on a Simulacre concept of Gilles Deleuze & Jean Baudrillard. Traditionally, analog image follows the logic of reproduction with a similarity with original target. Therefore, visual reality of analog image is illuminated, interpreted, and described in a subjective viewpoint, but does not deviate from the interpreted reality. However, digital image does not exist physically but exists as information that is made of mathematical data, a digital algorithm. This digital image is that newness of every reproduction, that is, essence of subject 'once existing there' does not exist anymore, and does not instruct or reproduce an outside target. Therefore, digital image does not have the similarity and does not keep the index instruction ability anymore. It means that this digital image is converted into a virtual area, and this is not reproduction of already existing but display of not existing yet. This not-being of digital image changes understanding of reality, existence, and imagination. Now, dividing it into reality and imagination itself is meaningless, and this does not make digital image with technical improvement but is a new image that is basically completely different from existing image. Eventually, digital image of the day passes step to visualize an existent target, nonexistent things have been visualized, and reality operates virtually. It means that digital image does not reproduce our reality but reproduces other reality realistically. In other words, it is a virtual reproduction producing an image that is not related to a target, that is to say Simulacre. In the virtually simulated world, reality has an infinite possibility, and it is not a picture of the past and present and has a possibility as the infinite virtual that is not fixed, is infinitely mutable, and is not actualized yet.

An Analysis of Changes in Korean Online-game Market : Focusing on Azuma Hiroki's Postmodern Consumption Theory (국내 온라인게임시장 변화에 대한 분석 : 아즈마 히로키 포스트모던 소비이론을 중심으로)

  • Kim, Ye-Sol;Jin, Hyun-Joung
    • The Journal of the Korea Contents Association
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    • v.20 no.5
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    • pp.665-680
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    • 2020
  • This study analyzed changes in Korean online-game market from RPG to MOBA and FPS/TPS genre, based on Azuma Hiroki's database consumption theory. After selecting the representative game for each genre: World of Warcraft, League of Legends, and Overwatch, we analyzed the games' story, characters, progress, and simulacre produced by game users. The results of this study confirmed that changes in popular genre in the domestic online-game market proceed from consumers' verging toward database consumption. We also found that Korean game users prefer smaller stories and characters based on database, and that consumers have produced more rigorous simulacre than those in other cultural areas and re-databased it for next consumption. This study is the first to analyze changes in the domestic online-game market and adds a contribution to the literature in terms of incorporating Azuma Hiroki's consumption theory into the domestic game market.

A study of Simulacre in Virtual Space for VR content development - Focused on Ocean Space of 『Jasan-urbo』 (VR 콘텐츠 개발을 위한 가상공간의 시뮬라크르 연구 - 『자산어보』의 해양공간을 중심으로)

  • Kim, Sang-Nam;Lee, Young-Suk
    • Journal of Korea Multimedia Society
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    • v.23 no.4
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    • pp.558-565
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    • 2020
  • In this study, presents geographic analysis of Heuksando Island We classified each area of the island according to physical attributes. Then, we derived the meaning of each area as a physical space and virtual space. In order to symbolize the events that happens around the spaces, we set directions and relations for those spaces. In this process, we figured the stages of voluntary experience that originates from the user's actions. This study proposes hierarchical categories of virtual environments from spacial reality, experience and the creation of simulacrum.

A Hybrid Tendency of Contemporary Landscape Design (현대조경설계의 하이브리드적 경향)

  • Jang Il-Young;Kim Jin-Seon
    • Journal of the Korean Institute of Landscape Architecture
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    • v.34 no.2 s.115
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    • pp.80-98
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    • 2006
  • This study originated from following questions. What can we understand the conception of deconstruction, which has been the core idea of new discourses developed in various ways since modernism? How can this question be interpreted in landscape design? What is the conceptional frame of integration the prominent hybrid post-genre movements and phenomena? The frame can be epitomized with the deconstruction phenomenon. 'Deconstruction' is the core conception appeared in late or post-modern ages in the embodiment of modernity and can be viewed as an integrating or a hybrid phenomenon between areas or genres in formative arts. Therefore, the author regards the hybrid movements widely witnessed in the post contemporary formative arts as one of the most important indicators of de-constructive signs. It is safe to say that the phenomenon of this integration or hybridism, of course, does not threaten the identity of landscape design but serves as an opportunity to extend the areas of landscape design. One of the consequences of this integration or hybridism is the voluntary participation of users who have been alienated in the production of the meanings of design works and hybrid landscape design with the hybridization of genres that is characterized with transformation in forms. This view is based on the distinction between hybridization of interactions between the designer (the subject) and the user (the object), and hybridization of synesthesia. Generally speaking, this is an act of destroying boundaries of the daily life and arts. At the same time, it corresponds to vanishing of modern aesthetics and emerging of post-contemporary aesthetics which is a new aesthetic category like sublimeness. This types of landscape design tries to restore humans' sensibility and perceptions restrained by rationality and recognition in previous approach and to express non-materialistic characteristics with precaution against excessive materialism in the modern era. In light of these backgrounds, the study aims to suggest the hybrid concept and to explorer a new landscape design approach with this concept, in order to change the design structure from 'completed' or 'closed' toward 'opened' and to understand the characteristics of interactions between users and designs. This new approach is expected to create an open-space integrating complexity and dynamics of users. At the same time, it emphasizes senses of user' body with synesthesia and non-determination. The focus is placed on user participation and sublimity rather than on aesthetic beauty, which kind of experience is called simulacre. By attaching importance to user participation, the work got free from the material characteristics, and acceptance from the old practice of simple perception and contemplation. The boundaries between the subject and object and the beautiful and ordinary, from the perspective of this approach, are vanished. Now everything ordinary can become an artistic work. Western dichotomy and discrimination is not effective any more. And there is 'de-construction' where there is perfect equality between ordinary daily life and beautiful arts. Thus today's landscape design pays attention to the user and uses newly perceived sensitivity by pursing obscure and unfamiliar things rather than aesthetic beauty. Space is accordingly defined to take place accidentally as happening and event, not as volume of shape. It's the true way to express spatiality of landscape design. That's an attempt to reject conventional concepts about forms and space, which served as the basis for landscape design, and to search for new things.

A study on the characteristics of unfolding in comtemporary architecture space from Monadological perspective - Based on the unfolding in the concept of Fold - (모나드론 관점에서 본 현대건축공간에 나타나는 펼침의 특성에 관한 연구 - 주름 개념에서 펼침의 관점을 중심으로 -)

  • Jung, Won-Wook;Kim, Kai-Chun
    • Korean Institute of Interior Design Journal
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    • v.21 no.4
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    • pp.68-76
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    • 2012
  • Contemporary architecture has a tendency to concretely approach based on the concept of Deuleuze's 'fold' diversity problems creating continuously potential diversities within Post-structural paradigm. Contemporary architecture relates to human life through its relation with human being. The research investigates through case study the possible relation of the concept of Deulezue's 'fold', one of his concepts of 'unfolding' based on Monadology, with logic of creation that constructs a space in contemporary architectural space. Eight contemporary architectural spaces since 1990 with architectural embodiment of Deulezue's 'fold' concept have been selected as cases. Based on the fact that the potential possibility of a space can be embodied by the thinking of 'fold', the research draws four physical activities such as 'properties connection', 'beyond border', 'diversity of circulation' and 'potential opportunity', through which it studies on the principle of actualization of space creation. Consideration of metaphysical theory as a pre-modern and outdated one may lose a huge potentiality. Leibniz's metaphysics can be rediscovered as a model that provides diverse potentiality. The concept of 'fold' in Monadology needs be reconsidered because it possibly suggests a methodology that embodies through the actualization of space the meanings underlain in contemporary architectural space.

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Pastiche in the late Capitalism Fashion (후기자본주의 사회의 패션에 나타난 혼성모방)

  • 김민자
    • Journal of the Korean Society of Costume
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    • v.50
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    • pp.69-84
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    • 2000
  • Th purpose of this study is three folds: to analyze postmodern fashion through the notion of pastiche to enhance an understanding of uncertain and confused situation in the late 1990s and to suggest a way of approach to creativity and originality in recent fashion design. The results can be summarized as follows: 1. Pastiche is an art work that borrows some parts of other artists authentic works and recombines them thus imitating their style technique or motifs selfconciously. 2. Pastiche is based onthe Deconstruction theory: the end of art as a result of deconstruction of the subject the collapse of the meaning the loss of history: the late Capitalism in which reality becomes chage into images or simulacre. 3. Pastiche represented by the death of author which means the exhaustion of creativity is shown in the fashion borrowing subculture styles and art works or religious images. Pastiche fashion which is equal to the play of signifiers floated as image is shown as graffiti and objects Time and space pastiche fashion can be explained by historical eclectism and ethnic looks, Finally pastiche means not the fixed aspect but the open concept of indeterminate condition which includes " anything goes" through the coesistence of various style in pastiche fashion.

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The Study of the Content-oriented Spatial Design Trends - Based on the characteristic of "matter" in space - (콘텐츠 중심의 공간디자인 경향에 관한 연구 - 공간의 질료적 특성을 중심으로 -)

  • Park, Young-Tae
    • Korean Institute of Interior Design Journal
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    • v.18 no.2
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    • pp.3-15
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    • 2009
  • In the swirl of change in the world, Media, the development of information technology, and the enterprise-oriented capitalism have tied the world as one unit, and have entered the period of adaptation. With the view of introspection of these concepts, this paper is mainly written by the theory of "matter as the content" with exploration of the design of essence and scientific approach. The design process is the condensational process which is developed by the exchange of reason and sensibility. This process, which is characterized by the objective manipulation of a given condition and the intervention of extrapolation, is the new way of thinking and approach rather than the concept of the way and means. The research of this paper is based on paintings and the analysis of essential experiments in design, the definition of the terms of content in the view of philosophy and design, and the analysis of the cases in architecture and spacial design. As a result, this paper shows that these designs are not just "Simulacre" but the essential eidos, and "content" is the core of these designs which can produce prototype as machine. Also, these designs can relatively be the persuasive methodology for the reflexive modernization.

A Study on the Formation Process of Placeness of the Game Space from the view of Simularcre (시뮬라크르로 바라본 게임 공간의 장소성 형성과정 고찰)

  • Jeong, Ji-Yun;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.21 no.3
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    • pp.25-38
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    • 2021
  • This study examines the possibility of development into a place of existential human meaning and the process of formation of placeness based on the Simulacre theory of digital game space. First of all, the game space related to humans was reinterpreted into the Simulacra theory of Plato, Jean Baudrillard, and Gilles Deleuze, and typified into three simulacra of spaces. The formation process of placeness in the game space is presented by linking the simulacra of space, place theory, and the user's game experience that were reinterpreted. It is hoped that this will contribute to exploring the aspect of the placeness of digital game spaces for authentic experiences of various media.