The cultural status of the game is always compared with the various area of art, and this discussion is continuing from appearance of the game to the present. During the same period, the cultural influence of the game is gradually increased, but public awareness was significantly undervalued the artistic value of the game. So, the change in this evaluation is needed in order to constantly maintain a cultural influence and to provide a positive influence on our society. Therefore, it is required that the research to prove their aesthetic value in the viewpoint of the game. This paper explores the new aesthetic potential of the game through a discussion of various similarities and the relationship between games and art. We look at the views on the game from the artistic point of view through game art and art game. And it find out the aesthetic subject and value of game. Finally, the approach through features of the information aesthetics and the generative aesthetics helps your understanding of the game aesthetics.
The recent works of architecture and interior design take on too various aspects to be classified as a trend or tendency. Many subjects, seeking the superiority between form and function in space which was the issue of Modernism, got to face the works which transcend the limitation of architecture due to the development of a variety of media and technology these days. In result, we could see the works which are to be Included into the category of art rather than architecture. This study starts from the thought that the common aspects of these works are based on the strangeness to pursue uniqueness, peculiarities or novelty. 'The subject of this study, $'D\acute{e}paysement'$, creates a new relation, disconnected from customs, to an architecture which became familiar through defragment, fixation and abstraction by the habitual relation and makes it reborn as an architecture which gives us a fantasy and a pleasure, by converting into the shape and image which are different from its original shape when a stimulus is given to an architecture. This study starts from the artistic aspect which has a close correlation with the architecture. The subject, $'D\acute{e}paysement'$ could be historically considered in two aspects - $D\acute{e}paysement$ of Surrealism which developed in paintings and Defamiliarization of Russian Formalism in the area of literature. This study is carried in a category of $D\acute{e}paysement$, focusing on the visual aspect of the architecture. This study is composed as follows: In chapter 2, a theoretical research is performed according to the definition and meaning of the $D\acute{e}paysement$ expression techniques, its origination and evolution, and type classification by the features of expression techniques in the era of Surrealism when $D\acute{e}paysement$ developed most vigorously in the area of art. In chapter 3, the system which formalizes the expression method of the techniques is presented, focusing on the case analysis of the artistic works according to the types of $D\acute{e}paysement$. In chapter 4, the application of the expression techniques of $D\acute{e}paysement$ is discussed by conducting cases analysis of the modern interior design.
Costume play is an act of imitating the appearance or behavior of characters in digital games, cartoons or animations. In recent years, cosplay culture has become popular in China as the digital game is made into a movie. The number of cosers has also increased. Especially, Qiwei Zoe has been very popular among cosers because her cosplay photography reflects the understanding of the cosplay culture. A number of cosers admit that her work shows a commercial and artistic potential of cosplay photography. This paper analyzed how she maintains the contents of the original but creatively reimplementing them. She shoots the fantastic image of the character like it really exists in reality so that she can avoid excessive editing work. She emphasizes the character's action that symbolizes its personality and utilizes a variety of outdoor shooting locations similar to the original scenes. We also discussed how cosplay photographers can create cosplay photography by maintaining its artistic features.
Textile and clothing in Ancient Egypt have carried long history and tradition. Especially, Egyptian textile culture, created mostly by the Copt, has the originality of weaving technology and the artistic beauty of the weaving motifs, making the textiles comparable to modern textiles. The purpose of this study is to research on the characteristics of Coptic textile designs of ancient Egypt and the tunic, a basic garment made of Coptic textiles, and offer materials for the development of the textiles and designs with artistic values which can be shared in the modern era, not just for the research of the relics of the past. Therefore, this study will follow the historical background of Coptic textiles and the process of the development, and look into the distinct features under the categories of material, colors and motifs. In addition, the tunic and its weaving technology will be explained and this will help understand the originality of Coptic textiles. The scope of this study is limited to the period of the 3rd to 12th centuries when the Egyptian weaving technologies advanced dramatically and many of the ancient Egyptian textiles discovered from the grave goods dates back, the research methode of the tunic as well as books published at home and abroad, research paper and photograph works. The textiles had developed along the Egyptian history which was influenced by different cultures such as Greek, Roman, pagan, Christian, and later, Islamic. For the textiles, they used a variety of pictorial motifs including Greek goddesses, pastoral scenes related to the Nile River and animals, human figures, geometrical figures and Christian icons. They are symbolic, natural, and mythological characters, and this explains that the world views and religions of the weavers influenced the development of specific motifs. Coptic textiles was used to make a tunic, a simple straight-sided gown without sleeves worn by men and women and was woven in a combination of linen plain weave and woolen tapestry weave for a tunic. Not only the excellence of the weaving technologies and the beauty of the colors used in the textiles, but also the diversity of the textures through weaving, embroidery, and knotting are detected in Coptic textiles.
Journal of the Korea Fashion and Costume Design Association
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v.13
no.3
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pp.149-163
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2011
Hanjisa(Korean paper yarn), a new material made from the traditional Korean paper, has been developed through local R&D efforts, reflecting the current trend highly valuing environmental friendly. This new material is considered suitable for the 21C lifestyle and culture pursuing improved quality of human life and the environment. Therefore, this study aims to widely make known the originality and functions of the environmentally friendly Korean paper yarn, as well as to increase its commercial value. Furthermore, a new category of apparel design is presented by studying painting dyeing based on transformational tuck techniques and wax resist dyeing with formative features of repeated lines and rhythms of shells in order to implement three-dimensional and decorative artistic expressions. The texture of the Korean cotton paper yarn was particularly suitable to employ tuck and dyeing techniques Which express formative features of shell. Also, the material was useful for expressing the three-dimensional feelings with repeated curves and cross sections of shells. Moreover, paraffin resist dyeing and stitch techniques were used in order to avoid monotony and the images of shells visually materialized. Through the results stated above, this study could explore how to overcome obstacles to globalization of the Korean modern apparel such as its uniqueness, limit of materials or absense of internationality by applying modern design to the Korean paper fabrics. In the future, it is expected that more manufactures could produce and supply the new materials so as to make widely known the originality of the Korean paper fabrics and develop the material into a popular organic product fitting the modern lifestyle.
Upholstery style is the form which bulges a shape by putting fillings in the support and covering them with patterned textile or pile fabric. Modern upholstery style was combined with the various socio-cultural products and artistic styles and expressed in interior furniture and costumes of historical time periods. The style first originated when people built houses for settlement and made furniture to decorate its interior. The characteristics of upholstery style came to be prominent in the Renaissance, Baroque and Rococo times with the development of science and textile industry. The interior furniture represented the ages of the Renaissance, Baroque and Rococo and were made with similar images of the architectural style from those different time periods. Textiles, tapestry, velvet, corduroy, damask, brocade, and the most frequently used velvet are elements that make up the structural and figurative features of the architectural style. The upholstery style of furniture also shows the forms of clothing that represents each of the different periods. This style still continues to be used today. In modern day fashion, the figurative characteristics of the upholstery style that derives from interior furniture and clothing from the different time periods are bulkiness, asymmetry and exoticism. Such figurative characteristics have evolved through the combination of diverse genres but it still maintains similar designs and forms.
This essay attempts to read Percy Bysshe Shelley s The Mask of Anarchy by attending to a political agenda that Shelley seeks to propose and embody in the poem. This poem was written as a response to an exceptional political event, the Peterloo Massacre, and thus it is evident that Shelley intended to engage in contemporary politics by writing this poem. As many critics have pointed out, however, the way in which this poem addresses social, plitical issues is ambivalent and even confusing, since it contains many elements that contradict each other, and sometimes its political visions are based on incoherent conceptions. For this reason, this poem has been considered to be a failure as an occasional poem which should provide the reader with a clear direction for political actions. Faced with this critical problem, this essay proposes that the ambivalence this poem reveals-e.g., the confrontation between moderate artistic fantasy and radical tenets-is not a retreat from political activism, as some critics suggested, but a result of its creation and embodiment of a public sphere which invites various social classes and their positions. The mode in which Shelley conceives this unified public sphere in the course of writing The Mask of Anarchy can be interpreted in terms of the following three features. First, this poem underscores the significance of thoughts in constituting a communal space between people, thus asking the reader to participate in this process of thinking on given issues. Second, this poem suggests that people should enlighten each other by engaging in communicative reciprocations. Lastly, the public sphere formulated by the previous two features should incorporate various socio-political agents beyond class boundaries (even oppressors themselves) into its own working field. After explaining how these three features are manifested in the poem, this essay argues that the unified public sphere thus formed in the poem is the very agenda that Shelley aims to propose for the contemporaneous politics and culture. As a conclusion, this essay highlights how Shelley s project of creating a unified public sphere finally failed in contemporary history through observing two contrasting receptions of Shelley s works.
Son Jinchaek got into his directing career since 1976 when he founded the theatre group Minye with Huhgyu and others. His experience in Minye was the turnaround of his life; Huhgyu was a teacher in his artist's life whereas Brecht was a teacher for his ideology to make 'Korean Theatre'. From these two teachers, he learned how and why Korean Theatre should be made. Since then, Korean theatre was his calling for 40 years of his directing career. As he established Michoo in 1986, it served a turning point in his art. His focus was on intrinsic attributes of Korean Theatre with Madang Jungshin. With Madang Jungshin, he tried to get over the former generation's fixation on external materials of Korean traditional theatre and folk culture to make Korean Theatre. Rather, he believed Korean Theatre could be realized when it grafted Korean social reality onto the stage, while the form was subsequent. He advocated Korean Theatre should mirror present social reality and circulate social energy. Also, he did not give up aesthetics. On the contrary, his aesthetic style was conspicuously evident in his productions. In spite of his life long career with noteworthy works, the critical discourses are strikingly scarce especially when compared with other senior and peer directors such as Hugh Gyu, Ahn Minsoo, Oh Taesok, and Lee Yoontaek. During his career he has crossed into various genres from Changeuk, Madangnori, and to theatres, which were too versatile to thread them into a discourse and caused a lack of theoretical greeting. Madangnori has anchored its artistic structure on its polished aesthetics which were acclaimed by the general audience for 30 years. For theatre, he concentrated on one production per year to grasp its own style. Theatre works also had revealed his own style of being opened and of being emptied which was certainly different from Madangnori, but had same aesthetic principle within it. This paper attempts to recompose his stylistic features with 'Madang aesthetics' which were based on open space, open acting style, and graphic ensemble. This paper tries to demonstrate how his 'Madang aesthetics' has refined his productions in scenography, acting style, and in more like metaphoric and metonymic symbolic expression of the graphic ensemble. To do this, two productions were explored: eLee Chunpoongjeun and Yulha Ilgyee Manbo. Madangnori was sorely explored by Son Jinchaek with his artistic colleagues Yoon Munshik, Kim Jongyeup, Kim Sungnyu, music designer Park Buhmhoon, and choreographer Guk Sooho. Though it has been ignored for its popular appeal by the doctrinaire theoretical opinions, it started to pull academic attention recently. His theatres are also getting sharp with his 'Madang aesthetics' as well as minimalistic expression in scenography, acting style, and graphic ensemble. Madang Jungshin is the soul and Madang aesthetics is the body in his artistic works. The Madang Jungshin animates the Madang aesthetics, so they become alive in his theatre.
Journal of Korea Entertainment Industry Association
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v.13
no.8
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pp.243-253
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2019
Geyonggi-geommu have developed based on the long history of Korean sword dance. Han Sung-joon, the great master of modern music and dance of Korea during the Japanese colonial period, collected and reconstructed folk dances that had disappeared or were cut off due to the policy to obliterate Korean culture through Chosun Music Dance Research Society. Since then, it has been passed down to Kang Sun-young and Kim Geun-hee that has designated as the Intangible Cultural Property No. 53. of Geyonggi-do in 2011. This study focuses on highlighting the uniqueness of Geyonggi-geommu for proper modeling and transmission of Geyonggi-geommu with historical significance so as to understand and preserve the Intangible Cultural Heritage. This study examines the transmission system of Geyonggi-geommu, followed by Kang Sun-young and Kim Geun-hee, originated by the master Han Sung-Joon of Geyonggi-geommu. Geyonggi-geommu has its uniqueness of using the pure Korean dance terminology established by the holder Kim Geun-hee at the time of designation of intangible cultural properties in Gyeonggi-do. The unique features of Geyonggi-geommu are performed and transmitted in two forms, Daemu(Group dance) and Holchum(Solo dance) which are not currently found in other regions. This is meaningful to passed down according to the original form of Geommu(Sword dance). In particular, the Holchum(Solo dance) is a form of artistic dance, showing the beauty of the sword dance during the Chosun Dynasty. In short, Gyeonggi-geommu can be described as an artistic dance with a soft and strong temperament considering its unique features.
Since the end of 1960s, an era of internationalization, Interculturalism has been reflected in intercultural plays which borrow concepts of foreign-cultural aesthetics for the performance and create a new stage language. Among many writers and performers, Oh, Tae-seok created his own unique aesthetic performances through experimental and avant-garde methodologies connected with various areas of art. His plays are worth studying since they suggest us a point of view which helps us to get out of the ordinary, fixed thought and try to see variety of reality. Therefore, our study categorized Oh, Tae-seok's play into four areas according to grotesquery interculturalism : Evil sprit, Abhorrence, Exaggeration and distort, and Heterogeneity. Based on this category, we analyzed plastic artistic characteristics of his plays' stage costume, for example, shapes, materials, and color, and tried to enhance the aesthetic value of his plays. We made a conclusion that the play showed grotesquery features in stage costume, which represented death, tragedy, evil sprit of human negligence, surprising and grotesquery abhorrence by deformity of the body, exaggeration and distortion, ridiculousness, and heterogeneity, the mixture of abnormality and unstableness. Our study could help produce adequate stage costume matching the features of the performance, and be the cornerstone of grotesquery aesthetic interculturalism study reflected in stage costume.
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