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3D Surrealism and Examples in Visual Communication Design

Year 2024, , 162 - 171, 01.08.2024
https://doi.org/10.58850/bodrum.1480901

Abstract

The main purpose of this research is to discuss the concept of 3D surrealism, which has become an important trend in the field of visual communication design in recent years, and some related visual works. With its ability to evoke subconscious emotions, surrealism is treated as a theme in various fields. However, here the topic of surrealism is limited to three-dimensional design and animation examples in the field of visual communication design. Document analysis is the preferred research method. A literature review is carried out using digital resources on the internet on the subject. In addition, examples of surreal images and animations created in 3D design software are included. The research concludes that the audience’s interaction with the product takes longer when visual communication products use 3D surrealism. Elements such as the visualization of subconscious elements, including objects with different functions in the same composition, and the uncertainty between the real and the virtual effectively create this time-based difference.

References

  • Akören, A. N. (2015). Interaction of outdoor advertising improved by innovative methods with digital art. Procedia-Social and Behavioral Sciences, 195.
  • Appelt, V., Winter, M. (2003). Application and limits of standard software for 3d-model based visualization, extension strategies, essential proprietary applications. Inter., Arch., of the Photogrammetry, Remote Sen., and Spatial Inf. Sciences, 34, 5.
  • Arias, J. (2022). The circle: A short film by Six N. Five. Metalocus https://www.metalocus.es/en/news/circle-a-short-film-six-n-five (05.05.2024).
  • Ball, P. (2008). Quantum weirdness and surrealism. Nature, 453, 983-984. https://doi.org/10.1038/453983a
  • BBC News. (2014). Pepsi max's bus shelter commercial explained - click – BBC News, https://www.youtube.com/watch?v=V5bC4hnrPkg (04.05.2024).
  • Brooks, S. (2019). Surrealism. Inside art movements. Capstone.
  • Cekai. (2022). 3D OOH for Nike airmax day. Cekai. https://cekai.jp/work/3d-ooh-for-nike-airmax-day-2022 (02.05.2024).
  • Clear Channel. (2024). Guide to 3D advertising and examples of innovative 3D billboards. Clear Channel. https://www.clearchannel.co.uk/new-to-out-of-home/make-the-most-of-your-ooh-marketing-campaign/guide-to-3d-advertising-and-examples-of-innovative-3d-billboards#:~:text=These%20techniques%20include%20stereoscopic%20imaging,board%20on%20which%20it's%20displayed (01.05.2024).
  • Czolacz, L. (2021). The intersubjective cyborg as producer of surreal and autonomous graphic design doctoral symposium. In M. Carvalhais, M. Verdicchio, L. Ribas, & A. Rangel (Eds.), Proceedings of the ninth Xcoax International Conference on Computation, Communication, Aesthetics & X (pp. 596-604). I2ADS.
  • Designboom. (2022). The circle: this latest short film by six n. five is surreal and hypnotizing. Designboom. https://www.designboom.com/art/circle-short-film-six-n-five-sixnfive-ezequiel-pini-05-21-2022/ (06.05.2024).
  • Goodman, C. (1990). The digital revolution: Art in the computer age. Art Journal, 49(3), 248-252. https://doi.org/10.1080/00043249.1990.10792698
  • Grand Visual. (2024). Unbelievable bus shelter, Pepsi max interactive digital OOH campaign. Grand Visual. https://grandvisual.com/work/pepsi-max-bus-shelter/ (04.05.2024).
  • Evans, D. (Ed.). (2014). Digital mayhem 3d landscape techniques: Where inspiration, techniques, and digital art meet. CRC Press.
  • Ferguson, K. L. (2017). Digital surrealism: Visualizing Walt Disney animation studios. Digit. Humanities Quarterly, 11.
  • Fetter, W. A. (1964). Computer graphics in communication. McGraw-Hill, Inc.
  • Forster, N. (1994). The analysis of company documentation. C. Cassell & G. Symon (Eds). Qualitative methods in organizational research: A practical guide. Sage Publications.
  • Gündüz, E. N., Özener, O. Ö. (2024). Digital surrealism: Video game space. Journal of Computational Design, 5(1), 139-162. https://doi.org/10.53710/jcode.1419955
  • Kerlow, I. V. (2004). The Art of 3D: Computer animation and effects. Wiley.
  • Maxon.net. (2020, June 1). Hyperreal surrealism in 3D. Maxon. https://www.maxon.net/en/article/hyperreal-surrealism-in-3d (24.04.2024).
  • May, T. (2023). The biggest trends in graphic design for 2024, as predicted by the creative industry. Creative Boom. Trend 5. https://www.creativeboom.com/features/biggest-trends-in-graphic-design-for-2024/ (24.04.2024).
  • Meggs, P. B., & Purvis, A. W. (2016). Meggs’ history of graphic design. John Wiley & Sons.
  • Mercin, L., & Tikit, C. (2021). Grafik tasarımda sürrealizm: Inception film afişi örneği. Ulakbilge, Sosyal Bilimler Dergisi, 64, 1155-1170. https://dx.doi.org/10.7816/ulakbilge-09-64-03
  • Mongeon, B. (2015). 3D technology in fine art and craft: Exploring 3d printing, scanning, sculpting, and milling. CRC Press.
  • Richardson, M. (2006). Surrealism and cinema. Berg Publishers.
  • Peddie, J. (2013). The history of visual magic in computers: How beautiful images are made in CAD, 3D, VR and AR. Springer London.
  • Porsche. (2024). Peter Tarka x no small dreams, where vehicles go to vibe. Porsche. https://www.porsche.com/dreams/en-US/soul/peter-tarka (04.05.2024).
  • Hendriyani Y., Amrizal V. A. (2019). The comparison between 3D Studio Max and Blender based on software qualities, International Conference on Education, Science and Technology, 1387, 012030. http://dx.doi.org/10.1088/1742-6596/1387/1/012030
  • Sabry, F. (2022). Computer generated imagery: How computer-generated imagery is used in movies and animation. One Billion Knowledgeable.
  • Scianna, A. (2013) Building 3D GIS data models using open source software. Appl Geomat, 5, 119–132. https://doi.org/10.1007/s12518-013-0099-3
  • Seleka, K., Letaba, P. (2023). Readiness of transformation of the out-of-home advertising industry towards the fourth industrial revolution. African Journal of Marketing Management, 15(1), 1-14.
  • Six N. Five (2022). The circle, digital art. Six N. Five. https://sixnfive.com/projects/the-circle (05.05.2024).
  • Yan, R. (2024). The influence of surrealism on contemporary design. International Journal of Education and Humanities, 13(1), 116-119. https://doi.org/10.54097/ybrqy687
  • Yalur, R. (2019). René Magritte’in sürrealist tavrının afiş tasarımına etkisi. İstanbul Aydın Üniversitesi Güzel Sanatlar Fakültesi Dergisi, 5(10), 145-152.
  • Yassin, A. K. (2023). Anamorphic illusion technology and its creative applications in digital outdoor advertising. International Design Journal, 13(2), 21-30. http://dx.doi.org/10.21608/idj.2023.288284

3D Surrealism and Examples in Visual Communication Design

Year 2024, , 162 - 171, 01.08.2024
https://doi.org/10.58850/bodrum.1480901

Abstract

The main purpose of this research is to discuss the concept of 3D surrealism, which has become an important trend in the field of visual communication design in recent years, and some related visual works. With its ability to evoke subconscious emotions, surrealism is treated as a theme in various fields. However, here the topic of surrealism is limited to three-dimensional design and animation examples in the field of visual communication design. Document analysis is the preferred research method. A literature review is carried out using digital resources on the internet on the subject. In addition, examples of surreal images and animations created in 3D design software are included. The research concludes that the audience’s interaction with the product takes longer when visual communication products use 3D surrealism. Elements such as the visualization of subconscious elements, including objects with different functions in the same composition, and the uncertainty between the real and the virtual effectively create this time-based difference.

References

  • Akören, A. N. (2015). Interaction of outdoor advertising improved by innovative methods with digital art. Procedia-Social and Behavioral Sciences, 195.
  • Appelt, V., Winter, M. (2003). Application and limits of standard software for 3d-model based visualization, extension strategies, essential proprietary applications. Inter., Arch., of the Photogrammetry, Remote Sen., and Spatial Inf. Sciences, 34, 5.
  • Arias, J. (2022). The circle: A short film by Six N. Five. Metalocus https://www.metalocus.es/en/news/circle-a-short-film-six-n-five (05.05.2024).
  • Ball, P. (2008). Quantum weirdness and surrealism. Nature, 453, 983-984. https://doi.org/10.1038/453983a
  • BBC News. (2014). Pepsi max's bus shelter commercial explained - click – BBC News, https://www.youtube.com/watch?v=V5bC4hnrPkg (04.05.2024).
  • Brooks, S. (2019). Surrealism. Inside art movements. Capstone.
  • Cekai. (2022). 3D OOH for Nike airmax day. Cekai. https://cekai.jp/work/3d-ooh-for-nike-airmax-day-2022 (02.05.2024).
  • Clear Channel. (2024). Guide to 3D advertising and examples of innovative 3D billboards. Clear Channel. https://www.clearchannel.co.uk/new-to-out-of-home/make-the-most-of-your-ooh-marketing-campaign/guide-to-3d-advertising-and-examples-of-innovative-3d-billboards#:~:text=These%20techniques%20include%20stereoscopic%20imaging,board%20on%20which%20it's%20displayed (01.05.2024).
  • Czolacz, L. (2021). The intersubjective cyborg as producer of surreal and autonomous graphic design doctoral symposium. In M. Carvalhais, M. Verdicchio, L. Ribas, & A. Rangel (Eds.), Proceedings of the ninth Xcoax International Conference on Computation, Communication, Aesthetics & X (pp. 596-604). I2ADS.
  • Designboom. (2022). The circle: this latest short film by six n. five is surreal and hypnotizing. Designboom. https://www.designboom.com/art/circle-short-film-six-n-five-sixnfive-ezequiel-pini-05-21-2022/ (06.05.2024).
  • Goodman, C. (1990). The digital revolution: Art in the computer age. Art Journal, 49(3), 248-252. https://doi.org/10.1080/00043249.1990.10792698
  • Grand Visual. (2024). Unbelievable bus shelter, Pepsi max interactive digital OOH campaign. Grand Visual. https://grandvisual.com/work/pepsi-max-bus-shelter/ (04.05.2024).
  • Evans, D. (Ed.). (2014). Digital mayhem 3d landscape techniques: Where inspiration, techniques, and digital art meet. CRC Press.
  • Ferguson, K. L. (2017). Digital surrealism: Visualizing Walt Disney animation studios. Digit. Humanities Quarterly, 11.
  • Fetter, W. A. (1964). Computer graphics in communication. McGraw-Hill, Inc.
  • Forster, N. (1994). The analysis of company documentation. C. Cassell & G. Symon (Eds). Qualitative methods in organizational research: A practical guide. Sage Publications.
  • Gündüz, E. N., Özener, O. Ö. (2024). Digital surrealism: Video game space. Journal of Computational Design, 5(1), 139-162. https://doi.org/10.53710/jcode.1419955
  • Kerlow, I. V. (2004). The Art of 3D: Computer animation and effects. Wiley.
  • Maxon.net. (2020, June 1). Hyperreal surrealism in 3D. Maxon. https://www.maxon.net/en/article/hyperreal-surrealism-in-3d (24.04.2024).
  • May, T. (2023). The biggest trends in graphic design for 2024, as predicted by the creative industry. Creative Boom. Trend 5. https://www.creativeboom.com/features/biggest-trends-in-graphic-design-for-2024/ (24.04.2024).
  • Meggs, P. B., & Purvis, A. W. (2016). Meggs’ history of graphic design. John Wiley & Sons.
  • Mercin, L., & Tikit, C. (2021). Grafik tasarımda sürrealizm: Inception film afişi örneği. Ulakbilge, Sosyal Bilimler Dergisi, 64, 1155-1170. https://dx.doi.org/10.7816/ulakbilge-09-64-03
  • Mongeon, B. (2015). 3D technology in fine art and craft: Exploring 3d printing, scanning, sculpting, and milling. CRC Press.
  • Richardson, M. (2006). Surrealism and cinema. Berg Publishers.
  • Peddie, J. (2013). The history of visual magic in computers: How beautiful images are made in CAD, 3D, VR and AR. Springer London.
  • Porsche. (2024). Peter Tarka x no small dreams, where vehicles go to vibe. Porsche. https://www.porsche.com/dreams/en-US/soul/peter-tarka (04.05.2024).
  • Hendriyani Y., Amrizal V. A. (2019). The comparison between 3D Studio Max and Blender based on software qualities, International Conference on Education, Science and Technology, 1387, 012030. http://dx.doi.org/10.1088/1742-6596/1387/1/012030
  • Sabry, F. (2022). Computer generated imagery: How computer-generated imagery is used in movies and animation. One Billion Knowledgeable.
  • Scianna, A. (2013) Building 3D GIS data models using open source software. Appl Geomat, 5, 119–132. https://doi.org/10.1007/s12518-013-0099-3
  • Seleka, K., Letaba, P. (2023). Readiness of transformation of the out-of-home advertising industry towards the fourth industrial revolution. African Journal of Marketing Management, 15(1), 1-14.
  • Six N. Five (2022). The circle, digital art. Six N. Five. https://sixnfive.com/projects/the-circle (05.05.2024).
  • Yan, R. (2024). The influence of surrealism on contemporary design. International Journal of Education and Humanities, 13(1), 116-119. https://doi.org/10.54097/ybrqy687
  • Yalur, R. (2019). René Magritte’in sürrealist tavrının afiş tasarımına etkisi. İstanbul Aydın Üniversitesi Güzel Sanatlar Fakültesi Dergisi, 5(10), 145-152.
  • Yassin, A. K. (2023). Anamorphic illusion technology and its creative applications in digital outdoor advertising. International Design Journal, 13(2), 21-30. http://dx.doi.org/10.21608/idj.2023.288284
There are 34 citations in total.

Details

Primary Language English
Subjects Visual Design, Graphic Design
Journal Section Research Articles
Authors

Mehmet Remzi Demirel 0000-0002-9075-4513

Publication Date August 1, 2024
Submission Date May 8, 2024
Acceptance Date July 23, 2024
Published in Issue Year 2024

Cite

APA Demirel, M. R. (2024). 3D Surrealism and Examples in Visual Communication Design. Bodrum Journal of Art and Design, 3(2), 162-171. https://doi.org/10.58850/bodrum.1480901