• 제목/요약/키워드: Surreal

검색결과 38건 처리시간 0.023초

츠카모토 신야의 <철남(鐵男)>(1989)을 통해 살펴 본 기계적-몸 이미지 (Metal-Body Images in Shinya Tsukamoto's (1989))

  • 권수진;권하진
    • 한국콘텐츠학회논문지
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    • 제15권6호
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    • pp.168-178
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    • 2015
  • 본 연구는 츠카모토 신야의 영화 <철남>(1989)의 기계적-몸 이미지에 대한 연구로 탈인간화 하는 몸 그리고 욕망에 대한 해석을 시도 하였다. <철남>에서 살펴본 기계적-몸 이미지는 초현실주의적 이미지, 그로테스크적 이미지, 그리고 에로스적 이미지로 관찰되었다. 기계적-몸의 초현실주의적 이미지는 <철남>의 변화과정에서 보이는 변용, 파괴, 착란, 그리고 환상에 대한 과장으로 파악되었고, 그로테스크적 이미지는 인물의 일상적인 공간에서 기괴한 형태로의 변형으로 인간의 내재된 실체를 보여줌으로써 엽기성과 나약함이 혼합된 이미지로 관찰 되었다. 그리고 에로스적 이미지는 불완전한 존재가 완전함을 추구하고자 하는 욕망에 의해 스스로의 파괴와 재탄생을 이루는 과정에서 나타났다. 위의 세 가지 이미지 유형에 대한 분석은 세계정복을 꿈꾸는 과부화된 인간의 욕망이 탈인간화된 기계적-몸으로서 비유기체로의 시각화로 귀결된다.

가구디자인에 나타난 초현실주의적 표현 연구 (A Study on Surrealism Expression in Furniture Design)

  • 강형구
    • 한국가구학회지
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    • 제22권1호
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    • pp.34-41
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    • 2011
  • Surrealism is 20th century avant-garde art movement that gave the greatest impact. Surrealism art as Visual us consciousness that exists or is worth checking out. 1920 around the concept of the surreal appears on the Visual language is fine art molding, including design, fashion, advertising, etc, all of the art field. In addition, their artistic concept is limited to pure art without the commercialization and product as the transition you want to find a way to be. As a result, the concept of the surreal fine art as well as the design sector in particular, furniture design, but many more impact art trends. Therefore, this study examines the concept of the surrealism, appeared in the furniture design based on surrealism representation of research aims. And how these representations are modern furniture design in any affected for research. Representation and features about the analysis is largely four separated by the survey, and classified representation of research and analysis features.

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스마트 미디어에서의 아날로그 펜화기법 제작 연구 -어플리케이션 "스케치 플러스"를 중심으로 (Research on the Productions of Analog Pens within the Smart Media)

  • 윤동준;오승환
    • 디지털융복합연구
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    • 제14권12호
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    • pp.413-421
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    • 2016
  • 본 연구는 아이폰 전용 어플리케이션 '스케치 플러스'의 제작을 중심으로 진행된 스마트 미디어에서의 펜화기법을 적용한 제작 연구이다. 비사실적 렌더링을 기반으로 펜화기법을 개발, 재현하고 그 과정에서 디자인적 관점과 알고리즘의 융합과정을 기술하는 것을 목적으로 한다. 연구를 통해 전통적 예술형태를 모방하는 기술인 비사실적 렌더링에 대한 개념을 이해하고 스마트 미디어에서의 선행연구를 분석하여 15가지의 펜화기법과 표현방식을 제시하였다. 특히 펜화기법의 재현과정에서 스마트 기기의 한계 때문에 발생하는 속도 문제를 해칭의 패턴화 및 재사용(Reused)으로 해결하는 과정으로 기술하였고, 펜화 패턴의 이미지 변환과정을 밑그림, 명암구성, 패턴의 적용, 묘사 및 색상적용의 4단계로 구성하여 정리하였다. 아날로그 펜화기법을 재현하는 본 연구가 융복합형 비사실적 렌더링의 제작사례로 활용될 수 있기를 기대한다.

"온워드:단 하루의 기적":사건의 인과 관계와 일관성 '업'과의 비교를 통해서 ("Onward": Causal Relationships and Consistency of Events -through Comparison with "Up"-)

  • 나고마리
    • 한국콘텐츠학회논문지
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    • 제20권11호
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    • pp.49-57
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    • 2020
  • 본 논문은 "온워드:단 하루의 기적"의 사건의 인과 관계를, "업"과의 비교를 통해 검토했다. "업"의 경우, 먼저 원인이 있고, 주요 인물들은 거기서 생긴 목적의식을 가지고 행동한다. 그리고, 오프닝 장면에서, 괴물과 같은 새, 사람과 같은 개, 비행기보다 가벼운 비행선이, "업" 세계의 주민들에게 받아들여져 있어서, 이후 주인공이 풍선을 장착한 집을 타고 여행하거나, 괴물 같은 새와 말하는 개랑 교류하는 장면을, 시청자는 "업"의 공상 형식으로 이해한다. "온워드"의 경우도 먼저 원인이 있고, 주인공은 한결같은 목적의식을 가진다. 그런데, 목적을 이루는 방법으로서, 게임의 문제 해결 방식을 택하는데, 게임과 현실과의 인과 관계가 없어서, 설득력이 있는 선택이 안 된다. 또, 주인공이 만나는 장애들은 게임의 아이템들이 많은데, 게임 세계의 정보가 부족해서, 장애가 된 원인과 목적이 불분명하다. 따라서 주인공과의 대립 구도가 희미하여, 게임 세계에 대한 수수께끼만 남는다.

신체 왜곡패션에 관한 연구: 초현실주의(超現實主義) 조형성을 중심으로 (A Study of Surrealistic Physical Distortion: Focused on Surrealism Formativeness)

  • 김민지;간호섭
    • 패션비즈니스
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    • 제17권5호
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    • pp.70-83
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    • 2013
  • This study aims to analyze the physical distortions of fashion design which appear in the 20th century. People have been expressing the hope and beauty by twisting human body since the beginning of mankind. Each period has been showing different forms according to various social and cultural environments. The exaggerated body distortions from the primitive times to the modern are based on human body proportions. Such distortion is to emphasize the inherent beauty within the human body. However, the distortions of the body after the 20th century have been developed with the advent of surrealism which is not affected by reasons but by imaginations. Generally speaking, the reconstruction of the heterogeneous elements is allowed in art. The unexpected surreal elements are creating formative beauty using by distinctly different technique which is unfamiliar and awkward. Physical distortion creates other beauty that is not uniform and absolute beauty but it pursues the diversity of breaking down into categories. Formativeness of surreal physical distortion fashion has the potential for a variety of clothing design, therefore it has intrinsic values for continuous study.

1995년(年) 이후(以後) 아방가르드 패션의 디자인 분석(分析) (A Study on the Design Analysis of Avant-Garde Fashion Since 1995)

  • 구인숙
    • 패션비즈니스
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    • 제6권4호
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    • pp.62-82
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    • 2002
  • The purpose of this study was to investigate the Avant-garde's aesthetic values and expressoinal characteristic, and to find out(analysis) the design characteristic of Avant garde fashion since 1995. Expressoinal characteristics of Avant garde with the anti-aesthetic, radically pursuing newness, and open mind, are revealed dynamism, hostile innovation, and experimentalism. Futuristic images expressed in dynamism represent space style, body conscious style, cyborg style, kinetic style, and primitive style. And deconstructional images related to hostile innovation show punk style, grunge style, humor style, and abstractive style. Also surreal images related to experimentalism hold erotic style, depasemant style, deformation style, and collage style. The proper usage of newness offers the escape, the vividness, and the humour from the fatigue of the life and so, it is expected to offer the chance of transfering the active individuals and societies directly or indirectly By analyzing the instances for the images of avant-garde fashion since 1995, the contribution about the expectation of the design trends of the present and future is expected.

소셜미디어에 나타난 상상적 자아이미지와 패션스타일 - 여성의 퍼스널 패션블로그를 중심으로 - (Imaginary Ego-image and Fashion Styles represented in the Social Media - Focusing on women's personal fashion blogs -)

  • 서성은;김민자
    • 복식
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    • 제64권7호
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    • pp.128-142
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    • 2014
  • In the new media age, the importance of personal style is highlighted, as the fashion recipients independently create their own images by transforming and recombining the fashion information gathered from the fashion blogs - the most representative form of social networks. The study aims to identify the types and styles of imaginary ego-images represented on the personal fashion blogs as a new space of self-expression, based on Lacan's gaze; the imaginary of the unconscious world and the ego-concept. According to literature search, the imaginary ego-image is classified as narcissism, regression, identification, and virtuality. In the case study, Narcissism is represented mostly as bloggers' satisfaction and beliefs about their fashion styles. The degeneration represents childhood images including a mother, as well as retro and vintage images that recreate the fashions of bygone eras - such as medieval, $19^{th}$ or 20th century fashion. Identification is the connection with the various areas of culture and art, especially movies and music. Virtuality represents hypothetical situations of mythical, fairy tale-like, surreal, or dreamlike atmospheres and hypothetical bodies that appear removed, disassembled, or crooked. The imaginary ego-images emerged on the personal fashion blogs are also classified into specific style depending on the attributes of the ego images-such as kidult style, retro style, ethnic style, and surreal style.

현대 복식에 표현된 아방가르드의 유형별 특성 연구 (A Study on The Characteristics of The Avant-garde′s Style Expressed in Modern Fashion)

  • 엄소희;김문숙
    • 복식문화연구
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    • 제8권2호
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    • pp.315-333
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    • 2000
  • The purpose of this study is to find out how the aesthetic values and characters of the Avant-garde fashion through semantics analysis of Avant-garde experiments in the early 20th century. Inner expressions of Avant-garde fashion in future dynamism, alien-hostile, and surreal-experimentalism are as followings (1) Reject tradition of existing fashion concept, (2) Dismantle costume material and inter-text characteristics in fashion field, (3) Laugh at material civilization and elite fashion, (4) Pursue primitive and fundamental sensibility on non-civilized world (5) Express human estrangement due to material civilization, (6) Remove the barrier of fashion between luxury and cheap ones, (7) Time, space and purpose is mixed, (8) Open concept as space structure independent of human body, (9) Complicatedness, ambiguity and expression of irregularity as changeableness, (10) Dismantle concept of beauty and ugliness. As you see, fashion design in modern Avan-garde is pursuing newness as beauty of open concept, rejecting all modern tradition and allowing extremity such as experimental, illogic, unreasonable and non-formatted expressions.

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A Study on Cinemagraph Unfamiliar to Freud Uncanny

  • Kim, Young Il;Kim, Hyeon Seok;Kim, Cheeyoug
    • Journal of Multimedia Information System
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    • 제4권1호
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    • pp.27-32
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    • 2017
  • Through the development of the medium, Sigmund Freud's uncanny element in the Cinemagraphic technique of digital image is analyzed, and the research problem presented through the case and literature data is interpreted. Look for an Uncanned element as seen from. Interpret the theories found in art paintings and human philosophical perspectives through examples in the overlapping cinema graphs of photographs and videos that we have looked at unfamiliarity. It interprets the double surreal image of Cinemagraph through unfamiliar gaze and evaluates new horizon with digital photograph.

패션을 중심으로 한 온라인 게임과 대중 스타와의 상관관계 (Correlation between On-line Game and Popular Stars - Focused on Fashion -)

  • 손이정;이인성
    • 한국의류산업학회지
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    • 제10권6호
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    • pp.811-821
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    • 2008
  • This study examined on the most noticeable game industry in a digital era, and on the definition and feature of post-digital generation enjoying it, along with the relations with the game. Especially, this paper examined correlations between game characters' fashion and pop singers' fashion targeting post-digital generation enjoying games. As the result of this study, on-line game's popularity affected popular culture and game business and popular stars have close interrelation. In addition, through variosus objective surveys, the game characters' fashion was classified into five images before being analyzed; fighter's image, retro image, surreal image, sensual image, and unisexual image. The game characters' fashion wasn't only analyzed also studied correlation between on-line game character's fashion and pop singers' fashion by five images. Consequently in case of game characters' fashion, it influenced on pop singers' fashion targeting teens and twenties enjoying games, which meant fashion connections between game characters and pop singers.