• Title/Summary/Keyword: 고구려무

Search Result 7, Processing Time 0.022 seconds

고구려 관모에 관한 고찰

  • 김영숙
    • Journal of the Korean Home Economics Association
    • /
    • v.5 no.1
    • /
    • pp.756-765
    • /
    • 1966
  • 기원전 37년 부여족의 일족인 고주몽이 건국한 고고려는 약 700년간 만주와 북만주를 무대로 하여 활약한 강대한 나라이며 한민족사상 가장 중요한 위치에 있었다. 부여족은 4000년이전에 중국의 동북부에서 만주에 이동한 문화민족이며 한나라에 의하면 그네들은 언제나 자기민족의 고도로 발달된 문화수준을 자랑하였고 주위의 타민족을 남만 북적 서융 동이라고 칭하여 야만인 취급을 하였음에도 불구하고 부여족만은 문화수준이 높은 민족이라고 하여 동등의 대우를 아끼지 않았다. 맥(貊)족에 대하여서는 춘추전국시대의 장자를 위시하여 소위 한서 남사 북사 제서 수서 구당서 당서등 고문헌의 어느 것에나 문화를 가진 민족으로써 소분되어 있었다. 과연 부여족은 만주지방에 산재되어 있는 수많은 민족중의 선각자이며 특히 고구려는 만주 및 한반도에 거주하고 있는 모든나라의 중심이 되었다.

  • PDF

朝鮮 後期 宮中舞踊服飾의 服色思想(II)에 關한 硏究 -佳人剪牧丹.高句麗舞.公莫舞.萬壽舞를 중심으로-

  • 남후선
    • Journal of the Korea Fashion and Costume Design Association
    • /
    • v.5 no.1
    • /
    • pp.89-96
    • /
    • 2003
  • The court dancing suit, so-called "JeongJae(呈才) suit," has been worn by court dancers. Since the court dancing suits in the age of the ancient Three Kingdoms and Koryo Dynasty have already been studied previously, this study discussed the change of dancing suit styles created in the latter period of Chosun Dynasty, such as GaInJeonMok-Dan(佳人剪牧丹)ㆍGoGuRyeo-Mu(高句麗舞)ㆍGongMak-Mu(公莫舞)ㆍManSuMu(萬壽舞), and the thought of Yin-Yang and five elements(陰陽五行思想) that the colors of the court dancing suits imply. The purpose of this study is to understand the thoughts contained in the ancient suits as well as their styles in order to inherit and uphold our traditional culture properly. properly.

  • PDF

A Study on changes in Hitting-pressing forms of flat plate in Gyeongju area -Short beating, Medium beating plate, long beating plate and Stamped-roof tile- (경주지역 평기와의 타날형태 변화에 대한 검토 -단판·중판·인장 그리고 장판으로-)

  • Cha, Soon-chul
    • Korean Journal of Heritage: History & Science
    • /
    • v.40
    • /
    • pp.73-104
    • /
    • 2007
  • Centering around ruins recognized of being relatively early stage related to flat tile and brick, excavated in Silla capital area, the study attempted elementary approach to seek the appearance time of every remain through comparing them from the excavated cases and production methods of Short beating, Medium beating plate, Long beating plate and Stamped-roof tile. Gyeongju began to use the short beating plate made of tile-less plates or tile plate and increased its quantity. That is deemed to be due to efficiency of beating plate making methods, and moreover to be limited only for use in the palace castle and offices. That is, making short beating plates is presumed to be made merely under some definite objectives. Medium beating plate has been spread to the whole country since Silla and Baekje united. Differently from Koguryo and Baekje, Silla had its unique Beating-plates making technology available for mass-production, which was spread to the whole country and resulted in disappearing of Koguryo and Baekje technology. Long beating plate was not nearly founded in Gyeongju area, but flat tile and common tile excavated in Sachunwang Temple site and Samrang Temple 3rd remains are known. In the outskirts of Gyeongju, long beating plate appeared between the latter half of 8C and the beginning of 9C. Until now, different views have raised to appearance of long beating plate of Unified Silla, which is expected to be clarified under the situation excavated by position relations. Stamped-roof title in Gyeongju is estimated as used after the datum point year 679. While in Baekje area, five stems and branches were involved, in Silla area, code or sign was shown much. The difference between two areas would be due to each other factory, and especially the marked contents werenot letters, which means it had been changed from Baekje s existing-methods. That is, it says the production environment changed owing to Silla's merging. And stamped-roof tile was temporarily used in Gyeongju but soon disappeared, which was because Silla beating plates made under cylinder-shaped tile barrel(圓筒瓦桶) and hitting-pressing of Medium beating plate had beenspread to the whole country, so the production technology of Koguryo and Baekje was naturally dismissed. In consequence, the mergence by Silla brought about unification of each nation's special technology.

Periodical Perceptions from Historical Materials for KIM Yoo-Shin (김유신 관련 사료를 통해 본 시기별 인식)

  • Park, Chan-Heung
    • (The)Study of the Eastern Classic
    • /
    • no.72
    • /
    • pp.127-156
    • /
    • 2018
  • Kim Yoo-shin was highly evaluated in Silla, not only when he was alive, but also after his death. When he was alive, he was regarded as one of the best servants who accomplished the task of 'Iltong-Samhan' by supporting KiIng Tae-jong and King Mun-mu. Kim Yoo-shin was recognized as 'good servant' or 'sacred servant' who helped King Tae-jong even after he died. In addition, he was revered as 'two adults' with King Mun-moo. He was awarded the title of 'The Great King Heung-mu'. In the Goryeo period, it was supported as a national sacrifice in the shrine of Mt. Taeryeng of Jinchon. Kim Yoo-shin was regarded as a person who achieved great success with the absolute trust of King Tae-jong and King Mun-mu. In addition, Yoon-gwan recognized Kim Yoo-shin as a general who caused many miracles. Lee Seung-hyeo said that Kim Yoo-shin had a mysterious Military-Strategy Book and excelled in martial arts. Even during the Joseon Dynasty, the evaluation of Kim Yu-shin's success had been continued due to the absolute trusting relationship between King Taejong or King Mun-moo and his retainer Kim Yoo-shin. Kim Yoo-shin was either the representative of Silla's martial or the most outstanding figure in the entire history of the Silla Dynasty. Furthermore, he was recognized as a person with competence and aptitude comparable to Chinese characters. Kim Yoo-shin was superior in military strategy. Kim Yoo-shin was evaluated as a representative of martial in Korea's history. From a neo-Confucian point of view, they evaluated him as a loyal person through Kim's achievements.

A Study on the Kwanmo of Kokuryo (고구려 관모(冠帽)연구)

  • 정완진;이순원
    • Journal of the Korean Society of Costume
    • /
    • v.23
    • /
    • pp.151-168
    • /
    • 1994
  • The purpose of this study is to examine all kinds of Kwanmo of Kokuryo. The results are as follows . There are nine kinds of Kwanmo in Kokuryo : Kun(건), Chaik ( 책), Jeolpoong(절풍), Sogol (소골), Jowookwan (조익관), Rakwan (라관), Kagkwan(각관), Rip(립) and Jumdongkwan (금동관), Kun(건) is a piece of cloth which covers hair. There are two types of kun(건) : Hari band type and entire head cover type. Chaik(책) was originated in China , but people of Kokuryo didn't wore chinese Chaik (책) as it was. They created unique shape of their own. Jeolpoong (절풍) is the cone-shaped knwanmo which is chiefly made of leather. In the early period it was worn by the nobility , but gradually trickcled down common people's Kwanmo. Sogol(소골) is the cone -shaped Kwanmo which is made of silk and decorated with gold and silver. Only the nobility wore it, Jowookwan(조익관) is the knwanmo decorated with natural bird feather or metallic feather. Mainly it was worn by the nobility in hunting , Besides, worriors, diplomats, dancers and musicians wore it. Rakwan (나관) was worn by the highest class. There were three kinds of Rakwan (나관) : Baekrakwan(백나관). Cheongrakwan (청나관) and Birakwan (비나관). The king of Kokuryo wore BAekrakwan (백나관). It was simlar ini shape to chines Mookwan (무관). Kagkwan (각관) was the kwanmo unique to Kokuryo. It was used by the nobility . Rip (립)was originated on purpose to protect people form the sunshine or rain. There were two kinds of Rip(립) ; Bangrip (방립) and Pyungyangja(평량자). The former was used by the nobility, the lattr was used by common people in hunting . The Kwanmo which was decorated with gold and silver developed into Kumdongkwan(금동관). The Kwanmo which is similar to Kumkwan (금관) of Baekje and Shilla has been shown in Kaimachong (가마총) 무 dJumdongkwan(금동관) was excavated in the ancient tombs of Kokuryo.

  • PDF

A Study on the Factors Influencing the Continuity of Volunteer Activities of Middle-aged Women (중년 여성의 자원봉사활동 지속성에 영향을 미치는 요인에 관한 연구)

  • Eun-Yeong Kim;Ji-Yeon Park
    • Journal of Industrial Convergence
    • /
    • v.21 no.8
    • /
    • pp.59-67
    • /
    • 2023
  • This study aims to examine how individual variables (motivation to participate, leadership life skills, aging awareness), interpersonal variables (relations with subjects, colleagues, and employees), and institutional variables (recognition compensation, institutional education) affect the continuity of volunteer activities. To this end, a survey was conducted on women aged 40 to 64 working at volunteer centers and local volunteer institutions in Seoul for 20 days from August 2, 2019, and a total of 300 questionnaires were distributed and 298 copies were collected, of which 180 were used for the final analysis. For data analysis, frequency analysis, descriptive statistical analysis, correlation analysis, and hierarchical regression analysis were conducted. As a result of the analysis, it was found that leadership life skills and motivation for participation, relationships with colleagues as interpersonal variables, and recognition compensation as institutional variables had a positive effect on the continuity of volunteer activities. This study aims to provide practical and policy suggestions to revitalize and maintain the continuity of volunteer activities of middle-aged women, and basic data for the development of programs to be used in the field of practice.

Development of Digital Games Based on Historical Material and its Design Components - With History Based Games of 5 Countries (역사소재 기반 디지털게임의 발전과정 및 기획요소 연구 - 동.서양 5개국의 역사소재 게임을 중심으로)

  • Moon, Man-Ki;Kim, Tae-Yong
    • Journal of Broadcast Engineering
    • /
    • v.12 no.5
    • /
    • pp.460-479
    • /
    • 2007
  • When culture took large part in industrial area, every country has tried to utilize own cultural contents for educational or commercial purpose and the various cultures and histories are recognized as a main concept or subject so that a number of scholars who study history increase. In video game field, special characteristics of interface that audiences participate in the game to complete story-telling is considered as efficient material for learning process. As observed above, it is important to analyze the games that every country makes and export to the world in which the video games is understood as a play of human in general. This Paper has firstly analyzed the most favorite historical games developed in Korea, the USA, Japan, Taiwan and Germany from 1980 to 2005 and secondly, compared that wars and historical origin appears in game scenario, a world view and background story and finally after point out the preferable era and genre of the countries then propose the promising way of design for historical video games. In the process of analysis of a view and heroes in historical games, we compared the real persons, the real historical events and novel in which 11.8% only employed the real persons in 8 out of 68 games. Also the real history and background story are appeared in 37 games which is 54.4% of them. We discovered that the main material that is popular for each country is the historical backing rather than real persons where the favorite historical background is chosen at which they are proud of; 3-Throne era with strong ancient Gogurye for Korea, the 1st and 2nd World Wars and the Independence War for the USA, the tide of war around Middle age for Japan, ancient history of Europe for Germany. The favorite age for video games is Ancient times with 37 games for 54.4%, Middle Age with 7 games fer 10.3%, the prehistoric age with 5 games for 7.35%, remote age with 1 for 1.47%, while current historical games favor Ancient or Modern Age.