著者
岸 みづき キシ ミズキ KISHI Mizuki
出版者
東北芸術工科大学
雑誌
東北芸術工科大学紀要 = Bulletin of Tohoku University of Art and Design
巻号頁・発行日
vol.18, pp.26-37, 2011-10-31

In July 1943, Jackson Pollock was commissioned to create a mural-sized painting for the entrance hall of Peggy Guggenheim' s town house in New York. He painted the work, titled Mural, in December 1943 or during the first weeks of January of the next year. Later, Pollock described this work as a precedent in a new genre of "large movable pictures which will function between the easel and mural", which he intended to create.This paper aims to demystify this function between easel and mural through the examination of the formal structure of Mural, shedding light on the importance of figurative forms he drew in the work. First, I will examine the way in which he made the composition, comparing it with Picasso's "curvilinear cubist" paintings around the second half of the 1920s, which Pollock studied at that time. Second, I will analyze the formal structure of the work by introducing Rosalind Krauss' interpretation of Picasso's collage which redefines collage as Saussure's sign system, a relationship between signifier and signified. And Finally, I will discuss the work's effect towards viewers and consider its quality as a mural. Like Picasso, Pollock made small planes in his Mural. However, unlike Picasso's, Pollock's planes don't function as signifier since they don't have difference. He, instead, introduced pictographic figures among the planes and emphasized materiality of them to give viewers spatial and tactile effects. By doing so, Mural functions as a field in which viewers can perceive graphic signs physically. To conclude, this field is the half way state from easel to mural that Pollock aimed to realize. Keywords: Jackson Pollok, Abstract Expressionism, Mural
著者
白神 浩志 シラガミ ヒロシ SHIRAGAMI Hiroshi
出版者
東北芸術工科大学
雑誌
東北芸術工科大学紀要 = Bulletin of Tohoku University of Art and Design
巻号頁・発行日
vol.18, pp.38-46, 2011-10-31

This report describes video game market trends by data on Japan, North America, and Europe, in 2001- 2010 ( based on "Famitsu Game Hakusyo 2005,..,2011") and shows the main factors of the trends. In this paper, the global video game market includes 1) household games, 2) online games, 3) mobile phone games and 4) pc package games. In 2004-2009, market size and share of 2)& 3) increased and 1)'s share decreased. Though 1) kept the major portion of the video game market, the market size increased to the 2008 peak, then decreased. In Japanese market analysis, in addition to above 1), 2) & 3) ategories, 4) commercial games and 5) social games are applied. 4) decreases but 5) is highly growing to almost exceed the household game market size in 2011/1st, 2nd quarter. NDS and Wii, evolutional game consoles, intended to expand gaming population achieved the peak of household game market in 2008 in the world, but it shrinks now. Recent market trends are the shift on delivery method from package type to online type and the shift on business model from fixed-fee model to freemium model. There seem to be two reasons for these trends. One is the 6 years model-change timing of game consoles. And the other is the shift of user's taste to the new play style known as "social game". Therefore the recent game market trends might continue to shrink traditional household game market. Keywords: ソーシャルゲーム、ゲーム市場、NDS, Wii, freemium model