Sunday, 30 June 2013
Friday, 28 June 2013
Cabinet of Curiosity
A cabinet of curiosities was an encyclopedic collection in Renaissance Europe of types of objects
whose categorial boundaries were yet to be defined. They were also known by various names such as Cabinet of Wonder, and in German Kunstkammer ("art-room") or Wunderkammer ("wonder-room"). The term cabinet originally described a room rather than a piece of furniture. The classic style of cabinet of curiosities emerged in the sixteenth century, although more rudimentary collections had existed earlier
Two of the most famously described 17th century cabinets were those of Ole Worm, known as Olaus Wormius (1588–1654) (illustration, above right), and Athanasius Kircher (1602–1680). These seventeenth-century cabinets were filled with preserved animals, horns, tusks, skeletons, minerals, as well as other types of equally fascinating man-made objects: sculptures wondrously old, wondrously fine or wondrously small; clockwork automata; ethnographic specimens from exotic locations. Often they would contain a mix of fact and fiction, including apparently mythical creatures. Worm's collection contained, for example, what he thought was a Scythian Lamb, a woolly fern thought to be a plant/sheep fabulous creature. However he was also responsible for identifying the narwhal's tusk as coming from a whale rather than a unicorn, as most owners of these believed. The specimens displayed were often collected during exploring expeditions and trading voyages.
whose categorial boundaries were yet to be defined. They were also known by various names such as Cabinet of Wonder, and in German Kunstkammer ("art-room") or Wunderkammer ("wonder-room"). The term cabinet originally described a room rather than a piece of furniture. The classic style of cabinet of curiosities emerged in the sixteenth century, although more rudimentary collections had existed earlier
Two of the most famously described 17th century cabinets were those of Ole Worm, known as Olaus Wormius (1588–1654) (illustration, above right), and Athanasius Kircher (1602–1680). These seventeenth-century cabinets were filled with preserved animals, horns, tusks, skeletons, minerals, as well as other types of equally fascinating man-made objects: sculptures wondrously old, wondrously fine or wondrously small; clockwork automata; ethnographic specimens from exotic locations. Often they would contain a mix of fact and fiction, including apparently mythical creatures. Worm's collection contained, for example, what he thought was a Scythian Lamb, a woolly fern thought to be a plant/sheep fabulous creature. However he was also responsible for identifying the narwhal's tusk as coming from a whale rather than a unicorn, as most owners of these believed. The specimens displayed were often collected during exploring expeditions and trading voyages.
Thursday, 20 June 2013
Circuit Of Culture
Circuit Of Culture
What is Culture?
Culture ...is not so much a set of things ...as a process, a set of practices. Primarily, culture is concerned with the production and the exchange of meanings-'the giving and taking of meaning'-between the members of a society or group." Value-feelings, attachments and emotions
"Culture is involved in all those practices...which carry meaning and value for us, which need to be meaningfully interpreted by others, or which depend on meaning for their effective operation. Culture, in this sense, permeates all of society"
Circuit of Culture--the five interacting loci of cultural practices
Representation, Regulation, Identity, Production*, Consumption:
Representation
The term 'representation' carries a range of meanings and interpretations. In literary theory, 'representation' is commonly defined in three ways.
- To look like or resemble
- To stand in for something or someone
- To present a second time to re-present
Regulation
A rule designed to control the conduct of those to whom it applies. Regulations are official rules, and have to be followed.
Production
Definition-The action of transferring raw material into finish goods to create goods and service for humans.
There are 3 type of Production:
*Primary production (Produced directly extract natural resources)
*Secondary production (Producers process resources to turn them into semi-finished goods or
finish goods)
*Tertiary Production (Producers provide service)
VALUE OF A PRODUCT
Value of a product reflects the owner(s)'/buyer(s)' desire to retain or obtain a product. Individual's level of desire to retain or obtain a product depends on how much the product details and/or its performance agree with the value system of the individual. To an individual, therefore, value of a product includes cost and a subjective part associated with cost. Value of a product can be expressed in units of currency if the subjective part of it is assessed in units of currency. This paper aims to propose a definition of value of a product and develop a method to assess it in units of a currency. To test the methodology in practice, experiments are conducted and the values of two of the elements of the external envelope of residential housing projects are determined.
Production may be:
In Economics:
Production (economics)
Outline of industrial organization, the act of making products (goods and services)
Production, the act of manufacturing goods
Production as statistic, gross domestic product
A Production line
In Ecology:
Primary production, the production of new biomass by autotrophs in ecosystems
Productivity (ecology), the wider concept of biomass production in ecosystems
In Entertainment:
Production, phase of film making
Production, phase of video games development
Production, category of illusory magic trick
Production, film distributor of a company
Production, theatrical performance
Production, video production
In Abstract systems:
Production (computer science), formal-grammar concept
Production system, programming method
Reference
http://link.springer.com/article/10.1023%2FA%3A1007718715162
http://en.wikipedia.org/wiki/Production
http://en.wikipedia.org/wiki/Representation_(arts)
http://www.investorwords.com/5950/regulation.html#ixzz2YdXAlAV8
Wednesday, 12 June 2013
Zbrush
ZBrush is a digital sculpting and painting program that has revolutionized the 3D industry with its powerful features and intuitive workflows. Built within an elegant interface, ZBrush offers the world’s most advanced tools for today’s digital artists. With an arsenal of features that have been developed with usability in mind, ZBrush creates a user experience that feels incredibly natural while simultaneously inspiring the artist within. With the ability to sculpt up to a billion polygons, ZBrush allows you to create limited only by your imagination.
Designed around a principle of circularity, the menus in ZBrush work together in a non-linear and mode-free method. This facilitates the interaction of 3D models, 2D images and 2.5D Pixols in new and unique ways.
ZBrush gives you all of the tools needed to quickly sketch out a 2D or 3D concept and then take that idea all the way to completion. You can create realistic renders directly in ZBrush with lighting and atmospheric effects. With the many powerful export options, you can easily prepare your model for 3D printing or use within any other digital application.
Because ZBrush users are enabled by its powerful software processing, you can sculpt and paint with millions of polygons with out having to worry about purchasing expensive graphics cards. It is for this reason why ZBrush is used by everyone from art enthusiast to major film and games studios.
Leave technical hurdles and steep learning curves behind, as you sculpt and paint with familiar brushes and tools.
Reference
http://pixologic.com/zbrush/features/overview/
Deadpool |
ZBrush gives you all of the tools needed to quickly sketch out a 2D or 3D concept and then take that idea all the way to completion. You can create realistic renders directly in ZBrush with lighting and atmospheric effects. With the many powerful export options, you can easily prepare your model for 3D printing or use within any other digital application.
Because ZBrush users are enabled by its powerful software processing, you can sculpt and paint with millions of polygons with out having to worry about purchasing expensive graphics cards. It is for this reason why ZBrush is used by everyone from art enthusiast to major film and games studios.
Leave technical hurdles and steep learning curves behind, as you sculpt and paint with familiar brushes and tools.
Reference
http://pixologic.com/zbrush/features/overview/
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