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Integration · Interpenetration

Posted on:2016-03-02Degree:MasterType:Thesis
Country:ChinaCandidate:X L ShiFull Text:PDF
GTID:2295330470976495Subject:Art theory
Abstract/Summary:PDF Full Text Request
As a basic way of information communication, graphic has a long history in human civilization. In different time, graphic has different expression and presenting means, and growing with human beings while bearing the weight of the knowledge and information. In various manifesting ways for graphic and images, painting is the most common way, we have too many methods to use painting to express everything we want to express. Illustration,cartoon, and original painting, based on painting, is one of the main ways in modern visual industry. Illustration, cartoon, original painting and related industries, use drawing or other modeling art form as the main performance for characters and environments. According to the needs, it use many methods such as exaggeration, spirit likeness, deformation, with the aid of fantasy, imagination and symbolism and under the pursuit of stories lifelike, reflecting the reaction of people’s lives, ideals and wishes, even create a virtual reality, a dream and game world, which make people feel as it were and have the sensory experience and psychological process that real life cannot provide, thus serve for education and entertainment. It is a highly assumed art, which origins can be traced back to the cave ages, 20 to 30 thousand years ago.However it only has been one hundred years since it become an independent art form. As the oldest, the most modern and most fantasy art wonders, it has widely into different social sectors, becoming the indispensable culture needs in people’s spiritual and material life. Its humorous as well as straightforwardness has become a worldwide culture.This paper analyzes various features of the illustrations, comics, and original paintings,and found in a variety of angles the commonness and inner link among thethree. It also try to conduct valuable and in-depth analysis on relevant content to improve the understanding of their similarities and differences. The paper, through the opportunities and methods of finding commonness in relevant teaching and learning, discusses how to implement education and training thoroughly on the basis of integration commonness, hoping to apply the attitude and ideas of the methods drawn from study and discussion to concrete teaching pratice.On the research content, it is rather extensive, including illustrations, cartoons, originalpainting and dabble in film and television, animation and all kinds of related industries, which might looks complex. In a certain sense, illustration, cartoon, and original paintings are homologous, which need in-depth interpretation on the concept. Creative visualization not only requires concept but also is the essential capability that engaged in the three areas. Good modeling is the key to effective visualization. However current education on the ability for these three sectors does not meet the needs of real practice. Illustration, cartoon and original painting, due to the requirements of different industry needs, often need to use different styles to reproduce or to design images according to the real life. However, the modeling technique,to certain extent, also needs to meet certain visual requirements. It requires solid modeling ability to complete all things mentioned above, which cannot meet just through single training.Illustrations, cartoons, and original painting intersect a lot in the actual operation. Creative modeling is the core commonness of the three parts. In this paper, we study that after the integration of commonness, the focus will be targeted on the teaching and learning of core commonness, the effect is to be reached- integrate generality, thoroughly teaching, maintain importance, keep and encourage differentiation.On the research methods, we mainly take the empirical analysis and the combining of argumentation and summarization, and use the properties and functions of illustration, cartoon and original painting as the proofs during the research,.to conduct multifaceted analysis and summary. On the basis of common and difference, the paper try to argument for the complementary relationship among the three things, and take it as the arguments to carry out the research, overall grasp the research orientation and methods.This paper is to study the teaching and learning of the illustration, cartoon, and original painting as well as their related industries in colleges and universities. There is no disciplines in life, illustrations, cartoons, original painting and related industries, are the concentrated expression for different parts of life. It is different from graphic design that involved media,and also different from environment design that related indoor and outdoor surroundings. Our research is focus on concentrated, specialized and of creative reasonable life. The goal is to create visual world view with logic rationality. This highly inter-cross discipline group itself is huge challenge, which leads to the cutting point research becoming the research focus. Under the integration, the point is the creative modeling. Nevertheless, the discussion and research based on this point becomes difficulty of this article.
Keywords/Search Tags:illustration, cartoon, original painting, visual industry, ACGN culture, modeling, differentiation
PDF Full Text Request
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