• Title/Summary/Keyword: 수용미학

Search Result 64, Processing Time 0.023 seconds

A Study on the Analysis Methodology of Works of Deconstructive Graphic Deign - Focusing on Aesthetics of Reception by Wolfgang Iser - (해체적 그래픽디자인의 작품 분석 방법론 연구 - 볼프강 이저의 수용미학을 중심으로 -)

  • Kim, Jiwon
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.9
    • /
    • pp.88-104
    • /
    • 2021
  • The visual expression of deconstructive graphic design influenced by postmodernism differs from the traditional ways of graphic expression that consist of precise images and text and is challenging and highly experimental. The characteristics of the formative nature of such deconstructive graphic design emphasized the importance of the reader as the principal agent of aesthetic experience in the appreciation of works. For this study, a new ideological framework was developed regarding the ambiguity arising due to visual experimentation in deconstructive graphic design, assuming the central theory to be the Reception Theory (Aesthetics of Reception) centering around the recipient who is the reader. The characteristics of Iser's Reception Theory are substituted as a theoretical category and an interpretation of the works of ambiguity in deconstructive graphic design is carried out. Although Aesthetics of Reception is a literary theory about the interaction between the artist and the reader, as a method for interpreting deconstructive graphic design influenced by postmodernism, it laid a theoretical foundation and enriched the interpretation of works. Moreover, the four characteristics of Iser's Reception Theory were used to create a framework that suggested a new direction for the approach based on the reader's interaction in the process of interpreting works of modern graphic design.

Zwei Perspektiven für die Kunst - Kants Ästhethik des Empfangenden und Nietzsches Physiologie der Kunst - (예술에 대한 두 가지 태도 - 칸트의 수용미학과 니체의 예술생리학 -)

  • Chung, Nak-rim
    • Journal of Korean Philosophical Society
    • /
    • v.130
    • /
    • pp.277-304
    • /
    • 2014
  • Der vorliegende Beitrag zielt darauft ab, zwei Perspektiven $f{\ddot{u}}r$ die Kunst bei Kant und Nietzsche und ihre Schlussfolgerungen zu $er{\ddot{o}}rtern$. Kants Kritik der Urteilskraft hat eine enorme Rolle in der Geschichte der ${\ddot{A}}sthetik$ gespielt. $F{\ddot{u}}r$ Kant sollen ${\ddot{a}}sthetische$ Urteile ebenso wie Erkenntnis- und Moralurteile $allgemeing{\ddot{u}}ltig$ sein, obwohl sie auf einem $pers{\ddot{o}}nlichen$ Geschmack beruhen. Die $Allgemeing{\ddot{u}}ltigkeit$ des $Sch{\ddot{o}}nen$ sei $m{\ddot{o}}glich$, weil sie nicht auf dem Gegenstand, sondern auf dem transzendentalen Subjekt basiere. Die $sch{\ddot{o}}ne$ Kunst als Kunst des Genies soll uns wie die $Natursch{\ddot{o}}nheit$ ohne Interesse wohlgefallen. Nietzsches Stellungnahme zu Kants ${\ddot{A}}sthetik$ ist sehr kritisch. Nietzsches erster Kritikpunkt richtet sich gegen das 'interesselose Wohlgefallen'. Gegen Kant behauptet Nietzsche, dass die $Sch{\ddot{o}}nheit$ sehr wohl mit Interesse verbunden ist. Grund $daf{\ddot{u}}r$ ist, dass das $Sch{\ddot{o}}ne$ wesentlich aus dem Willen zur Macht entspringt. Der zweite Kritikpunk Nietzsches liegt darin, dass in Kants ${\ddot{A}}sthetik$ die Moral im Vordergrund steht. Das $Sch{\ddot{o}}ne$ ist $f{\ddot{u}}r$ Kant durch die Moral gerechtfertigt. Nietzsche dreht diese Stellung der Moral zur Kunst um. Der dritte Kritikpunkt Nietzsches ist, dass Kant statt von der Erfahrung des $K{\ddot{u}}nstlers$ (Schaffenden) aus das ${\ddot{a}}sthetische$ Problem zu betrachten, allein vom Zuschauer (Empfangenden) aus ${\ddot{u}}ber$ die Kunst und das $Sch{\ddot{o}}ne$ nachgedacht habe. $F{\ddot{u}}r$ Nietzsche ist die Kunst $prim{\ddot{a}}r$ vom $K{\ddot{u}}nstler$ aus zu verstehen. Nietzsches Physiologie der Kunst ist mit dem Begriff 'Leib' $verkn{\ddot{u}}pft$, d.h. Nietzsche behauptet, dass physiologische und ${\ddot{a}}sthetische$ Prozesse wesentlich $zusammenh{\ddot{a}}ngen$. Die Schlussfolgerung der Physiologie der Kunst lautet: erstens, jeder Mensch ist $K{\ddot{u}}nstler$, sofern er schaffend ist, und zweitens, die Welt selbst ist nichts als Kunst. Nietzsches Physiologie der Kunst hat einen $gro{\ss}en$ Einfluss auf die $gegenw{\ddot{a}}rtige$ Kunst $ausge{\ddot{u}}bt$ und kein anderer Philosoph hat auf die $gegenw{\ddot{a}}rtige$ Kunst nachaltiger gewirkt.

Embodiment in Digital Animation in Relation to Media Aesthetics (디지털 애니메이션 체현에 관한 매체미학적 고찰)

  • Cheon, Hea-Hyun
    • Cartoon and Animation Studies
    • /
    • s.41
    • /
    • pp.533-552
    • /
    • 2015
  • The environment of images in VR-based animation is constructed to generate and promote interactivity between the images and the viewer without any physical space like a screen, or a monitor. In this process, the images and the viewer are combined as a complex through the media technology, that is, an interface. And it is far more in the case of the animation consisted of the bio-feedback interface closely connecting with the body of viewer. As a result, the viewer experiences a permeable interaction between ego and images world, namely virtual reality. That is different from the way of seeing and interpreting the images from a distance. So it needs to analyse the perception of viewer in the world of virtual images. This paper examines the complex phenomena of both the VR-based animation and the viewer mediated by the interface in light of Media Aesthetics. Media Aesthetics is effective in analysing the phenomena of VR-based animation, for it is concerned with the perception of viewer mediated by the media technology. The perception in VR-based animation is a full-body immersion, or embodied immersion, and it is different from the contemplative immersion in that it is remediated continuously by the technological apparatus. The viewer as an immersant, especially with a bio-feedback interface, can immediately touch and control the images in VR-based animation. Such an immersion, therefore, is new every single moment. And the world of VR-based animation is ultimately constructed through the viewer's full-body, or embodied immersion crossing between the virtual and the real. So the animation is not interpreted, but embodied. And the meaning of it is constructed and reconstructed by the viewer's embodied immersion as an immersant. Here, a new frame of animation more oriented to the viewer's participation as an full-body immersant can be created.

Aesthetic Approach of Digital Images - Focus on Realism - (디지털 이미지의 미학적 수용에 대한 연구 - 사실주의를 중심으로 -)

  • Yoon, Young-Doo;Choi, Eun-Young
    • The Journal of the Korea Contents Association
    • /
    • v.10 no.2
    • /
    • pp.146-154
    • /
    • 2010
  • Argument on the postmodernism of philosophy and history, epic and effect, and culture and art is becoming more ambiguous in scope due to digital technology development. Digital technology makes to change of aesthetic approach over the length and breadth of art and culture including medium art. Analysis of Digital images is changed from presence of images to feature analysis of images which is made by digital technology, and raise the question of how to analyze the images of reproducing digital technology focused on realism. Digital image, focused on hyper reality, should be approached not by film aesthetic approach but by shot unit. Due to emphasizes image reality reproduction by frame unit and not the short unit of the narrative approach, the artistic approach should differ from previous realism practice. Particularly, when considering movies which is focused on illusion, the realistic approach should be realized not in the of realistic approach in narrative aspect but in the aspect of realistic approach in painting aspect.

An Analytic Framework for the Political and Aesthetic Possibility of Interactive Documentary and Its Practice (인터랙티브 다큐멘터리의 정치적·미학적 가능성과 그 실천에 관한 분석틀 제안)

  • Kwon, Hochang
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.10
    • /
    • pp.184-193
    • /
    • 2021
  • Interactive documentary refers to a new style of documentary that is created and accepted through active interaction. It is attracting attention as a platform that forms a public sphere and mediates audiences to participate in social change. However, the possibilities was not systematically explored, and there was insufficient consideration on how to realize them. In this paper, discussions on the political aesthetics of Walter Benjamin are examined, and the media characteristics of interactive documentary are analyzed through text mining. Then, by connecting the two to each other, we draw a map of the political and aesthetic possibilities, and based on the map, we analyze the actual works. This study has the value of establishing a theoretical framework for the possibilities of interactive documentaries. In the follow-up study, we will consider the practical strategy of interactive documentary as a transmedia activism and develop a practical analysis and planning methodology.

An Aesthetic on the Visual Composition of TV Drama (TV 드라마의 구도에 관한 미학적 분석)

  • Xing, Xin Xin;Choi, Won-Ho
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2019.05a
    • /
    • pp.39-40
    • /
    • 2019
  • TV 드라마에서 화면구도는 연출의도와 메시지를 전달하는 주요한 경로이다. 공간의 배치에 따라 시청자가 이를 인지, 해석, 수용하기 때문이다. 이에 연구자는 TV 드라마에 나타난 화면구도를 분석하여 구체화함으로써, 향후의 TV 드라마 제작과 해독에 기여 하고자 한다. 이를 위해 화면구도로 연구를 진행하여 미학적 근거를 찾고자 한다.

  • PDF

Use of Pansori for Developing Actor's Aesthetic Voice (배우의 미학적 발성을 위한 판소리의 활용방안)

  • Lee, Ki-Ho
    • The Journal of the Korea Contents Association
    • /
    • v.9 no.12
    • /
    • pp.181-192
    • /
    • 2009
  • The purpose of this research is to investigate appropriate usage of pansori's method of breathing, sound making, and resonance in order to develop actor's aesthetic voice. Today's theatre no longer see inter-cultural approach as new or experimental, but see it as a part of global current. Actors are required to integrate some global-ness into their acting. It's not enough, however, for actors to equip some cosmopolitan sensibility. More important thing is that they should be able to integrate one's own culture and aesthetic into their performance. Only after acquiring one's own cultural identity, it is possible to step into inter-cultural work. It is fundamental, therefore, for actors to assimilate traditional movement and aesthetic voice. It's been known that traditional Korean voice traits are well preserved in Pansori. In this paper, based upon well-known theories and practices of western voice training, pansori's principles and practices are utilized to bring a new aesthetic voice.

The Interpretation of Sosoewon from the Perspective of Reception Aesthetics (소쇄원의 수용미학적 해석)

  • Seo, Jayoo
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.49 no.3
    • /
    • pp.29-39
    • /
    • 2021
  • This study interpreted a traditional garden of Korea through reception aesthetics. The 'gap' of acceptable aesthetics is found in the 'distance that occurs between writers and readers'. This study aims to interpret this gap between what the writer intends and what the reader expects. Boundaries do not limit traditional spaces in Korea and, therefore, are not limited by characteristics. These characteristics were studied from the perspectives of the author, the work, and the reader. The aspect first looked at the life and ideas of the gardener, the second analyzed the form and structure of the garden, and the last examined writings, from the past and present, of those who appreciated the garden. From the author's perspective, Sosoewon was understood as a garden that embodied the philosophy of Yang Sanbo. Second, the duality and indeterminateness were recognized as two characteristics of this work; artifacts in the garden were arranged in a natural form, and the gardens have indefinite boundaries, so they can be freely expanded and reduced. Finally, from the reader's perspective, it was noted that the beauty of this garden is enhanced through poetry, painting, and writing. Thus, historic gardens of Korea can be open spaces where the meaning of the garden is enriched through the free participation of viewers based on their own ideas.

Collection of Philosophical Concepts for Video Games -Theory of Art in the Age of Artificial Intelligence by Shinji Matsunaga's The Aesthetics of Video Games (인간과 컴퓨터가 공유하는 인공적인 놀이에 관한 개념상자 -마쓰나가 신지의 『비디오 게임의 미학』이 체계화하는 인공지능시대의 예술과 유희 이론)

  • Kim, Il-Lim
    • Journal of Popular Narrative
    • /
    • v.26 no.4
    • /
    • pp.215-237
    • /
    • 2020
  • This paper is written to introduce and review Shinji Matsunaga's The Aesthetics of Video Games which published in Japan in 2018. Shinji Matsunaga has studied video games from a philosophical and aesthetic perspective. In The Aesthetics of Video Games, he took video games as a hybrid form of traditional games. Shinji Matsunaga particularly notes that video games can design human behaviors and experiences. From this point of view, he tries to construct a theoretical framework that will be able to describe the ways of signification in games and fiction respectively. In previous studies, video games have been mainly discussed in the context of cultural studies and entertainment culture in Japan. The Aesthetics of Video Games is distinguished from the previous studies in the following points. First, The Aesthetics of Video Games pioneered the method of studying video games in art theory. Second, it established various types of relationships with video games and traditional aesthetic concepts. Third, this book connects new concepts that emerged in the age of artificial intelligence to video games as an aesthetic action. Through this work, not only video games were discussed academically, but also the fields of aesthetics and art were expanded. The Aesthetics of Video Game is like a collection of philosophical concepts for video games. Through this book, it can be said that the path for artificial intelligence to approach human secrets is closer than before.