• Title/Summary/Keyword: Artists

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A Comparative Study on the Degree of Satisfaction of Domestic & Imported Theatre Costumes (국내 무대의상과 수입 무대의상에 대한 만족도 비교 연구)

  • 최진희
    • Journal of the Korean Home Economics Association
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    • v.42 no.4
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    • pp.179-186
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    • 2004
  • The purpose of this study was to analyzed factors that influenced the degree of satisfaction difference of domestic and imported theatre costumes. One hundred and fifty theatrical artists were surveyed by questionnaires, and response from 128 was statistically analyzed. The data was analyzed using frequency, and paired t-test with SPSSWIN 10.0. The results were as follows. 1. The degree of satisfaction between domestic and imported theatrical costumes was different significantly. 2. The degree of satisfaction of domestic theatrical costumes was tow in the areas of design, color, fabric, and suitability with a historical background, compared with imported costumes. A major cause of the low degree of satisfaction was the lack of funds and professional theatrical costume designers. 3. The degree of satisfaction of imported theatrical costumes was low in the cost, size, and alteration and mending facilities, compared with the domestic costumes. The problems of size was caused by the shape difference between Koreans and a foreigners 4. further research should be conducted into the theatre costumes suitable for the domestic theatrical artists's size, and body shape.

A Study on the Expression of objectified Spatial Composition in Interior Design (실내디자인에 있어서 오브제적 공간구성 표현에 관한 연구)

  • Kim, Su-Jung;Lee, Sang-Ho
    • Korean Institute of Interior Design Journal
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    • v.15 no.6 s.59
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    • pp.120-130
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    • 2006
  • This study is about objectified spatial composition. The Interior Design field has grown and established its major trends dependent upon other related field of study. With this perspective in mind, esthetics on Interior Design has to be treated in similar manner. In modem architects or fine artists have defined the terminology 'objectification' theoretical principle where by unable to distinguish between 'object's type' and 'objects', Presently, the term 'objectified' became a trend word. In order to confront misconception of the idea of 'objectification', some people define as reflection of this complex society. There are five types in expression of objectified spatial composition in Interior Design. Which are free form spatial composition through artistry of artists, fantastic spatial composition by polysemous collision, symbolic spatial composition from the metaphorical of form, aggregate spatial composition by geometric collision and geometric superimposition, and cultural spatial composition. Therefore, this study aims to help understanding of tendency in various space expressions in Interior Design through searching how to express type of objectified spatial composition in Interior Design from 2000 through 2005.

A Study on Channel's Works Based on the Formative Aspect of Picasso from 1900's to 1930's (피카소의 조형성에 근거한 샤넬 의상 연구 - 1900년대부터 1930년대 작품을 중심으로 -)

  • Park, Eun-Hee
    • Fashion & Textile Research Journal
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    • v.10 no.3
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    • pp.342-352
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    • 2008
  • Picasso and Chanel were the most famous artists of modern art & fashion area in 20th century. It is well known that they have deeply influenced to the current fashion and art. This study is aimed to analyze Channel's works based on the aspects of Picasso's from 1900's to 1930's. There are five common, distinct and formative aspects - flatness, geometry, transparency based on multi-perspective, volume, variety of objects. Their works are based on the simplicity which is expressed by the analyzation, organization, deconstruction influenced by cubism. It is reconfirmed that they gave the general public the new value-functionality-by using the ready-made materials. Nowadays artists model themselves after Picasso and Chanel who made attempt to conversion of ideas, the steady style, the long view, the interchange of other fields and popularization.

A Case Study on Morten Lasskogen's Cloud Series - Based on 3ds Max and Unreal Engine Technology -

  • JinXuan Zhao;Xinyi Shan;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.12 no.2
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    • pp.96-101
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    • 2023
  • Digital art creation has become an indispensable part of today's society, but traditional digital art production methods have been difficult to meet the growing creative needs of artists. Therefore, this study takes the cloud series works of artist Morten Lasskogen as an example and explores the application value of 3D Max and Unreal Engine in digital art created by analyzing the lighting effects in the works of art. This research aims to form reference materials through actual case analysis and provide artists with more efficient ideas for digital art creation.

A Study on the Characteristics of Contemporary Chinese Painting from Micro Perspective

  • Tian Yuan
    • International Journal of Advanced Culture Technology
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    • v.12 no.1
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    • pp.108-115
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    • 2024
  • Contemporary Chinese "micro-perspective" painting is an artistic phenomenon that we cannot ignore. It is the young artists who focus on themselves and their communities, record their stories and emotions in their life fragments into the coming history, and diary paintings as "micro-perspective" paintings allow "marginal people" to find their place. Based on the analysis of the aesthetic form and aesthetic characteristics of Chinese contemporary art, this paper explores the three aesthetic dimensions and their inherent aesthetic value, and explains its significance from the perspective of "micro-view" aesthetics. In the contemporary context, "micro-perspective" painting has become a unique cultural phenomenon, a consciousness situation. However, this phenomenon has a very unique artistic value and cultural value for the youth art group and even the formation of aesthetic culture and zeitgeist in China's current society.

A Study on Bio Art in Modification and Hybrid of Vegetables (식물의 변형과 혼성을 이용한 바이오아트 연구)

  • Jeon, Hyesook
    • The Journal of Art Theory & Practice
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    • no.15
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    • pp.137-165
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    • 2013
  • The prefix 'bio' with the meaning of 'life,' has been used for biotechnology, biochemistry, bioengineering, biomedicine, bioethics, bio-information as well as 'bio art' since 1990s. Bio art is an art as life itself and a kind of new direction in contemporary art that manipulates the processes of life. Bio artists use the properties of life and materials as scientists in laboratory of biology, and change organisms within their own species, of invents life with new characteristics. Technologically and socio-culturally, bio art has been connected with bioengineering. This essay is on the bio art that use vegetables, and on the specified gaze of so-called 'Sci-Artists.' Not only the genetically modified vegetables like works of George Gessert, Ackroyd & Harvey, and Eduardo Kac, but also the works made from the critical viewpoint like those of Paul Vanouse, Natalie Jeremijenko, and Amy Youngs, have 'the molecular gaze'(Suzanne Anker and Dorothy Nelkin's concept) of the genetic age in their art works. As the art history have showed, artists' gazes have insights about social problems that surround us. Bioartists' gazes reveal their insights about social and ethical problems, possibly concealed by science itself. Those problems are about results from practical discoveries of the sequencing of the genome, genetic engineering, cloning and reproduction of human and animals, body transformation, and the commercialization of cell and genes etc. We can find the significance of bioart in the molecular gaze about those problems, and we can rethink the identity of human, the reception of social influences from bio-technology and medicine.

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A Study on Abstract Synesthesia for Visual Music (비쥬얼 뮤직에 나타난 추상적 공감각에 관한 연구)

  • Kim, Ho
    • The Journal of the Korea Contents Association
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    • v.16 no.8
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    • pp.484-492
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    • 2016
  • Role of music in an image can be divided into a supplementary function to express narrative of image and an independent function to become the subject of music and to lead the image. To perceive sound through hearing and then, to make it visualized is called visual music. Since the 19th century, image synchronization of music through colored hearing has been continuously attempted by artists in their works. Also in the 20th century, many artists could attempt time-wise concept of movement passing the bounds of three-dimensional expression due to development of cinema. In such a process, artists with strong experimental spirits inferred correlation between sound and image and then, pioneered new genre of visual music. As a result, the times are being changed from those of listening to those of watching, and various works are being produced by experimental attempt of various music and images. This thesis aims to investigate aesthetic characteristics of modern visual music and then, to conduct comparative analysis on how visual music using colors are utilized in diversified fields such as movie, animation, music video and media art.

Shader Space Navigator: A Similar Shader Retrieval System (Shader Space Navigator: 유사 쉐이더 검색 시스템)

  • Lee, Jae-Ho;Jang, Min-Hee;Kim, Du-Yeol;Kim, Sang-Wook;Kim, Min-Ho;Choi, Jin-Sung
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.45 no.3
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    • pp.58-67
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    • 2008
  • In this paper, we first point out difficulties faced by CG artists in the shading process: (1) a lot of technical details on shaders required, (2) long rendering time, and (3) repeated trials-and-errors. To make them overcome such difficulties, we propose Shader Space Navigator, a system that efficiently searches for shaders similar to a given query shader from a shader database containing a large number of quality shaders. With Shader Space Navigator, CG artists find appropriate shaders from the database that are very close to the final result shader, and thus complete the shading process easily by slightly tuning some attributes of those shaders. Thus, the CG artists can create their final shaders in an intuitive and efficient way without a large number of time-consuming rendering processes. Also, we deal with implementation issues related to Shader Space Navigator and constructing an abundant shader database in detail.

Evaluation of Visual Arts Policy during Kookmin Government Period (국민의 정부 시기 미술진흥정책의 성과와 한계)

  • Yang, Hyun-Mee
    • The Journal of Art Theory & Practice
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    • no.1
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    • pp.93-108
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    • 2003
  • The aim of this thesis is to evaluate visual arts policy during Kookmin government period(1998-2002). In the beginning, many artists had expected president Kim Dae Jung to enlarge arts support But the evaluation of them was very negative because the government was only interested in the development of cultural industry. First, I analysed the government expenditure in the visual arts. Department of Culture and Tourism took the responsibility of visual arts policy. The budget of arts and culture increased to 1 % of total government expenditure in this period. But the main factor was the increasement of cultural industry and tourism expenditure. The budget of visual arts in 2002 was only 6,600million won. Second, I analysed visual arts support programs. (1) The government introduced studio programs for the first time. For 5 years, 2 national studios and 23 public studios were established. (2) The number of art museum was increased to 62. (3) It introduced alternative space support program and supported 200million won annually. (4) Percent for art scheme reduced from 1% to 0.7% of total construction cost, but still 27 public sculpture gardens were built. (5) Business support for visual arts reduced because of IMF. (6) Also arts market froze and many commercial galleries were closed. (7) In order to revitalize region through arts and to promote international exchange of culture, Gwangju Biennale was created. Third, I analysed Arts Plan 2002. It had a radical limitation because it was established in the last year of Kookmin government period. Also it showed special favors to some arts organizations. In general, I think that positive outcomes are the introductions of the studio program and the alternative space support program. Especially alternative space support program enforced the diversity of visual arts, and encouraged creative young artists. But policy of arts market failed because of IMF and visual artists had to go through rough times.

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