• 제목/요약/키워드: Renaissance Era

검색결과 37건 처리시간 0.022초

Restoration of Tactility of Architectural Glass: Perceptual & Sensible Tactility - Focused on the Analysis of Laminata Glass House -

  • Kim, Sung-Wook;Kim, Do-Sik
    • Architectural research
    • /
    • 제12권2호
    • /
    • pp.23-30
    • /
    • 2010
  • The study of the expression of architectural glass has recently expanded due to various factors such as the development of architectural technology, the reinforcement of environmental standards, an increased interest in energy saving, and the commercialism of the exterior of buildings. The background for restoring the tactile capability of the sense of sight has been prepared by agitating oculocentricism pertaining to the Renaissance era. The restoration of tactility can be considered in two ways. One is the tactility 'perceived' through complex experiences and the other is the tactility 'sensed' from the challenges on the materiality of the glass itself. Perceptual tactility is achieved from compound visual experiences and connecting these complex experiences in the brain. Sensible tactility, in contrast to perceptual tactility, is a more direct tactility which works within the nervous system, bypassing the brain. This is attained by reversion of the materiality, tectonics and connection method of the glass. Among rare examples, Laminata House built in Leerdam, Netherlands is a fine example of direct and sensible tactility. In this paper, the process of restoring tactility in architecture is studied at each stage based on the restoration of tactility in painterly aesthetics.

시뮬레이션 기법을 활용한 열차 차량기지의 중정비 검수 용량 평가 (Evaluation of Train Overhaul Maintenance Capacity for Rolling Stock Depot Using Computer Simulation Method)

  • 장성용;전병학;이원영;유재균
    • 한국철도학회논문집
    • /
    • 제10권2호
    • /
    • pp.231-242
    • /
    • 2007
  • As railroad industry faces the new Renaissance era, effective and efficient maintenance methods for rolling stock operation are required with advanced railroad technology. All kinds of railroad systems such as high-speed long-distance train, metropolitan mass transit and light rail require systematic maintenance technology in order to maintain the safe railroad operation. Simulation models for regular operations of the example maintenance center are developed. In this study, standard maintenance procedures, layout, equipments, and number of workers of Siheung Metropolitan Railroad Maintenance Rolling Stock Depot are considered. The proposed simulation models are developed using simulation package ARENA. After simulation, four types of observations are analyzed. First, the bottleneck operation is identified. Second, the relationship between maintenance center size, number of workers and cycle time is analyzed. Third, the scheduling performances between PERT/CPM and Critical Chain Project Management(CCPM) are compared. Lastly, the simulation results according to worker's working coverage shows expanding the worker's coverage decreases the cycle time and increases throughput per train. However, workers are to be fully trained to do multiple skill work.

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

  • 양수미;권미정
    • 복식
    • /
    • 제59권10호
    • /
    • pp.38-50
    • /
    • 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.

현대 패션에 나타난 로맨티시즘 경향 (A Tendency of Romanticism Represented in Modern Fashion)

  • 유영선
    • 복식
    • /
    • 제45권
    • /
    • pp.55-70
    • /
    • 1999
  • The purpose of this study is to offer a new inspiration for fashion design relating the "Romanticism" in art to one in fasion-examining the circumstance expressionad the latest trend which is involved with it. Since. 1990. Romanticism is motivated and represented in the middle of aridity in this age which is going on the end (of age). To say the details Romanticism in fashion is represented modernly in the compound of social grounds cultures and new techniques. Romanticism in fashion is represented modernly in the compound of social grounds cultures and new techniques. Romanticism in fashion is classified in four categories : Retro Avantgarde, Minimal and Ethnic. First Retro mood in Romanticism is represented by reappearing the costumes in medieval Renaissance Baroque Rococo, Romantic era Specially corsets crinolines bustle decorative ribbons frills and Medieval symbols in religion are important factors in intuitional symbolic Romanticism. Second Avantgrde mood in Romanticism is mainly represented in the oriental patterns colors items being motivated by Eastern customs images and cultures. Today they appear in modern concept reinterpreting 'fusion" "hybrid" and "cross-over". Romanticism in fashion is creating new forms and beauties absorbing the past and the present. In addition it is motivated by the nostalgic mood. the expectation for the future and the refineent. Romanticism would be an important fashion theme to offer new inspirations for the fashion in 21th century rather than remain at the reappearance.er than remain at the reappearance.

  • PDF

Ron Arad의 디자인에 관한 연구 (A Study on the Designs of Ron Arad)

  • 서병기
    • 디자인학연구
    • /
    • 제16권1호
    • /
    • pp.199-208
    • /
    • 2003
  • The Israel-born Ron Arad is one of Britain's "superstar" designers, an it has been said that he is Britain's answer to Philippe Starck. Arad is a highly individualistic designer whose ideas stem from a mental process that has more in common with that of the fine artist than of the jobbing designer for industry. His imagination expresses itself in the form of things. By the early 1990s he had become internationally recognized for his "ready-made" work. His furniture and lighting designs required extremely costly labour-intensive techniques to produce. As his work was highly evocative, suggesting a post-industrial world in which the urban landscape was characterized by materials in a state of decay. More recently, through collaborations with Italian and German manufactures, his work has reached a new level of sophistication and finish, which differentiates it from the earlier designs. As Arad reputation as a designer of workshop-based furniture came to an end and the era of "democratic" Arad furniture came into being. By middle of the decade he had become one of the most-discussed designers of the day. The spirituality that emanates from all his work is a product of his particular vision of the creative process, far removed from the typical, stereotyped trends in the sphere of modern industrialization. He goes one step further in his work by attempting to restore aesthetic dignity to the objects of daily life, in a search for beauty within the immediate environment.hin the immediate environment.

  • PDF

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

  • 양수미;권미정
    • 복식
    • /
    • 제61권8호
    • /
    • pp.1-17
    • /
    • 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.

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

  • 양수미;권미정
    • 한국의류산업학회지
    • /
    • 제13권3호
    • /
    • pp.309-320
    • /
    • 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.

Wig usage investigation which symbolizes the socio-economic status (Egypt$\sim$17C)

  • Jung, Hyun-Jin;Kim, Sung-Nam
    • 패션비즈니스
    • /
    • 제9권6호
    • /
    • pp.56-70
    • /
    • 2005
  • This study investigates historically difference by age of wig banishments that symbolize social-economic status from West Egypt era baroque age as qualitative study that use secondary bibliographic data, there is purpose. Conclusion of this study is as following. Because wig putting on that symbolize among several usages of wig putting on, socio-economic status until 17th century baroque age from ancient Egypt is been in fashion through privilege class lower classes as well as upper class wig putting on attain. Ancient wig putting on became measure that divide class because differ material of wig or one dimension, shape (style) and length became linear measure that it can aim wealth's emblem that putting on of long wave wig and whole wig that differ lust has many wig though was in fashion though whole wig and were in fashion arriving to Renaissance. That it becomes France clean fingernails' necessaries as Louis the 14th that ready crux of absolute authority establishment of France Court put wig from depilation to count 17 was clear socio-economic status etc. symbol measure inclination. Go without question status or position, wealth and churchman puts wig so that can know special sex of weapon of where the soldiers are belonged as well as put wig and wig putting on was parted according to job and lower classes participated in fashion of wig putting on. Wig putting on that become measure that symbolize job or status in this baroque age, position, wealth etc. gave absolute influence in wig fashion in 18th century.

정조시대의 호모 루덴스로 고찰하는 K-서비스 연구 (A Study on the K-service Considering Homo Ludens in the Era of King JeongJo)

  • 전혜정;이영관
    • 산업진흥연구
    • /
    • 제8권3호
    • /
    • pp.125-136
    • /
    • 2023
  • 본 연구는 정조시대의 놀이하는 인간을 통해 한국형 놀이·여가 문화를 재조명하고 현대의 서비스문화의 통합성을 밝힘으로써 창조적 서비스 패러다임의 체계를 정립하고자 하였으며, 연구 결과는 다음과 같다. 첫째, 창덕궁 후원의 군신동행을 통해서 정조는 참여자들의 자율과 창의성을 고취시키고 창조적 놀이로서 조선의 르네상스 시대를 이끌었다. 서비스산업의 창조적 놀이는 자유롭게 소통하는 지적 네트워크로 공동의 발전을 실현하는 혁신의 장으로 거듭난다. 둘째, 서비스와 놀이의 가치를 융합하는 예술적 놀이를 환기시키는 회갑 진찬연과 느림의 미학은 언어와 문화를 뛰어넘는 혁신의 언어이다. 예술적 놀이는 절대적인 아름다움과 미적 감수성을 기반으로 세계인들과 즐거움과 행복을 나누는 소통의 통로가 된다. 셋째, 모든 이를 존엄하게 대하는 정조는 조선의 휴머니스트였다. 이러한 인본주의 이념은 인간에게 특유의 신성한 성질이 있다고 믿는 인본주의적 종교로 이어진다. 종교적 놀이를 매개로 하는 K-서비스는 서비스의 모든 참여자가 성스럽고 고귀함을 경험하면서 치유와 행복으로의 전환점을 가진다. 본고는 놀이와 서비스를 접목하여 새로운 패러다임을 제시함으로써 선봉적인 서비스문화를 개척하고, 한민족 정체성에 뿌리를 두고 있는 K-서비스 연구를 통해 글로벌 비즈니스에서 독창적인 영역을 구축할 수 있는 토대를 마련했다는 데에 학문적·실무적 시사점이 있다.

공학기행: 소프트 공학 기반 공학 입문 강의 (Techne Odyssey: An Introductory Engineering Course based on Soft Engineering)

  • 윤중선
    • 한국산학기술학회논문지
    • /
    • 제19권6호
    • /
    • pp.575-580
    • /
    • 2018
  • 본 기술의 역사와 기술의 철학적 주제를 다루는 교양 공학 입문 강의를 제안하고 시도한다. 개개 공학의 구현 기술에 대한 논의 보다는 바람직한 공학과 실천 방향에 주목하는 소프트 공학을 모색한다. 역사상 가장 성공적으로 창의적인 세 사례인 고대 그리스 기술, 르네상스, 실리콘 밸리를 위주로 살펴본다. 기술과 예술의 어원이 "테크네"로 하나였던 고대 그리스 시대의 기술과 "박식함"으로 여러 분야에 대하여 포괄적인 이해를 가지며 고대 그리스의 다시 태어남의 시대인 르네상스와 르네상스 천재들 그리고 "기업가 정신"으로 고대 그리스와 르네상스의 계속성과 재해석의 실리콘 밸리의 창의적 성공사례를 살펴보며 창의성을 이끄는 동인들을 살펴본다. 기술사와 기술철학이라는 어려운 주제를 접근하기 위하여 공학기행이라는 기행자의 입장을 취한다. 현지 체험을 통한 자료와 온라인 정보들을 제시하고 살펴보면서 공학의 의미인 바람직한 공학과 실천 방향을 살펴보도록 유도한다. 자료는 흥미와 집중도를 유지하기 위하여 수강생의 선호도가 높은 자료를 주로 다루고 조별 토의와 조별 프로젝트 수행을 통하여 공학과 창의성에 대하여 스스로 묻고 길을 찾아가도록 유도한다.