"Interactivity refers to the possibility of an audience actively participating in the control of an artwork or representation." Andy Cameron, Dissimulations Interaction can be described as a way or function that improves the participation of audiences/viewers to being immersed into the medium itself. Until now, however, in terms of interactive cinema, interaction has not shown a sufficient participation for audiences. Specifically, audiences/viewers described that the structure of storytelling has failed to satisfy their requirements, in order to participate in the structure of storytelling. The aim of the research itself, therefore, began to ask and wonder why audiences/viewers criticised the participation which audiences/viewers are able to control storytelling, in interactive cinema, could not satisfied them in order to control and follow a storyline of interaction. In general idea, in interactive cinema, the function which allows audiences/viewers to be immersed into the storylines, must allow the immediacies of interaction. Audiences/viewers must therefore be able to satisfy the general idea of interactive cinema through controlling the directions of every choice offered. They must also be able to be immersed in the interactive storylines. Which of the prime causes can be improved or re-considered, to satisfy the participation requirements of audiences/viewers? The intention of this research also began to investigate a suitable method of storytelling within a narrative structure of interactive medium (interactive cinema). Through questioning the matter (it will be described in a later chapter), this research will be focused on the relationship between narrative structured interaction and audiences/viewers, which is of prime importance in relation to interaction. To further the research, Pilot study (experiment with the basic interactive narrative structure) was offered in order to understand and maintain a suitable method of storytelling within a narrative structure of interactive cinema and it also was explored to understand how the aim of the research would be maintained for further qualitative research.
21st century is called digital and information era. The visual communication becomes more important than any other centuries. Visual communication design has been represented in varied images from ancient society up until the present time. Especially graphic design, which has experienced artistic upheaval from modernism and postmodernism, has been enabled to deliver messages in a more developed and sensuous appearances. Deconstructionist design wasn't well received by modernism, an advocate of practicality and effectiveness; however, as the beginning of subsequent postmodernism, it started to earn a warm welcome from a number of designers. Postmodernism made it possible for deconstruction to be a new paradigm appreciating neutral respect for varied expressions and designers' idiosyncrasy. Corresponding to this new trend, Edward Fella published his artwork 'Letters on America', which introduced a variety of vernacular design works in America. It was the result of years of research, and included materials which were not something completely new to field of communication design but rather symbolic, deconstructive images available everywhere around us. Deconstruction broke away from the previous modernism's unity and standards, and sought to achieve a new tensional deliverance. As a consequence, images were created in destructive and incomplete forms. Graphic design also complied with this new code and its advent fascinated the artists in the fields of advertising, editorial and poster designs. This paper contends that contemporary graphic design still maintains a deconstructive representation, examines its locality in design works from an aesthetic viewpoint, and researches theoretical approaches to deconstructionist and case studies conducted domestically. There has been incessant critical contradiction in terms of the heritage of deconstruction. I would like to present you with a moment in which you can struggle to decide whether it is a result of an effort to get away from modernism or an offspring of postmodernism.
Due to the inflammatory of body exposure it did not become popular to the Korean nation but the body painting as a body art is definitely required for it be become a new pure artwork. In this body painting color is the core factor for visual part and expression and coloring obtained from the color is very important in creating effective image. In Korea beauty industry the researches are limited to the study on coloring expression of general beauty makeup. Therefore, this research analyzes color images in recent body painting artworks by defining characteristics of colors and coloring applied by theme. For the research subjects, dominant and secondary colors were extracted from the artworks presented in preliminary and final rounds of year 2012 and 2013 World Body Painting Festival. For the selection of final coloring stimulation the most frequent coloring by theme was first chosen. Among them, 2 individual coloring bands were selected by theme among the high frequency colors. For the analysis of coloring image shown in body painting works total 8 coloring bands were created and they were compared and analyzed by indicating each divided coloring band on the coloring image scale by theme. In this research coloring image analysis was done after examining colors and coloring of artworks presented in World Body Painting Festival by theme. This research has its meaning that it provides information and guideline for coloring design work of body painting by analyzing coloring image used in color and coloring of body painting by theme.
The costume originated from the idea that it could protect human beings from ferocious beasts. The military costume was from protection against an enemy equipped with weapons. Furthermore, the makers of the costume were afraid of supernatural powers and it made them devise an armour and decorate it by the concept of superstition for the purpose of overcoming it. The function of military uniform was important for increasing the protection against any enemies while they join in battle. However in harmonious time, it represented artwork of peace, dignity, and order. Since the uniform was a king of symbol to show their position, and their role. They could feel proud as a member of a military group they belong to and they gain honor, courage, patriotic sentiment through their military costume. The purpose of this study was to investigate the originality the military costume as it changed and developed continuously from ancient Egypt, Greece and Rome to modern times. This study was performed to show the comparison and characteristic marks of the past, and the influence of them on the modern military uniform. The method used in this study was using past manuscripts of the early times, information attained from domestic and foreign military documents and previously written reports. As a result, the military costume was one of many means of expression of their natural and social environment. It can be said that the most epoche-marking and powerful changes to the social environment are revolution or war. War absolutely has influenced on the changes of the changes of costume and the military armour according to the type of war and the development of weapons. Especially using the amour, the main purpose that of protecting the body has changed into distinguishing our forces from the enemy and instilling fear into enemy, Furthermore, the class who has the power has used it in order to express their power and dignity. Therefore, armour had required two rules to not only protect the body but also discriminating between classes.
This study focuses on the trend of modern society that places importance on health and happiness. By using gilsang (signs that brings good fortunes) patterns that wishes for fortune and health, the objective of this study is to design a distinct but universal fashion good that is unique to Korea and is used not only as a piece of artwork, but as part of development of new and assorted cultural products that is competitive in the international society. This study was conducted first by studying related documents for the theoretical background. In addition, in order to satisfy consumer demands, a jacquard that can procure international competitiveness was designed and fashion goods fitting to this was planned. Through this, the various possibilities of using the jacquard designs were suggested. The development process of fashion goods using jacquard was divided into 10 stages: theme setting, gilsang pattern setting, sketching, textile plan, design organization, input, simulation process, perforation and sewing, selection of design for the fashion good and goods production. Fashion materials are a very important element in creating variations and uniqueness in the fashion industry. Development of new materials has made the aesthetic and ornamental elements, together with the practical and functional aspects of textiles possible. A major issue today is rising out of the past mass production method of OEM (Original Equipment Manufacturing), and developing various artistic patterns that can be used in mass-produced products and assorted production in small quantities in order to develop specialized fashion goods.
The recently published papers and essays regarding 'tectonic' bring us to rumination of its importance on comprehending modern architectural process. Many architectural theorists may seem to seek the substance of architecture through the discussion of 'tectonic' for the purpose of overcoming the dilemma of representation which can be easily found in modern architectural forms. Their emphasizing on its double-faced aspect as the manner of representation, that is semantic and aesthetic, may imply the significance of philosophical approach especially to the recent architectural phenomena. From this point, it ought to be meaningful to manifest etymological connection between the terms with semantic analysis and interpret the substance and ontological meaning of 'tectonic' referring Martin Heidegger's existential philosophy. Besides the works of Carlo Scarpa, that are known as the art of making, are exampled to prove the way how the ontological meaning of practical act is exposed on an artwork. The idea of 'tectonic' connotes not only technological aspect as construction of form and space, but also ontological aspect as joint or detail, that is the result of logos. The 'tectonic' means etymologically 'joint' having double-meaning structure, technology and aesthetics. It means 'detail' as minimum units of architectural form and as sites where making relationship or connection takes place in the way of ontological apprehension. The 'detail' as the place of innovation and invention implies the culture of an area, and expresses craftsmanship, which modem architecture buries in oblivion. This study aims to deviate from the aesthetical commercialization in which the modern architecture tends to fall, and further, propose the possible way to succeed traditional locality in an epistemological point of view.
In this study, we introduced the technique of matching classical music using deep learning to design soundscape that can help the viewer appreciate painting and proposed an evaluation index to evaluate how well matching painting and music. The evaluation index was conducted with suitability evaluation through the Likeard 5-point scale and evaluation in a multimodal aspect. The suitability evaluation score of the 13 test participants for the deep learning based best match between painting and music was 3.74/5.0 and band the average cosine similarity of the multimodal evaluation of 13 participants was 0.79. We expect multimodal evaluation to be an evaluation index that can measure a new user experience. In addition, this study aims to improve the experience of multisensory artworks by proposing the interaction between visual and auditory. The proposed matching of painting and music method can be used in multisensory artwork exhibition and furthermore it will increase the accessibility of visually impaired people to appreciate artworks.
The development of blockchain-based art trading platforms has not been revitalized despite the recent recovery of the cryptocurrency market. In this paper, we found that blockchain-based art trading platform is not revitalized due to the large volatility of cryptocurrency price. As a solution, we propose a trading system using dual types of cryptocurrency that one is Stablecoin and the other is legacy cryptocurrency. Through cryptocurrency dualization, the proposed system can satisfy both user's requirements of stability of art price and value growth of the blockchain system. In addition, the proposed system is expected to be able to balance the use of dual cryptocurrencies and market capitalization ratios according to market principles. Finally, the proposed cryptocurrency dualization is expected to be used in other applications that require both the stability of the value of transactions and the growth of the value of the blockchain system.
In order to actualize the third dimension form, hologram is coming to attention because it has no restriction on viewing position and is capable of natural visual expression. Although hologram technology is the best method to embody 3D image without glasses, it is not commercialized due to several technological problems. Currently used hologram technology in concerts or exhibitions are images flashed on a 2-dimensional transparent screen by HD projectors which is similar to hologram technology, not truly same. In this research, we make 3D contents for Holographic projection and use these contents to present art that can interact with spectators. As a result of the exhibition, attendance showed satisfaction on inspection form, allowing spectators to move around the screen and view it both sides; moreover, they were enterprising to interact with the videos played according to their movements. Therefore, we are able to implement a sensible and spatio-temporal artwork along with interesting space production and represent a intimate and interactive space with the public.
This study is to investigate the previous cases of plural eclecticism through the works of Vivienne Westwood, who contributed to the spread of innovative and eclectic English fashion out to the world as well as to review plurality and its phenomena since the 20th century more systematically. In terms of research methodology, the phenomena of plural eclecticism were examined from social and cultural perspectives, whereas bibliographic research and case study were performed for the phenomena of eclecticism in fashion. From the perspective of plural eclecticism, the results from analyzing the works of Vivienne Westwood by the divisions of temporal eclecticism, spatial eclecticism, and contingent eclecticism are described in the following. First, Vivienne Westwood emphasized historicism tendency of temporal eclecticism. Her efforts to try to modernize history went beyond ages and social classes including men's clothing, prostitutes' costumes, craft items, and dresses for royal family. Second, her spatial eclecticism was reflected on the first collection themes inspired by the American Indians or borrowed from the names of Voodoo in the Tropics. Finally, infra-fashion as an expression of contingent eclecticism of Vivienne Westwood's works can be interpreted as plural eclecticism which shows contingent eclecticism and historic eclecticism at the same time. This study aimed at proving preceding implications concerning recent plural eclecticism through the analysis of the works of Vivienne Westwood who tried a radical design of plural eclecticism in an effort to modernize the tradition of England in the circumstances where a number of trends and styles exist together, with their own uniqueness and values.
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