• Title/Summary/Keyword: Color Expression

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The Colors of Logic (논리의 색깔)

  • 소흥렬
    • Lingua Humanitatis
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    • v.1 no.1
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    • pp.13-31
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    • 2001
  • This essay seeks new possibilities in experimental thinking and to find ways in which philosophy can aid humanistic imagination. In emphasizing logical precision, philosophy has so far ignored the role of imagination in philosophical logic and limited itself to deductive logic. Despite the obvious fact that no degree of logical precision can fully account for, nor provide complete expression for, the vast range of human thought, other modes of thinking have suffered in the shadow of deductive logic. But these non-deductive models of thinking can in many cases better explain the emotive, aesthetic logic of the humanities. The kinds of models (deductive and non-deductive) in humanistic thinking include dialectic, abductive, analogic, pragmatic, inductive, and deductive logic. Each mode of logical thinking may be assigned a color that represents its emotive characteristics: red for dialectics (opposition): blue for abduction (transcendence); yellow for analogy (flexibility); green for pragmatics (peace); violet/purple for induction (fantasy); and finally orange for deduction (trust). And each mode can also be keyed to major areas in humanistic thought, making up the following connections: dialectic-red-history; abduction-blue-literature; analogy-yellow-philosophy ; pragmatics-green-religion ; induction-violet/purple-arts; and deduction-orange-science. These connections serve to illustrate the interrelationship between emotion and intelligence, leading us toward considerations of emotional intelligence and intelligent emotion. The former is increasingly gaining attention, as the effect of 'mood space' on intelligence is being scrutinized. That the rate of suicide among mathematicians is very high points to the need for careful study of the reverse relationship between emotion and intelligence, intelligent emotion. The need for the latter is all the more pressing, as the emergence of new technology is allowing, even forcing, us more and more to experience the world intellectually (i.e., sans emotive experience) through a new virtual space called cyberspace.

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The Study on the Costume of Art in the Russian Suprematism - Focused on Kasimir Malevich's Art Works - (러시아 절대주의 예술의상 연구 - 카시미르 말레비치의 예술작품을 중심으로 -)

  • Park, Yoon-Jeong
    • The Research Journal of the Costume Culture
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    • v.17 no.6
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    • pp.1083-1098
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    • 2009
  • The purpose of the study is to revaluate the new artistic values of Suprematism that immensely influenced the Russian culture in the beginning of the 20th century. Also through studying the relationship between people and costume within works of Malevich, who wanted to portray humanity through his art works, this study will research on how Suprematism not just stood as Russian Avant-garde art but significantly contributed to art and costume expression. The study methods are as follows. First, consider the formative background of Suprematism style of arts. Second, study of the development of Suprematism art through both Suprematism art and Non-objective art. Third, study how Suprematism style of arts is portrayed in art costume through works of Malevich. The results of the study are as follows. The Russian Suprematism art costume strictly originated from the Russian Suprematism style of arts. Suprematism simplified any reproductive element of fine art with a creative energy, which reflects the statement of Malevich that said, "The object does not exist, it only stands as a symbol." In other words, Suprematism abolished ordinary response to basic environment, and created a much more serious reality than the innate reality of the environment. When applied to art costume, such style sought after geometrical simplicity in shape and Neo-Premitivism trait in color. This trend is also expressed in 21st century fashion in new forms of Minimalism or Futurism. In this respect, Suprematism still holds an artistic value in a novel form even after a century since the beginning of 20th century when Malevich first presented Suprematism.

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The avant-garde expressive characteristics of Rei Kawakubo's Collection - A focus on Rei Kawakubo/Comme des Garcons: Art of the in-between - (Rei Kawakubo Collection에 나타난 아방가르드 표현 특성 - Rei Kawakubo/Comme des Garcons: Art of the in-between를 중심으로 -)

  • Shin, Haram;Yum, Misun
    • The Research Journal of the Costume Culture
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    • v.25 no.6
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    • pp.787-803
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    • 2017
  • The purpose of this study is to reestablish the innovative and experimental designs of Rei Kawakubo by considering and analyzing the flow on the avant-garde nature of her design collection from 1981 to 2017. Design trends such as the art trend, silhouette, color, and expressive technique showcased in Rei Kawakubo's collection from 1981 spring/summer to 2017 spring/summer were examined through precedent studies, books, internet materials, and the avant-garde expressive nature of her designs appearing in modern fashion. Additionally, this study considers the definition of avant- garde and analyzes the expressive nature of Rei Kawakubo's 137 works from the Comme des Garcons collection, exhibited in New York's Metropolitan Museum of Art. As a result of this examination, the avant-garde expressive nature seen in modern fashion was classified into the following themes: historicity, de-structure, exaggeration, intermixture, and surrealism. As a result of reclassifying these characteristics according to historical flow, the historicty, intermixture, and de-structure appeared in the 1980s, while intermixture, exaggeration, and de-structure appeared in the 1990s. More recently, historicity, intermixture, and de-structure appeared in the 2000s, and intermixture, de-structure, exaggeration, and surrealism appeared in the 2010s. The present study is significant in providing theoretical material for the more innovative and various design development in diverse domains while helping to define and understand the avant-garde expression through Rei Kawakubo's collection.

Immunocytochemical Localization of Nitric Oxide Synthase-containing Neurons in Mouse and Rabbit Visual Cortex and Co-Localization with Calcium-binding Proteins

  • Lee, Jee-Eun;Jeon, Chang-Jin
    • Molecules and Cells
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    • v.19 no.3
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    • pp.408-417
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    • 2005
  • Nitric oxide (NO) occurs in various types of cells in the central nervous system. We studied the distribution and morphology of neuronal nitric oxide synthase (NOS)-containing neurons in the visual cortex of mouse and rabbit with antibody immunocytochemistry. We also compared this labeling to that of calbindin D28K, calretinin, and parvalbumin. Staining for NOS was seen both in the specific layers and in selective cell types. The densest concentration of intense anti-NOS immunoreactive (IR) neurons was found in layer VI, while the weak anti-NOS-IR neurons were found in layer II/III in both animals. The NOS-IR neurons varied in morphology. The large majority of NOS-IR neurons were round or oval cells with many dendrites coursing in all directions. Two-color immunofluorescence revealed that only 16.7% of the NOS-IR cells were double-labeled with calbindin D28K in the mouse visual cortex, while more than half (51.7%) of the NOS-IR cells were double-labeled with calretinin and 25.0% of the NOS-IR cells were double-labeled with parvalbumin in mouse. By contrast, 92.4% of the NOS-IR neurons expressed calbindin D28K while only 2.5% of the NOS-IR neurons expressed calretinin in the rabbit visual cortex. In contrast with the mouse, none of the NOS-IR cells in the rabbit visual cortex were double-labeled with parvalbumin. The results indicate that neurons in the visual cortex of both animals express NOS in specific layers and cell types, which do not correlate with the expression of calbindin D28K, calretinin or parvalbumin between the two animals.

An Analysis on the Outdoor Lighting Situation and Policies in Korea, China, Japan - focused on Seoul, Shanghai, Yokohama- (한국·중국·일본의 도시경관조명 현황 및 정책 분석 - 서울, 상하이, 요코하마를 중심으로 -)

  • Ahn, Hyun-Tae;Kim, Jeong Tai
    • KIEAE Journal
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    • v.3 no.3
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    • pp.35-42
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    • 2003
  • It is required impressive expression of urban night environment that makes city as the safe pleasant, convenient place for the economic activity, cultural pleasure and landmarks. This study aims to establish the proper direction to the outdoor lighting in Seoul by analyzing and comparing the lighting situation and policies among Seoul, Shanghai and Yokohama. 1986 Asian Game and 1988 Olympic Game became very important role of activation of outdoor lighting in Korea. Then, outdoor lighting were facilitated in the cultural heritages and bridges along Han river. Millenium Light Plan, Outdoor Lighting Field of Seoul Architectural Award, 2002 Lightscape Local Plan, hosting 2002 World Cup have been good opportunities for the improvement of outdoor lighting in Seoul. In China, outdoor lighting was introduced to the city of Shanghai according to the orders of the president in 1988. Outdoor lighting of Shanghai have created unique lighting with beautiful color and intensive brightness under the direction of city government. Outdoor lighting of Shanghai needs the standard of lighting design and improvement of lighting facilities. Outdoor lighting was introduced to Japan with 1964 Tokyo Olympic games. Urban outdoor lighting plan was carried out in Yokohama in 1986. In Yokohama, outdoor lighting of civilian and public facilities have been harmonized. And the city government of Yokohama established the committee of promotion of outdoor lighting in its government to support and manage the outdoor lighting with corporation of civilian organization. As the result of comparative analysis on Seoul, Shanghai, Yokohama, Seoul Metropolitan Government needs the criteria and incentive system of outdoor lighting.

A Study on the Performance Factors of Cute Characters Center Around a Two-Headed Character (애니메이션 캐릭터의 귀여움 표현 요소 연구 : 이등신 캐릭터를 중심으로)

  • He, Shan;Park, Sung-Won
    • Journal of Information Technology Applications and Management
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    • v.27 no.4
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    • pp.85-91
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    • 2020
  • Animation is a field of popular visual art that is established in human life, and the form of characters appearing is an important factor that is highly anticipated by the public. Designing animation characters according to aesthetic characteristics not only satisfies people's aesthetic needs but can also increase their artistic immersion in animation works. In addition, animation storytelling is delivered around characters and enhances the value of the work by encouraging more public to focus on it. In this paper, we tried to analyze the design elements of Minions characters to derive the reason why they are loved by the public. Among the morphological characteristics of bicepsin characters, a study was conducted on the fact that bicepsin characters visually express 'cute' through the study of infantile eating and color. The visual cuteness elements of a bisung character will soon be linked to the psychological satisfaction of the audience's work and will be a factor in the appreciation of the value of the work. By studying the elements of expression that represent isosin characters, I would like to discuss the factors that help the audience to immerse and get satisfaction with the characters. This will be used as an important factor for an animation character to have for the audience and will reveal its value. Second-class animation images belong to the art of small pieces, suitable for all the audience to enjoy. The two-size animated image has a strong appeal and entertainment, is a confusing visual attribute, can stimulate the audience's five senses. Compared with the actors in the movie, the visual form of the animation is more important.

A Study on Traditional Art Expression in Chinese Myth Martial MMORPG Character Design (중국 신화 무협 MMORPG 캐릭터 디자인에서 전통예술 표현에 관한 연구)

  • Jin, Chun-Ji;Kim, Kyu-Jung
    • Journal of Korea Game Society
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    • v.13 no.2
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    • pp.119-130
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    • 2013
  • The purpose of this study is to analyze the characteristics of traditional art expressions in recent Chinese online games, which are now most popular in Chinese game market. Designing the MMORPG game character reflecting users' psychological preferences for aesthetic characteristic of the traditional Chinese culture allows the users to feel more visual satisfaction while they are enjoying a game. The selected characters for this analysis were chosen from the traditional myth chivalry game to utilize the traditional art expressions that are peculiar in Chinese MMORPG. The analysis was conducted within the context of an ideal character figure and operation, and social nature reflecting a personal user. This analysis suggested the representation technique reflecting traditional clothing, color, and life style, and the reconstruction of subject matter, and the development of the characteristics of ideal group character. Even though Chinese MMORPG history is short, this study will help the user understand more effectively the identity of the myth martial MMORPG game in connection with the Chinese traditional culture and art. And this study will also increase the user's satisfaction of the Chinese online-game.

A study on face area detection using face features (얼굴 특징을 이용한 얼굴영역 검출에 관한 연구)

  • Park, Byung-Joon;Kim, Wan-Tae;Kim, Hyun-Sik
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.13 no.3
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    • pp.206-211
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    • 2020
  • It is Face recognition is a very important process in image monitoring and it is a form of biometric technology. The recognition process involves many variables and is highly complex, so the software development has only begun recently with the development of hardware. Face detection technology using the CCTV is a process that precedes face analysis, and it is a technique that detects where the face is in the image. Research in face detection and recognition has been difficult because the human face reacts sensitively to different environmental conditions, such as lighting, color of skin, direction, angle and facial expression. The utility and importance of face recognition technology is coming into the limelight over time, but many aspects are being overlooked in the facial area detection technology that must precede face recognition. The system in this paper can detect tilted faces that cannot be detected by the AdaBoost detector and It could also be used to detect other objects.

The analysis of Chinese Character's Calligraphy which is applied to the T-shirt design - By contrast between China and USA's example - (티셔츠디자인에 활용된 한자(汉字)의 캘리그라피 분석 - 중국과 미국의 사례비교를 중심으로 -)

  • Fang, Xing-Xing;Kim, Se-Hwa;Ahn, Byoung-Jin
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.703-707
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    • 2008
  • Chinese has the biggest user in the world, is not only used to contact but also has ample cultural value and beautiful modeling. So it's widely used in our life. The Chinese character which is used in the T-shirt has a strong ability of transmit the information on the language. And it has a strong personality on the model too. It's more and more popular over the years with young people. The main objective of this research is to collect the structure data of Chinese character and the illustration of apply Chinese character on T-shirt between China and American. The second is to compare and analyze the number, construction, script, size, place, color, expression of the character. The others is to investigate the illustration of apply character on fashion design. And take the various manifestation of character as the foundation to put forward some new design project of apply Chinese character on the T-shirt.

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A Study on the Phenomenal Expression Methods and the Characteristics of Spatial Experience In the Steven Holl's Museum Architecture (스티븐 홀의 뮤지엄 건축에 나타나는 공간체험의 현상적 표현 방법 및 특성에 관한 연구)

  • Jang, Hyun-Ju;Park, Chan-Il
    • Korean Institute of Interior Design Journal
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    • v.25 no.2
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    • pp.151-162
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    • 2016
  • The purpose of this study is to approach to the phenomenological point of view to explore a design method for providing a variety of spatial experience of the viewer according to the functional changes of the modern museum architecture. For that, this study intends to analysis and consider the Steven Holl's Museum applied to the phenomenological perception for architectural design. The method of this study is summarized as follows: 1) Consider the spatial role and function of the Museum Architecture in the phenomenological approach 2) Study on the phenomenological architectural concepts and expressional method of Steven Holl 3) Finally, propose the utilization for the experiential space that is required to implement the contemporary museum architecture. The results of this study are as follows: 1) Steven Holl's phenomenological architectural concept is the basis of the perception and awareness and has connotations of temporality and it is figured out by the approach to the environment, sense and motion. 2) Steven Holl implement the architecture as a place of experience by connecting between the place and the environment through the development of a variety of scenes and situations and planning the phenomenon of multisensory space. 3) The spatial experience appeared in Steven Holl's museum architecture is implemented through the diversity of the scene, the persistence of the situation, the autonomy of light and color, transparency of the haptic and the potential of the material and geometry.