• 제목/요약/키워드: Fine Arts

검색결과 346건 처리시간 0.023초

대중문화의 전위 언어로서 프린트 (Prints as Avant-garde Language of Mass Culture)

  • 임영길;김숙영
    • 한국콘텐츠학회논문지
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    • 제9권2호
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    • pp.181-192
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    • 2009
  • 현대미술에 있어서 프린트는 시각이미지 분야에서도 판화가 지닌 특성을 유지하면서도 동시에 대중의 욕구를 충족하고 소통하는 데에 있어서 전위성을 띠고 있다. 그것은 판화의 형식이 르네상스 시기의 라인컷(Line Cut)에서부터 칼라 프린트의 프로세스, 사진, 20세기의 카툰의 시작, 그리고 광고와 예술, 그래픽 포스터로 이어지는 다양한 표현과 매개체의 변화에서 보듯이 고정적이기 보다는 유동적인 매체로서 복잡하고 다양한 문화 지형 속에서 말-언어보다는 개인들의 욕구와 특성을 원활히 소통할 수 있는 시각 언어 행위로써의 그 역할을 훌륭히 수행해왔음을 알 수 있다. 이 연구는 대중문화의 전위언어로서 프린트들, 즉 판화가 정치와 경제 분야에서 첫 번째, 언어와 그림언어간의 특성의 차이들과 그것들이 우리의 감각적인식이나 행동에 어떻게 작용하는 가를, 그래픽 포스터의 구체적인 특성에 초점을 맞추었으며, 두 번째로는 판화예술이 순수 예술로서 그 언어적인 행위를 어떻게 수행해 왔는가를 연구하는 데에 있다.

일본 근대문화유산의 보호시책에 관한 연구 (Protection of Cultural Heritage for the Modern Ages in Japan)

  • 김태영;김동식
    • 건축역사연구
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    • 제9권2호
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    • pp.101-116
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    • 2000
  • Many cultural heritages for the modern ages in Korea are becoming lost rapidly as a result of subsequent technological innovation and changes in industrial structures and other reasons. But they are indispensable for an understanding of history, tradition culture of Korea, and form the basis for development and advancement of future culture at the same time. Therefore, this study is aimed to review the protection of cultural heritage in Japan, establishing the protection policies in Korea. In Japan, The Advisory Committee for the Preservation and Utilization of Modern Cultural heritage was organized by The Agency for Cultural Affairs. And this classified modern cultural heritage into four fields, as like; (1)monuments, (2)buildings, (3)fine arts and historical heritage, and (4)life, culture, and technology to pursue concrete research and study. The next step is tarrying out investigations to identify these cultural heritages, which were once the backbone of Japanese modernization and are now in the process of being lost, in an effort to preserve them as cultural heritage of the Japanese modernization period. The investigation will have conducted on an about eight year scheme starting with 1996. And it's will ask all local boards of education(of the prefectures, cities, towns, and villages throughout the country) to supply all related records or documents available and to cooperate in field studies. So now, many cultural heritages for the modern ages in Japan have been designated as Important Cultural Properties, Registered Tangible Cultural Properties, Monuments, etc. And they have been prepared various tax policy(ex, reduction of the real estate tax). Also, that's examples are not only one by one but magnified with protection of large-scale construction associated with region. In addition, magnified with region's activities. In conclusion, in the process, protection has been extended to a broader variety of cultural properties and much consideration has been given to the methods of protection in Japan.

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공교육 중심의 해외 교육시장 진출 사례 분석: G러닝(게임 기반 교수학습 방법)의 미국 공교육 진출 (A Case Analysis of Entry in Global Education Market focused on Public Education : The Entry of G-Learning(Game Based Learning) into a Public School System in USA)

  • 위정현;원은석
    • 통상정보연구
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    • 제15권2호
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    • pp.109-128
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    • 2013
  • 콘텐츠산업의 성장과 함께 국내 문화콘텐츠의 해외 진출이 활발하게 이루어지고 있다. 하지만, 좋은 성과를 내고 있는 게임, 음악, 영화 등의 분야와는 달리 교육콘텐츠의 경우 해외 시장에서 유의미한 성과를 내지 못하고 있다. 이에, 본 연구에서는 성공적인 교육콘텐츠의 해외 진출 사례로 C연구소의 G러닝 미국 공교육 진출 사례를 살펴보고자 한다. 본 사례에서 C연구소는 많은 어려움을 극복하고 LA라발로나 초등학교에서 5학년 정규 과정 G러닝 수학수업을 진행하고 학생들의 성적을 향상시켰다. 본 사례의 분석을 통해 이러한 성공이 가능했던 이유에 대한 전략적 시사점을 다음과 같이 제시할 수 있었다. 첫째, 제품의 차별성이고, 둘째, 현지 인력을 중심으로 지원조직을 구성하여 현지 인적 네트워크를 효율적으로 활용할 수 있었으며, 셋째, 지속적인 커뮤니케이션을 통한 정보 공유를 통해 연쇄적인 설득과정을 유도할 수 있었다.

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Fun 요소의 디자인 사례와 가구 적용에 관한 연구 (A Study on the Cases of Fun Elements Designing and the Application to Furniture)

  • 유도현;윤여항
    • 한국가구학회지
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    • 제20권2호
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    • pp.105-114
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    • 2009
  • Recently, as living of people becomes economically liberal, people's interests are being directed to enjoying leisure and finding fun. The design area is not exceptional from this change and thus fun elements are working as important purchase factors when people are purchasing goods in addition to intrinsic uses of the goods. Along with the development of cutting-edge technologies, other manufacturing industries like electronics, automobiles etc are swiftly responding to this trend, but the furniture industry that has been perceived as a relatively low technical industry is not at all prepared for this trend. Here, this thesis is to suggest a direction for our furniture industry to go by proposing many potentials to apply fun elements to furniture through surveys of design cases addressing fun in other areas. The surveys made in this study are largely divided into the fun in the aspect of perception and the fun in the aspect of awareness. First, the fun in the aspect of perception of furniture can be experienced through the assembling of D. I. Y. furniture and this requires studies and efforts of developers in order to enable people to enjoy the processes of assembling as a sort of 'play' without feeling a burden in the processes of assembling. Second, the fun in the aspect of awareness of furniture can be created by boldly introducing new technologies and materials from other industrials and this includes adding other functions than the intrinsic use of furniture such as containing things.

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여자 유도 허리후리기 기술의 운동학적 특성분석 (A Kinematic Analysis of Harai-Goshi(Hip Throw) in Judo)

  • 김갑선;박철홍;이일구;정남주;김동현
    • 한국운동역학회지
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    • 제21권1호
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    • pp.47-55
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    • 2011
  • The purpose of this study was to perform a kinematic analysis of Harai-goshi(hip throw) in superior female judo players. From our analysis, it appeared desirable for the player to shorten the duration of the technique for maximum results. It was also desirable for the player to draw the opponent backward while simultaneously maneuvering her close to her own body. A turning movement of the body toward the left side was found to be required for the technique, during which the player must lower the position of the center of gravity. During the subsequent angular change of the elbow, the player winds the elbow and, by moving the left shoulder, pulls the opponent toward her. The player lowers the body center by bending the left knee and letting the right knee extend, while turning the upper body and bending the hip joint. The player then draws the opponent in, contacts the opponent closely, turns, and stretches the right knee and hip joint rapidly and concisely, completing the move; it was also found to be desirable for the angular velocity to be increased for maximum efficacy.

Risk Critical Point (RCP): A Quantifying Safety-Based Method Developed to Screen Construction Safety Risks

  • Soltanmohammadi, Mehdi;Saberi, Morteza;Yoon, Jin Hee;Soltanmohammadi, Khatereh;Pazhoheshfar, Peiman
    • Industrial Engineering and Management Systems
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    • 제14권3호
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    • pp.221-235
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    • 2015
  • Risk assessment is an important phase of risk management. It is the stage in which risk is measured thoroughly to achieve effective management. Some factors such as probability and impact of risk have been used in the literature related to construction projects. Because in high-rise projects safety issues are paramount, this study has tried to develop a quantifying technique that takes into account three factors: probability, impact and Safety Performance Index (SPI) where the SPI is defined as the capability of an appropriate response to reduce or limit the effect of an event after its occurrence with regard to safety pertaining to a project. Regarding risk-related literatures which cover an uncertain subject, the proposed method developed in this research is based on a fuzzy logic approach. This approach entails a questionnaire in which the subjectivity and vagueness of responses is dealt with by using triangular fuzzy numbers instead of linguistic terms. This method returns a Risk Critical Point (RCP) on a zoning chart that places risks under categories: critical, critical-probability, critical-impact, and non-critical. The high-rise project in the execution phase has been taken as a case study to confirm the applicability of the proposed method. The monitoring results showed that the RCP method has the inherent ability to be extended to subsequent applications in the phases of risk response and control.

18세기(世紀) 조선시대(朝鮮時代) 회갑연(回甲宴)과 회혼예(回婚禮) 회화(繪畵)에 나타난 식생활(食生活) 문화(文化)에 관한 연구(硏究) (A Study on the Food Culture of the Festival for Elderly Person's $60^{th}$ Birthday (Hoegap) and Marriage Anniversary (Hoehon) Appearing in the 18th Century Painting of the Chosun Period)

  • 고경희
    • 한국식생활문화학회지
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    • 제18권6호
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    • pp.536-543
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    • 2003
  • The Chosun Dynasty in the $18^{th}$ century was a period of revival for science, art, and culture, bringing about Silhak(practical science), a new trend in the history of Chosun thoughts. In the history of fine arts, realistic landscape paintings and genre paintings were popular as realism became prevalent. From the aspect of food culture, in particular, the luxurious and elegant Korean-styled food culture was completed during this period. Iwanwasuseoksihoedo was painted by Jeong Hwang (1735-1800) in 1789, depicting a banquet on an elder's $60^{th}$ birthday. It is classified as a genre painting in the late Chosun Period but it contains things that comes into our heart, which are white porcelain with blue celadon pictures, white porcelain bowls, busy atmosphere of a banqueting house where food is being carried in a hurry and elders' serene appearance. All these things show the abundance of life, the room and comfort of old ages, and the beauty and relish of life in the well-arranged living ground. Hoehonyedo was painted on an elder's $60^{th}$ marriage anniversary by an unknown artist presumably in the $18^{th}$ century is a painting as realistic as a documentary photograph. The work gives viewers pleasure and comfort because it describes not a mighty clan but the superb later years of an official who had lived right and upright life. In the aspect of food culture, it displays the food culture of the splendid sixtieth marriage anniversary of a Korean official through noble etiquette among family members, seat planning, unique table culture and high quality tableware including white porcelain with celadon pictures and pure white porcelain.

건식과 습식 제분조건에 따른 멥쌀가루의 특성 (The Properties of Rice Flours Prepared by Dry and Wet Milling Method)

  • 김은미
    • 한국식품조리과학회지
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    • 제26권6호
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    • pp.727-736
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    • 2010
  • The purpose of this research was to compare the physicochemical compositions and morphological properties of five varieties of rice flours (RR, RGD, RSGD, RWDG, RWGD). RR was raw milled rice without washing, RGD was raw rice flour without soaking, RSGD was raw milled rice flour with 0 hr of soaking, RWDG was raw rice flour with 8 hr of soaking and grinding after drying, and RWGD was raw rice flour with 8hr of soaking and drying after grinding. The protein and lipid contents of wet milling rice flour (RSGD, RWDG, RWGD) were significantly lower than those of dry milling rice flour (RR, RGD). L and a values were significantly increased in wet milling rice flour, and b value was significantly increased in dry milling rice flour. Scanning electron microscopy (SEM) showed that RWDG and RWGD were distributed as separated fine particles in rice flours. The WBC of RWDG and RWGD were higher than those of other rice flours. Solubility was significantly increased according to the temperature, and swelling power of RWDG was higher than that of other rice flours at 50 and $60^{\circ}C$. Using RVA, the initial pasting temperature and setback of RWDG were lower and the peak viscosities of RSGD and RWDG were higher than those of other rice flours. Using a mixograph, peak times were not significantly different among the groups, wheras peak heights were significantly decreased in RSGD, RWDG, and RWGD. The peak width of RWGD was lower than those of other rice flours. Based on these findings, RWDG flour was less damaged, and had a lower setback and pasting temperature, which makes it an appropriate rice flour for commercial mass production.

능가사 출토 종이와 섬유의 해부학적 성질 및 미량원소 분석 (Anatomical Characteristics and Trace Elements of Historical Papers and Cloths from Neunggasa Temple in Korea)

  • ;박원규
    • 보존과학회지
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    • 제10권1호
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    • pp.1-9
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    • 2001
  • 본 연구의 목적은 전남 고흥 능가사 대웅전과 천왕문에서 발굴된 종이와 섬유의 해부학적 특성과 미량 화학성분을 광학현미경, 화상해석, 주사전자현미경(SEM-EDS)으로 분석하는 것이다. 모든 종이는 닥나무로 식별되었다. 인피섬유에서 분리된 투명막의 존재가 특징적이었다. 대웅전 벽에 붙여 있는 종이가 가장 손상이 심하였으며 천왕문에서 발굴된 책의 종이 세포는 비교적 보존 상태가 양호하였다. 천왕문의 동방지국상 아래에서 발굴된 섬유는 매우 좁은 세포폭을 갖는 실크이었다. SEM-EDS 분석에서 높은 실리카 함량이 발견되었다. 종이 내에서 발견된 칼슘, 철, 염소, 그 밖의 미량원소 분석 결과를 연대, 생산지 및 보존처리와 관련하여 고찰하였다.

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패스트패션 리테일링에서의 비주얼머천다이징 효과 (Effect of Visual Merchandising in Fast Fashion Retailing)

  • 강유진;이미아;김현숙
    • 한국의류학회지
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    • 제40권4호
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    • pp.716-732
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    • 2016
  • Focusing on the communication effects of fast fashion visual merchandising (VM), this paper examines the effects of a fast fashion store's VM attributes on consumer's perceptions of store image towards newness and prestige that influence the time spent at stores as well as the frequency of visits. This study was conducted by collecting data online using males and females in their twenties to forties; subsequently, a total of 382 samples were analyzed. The VM communication effect model utilized in fast fashion stores was developed and tested on structural equation modeling. The findings of the study were as follows. First, the show window presentation and ancillary facilities of VM elements have a positive effect on the perception of newness, while merchandise display, layout, and signage have a positive influence on the perception of prestige. Therefore, the VM elements in the fast fashion stores that affect the perception of newness and prestige are unique. Second, the perceptions of newness and prestige have a positive impact on time spent in fast fashion stores; however, only the perception of store's newness has a significant effect on the frequency of visits. Third, show window presentation and facilities are VM elements that directly influence the time spent and frequency of visits. Finally, we confirm that store image partially mediate between VM elements and shopping behavior at a fast fashion store.