• Title/Summary/Keyword: 작품분석

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An identity analysis of Mechanic Design through the Japan Animation (일본 애니메이션<신세기 에반게리온>으로 본 메카닉 디자인의 정체성 분석)

  • Lee, Jong-Han;Liu, Si-Jie
    • Cartoon and Animation Studies
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    • s.50
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    • pp.275-297
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    • 2018
  • Japan's mechanic animation is widely known throughout the world. 1952년, Japan's first mechanic animation and the first TV animation, , has been popular since it's creation in 1952. Atom, a big hit at the time, has influenced many people. Japanese mechanic animations convey their unique traits and world view to the public In this paper, we are going to discuss the change of the Japanese mechanical design through comparison of the mechanical design, which has been booming since the 1990s in Japan; and the . I expect the results of this analysis to depict Japanese culture and thought reflected in animation, which is a good indication of worldwide cultural view of animation. unexpectedly influenced the Japanese animation industry after it screened in 1995, and there are still people constantly reinterpreting and analyzing it. This is the reaction of the audience to anticipate the mystery and endless conclusions of the work itself. The design elements of Evangelion are distinguished from other mechanical objects. Mechanic design based on human biotechnology can overcome limitations of machine and make you feel more human. The pilot 's boarding structure, which can contain human nature, is reinforced in the form of an enterprising plug, and the attitude of excavation makes humanity more prominent than a straight robot. Thus, pursues a mechanic design that can reflect human identity. can be selected as the mechanic animation of the 80's, and the "Neon Genesis Evangelion" of the 90's shows it with a completely different design. By comparing the mechanical design of two works, therefore, we examine the correlation between the message and the design of the work. presents the close relationship between the identity of the mechanical design and the contents. I would like to point out that mechanical design can be a good example and theoretical basis for the future.

A Study on the Analysis of the Trends and Expression Techniques of Flower Jewelry (플라워 주얼리의 디자인 트렌드와 표현기법 분석에 관한 연구)

  • Kim, Yeon Hee;Kim, Mi Jin;Yun, Suk Young;Choi, Byung Jin
    • Journal of the Korean Society of Floral Art and Design
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    • no.43
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    • pp.123-138
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    • 2020
  • This study found Flower Jewelry works in the monthly magazine specializing in flower decoration for nine years from 2011 to 2019. Based on the analysis of the type of expression, method of expression, type and number of plant materials used, and the type and number of non-plant materials used for the flower jewelry found, it was conducted to find out the trend of flower jewelry in Korea. By expression type, a total of 96 works were analyzed as 20.83% for headdresses, 57.29% for necklaces, 5.21% for earrings, 6.25% for lists, and 10.42% for other works(χ2=94.833, p<.001). According to the analysis of the frequency of use of expression techniques, headdresses, necklaces, and lists for each work were produced using five to six different expression techniques and earrings were produced using two to four expression techniques. Material coupling techniques 34.43%, flower and leaf utilization 30.17%, visual techniques 16.63%, collectivization techniques 14.12%, technical highlighting techniques 4.26%, and other 0.39% (χ2=455.222, p<.001). The most frequently used techniques were framing techniques 16.63% and knotting techniques 16.44%. Plant materials used in flower jewelry were found to be 22.61% for Phalaenopsis spp., 13.48% for Gomphrena globosa, 9.57% for Gloriosa rothschildiana, 7.39% for Epidendrum cinnabarinum, 6.96% for Chamelaucium uncinatum and 4.78% for Craspedia globosa (χ2=718.104, p<.001). In the case of branch, the most common was used with 70.00% of the Cornus walteri, and 10.00% of Actinidia arguta, Celastrus orbiculatus, and Salix pseudolasiogyne were used respectively (χ2=10.800, p=.013). In the case of foliage, 24.65% Aspidistra elatior, 24.62% Asparagus asparagoides, 11.54% Senecio rowleyanus, and 6.15% Ceropegia woodii (χ2=269.385, p<.001). In the case of berries, 44.44% of the fruits of the Smilax china, 33.33% of the Hypericum patulum, and 11.11% of the Phytolacca americana were found (χ2=11.444, p =.022). Non-planting materials used in the manufacture of flower jewelry were found to be 47.34% of 2mm aluminium wire, 33.73% of copper wire and 10.06% of 1mm aluminum wire (χ2=186.704, p<.001). The figure was 53.57% for pearls, 12.50% for ribbons, and 4.14% for spangles and feathers.

A study on the transparent screen projection mapping using depaysement (데페이즈망 기법을 활용한 투명스크린 프로젝션 맵핑 연구)

  • Park, Ki-Deok;Kim, Tae-Hyoung;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.11 no.8
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    • pp.331-340
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    • 2013
  • Depaysement, suggested by the well-known surrealist Rene Magritte, has been used for and applied to many media. Application of depaysement through various media such as TV, commercial, and advertisement, attempted to provide interest by deviation from fixed ideas and visual shock, placing common objects in new and strange environment. The study applied screen projection mapping using a transparent screen and objet for different purposes to projection mapping media, applying depaysement to the artwork 'Illusion' in order to suggest visual pleasure, possibility as a new media, and projection mapping using transparent screen and objet. The work cases were suggested by applying expressive methods and effects according to three classifications - modulation of space, combination of conflicting images, and transformation and change of objects - in depaysement, and analyzed by types based on classification of the layout, typography, image, color, and time. Through 'Illusion,' new objet and characteristics of the media are applied and expanded by using projection mapping and depaysement.

Aesthetic Expansion from Information Visualization to Performance : Research on Sensorium in Perspective of Audience (정보시각화에서 퍼포먼스로의 미학적 확장 : 관객시각에서 하이퍼매개센소리엄 요소 고찰)

  • Kim, Eung-Suk;Yoon, Joon-Sung;Lim, Kyung-Ho
    • The Journal of the Korea Contents Association
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    • v.12 no.10
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    • pp.35-42
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    • 2012
  • This study will research the possibility about the extension from aesthetic artwork of information visualization to performance area. In information visualization fields, the function of transmitting information is important factor. In addition, the relationship with the audience concerning immersion and interactivity is also significant. Therefore, if an artwork in information visualization can extend to a performance, this study proposes that it is necessary to consider what elements are needed to intensify sensorium for the audience in that artwork. In order to solve that question, this study introduces and analyzes the installation artworks by Ben Rubin and Mark hansen in 2001. From this case study, we suggest three elements-the performing self, the performing interface and the dramatic pattern-to amplify sensorium by hypermediacy for the audience. This research would contribute to the understanding aesthetic artworks based on information visualization in terms of performing arts.

A Consideration on the development of Interactive Art in 20th Century (20세기 인터랙티브 아트의 전개에 관한 고찰)

  • Kim, Hee-Young;Lee, Wang-Joo
    • Journal of Digital Contents Society
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    • v.9 no.2
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    • pp.177-185
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    • 2008
  • It was a special phenomenon in the art of 20th century that the earnest engagement of spectators came up to the surface in the area of artwork-creation and art-experience which had been one-sided processes for a long time. Such a genre of Optical art or Kinetic art, had pulled out active engagements of audiences in enjoying diverse works, played the role of locomotive in the Interactive Art. Of course, many kind of art made an appearance on the channels of diverse media from that times. For example, many people came to enjoy taking part in such a genre as Happening formated the mode of face-to-face communication between the creator and the spectator. The appearance of the technology of digital media had a decisive influence on the area of the Interactive Art. From that time on, people have come to accept the reciprocity of the relations between artist and spectator naturally. This paper makes researches on some trends in the development of Interactive Arts by way of analyzing some representative Interactive Artworks typing the birth and growth of Interactive Art.

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Mixed sense of the media installation work (미디어 인스톨레이션에서 나타나는 혼성적 감각에 대한 연구)

  • Bang, Eun-Jung;Choi, Young-Sun;Yoon, Joon-Sung
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1156-1159
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    • 2009
  • Since the middle of the 1960's, revitalization of the media art has showed a new paradigm shift as a alternative to existing art genre. According to advances in technology the form of art becomes various. Nowdays, art work which is mixed with media and other genre is popular because of hybrid culture. The image medium has flexibilty to incorporate with other genre because of medium character. The media installation that applied the image medium means to mixed work of sculpture and media. The sculpture and media has been broadened the field through the media installation. this study discuss art works projected image on sculpture among various media installation works. The materiality of the sculpture and the vision of the image mix up each other. It is associated with M. Merleau-Ponty's sens theory.

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A Study on the Montage Technique in Yuri Norstein's 'Tale of Tales' (유리 놀스테인의 '이야기 속의 이야기'의 몽타주 기법 연구)

  • Kim Il-Tae;Choi Ga-Hee
    • The Journal of the Korea Contents Association
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    • v.5 no.1
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    • pp.117-126
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    • 2005
  • In the present, animations of auteurism and aestheticism became a unique genre of art that expresses directors' idea. 'Tale of Tales' by Yuri Norstein, a Russian animator, is a paper animation that emphasizes the cut out technique and picturesque feeling as well as complicated structure of sequence in expressing metaphysical themes in the author's historical realism. It is evaluated as unique and creative. The present study analyzed the montage technique applied through the development of several symbolic images, the diachronic expression of contradictory worlds, the unique foreshadow of revealing the causes of results later, rapid repetition of urgent and serious situations, the movement of the camera to express the psychological distance between two characters in different situations and the process of editing. The derived results of this study are expected to be helpful in the works of animators of auteurism and aestheticism.

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Research on 'Newsreel' as a Political Avant-garde (정치적 전위 예술로서 '뉴스릴' 연구 분석)

  • Kim, Jae-Hong
    • The Journal of the Korea Contents Association
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    • v.18 no.8
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    • pp.586-593
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    • 2018
  • When newsreel was organized in 1967, it was a small but strong revolution. New York newsreel became the third world newsreel in 1972. The third world newsreel clearly stated that the purpose of the organization should be the alternative provision of the Television news. They also notified the revolution of the production system and the distribution system. Christine Choy who actively worked at the Third world newsreel succeeded the spirit of the organization through her works. Through the third world newsreel and Christine Choy who was the representative of the organization, this article is dealing with the mode of production and the style and the aesthetics of the Newsreel. Their activities were originally political and always controversial. They agonized who should be the film maker, how should be the distribution system. Through the strong arguments, the group had acquired not only collective identity but also collective production. Those collaborations had become the foundation of their works. Christine Choy has been a key figure of the Third world newsreel and her films has focused on the racial problem and gender problem. Her works have always been political and historical.

The Fourth Industrial Revolution ; A Classification of Reality-Virtual Media Connection System and Case Studies on Dance Performing Arts (4차 산업혁명시대 ; 무용공연예술의 현실-가상미디어 연결시스템 분류 및 사례연구)

  • Cho, Sung Hee;Kim, Eun Jung
    • The Journal of the Korea Contents Association
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    • v.18 no.9
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    • pp.544-554
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    • 2018
  • The purpose of this study is to classify Reality-Virtual Media Connection System in dance field and to analysis cases of dance pieces using Reality-Virtual Media Connection System based on a literature study. It is limited to interactive media dance performances, such as "Glow"(2006) of Chunky Move, "S.U.N"(2011) and "Dalhangari"(2013) of Young ho Nam, "PIXEL"(2014) of ADRIEN M & CLAIRE B, "Midas Space"(2011) of Midas Project. As a result, first, Reality-Virtual Media Connection System is composed with motion tracking system and projection mapping system. Second, each dance piece has various and unique Reality-Virtual Media Connection System. It has influenced on movement and its subjects. Therefore it is suggested to use Reality-Virtual Media Connection System actively by developing of artificial intellectual, awaring potential of internet of things for motion tracking, and increasing communication between dancers and engineers. It is necessary to proceed supplement research on more cases.

A Study on the Effect of Selection Attributes of Contemporary Dance Performance on Audience's Attitude and Tickets Purchase Intention (현대무용공연 선택속성이 관람태도와 티켓구매의도에 미치는 영향에 관한 연구)

  • Lee, Jong-Yoon;Kim, Doyun;Ryu, Seungwan
    • The Journal of the Korea Contents Association
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    • v.20 no.10
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    • pp.109-118
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    • 2020
  • In this study, the selection attributes of contemporary dance audience were constructed based on prior study and the selection attributes of contemporary dance performance were identified through EFA(Exploratory Factor Analysis). Therefore, Six attributes were derived: physical evidence, tickets, people, information, product, and reputation. Based on these attributes, the selected attributes were identified through 'ETPB(Extended Theory of Planned Behavior)' to see if they affect ticket purchase behavior. In result, Among the selection attributes of contemporary dance performances, three attributes of reputation, people and product influenced the audience's attitude, while only product and human attributes influenced the purchase intention of tickets. Among the variables of ETPB to enhance the ability to purchase intention of tickets, audience attitude, perceive behavior control, and prior knowledge have had a positive effect on purchase intention of tickets, except for subjective norm. Therefore, it is meaningful that this study presented and verified empirically the attributes of select centered on visitors, which can improve the intention of purchasing tickets for contemporary dance performances.