• Title/Summary/Keyword: Mimesis

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A Study of the Aesthetics of Mimesis in 2000s Fashion (2000년대 패션에 표현된 미메시스 연구)

  • Yang, Su-Mi;Kwon, Mi-Jeong
    • Journal of the Korean Society of Costume
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    • v.59 no.10
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    • pp.38-50
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    • 2009
  • Since Homeros in Greece, Mimesis was thought to be an art to imitate the nature, and it means an imitation of the nature classically. Mimetic theories were set to be a kind of art work in the era of Renaissance, and the terminology of mimesis was widely used to replace it with an originality in the 15th century. The purpose of this study is to understand the aesthetics of mimesis expressed in 2000s fashion. For this purpose, I investigated the theories of the mimesis, categorized the definition, then applied those categories for 2000s fashion. Documentary studies were conducted through aesthetics, fashion books and demonstrative studies were processed by analyzing photos from collection fashion magazines and fashion site of internet. In the history of aesthetics, the mimesis could be defined into three categories; the similarity and the representation mimesis, the symbol mimesis and the abstraction mimesis. In fashion, the representation mimesis included a natural and a folk, a period that of 1900s and ancient representation mimesis. The symbol mimesis included psychology and fear symbol mimesis. The abstraction mimesis included hard color, a geometric simplification and distortion mimesis. Analysis on the mimesis expressed in 2000s modern fashion may provide an excellent method for understanding human aesthetic in costume.

A Study of the Mimesis in Media Costume Design (미디어의상 디자인에 표현된 미메시스 연구)

  • Yang, Su-Mi;Kwon, Mi-Jeong
    • Fashion & Textile Research Journal
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    • v.13 no.3
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    • pp.309-320
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    • 2011
  • Since Homeros in Greece, Mimesis was thought to be an art to imitate the nature, and it means an imitation of the nature classically. Mimetic theories were set to be a kind of art work in the era of Renaissance, and the terminology of mimesis was widely used to replace it with an originality in the 15th century. The purpose of this study is to understand the aesthetics of mimesis expressed in media costume design. For this purpose, I investigated the theories of the mimesis, categorized the definition, then applied those categories for media costume design. Documentary studies were conducted through aesthetics, fashion books and demonstrative studies were processed by analyzing photos from collection fashion magazines and media DVD, video, fashion site of internet. In the history of aesthetics, the mimesis could be defined into three categories; the external representation mimesis, the internal symbol mimesis and the multiful meta mimesis. In media costume, the representation mimesis included design historical point of view, a period that of 1900s and ancient representation mimesis. The internal mimesis included symbol of religion, character, riches, psychology and fear mimesis. The multiful meta mimesis included hybrid and distortion mimesis. Analysis on the mimesis expressed in media costume design fashion may provide an excellent method for understanding human aesthetic in costume.

A Study of the Mimesis in Internet Online Video Game Apparel Design (인터넷 온라인게임 의상디자인에 표현된 미메시스 연구)

  • Yang, Su-Mi;Kwon, Mi-Jeong
    • Journal of the Korean Society of Costume
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    • v.61 no.8
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    • pp.1-17
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    • 2011
  • Ever since Homeros in Greece, Mimesis was thought to be an art that imitates nature, especially the classicism of nature. Mimetic theories were used in the artworks in the era of the Renaissance, and the terminology 'mimesis' replaced the idea of originality in the 15th century. The purpose of this study is to understand the aesthetics of mimesis expressed in Online video game apparel design. For this purpose, I researched different theories of 'mimesis' and applied them to Online video game apparel designs. The research was conducted using various books on aesthetics and fashion, and demonstrative studies were processed by analyzing photos from Internet video game websites. In the history of aesthetics, the term mimesis is divided into three categories: external, internal and multiple mimesis. External mimesis represented the historical point of view in the design, which showed the beauty of the ancient times. Internal mimesis displayed the metaphorical symbols of religion, character, psychology, sexuality and fear. Multiple mimesis was the hybrid and the distortion of the different aspects of mimesis. Applying this research on mimesis and expressing them in Online video game design may be an excellent method for understanding human aesthetics in video game apparels.

A Study on the Mimesis Type of the Costume in MMORPG Diablo 3 (MMORPG 디아블로 III 캐릭터 의상에 나타난 미메시스 특성)

  • Yoo, Seon A;Ko, Hyun-Zin
    • Journal of the Korean Society of Costume
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    • v.64 no.3
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    • pp.126-141
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    • 2014
  • The purpose of this study is to analyze the specific mimesis types of common character costumes in MMORPGs, which have stories that are very similar in structure to ancient myths and fantasy novels. As the subject of the research I have selected "Diablo 3" created by the American video game developer, Blizzard Entertainment Images of 5 characters, for both genders - Barbarian, Witch Doctor, Monk, Demon hunter, Wizard - were compiled for a total of 10 images, and these images were compared to popular archetypes in mythology, religion and literature. analyzed them separately according to the mimesis type. For this study, Articles and books containing the Aesthetics, Mimesis and Digital culture were researched in order to study the costume features and the Mimesis types and compare them to the costumes in the MMORPG. Firstly, the character Barbarian is a successor of the barbarian character of the previous product. The outfit worn by the game figure is based on the common images expressed in the movie . The makers created an analogous-imitation mimesis by replicating the image in an exaggerated and grand form. Second, the character Witch Doctor derived its motif from the Voodoo cult, and was expressed in analogous-imitation mimesis, using the very shades and patterns used in real life. Third, the character Monk, blending the image of a priest in Eastern Europe and images of its oriental counterparts, was expressed in transposition-diversion mimesis. Fourth, the Demon Hunter took the source of its inspiration from the image of a Witch hunter in the medieval times. The game character has a sharper sleeker figure than its model, and uses more acute shapes and darker gloomier colors expressed in an analogous-imitation mimesis. Finally, the character Magician took a formless character and expressed it in transposition-diversion mimesis taking as its basis some fantasy novels.

Cinematic Representation based on Triple Mimesis of Paul Ricoeur (폴 리쾨르의 미메시스 이론으로 본 영화적 재현방식 고찰)

  • Kim, Soo-Ryun
    • The Journal of the Korea Contents Association
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    • v.12 no.8
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    • pp.146-156
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    • 2012
  • Film was invented by human's desire to copy the real world, starting in the late 19th century. Since the birth of cinema, It was given mission to replay of the real world. On the other hand, cinema was regarded as a fictitious art form. Although the invention of film brought about experience of replaying of the real world it has been reproduced reality with creative story. And it also has been represent reality with sense of reality. Cinema's way of reproduction implied conflicting concept of mimesis. Triple Mimesis of Paul Ricoeur was an idea expanded into an analytical concept from that simple concept of mimesis. The purpose of this study was to examine the prefiguration of shown behavior in Columbine High School massacre based on Triple Mimesis of Paul Ricoeur. It also was to examine a form of representation on cinema which is 'Elephant' and studied how the form of representation on Elephant could interpret by audience. It could be define the relationship between reality and reproduction through this esthetic study. This paper attempted to build the method communication between the originator and audience with a whole analytic process of time and story on the cinematic representation.

Novelistic Mimesis; or, Modalities of Cultural Modernity

  • Yang, Yu-Mi
    • English Language & Literature Teaching
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    • v.13 no.4
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    • pp.193-210
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    • 2007
  • This essay is an attempt to give a theoretical articulation of novelistic mimesis as the narrative form of modernity. With the passage to modernity, what assumes the locus of the symbolic authority is no longer God, Father, or tradition, but the cultural gaze or the ego-ideal. At the same time, this gaze paradoxically coalesces with the "spectacle of the world," on the side of the reified "other": the gaze is both the desexualized ego-ideal and its instantaneous transmogrification and resexualization in the opaque world of objects. The imaginary ego or the eye on the side of the subject of representation is held at abeyance in a state of perpetual fascination and desperation in relation to the gaze as the world of "others," which lies always at one remove from the purview of the imaginary ego. This understanding of the inadequation of the ego to the cultural gaze of the reified world provides a critical fulcrum upon which I base my theory of the modern narrative mimesis as the "perverse" field of spatial arrangement, in which the split of the subjectivity into the imaginary ego and the ego-ideal is suspended over the phantasmatic world of bodies and territories.

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A Study on New Genre of Public Art in Mullae Art Village: Focus on Adorno's Mimesis and Benjamin's Active Companion (문래동 예술촌의 공공예술 실천에 대한 연구: 아도르노의 미메시스(Mimesis)와 벤야민의 '적극적 동반자' 개념을 중심으로)

  • Jung, Na-Ri;Kang, Jin-Suk
    • Korean journal of communication and information
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    • v.66
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    • pp.87-109
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    • 2014
  • The purpose of this study is to investigate public art in Mullae art Village based on Adorno's Mimesis and explore a wide range of possibilities of new genre of public art. This study found out the new possibility of not only artist network, but also networks of local villagers and iron factory workers, and considered in-depth analysis of new genre public art in Mullae art village focusing on their active participations in art programs. By analyzing the artists' stories through interviews, low-cost rental accommodation brought a influx of artists into the village, and they formed their artist networks working by themselves. At this point, this could be judged a critical phenomenon in accordance with Adorno's mimesis. However, by external pressures such as government policies for setting up Mullae Art factory or downtown redevelopment, artists sought independent role in Mullae-dong and doing active public art programs grounded on mimesis. Artists were seeking a way to cope with the economy mechanism doing new genre of public art based on mimesis, and found out the possibility of formation of relationships with local residents and iron factory workers. This study was seemed to suggest the direction of new genre of public art through Mullae art village case, and considers new political measure plans for culture and art policy.

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A Study on Expressive Aspects of Subversive Mimesis Found in Architectural Design - With a Focus on the Concepts of Appropriation and Détournment - (건축디자인에 나타난 전복적 미메시스의 표현특성 연구 - 전유, 전용을 중심으로 -)

  • Park, Young-Tae
    • Korean Institute of Interior Design Journal
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    • v.22 no.2
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    • pp.68-80
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    • 2013
  • This study is about expressive aspects of subversive mimesis found in architectural design under 2nd Modernity. Architectural works under 2nd Modernity are described based on pseudo-scientific positivism and philosophical ontology of Deleuze. However, subversiveness found in works of arts by architects such as Rem Koolhaas present a few complexities to relay on such a description. This is about 'subversiveness' which absorbs the positive and negative factors of modernity which has been multi-layered as 'cultural capital'. This study aims to identify meta-phenomenon as well as the specific correlations between expression and purposes of any work of art that is presented in the form of subversiveness. To achieve this aim, this study approached with the concepts of appropriation and detournment based on Adorno's subversive mimesis concept. Meta-phenomena of architectural design methods occur from relations of three, which are social reality, artist, and work of art. This was connected to productivity of mimesis practice of self-reference and self-examination, which was then, summed up from the perspectives of appropriation in pure arts and d$\acute{e}$tournment of situationalists. Based on this work, subversive expressive characteristics of architecture under 2nd Modernity were framed from the perspectives of the absorption of cultural capital, reflection and negation, autonomy, instrumentality, and meta properties. In this way, this study found that Adorno's subversiveness should be effective for creative and methodological systemization in terms of interpretation of cognition, practice, and effect after materialization.

A Study on the form of composition and principle of reduction in Architectural Composition (건축형태구성에 있어 환원성 원리와 구성형식에 관한 연구)

  • 이승우
    • Korean Institute of Interior Design Journal
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    • no.25
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    • pp.205-212
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    • 2000
  • The purpose of this study was to analyze the form of composition and principle of reduction in architectural composition. Theorical category is to find reduction system with the connection between idea of society and tradition in compositional frame. The results were as follows : First, it is appeared the mimesis of style. The mimesis of style is differentiated characteristics between Greek Style or Roman Style and Gothic Revival or Renaissance Revival. Second, it is the reduction of primitive of form. It si divided with mimesis of nature and reduction of primitive hut. Like Laugier the former find the architectural prototype, the latter is convinced of simplicity, purity of nature with us.

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Cultural Representations and Experience in Tourism: Two Forms of Mimesis

  • Hunter, William Cannon
    • Journal of Smart Tourism
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    • v.1 no.1
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    • pp.65-67
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    • 2021
  • This paper fills a gap in smart tourism research by investigating the link between online representations and their physical counterparts. This sort of phenomenology visualizes a doubled cultural mimesis that can be described by the story of the ship of Theseus, where the original is replaced by an ongoing process of installing new components. In this sense, social reality is conceptualized as having real cultural events and the production of cultural items as well as having digital reproductions that appear and circulate online. These are accessed by a variety of platforms where reality is simulated onsite through augmented reality technology or remotely through forms of virtual reality. This paper seeks to frame and to present this notion and its potential impacts on destination culture particularly during the COVID-19 pandemic in Korea.