• Title/Summary/Keyword: strange identities

Search Result 3, Processing Time 0.017 seconds

BAILEY PAIRS AND STRANGE IDENTITIES

  • Lovejoy, Jeremy
    • Journal of the Korean Mathematical Society
    • /
    • v.59 no.5
    • /
    • pp.1015-1045
    • /
    • 2022
  • Zagier introduced the term "strange identity" to describe an asymptotic relation between a certain q-hypergeometric series and a partial theta function at roots of unity. We show that behind Zagier's strange identity lies a statement about Bailey pairs. Using the iterative machinery of Bailey pairs then leads to many families of multisum strange identities, including Hikami's generalization of Zagier's identity.

The Study of Aesthetic Value in Cindy Sherman's Fashion Photographs (신디 셔먼(Cindy Sherman) 패션 사진의 미학적 가치 분석)

  • Yun, Young;Yang, Sook-Hi
    • The Research Journal of the Costume Culture
    • /
    • v.17 no.3
    • /
    • pp.447-458
    • /
    • 2009
  • The advent of various arts and remarkable development of mass media since 1980s accelerate fashion photographs' advancement. The expression of fashion through photographs can represent characteristics of ages, societies, cultures, traits of designers and techniques of photographers. This study focuses on Cindy Sherman's fashion photographs, which represent different kinds of respect to the women's states and identity. Cindy Sherman describes neglected women, sexual characteristics, and tries to overcome the limitation existing in modern society. By analyzing her fashion photographs, women's identities can be examined and the new trial of fashion photographs' expression is able to be considered as well. The results are summarized into two traits. The first is grotesque images, which have strange cuts, dissolved and deformed bodies. Those are expressions to subvert the stereotype of women. The second is amusement, which is expressed with uncanny and ridiculous appearances. These fun images are challenges to depict human instinct and also symbolic plays.

  • PDF

An Animated Documentary Study of Korean Youth Culture and Identity (한국 청소년들의 온라인 게임문화와 정체성에 관한 애니메이션 다큐멘터리 연구)

  • Park, Man
    • Cartoon and Animation Studies
    • /
    • s.45
    • /
    • pp.397-415
    • /
    • 2016
  • This paper will investigate how animated practice can be a research form as practice-led research in an ethnography approach. This practice-led research will explore the issue of the construction of contemporary identities (based on the strange case of Dr. Jekyll and Mr. Hyde) and in particular, the Korean youth culture and identity, exemplified, for example, creation of 'avatars' in the virtual characters of animated online games such as Massively Multiplayer Online Role-playing Games (MMORPGs). In this proposed discussion, I will argue that the sudden period of change in contemporary Korea bears some resemblance to the Victorian era as explored in gothic fiction (e.g. Jekyll and Hyde). In this sense, my animation investigates the connection between the fictional Jekyll and Hyde and a real murder incident by a young Korean boy, which actually happened on the 16th November 2010, in SouthKorea.I will, therefore, construct this practice-led research to obtain the primary data consisted of online and offline practices in 'social ethnography'. These practices engage with specific Korean youth identity, comparing the 'avatar' with the real lives of participants. However, this paper will only focus on the (ethnographic) research process and strategy, using animated (visual) practices, rather than giving the meaning of the specific case of 'Korean-ness'. Eventually, I will explore the four different animated representations as it presents the distinctive animated realties or documentaries by online and offline practices. My intention is to visually interpret the issue of 'Korean-ness' within its socio-cultural context, adapting the convention and code of Jekyll and Hyde concept into an animated documentary in the 'virtual' world (auto-animated documentary by recording avatar interviews and online game footages) and the 'real' world (self-created animated documentary, based on real people and events).