• 제목/요약/키워드: digital nomadism

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A Study on the Effect of the Digital Nomadism on Modern Fashion

  • Kim Mi-Hyun;Chung Heung-Sook Grace
    • International Journal of Costume and Fashion
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    • 제4권2호
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    • pp.45-55
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    • 2004
  • Rapid informatization and technology advance in the 21st century has invited a new paradigm and changed many things in human life pattern. The impact of mobility seen in this digital nomadism has brought about, when it comes to clothing, a change in its unique meaning, that is, the graftage of high technology onto present nomad's life style who live moving around all the time due to the expansion of mobile environment. As the fruits of this expansion of mobile environment and technology advance in wireless telecommunication, easy-to-carry smaller sized devices such as cell phones, PDA, and MP3 players represent the present times, while the future would be an 'era of wearing' in which kinds of electronic devices and systems are integrated into clothing. Thus in this study, concept of wearable computer seen in the 21st century's digital nomadism was reviewed, and figurativeness and anesthetic value of wearable computer were discussed in association with the change in high style image resulted from technology advance and change of life style. By drawing a justice from which, value of future fashion was also prospected.

노마드적 관점에서 본 전통 정자의 평면구성에 관한 연구 - 안동하회마을 내의 정자를 중심으로 - (A Study on the Potential for Korean Traditional Pavilion from the Perspective of Nomad - Focused on Korean Traditional Pavilion in Andong Hahoe Folk Village -)

  • 조정화;김개천
    • 한국실내디자인학회논문집
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    • 제19권6호
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    • pp.59-66
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    • 2010
  • The purpose of this study is to examine how the perception of lives and studies in the Joseon Dynasty period, and the concept of its sculptures can be reflected in Korean traditional pavilion place, from the perspective of Nomadism as a western philosophy of this era. Nomadism literally refers to way of life of peoples who do not live continually in the same place but move cyclically searching for temporary centres whose stability depends on the availability of food and water supply or pastures for their livestock. In recent years, the term encompasses three general types: job nomads, digital nomads and ubi-nomads, which represent distinct features of modern society. Its concept implies looking for the new creative possibility through the liberation of desire and the breakaway to another thinking through continuous formation and transformation. Likewise, Korean traditional pavilion is the architecture to take a quick rest while walking in the mountains. This open place thus connects surroundings with people who are allowed to assimilate with nature as well as train their mind by following the law of nature, in order to finally reach the celestial state of mind. Knowing how to see, enjoy and appreciate the arts very close to nature, our ancestors were able to learn aesthetic activities. After recognizing Korean traditional pavilion as the potential place of unification of heaven and men which is Korean scholor's lifestyle and outlook on the world, this study accordingly will identify the value and meaning of Korean traditional architecture according to Nomadism in the occidental point of view.

영상미디어에서 매치 컷을 통한 시·공간 표현 연구 -영화<드라큘라>(1992)를 중심으로- (A study on the expression of space and time by match cut in the image media -focusing on the movie, Bram Stoker's Dracula (1992)-)

  • 임용섭
    • 디지털융복합연구
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    • 제16권5호
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    • pp.419-424
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    • 2018
  • 매치 컷(Match cut)은 영상미디어에서 활발히 사용되는 몽타주(montage) 기법이다. 이 기법은 활용의 범위가 넓고, 수용자에게 다양한 의미작용을 일으키는 기법이기도 하다. 본고에서는 쇼트와 쇼트 사이에 발생되는 의미작용에 바탕을 두고, 매치 컷 활용이 다양하게 표현되는 영화 <드라큘라>을 분석하였다. 매치 컷을 통한 오브젝트들의 결합방법과 도출되는 표현은 본문에서 살펴보았듯이 결합의 방법에 따라 발생되는 표현효과가 다르게 나타났고, 그 활용의 정도는 한정적이 않음을 알 수 있었다. 본고는 영화<드라큘라>에서 드러나는 매치 컷의 활용방법을 분석하고, 그 쓰임과 표현에 있어 매치 컷 표현의 역량을 제시하고자 하였다. 또, 앞의 과정에서 발생되는 생성역량을 중심으로 질 들뢰즈(Gilles Deleuze)의 철학적 쟁점에 바탕을 두었다. 그리고 이해를 돕기 위해 비슷한 의미작용이 드러나는 프란시스 베이컨(Francis Bacon)의 회화 작품 <회화(painting)>(1946)와 <자화상(self-portrait)>(1969)과 비교분석하였다. 이 두 미디어를 분석함으로써 쇼트와 쇼트사이에 유목(nomadism)적 방법으로 '오브젝트와 오브젝트', '색과 색'등을 통해, 결합 생성으로 발생되는 '되기(becoming)'의 의미작용이 다양하게 적용될 수 있음을 알았다.