• 제목/요약/키워드: spectator

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환영과 현실의 경계에 서다 - <비엘로폴, 비엘로폴>을 중심으로 본 타데우즈 칸토르의 연극 미학 (Representation and Re-presentation in the Theatre of Tadeusz Kantor)

  • 손원정
    • 한국연극학
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    • 제49호
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    • pp.75-100
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    • 2013
  • An on-going creative process was the major principle of Kantor's artistic endeavors. Kantor's emphasis on process grew out of his frustration with the experience of creation being isolated from the audience in the present time, during the moments of encounter. At the same time, however, Kantor was always aware of the fact that the first night of each and every performance that he made was the last point of his creative intervention. Despite being performed live in the present time, Kantor saw theatre essentially as an end product. This does not mean that Kantor abandoned the concept of on-going process, for process was for the artist a means to reject the idea of a finished work of art and to denounce the feeling of satisfaction derived from the traditional denouement in representational theatre. For him, theatre that dominated his time isolated the audience from the art work and the artist, and from this perspective his continual emphasis on process should be understood as an aesthetic principle in order to open up and expand the dimension of art into the realm of the spectator so that the experiences of both the artist and spectator may coexist. The heaviest barrier that separated the artist and his work from its audience was the creative structure that governed Western art. In theatre it was the dramatic structure that was the main object of his series of severe challenges. Not only did it fail to represent reality but it distorted reality, creating nothing but artificial illusion. Under this condition, all that was permitted to the audience was mirages. However, Kantor never completely discarded illusion from his theatre. The point for him was always to created a circumstance where the illusory reality of drama comes to exist within the dimensions of our reality. It was Kantor's belief that instead of a total denial of illusion, his theatre should strategically accommodate illusion which comes from reality. And, the aim of Kantor's theatrical experiments was to invite the audience into this ambience and transform the experience of his audience into a much more participatory one. This paper traces the ways in which Kantor transgressed the dominating conventions of representational, literary theatre, and how such attempts induced an alternative mode of spectatorship. The study will begin from an investigation into Kantor's attitude towards illusion and reality, and then move onto a closer inspection of how he spatially and dramaturgically materialized his concepts on stage, giving special focus on Wielopole, Wielopole.

기호로서의 신체적 연기: 그것의 연극적 특성과 인지과학적 원리 (The Physical Acting as a Sign: Its Theatrical Features and Cognitive Science Principles.)

  • 김용수
    • 한국연극학
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    • 제52호
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    • pp.271-317
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    • 2014
  • This essay studied the acting theories of Diderot, Delsarte, Meyerhold, and Artaud to know the historical formation of 'sign acting' and its theoretical and aesthetic appropriateness. The sign acting so far discussed shows the repetitive patterns of idea as follows. The sign acting (1) emphasizes the physical expression such as gesture and movement, (2) assumes that the physical expression functions as a sign evoking special emotion and thought, (3) thus recommends the imitation of the outer sign, (4) uses a tableau for the effective reception of outer sign, (5) aims for the spectator oriented aesthetics as it stresses the result of outer sign rather than the creative process of a role, (6) assumes that the emotional reaction or the intellectual understanding springs from the physical experience, (7) thus emphasizes the physical language rather than speech, (8) can attain the appropriateness of physical language by the recent theories of cognitive science. Besides having such commonness, the sign acting also reveals the individual differences. For instance, the intended sign for Diderot and Delsarte was the sign of emotion, for Meyerhold the stylized sign of circus and acrobatics, and for Artaud the spiritual sign. If Diderot and Meyerhold demands the cool consciousness for the correct sign acting, Artaud's sign acting tends to pursue the state of trance. And if Diderot, Delsarte, and Meyerhold think the sign acting on the level of sensory appeal, Artaud insists that the sign acting should dismantle the spectator's sense. As such the discussion of sign acting shows both recurrent ideas and new visions, forming an unity out of diversity. Perhaps the sign acting is a matter of practice before we consider it as a theory. It is not only supposed to have been existed practically since ancient theatre, but also used by actors consciously and unconsciously in expressing certain emotion and thought. We need to study the sign acting more academically, considering its long history and aesthetic potentials. In fact the sign acting has been an essential element of acting, in spite of bad reputation judging it as a banal and worn-out style. It is true that the sign acting, in the worst case, could produce a stereotypical expression. It was this aspect of sign acting that caused a fierce negative reaction of the realists who sought the natural expression based upon psychological truth. Of course the sign acting has a serious problem when it stays banal and artificial. But we need to see this issue from a different perspective. What is the natural expression of emotion? How is it free from the learned way of expression? In some respect, we use, in reality, a learned expression of emotion that could be accepted socially. For instance, when we attend a funeral, we use the outer sign of mourning gestures learned socially. If a semiotic expression pervades various aspects of our life, the acting, being the representation of life, seems not to be free from codified expression. The sign acting could be used consciously and unconsciously in all kinds of acting.

A Study on Virtual Studio Application using Microsoft Hololens

  • Lee, Jaehyun;Kim, Seunghyeon;Kim, Lyounghui;Kang, Jinwook;Lee, Seunghyun;Kwon, Soonchul
    • International journal of advanced smart convergence
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    • 제6권4호
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    • pp.80-87
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    • 2017
  • Mixed Reality (MR) shows a composite image of a virtual object in the real world. It has been applied to various fields by the introduction of head mounted display (HMD) such as Microsoft's Hololens [1-3]. The virtual studio in broadcasting combines the contents created by computer graphics with the actual set to reproduce the 3D image screen. This requires physical space such as a set of chroma keys. It also requires professional knowledge and manpower and costly equipment to post-process the graphics and information for long periods of time. Therefore, in this paper, we aim to study the implementation of virtual studio based on Mixed Reality using Microsoft Hololens. Through the implementation of 'Holo-studio' application, realistic and virtual objects of broadcasting camera viewpoint were acquired at the same time. Using Microsoft's spectator view library, the frame rate is degraded in objects with high polygons (100,000 polygons). The proposed method maintains 60 fps image transmission in high polygon objects. The results of this paper show the possibility of using virtual studio at low cost which does not need separate physical space.

헨릭 빕스코브 컬렉션에 나타난 패션 인스톨레이션의 표현 특성 (The Expressive Characteristics of Fashion Installation in Henrik Vibskov Collection)

  • 고현진
    • 복식
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    • 제65권6호
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    • pp.133-147
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    • 2015
  • The aim of this study is to review the creative fashion installation of Henrik Vibskov, Danish designer. Its intention is to contribute useful information for more innovative fashion presentation. As a research method, document and case study were performed and his collections from 2004 F/W to 2016 S/S were analyzed. In fashion installation, the designer puts objects in meaningful spaces in order to convey a certain message, to make an integrated artwork, and to interact with spectator. It has been used in fashion exhibitions, as well as in the set design of fashion performance and fashion show. The results were as follows. Henrik Vibskov's fashion installation has three features, which are 1)conceptual theme approach that communicates a twisted and metaphoric message, with a poetic and interesting show title, 2) surrealistic scenography that plays with fragmentation of the human body, clustering of plastic and symbolic objects, innovative color transformations, and visual trickery between figures and the background, and 3) setting for multisensory performance that makes spectators interact by making artistic objects and surroundings, which stimulates the five senses. Henrik Vibskov's fashion installation can exist as an independent artwork, and not just as a supporting piece for a fashion show. It has both artistic and fashionable values, and can be an effective fashion presentation communicating his conceptual fashion themes.

20세기 스포츠웨어에 표현된 니트디자인 (The Knit Design Expressed in the 20th Century Sports wear)

  • 하승연;이연희;박명자
    • 한국의상디자인학회지
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    • 제6권2호
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    • pp.89-102
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    • 2004
  • Modern society is age of sports just as health and leisure became dominant concern, which has caused the fixation and development to sports wear considered as fashion for everyday dress. This paper focused on the development process and aesthetic characteristics of knit design expressed in the 20th century sports wear. The importance and direction of knit design in modern sports wear is expected. Style, items, fabrics, colors, details and top designers were analyzed in sports wear from the 1910' s to 1990' s. Sports wear can be categorized into two of the active sports wear and spectator sports wear. Since disappearance of division between ordinary wear and sports fashion in the 1970' s, the functional wear of leggings, cycle shorts, exercise clothes, leotard, and leg warmer appeared. Vicennial developments of synthetic fibers and new fabrics have caused the great changes in knit design. Colors were vivid in the 1950' s, metallic in the 1970' s and neon in the 1990' s. Sportive sense was expressed by various details. The dominant knit designers who expressed aesthetic characteristics to sports wear were Coco Chanel, Claire McCardell, Balenciaga, Andre Courrege, Pierre Cardin, Yves Saint-Laurent, Ralph Lauren, Donna Karan, and Giogio Armani.

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뵈메의 감성학을 통한 올라퍼 엘리아슨 공간의 지각적 분위기 체험 연구 (A Spatial Study about Olafur Eliasson's Emotional Atmospheric Experience of Gernot Böhme's Aesthetics)

  • 장수민;김개천
    • 한국실내디자인학회논문집
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    • 제27권3호
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    • pp.108-115
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    • 2018
  • The atmosphere is a popular word in everyday life. There is often an atmosphere when we enter a particular place. As if to say, The mood is perceived as an emotional and subjective word. Atmosphere is subjective and there are different feelings, but there are definitely certain feelings that people can relate to. The researcher examines the question in the paper and analyzes how the atmosphere in the space could be explained. So I will research about $B{\ddot{o}}hme^{\prime}s$ aesthetics which is called atmosphere. and analysis how his atmosphere is applied in nowadays art. So this study has two purposes. First is the notion of the atmosphere, not the atmosphere of rational perspective, it's about emotional and perceptual experiences. Therefore a connection about audience and arts is the most important focus in atmosphere. So the other purpose is Olafur Eliasson's Atmosphere. he is an artist about this perception. His work requires spectator intervention and participation to make it a perfect art. There is also a element in Eliasson's philosophy, in which the perceptual experiences of visitor's relationship between the work and the viewer, and eliminates the boundary as a perceptual expression.

영화편집론, 감정 커뮤니케이션 (Film Editing as Emotion Communication)

  • 김종국
    • 한국콘텐츠학회논문지
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    • 제14권11호
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    • pp.584-591
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    • 2014
  • 이 연구는 영화편집론에서 감정과 커뮤니케이션에 관한 논의를 고찰하였다. 커뮤니케이션 형식으로서의 편집을 통해, 관객은 이야기의 새로운 사실이나 그 사실의 세부로서 새로운 쇼트에 반응하며, 새로운 쇼트는 관객의 귀납적 능력을 이용한다. 쿨레쇼프는 유명한 모주킨 실험을 통해 편집이 개별 쇼트의 내용을 넘어서는 감정과 연상을 이끈다는 것을 보여주고자 했다. 180도 법칙, 시선과 동작의 일치, 30도 법칙, 사운드의 지속성, 빛과 색의 연속성 등의 기술을 활용하는 연속편집은 감정을 강화시킨다. 영화의 감정 효과를 극대화하는 대표적인 장치가 시점편집이다. 영화 내레이션의 목적에 봉사하는 시점편집은 감정 커뮤니케이션을 실행하고 설득하는 강력한 수단이다.

현대 패션에 표현된 움직임의 미적 특성에 관한 연구 (Aesthetic Characteristics of 'Movement' Expressed in Modern Fashion)

  • 박운경
    • 복식
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    • 제55권8호
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    • pp.112-126
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    • 2005
  • The purpose of this study is to analyze the aesthetic characteristics of 'movement' expression in modern fashion(1910-2004) based on a study of modern fine arts which adopted 'movement' element in their work. In this study the meaning of movement was defined as motion, changing position and transformation. Literature survey through books and research papers and demonstrative study with fashion collection photos were undertaken. The results wert as follows ; 1) Kinetic art, optical an, light kinetic art and technology art such as video and computer art have adopted 'movement' element in their work. 2) The plasticities of 'movement' fine arts were identified as mutual penetration, increase of visibility, use of non-traditional materials and dynamism. The internal meanings were identified as expansion of aesthetic experience and the concept of fine art, optimistic attitude on technology, spectator participation and integration of art and life. 3) The 'movement' expression in modern fashion was distinctively found in 1910s-20s(avant-garde fashion), 1960s (kinetic and optical art fashion) and mid 1990s to 2004 (techno-cyber fashion). 4) The plasticities of the 'movement' expression in modern fashion were identified as non-definition, use of non-traditional materials, dynamism. The internal meanings were identified as expansion of aesthetic experience and the concept of dress, optimistic attitude on technology, playfulness through participation. In conclusion, the expression of 'movement' in modern fashion has optimistic viewpoint on the development of modern society and is one of the interesting design points which will be pursued in the fellowing years.

리베스킨트의 유태인 박물관에 나타난 건축 개념 비교에 관한 연구 (A Study on the Comparison of Design Concepts in Libeskind's Jewish Museums)

  • 정태용
    • 한국실내디자인학회논문집
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    • 제21권2호
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    • pp.46-55
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    • 2012
  • This study aims to analyze the design concepts of Libeskind's Jewish museums through their comparisons for figuring out his design intentions and characteristics in the realization process. Libeskind's realized four Jewish museums are chosen for this study. For more concrete study, their extracting and application process are also reviewed. The comparison of his museum designs can be good examples in that they show different design approaches on the same architectural type, Jewish museum, to tell their something in common from differences. He could realize his architectural thoughts and configuration methods made by experimental drawings for the first time as real buildings through a series of Jewish museum projects. The commonness of Libeskind's Jewish museums lie on their sharing design concept of Jewish 'history and memory', especially Holocaust, and realized as in contrast to surroundings and 'labyrinth' of spatial configuration to maximize spectator's experiences. As Libeskind regards museum architecture as a carrier of 'time and place', he tried to reflect surrounding context including places, cities, persons and events about museum programs. As a result, unprecedented museums which are not related to traditional museum systems about circulation and spatial configuration are suggested for users to experience Jewish life and history through architecture.

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VR과 영화 스토리텔링의 변화 - 영화 구성단위, 몽타주, 공간성, 미장센, 시점을 중심으로 - (VR & Changes in Cinematic Storytelling - Focusing on film composition unit, montage, space, mise-en-scène and perspective -)

  • 전병원;차민철
    • 한국멀티미디어학회논문지
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    • 제21권8호
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    • pp.991-1001
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    • 2018
  • In the context of the 4th Industrial Revolution, IoT, Big Data, and VR are rapidly emerging as core sectors of future industries. In particular, the VR has been under the limelight as a new media content appealing to new generation. And the VR user is not merely a 'spectator', but the 'actor'. In other words, the newness of VR is not in the 'more likely representation of the virtual reality', but in the 'making it act more virtual (more technically, 'interactive')' in the virtual world. In this paper, we examine the VR cinema in terms of film composition unit, montage, cinematic space, mise-en-$sc{\grave{e}}ne$ and perspective. The VR cinema, which is in the early stage of evolution, is basically based on $360^{\circ}$ image that strengthens the autonomy of the audience's point of view, but other factors like haptic or sonic immersion are becoming increasingly important. In addition, the VR cinema will be combined with AR, MR, SR, and Interactive technologies, and will expand its horizon as it is produced in various forms. Therefore, it is expected that more detailed viewpoint will be applied in the subsequent study on VR cinema.