• Title/Summary/Keyword: artworks

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Research on Dyeing Crafts of Chinese Indigo Dyed Designs (중국 남인염포 염색 공예 연구)

  • Lee, Min-Jeong;Sohn, Hee-Soon
    • The Research Journal of the Costume Culture
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    • v.19 no.2
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    • pp.376-388
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    • 2011
  • The purpose of this study is to examine the types and characteristics of Chinese indigo dyed designs performed until today in private houses of Chinese minority races and to examine the modern value of traditional dyeing crafts of minority races by investigating the cases of utilizing modern private Chinese indigo dyed designs. As the research methodology for theoretical study about the history of Chinese traditional pattern dyeing, the origin, types and characteristics of Chinese indigo dyed designs, the preceding research data, photo data, and Internet data were utilized, and for the empirical research on Chinese traditional dyeing techniques and the cases of utilizing today Chinese indigo dyed designs, the on-site survey on Guizhou and Yunnan was conducted during February and March 2008 and the data were collected and analyzed. Based on the results of this research, it was found that Chinese indigo dyed designs represented Chinese traditional pattern dyeing, which was inherited and developed mainly in Chinese minority races and Chinese. It could be seen that according to geographical distribution and characteristics of each race, the types and characteristics of dyeing techniques were formed, which are classified into the batik of the Miao of Guizhou in the Chinese southwestern region, the tie-dyeing of Bai of Yunnan, and Chinese blue calico(resist printing) of Chinese private houses in the Hunan and Huseo regions, and these represent the three typical Chinese dyeing techniques today. Based on the results of empirical research on the utilizing cases, focusing on the traditional living handicrafts of Chinese minority races, traditional cultural articles, and artworks, the modern values such as practical, cultural, and artistic values of Chinese indigo dyed designs could be rediscovered.

A Study on the Expressive Characteristics of Dépaysement in Fashion Illustration (패션일러스트레이션에서의 데페이즈망 표현기법에 대한 연구)

  • Kim, Soon-Ja
    • Journal of the Korea Fashion and Costume Design Association
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    • v.12 no.2
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    • pp.21-39
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    • 2010
  • The purpose of this study is to develop a creative technique in fashion illustration through analyzing expressive characteristics of $d{\acute{e}}paysement$. This study is analyzed by examining the general theories of $d{\acute{e}}paysement$ and investigating the expressive technique related to the method of $d{\acute{e}}paysement$ in surrealism art and the expressive characteristics which is applied to fashion illustration. In this study, the researcher examines cases of the application of $d{\acute{e}}paysement$ to the fashion illustration through reviewing fashion illustrators' art works created since 2000. $D{\acute{e}}paysement$ is unfamiliar impression with lexical meaning in french that is translated by transposition or displacement technique, or country and one's home leave or person put in strange living environment. The characteristics of $d{\acute{e}}paysement$ in fashion illustration include spatial distortion, combination of heterogeneous objects located anywhere odd and modification and conversion of objects such as material change, change-over of scale in usual objects and conversion of inanimate objects into organism. As a result of reviewing the expressive characteristics of Depaysement from fashion illustration artworks, it is found that the fashion illustration with $d{\acute{e}}paysement$ fortified the individuality in fashion illustration and helps produce a creative inspiration which results in a distinctive ideas. This also has a greate possibilities to produce a tremendous ideas in fashion illustration.

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Analysis on Pataphysics of the Metamorphosis in Film 'X-Men' (영화 '엑스맨(X-Men)'의 변신모티브에 나타난 파타피직스 분석)

  • Chang, Seyoung;Chung, Jeanhun
    • Journal of Digital Convergence
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    • v.14 no.10
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    • pp.407-414
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    • 2016
  • The movie, X-men, develops the narrative with metamorphosis as the main motif making visual effects of characters and background. The objective of this study is to suggest that the metamorphosis motif can be materialized based on the virtuality of "pataphysics" as one of the genre characteristics of superhero movies and the newly materialized virtuality can be aesthetic characteristics of metamorphosis motif movies. With the virtuality that has its own characteristics with metaphorical symbols such as satire on an absurd society out of existing traditions, pataphysics started in mid-twentieth century and has had an impact on art movements of dadaism, surrealism, pop art, and postmodernism. Analyzing the characteristics of pataphysics which were shown in these artworks, we applied it to metamorphosis scenes of the movie. As a result, we found out that it visualized the shape and aspect of inner and outer strength of a superhero with aesthetic characteristics of metamorphosis scenes and it realized the presence, hybridity, and ex-formal properties of pataphysics consisting of overlapped virtual and physical reality, with technical virtuality.

A Study of the Visual Irony of a Painting Using 'Dépaysement' ('데페이즈망(Dépaysement)'을 통해 본 회화의 시각적 아이러니(Irony)연구)

  • Moon, Ji-Hye
    • Journal of the Korea Convergence Society
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    • v.11 no.4
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    • pp.165-172
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    • 2020
  • The purpose of this study is to primarily explore the characteristics of 'irony' and focus on the process of visualizing it. 'Irony' is one of the rhetorics used to describe the context or situational aspects of writing. This 'Dépaysement' that appears in art history corresponds to 'ironic' rhetoric in writing. 'Dépaysement' is a combination of techniques, which conveys a message through de-familiarizing rhetoric. With the images conflicting with each other in logic on the same canvas. 'Dépaysement' and 'ironic' rhetoric have commonalities in that they produce a situation with opposite or contradictory images and obscure the images and the situation by distorting them into being different from what has usually been known. In conclusion, Ironic Characteristics and Visual technique elements of dépaysement are identical, this study attempts to understand the visual language by analyzing 'the visual irony' that appears in artworks.

A Consideration on the development of Interactive Art in 20th Century (20세기 인터랙티브 아트의 전개에 관한 고찰)

  • Kim, Hee-Young;Lee, Wang-Joo
    • Journal of Digital Contents Society
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    • v.9 no.2
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    • pp.177-185
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    • 2008
  • It was a special phenomenon in the art of 20th century that the earnest engagement of spectators came up to the surface in the area of artwork-creation and art-experience which had been one-sided processes for a long time. Such a genre of Optical art or Kinetic art, had pulled out active engagements of audiences in enjoying diverse works, played the role of locomotive in the Interactive Art. Of course, many kind of art made an appearance on the channels of diverse media from that times. For example, many people came to enjoy taking part in such a genre as Happening formated the mode of face-to-face communication between the creator and the spectator. The appearance of the technology of digital media had a decisive influence on the area of the Interactive Art. From that time on, people have come to accept the reciprocity of the relations between artist and spectator naturally. This paper makes researches on some trends in the development of Interactive Arts by way of analyzing some representative Interactive Artworks typing the birth and growth of Interactive Art.

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Research on the External form of Korean images used in Exhibition clothing (전시의상(展示衣裳)에 활용(活用)된 한국적(韓國的) 이미지의 외적형식(外的形式)에 대한 실태조사(實態調査))

  • Shin, Myung-Jin;Nam, Yoon-Sook
    • Journal of Fashion Business
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    • v.10 no.1
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    • pp.79-93
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    • 2006
  • The purpose of this study is to analyze designs of exhibition clothing in terms of the use of Korean image, to review objectively contents about the use of traditional image, understand external elements of works, and give directions and basic data for future works. This study selected the total 250 works as the subject of this study among the collected data. This study classified and examined the use of Korean image found in exhibition clothing according to period, item, line and form, material, technique of expression and accessary between 1996 and 2004. The results of analysis are as follows (1) The most artworks were comprised in adaptation were Choson costume. (2) Most of them were clothing works for female. The item of chima were the most preferred in use. (3) The straight lines are used more frequently than curved lines. Forms of skirts were applied to those of silhouettes, H and A form were common. (4) In terms of materials, traditional materials such as silk, linen and cotton were commonly used. (5) Geometric patterns and plant pattern were found more often than others. (6) In terms of techniques of expression, patchwork was most frequent, quilting, embroidery and pleating were ranked second, third and fourth. (7) In accessaries and other item, gorom were most common and norigae were ranked second. (8) As Korean image has been expressed by fine parts of traditional costumes, the traditional living item, and local symbols, the range of works are becoming wider.

Image-adaptive Lossless Image Compression (영상 적응형 무손실 영상 압축)

  • 원종우;오현종;장의선
    • Journal of Broadcast Engineering
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    • v.9 no.3
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    • pp.246-256
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    • 2004
  • In this paper, we proposed a new lossless image compression algorithm. Lossless image compression has been used in the field that requires the accuracy and precision. Thus, application areas using medical unaging, prepress unaging, image archival systems, precious artworks to be preserved, and remotely sensed images require lossless compression. The compression ratio from lossless image compression has not been satisfactory, thus far. So, new method of lossless image compression has been investigated to get better compression efficiency. We have compared the compression results with the most typical compression methods such as CALIC and JPEG-LS. CALIC has shown the best compression-ratio among the existing lossless coding methods at the cost of the extensive complexity by three pass algorithm. On the other hand, JPEG-LS's compression-ratio is not higher than CALIC, but was adopted as an international standard of ISO because of the low complexity and fast coding process. In the proposed method, we adopted an adaptive predictor that can exploit the characteristics of individual images, and an adaptive arithmetic coding with multiple probability models. As a result, the proposed algorithm showed 5% improvement in compression efficiency in comparison with JPEG-LS and showed comparable compression ratio with CALIC.

Influence of Anti-Form in Contemporary Fashion - Focusing on Signs of Time - (현대 패션에 표현된 안티포름의 영향 - 시간성을 중심으로 -)

  • Yim, Eun-Hyuk
    • Journal of the Korean Society of Costume
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    • v.63 no.3
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    • pp.78-94
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    • 2013
  • In order to examine the influence of Anti-form in contemporary fashion focusing on 'signs of time', which illustrates the zeitgeist effects art and fashion, this study investigates both Anti-form movement in art of 1960s and 1970s and the fashion designs since 1970s when the signs of the influence of Anti-form in fashion began to appear. This was done by conducting literary survey as well as case analysis. Anti-form values the process and signs of time in that it visualizes the time and the process of making artworks. The emphasis on signs of time in Anti-form is observed in postmodernism fashion. Visualization of manufacturing process, visualization of signs of wearing, and continuation of wearing experience are all influences of the Anti-form in fashion. Visualization of manufacturing process exposes the techniques and the materials involved in garment construction such as linings, inside-out seams, interlinings, and unraveled hems, as well as the use of muslin, which is used in making garment prototypes. Signs of wearing is articulated in wrinkles caused by wearing, sings of alteration, reappeared designs of the past collections, reuse of vintage fabrics or garments, and the fabrics which assumes aged appearance. Continuous experience of a wearer is indicated in that the garment shape is not predetermined but changes continuously by the wearer's body shape and movement, which generates new and relative silhouettes continuously.

The Interdisciplinary Research on Cultural Technology (문화기술에 관한 간학제적 연구 -미디어아트를 통한 혼합현실형 공공 문화콘텐츠를 중심으로-)

  • Lim, Kyung-Ho;Yoon, Joon-Sung
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1359-1362
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    • 2009
  • Digital media technology has power of influence as extended in not only science and technology but also our society and culture. These phenomenon is explained as 'digital convergence'. Edmond Couchot argue the term 'hybridization'. Yvonne Spielmann and Jay David Bolter also argue that digital hybrid artworks across and integrates a diverse range of modes of representation, such as image, text, sound, space and bodily modes of expression. They must also address communicative interaction in the convergence of real and virtual spaces. In this paper, I noticed mixed reality environment which is seen as the form of hybrid between real and virtual object. And I discuss about this phenomenon as the study of interdisciplinary between art and science.

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A Study on Simulation -Analysis of the cinematic world of Oshii Mamoru (오시이 마모루 작품에 나타난 시뮬라시옹 연구)

  • Koh, Eun-Young
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.101-110
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    • 2005
  • Simulacre is one of the major topics in the Western philosophy since Plato. Since the 20th century, the Western philosophy is based on rationalism toward 'absolute truth' founded on Platonic Ideas. The concept of Simulacre is ignored and rejected until the modern days. However, Simulacre is gaining its attention at this time of image. and the time of Simulacre. The concept of postmodern Simulacre started from Walter Benjamin is developed by Gnther Anders, Jacques Derrida, Gilles Deleuze, and Jean Baudrillard. This study, based on the Jean Baudrillard's concept of Simulacre, examines today's Simulacre phenomena and analyzes the cinematic works of Oshii Mamoru who displays the concept of Simulacre in his films. Analyzing and evaluating his recent visual works based on Simulacre theory with such superficial methods as advanced special visual effects is a mistake that demeans Simulation? (Matrix). Today, Simulacre phenomena are scattered all over our life. The search of its substance and the analysis of his artworks will be a foundation that makes a new alternative suggestion.

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