• Title/Summary/Keyword: 놀이콘텐츠

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The Possibility of Making a Play out of Jindo Ssitgimgut through the Pantomime Empty Hands (무언극 <빈손>을 통해 본 진도씻김굿의 연극화 가능성)

  • Kim, Mi-kyung
    • (The) Research of the performance art and culture
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    • no.18
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    • pp.171-199
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    • 2009
  • This paper started with my effort to find connections between Empty Hands, which was put on the stage at the Mime House in Chuncheon, Gangwon Province, and Jindo Ssitgimgut. The mimist Yu Jin-gyu(58) adopted so many elements from Jindo Ssitgimgut for his performance that I felt that it was the pantomime version of Jindo Ssitgimgut. Of course, the pantomime took the form of gut based on shamanism in terms of story. Watching the pantomime, I once again saw the possibility of developing Korea's cultural archetypes into cultural contents. Helen Lannaghan, the art director of London International Mime Festival of 2005, saw his performance at the conference of Chuncheon International Mime Festival and invited it to the London International Mime Festival praising that it's full of Korean elements, minimalist, and modern at the same time. In fact, Empty Hands, which boasts great harmony among the Korean objet, Oriental thoughts, Samulnori, and Western contemporary mime, was invited to many foreign festivals including the Mimos International Mime Festival in 2000, Polish International Mime Festival in 2001, Mongol's International Mime Festival in 2002, and Belgium's International Mime Festival in 2003. In addition, it's recognized for its artistic values and had a chance to shine in another international setting at the London International Mime Festival whose reputations have been worldwide. All those achievements are the result of Yu's constant effort to reflect Korean elements through his movements. What I saw in his pantomime was the possibility that plays based on Korea's cultural archetypes such as Jindo Ssitgimgut could play an important role as a global content of performance culture. Pursuing the possibility further, I analyzed the factors that brought the worldwide recognition to Empty Hands and searched for the ways to create solid storytelling with Jindo Ssitgimgut and make a huge hit on the international stage. It should be noted once more that the pantomime Empty Hands launched Korea's unique performance culture to the world stage by making great use of the traditional Korean cultural contents.

A Study on Participatory Culture of Korean Webtoon Focused on User-Generated Images - (한국 웹툰의 참여 문화 연구 - 사용자 생성 이미지를 중심으로 -)

  • Kim, Juna;Kim, Su-Jin
    • Cartoon and Animation Studies
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    • s.44
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    • pp.307-331
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    • 2016
  • Webtoon is the most popular cultural contents representing contemporary Korea. This study explores the cultural aspects of participatory culture surrounding Webtoon, and reveals the cultural implications of webtoon in contemporary Korea. Particularly, this study notes that the engagement of the participatory culture is formed from the user-generated images and analyzes the reproduction patterns of them. Chapter 2 analyzes the mimicking process of user-generated images based on the 'meme' concept. Especially based on the variation degree of text or image, the user-generated images could be classified into three types of 'completely variant', 'partly variant', and 'completely same'. Users use these images as one of the fun factor by transplanting them into daily messenger conversation. Chapter 3 reveals the cultural meaning which is derived from the process of user-generated images creation. In particular, this study notes that most of the user-generated images are mimicking the main character of the original webtoon, and analyzes the underlying desire of the mass based on the literary theory of Northrop Frye. The main readers of webtoon are petit-bourgeois living in Korean metropolitan, and the user-generated images also reflects the daily lives of these ordinary people. User-generated images of webtoon are imitating the original contents in a way of replicating or mutating the images or texts. Also, they are consumed and enjoyed as an amusing code among users. Especially by mimicking the appearance of the main character in a self-reflective way, they appeal to day-to-day sympathy of users. In that user-generated images reveal the desire of the public living in contemporary Korea, this study examines the cultural implication of webtoon.

Development of nature friendly characters for infants and toddlers (영유아를 대상으로 한 자연친화적 캐릭터 개발 연구)

  • Joo, Eun-Ryeong;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.16 no.3
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    • pp.415-422
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    • 2018
  • The purpose of this paper is to show development examples of nature-friendly characters and to play a guide role for various nature-friendly characters to appear by presenting nature-friendly characters setting in Korea. Three famous examples of nature-friendly characters in foreign countries and the influence of nature on infants and young children will be examined with reference to previously published papers and published books. I have confirmed that nature harmony positively affects emotions and life respect of infants and young children, the characteristics of nature-friendly characters are 1. The characters are drawn based on nature environment as background. 2. They have been beloved for story of nature conservation and love for nature, and playing in nature environment. As story setting, I suggested 1. A story of forest experience with friends 2. A story of nature observation and exploration such as playing, exploration, and explanation 3. A drawing of Korea nature environment, including grass, flower, tree, insect, etc. 4. An educational and philosophical story of life respect, nature conservation, and love for nature.

Comparative Analysis of Performance and Practical Training Needs for Elderly Care Service on Convergence Study -Focusing on Senior Caregivers, Social Workers and Nursing Assistants- (노인케어 직무에 대한 수행도 및 실습교육요구도 비교에 관한 융합연구 -요양보호사, 사회복지사, 간호조무사 중심으로-)

  • So, Kwon-Seob;Kim, Yong-Duck;Hwang, Jeong-Hye
    • Journal of Digital Convergence
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    • v.18 no.2
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    • pp.351-360
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    • 2020
  • This study was designed to develop an online education program of elderly care service for the senior caregivers. Online survey was conducted senior caregivers who attended K cyber university from November 28, to December 15, 2019. Data were analyzed using chi-square, ANOVA and post test by scheffe method. The results showed that needs of the online education program for senior caregivers were significantly higher than nursing assistants. Social workers were significantly higher than the nursing assistants in the elderly care service online education demand. In terms of performance, 'understanding and counseling for the elderly' and 'practice of the elderly play program' were social workers, senior caregivers and nursing assistants. In conclusion, it is necessary to develop a specialized online education contents for each group according to the necessity of elderly professional care and the demand of online education for elderly care service.

Case Study on Design Approach Education for Creativity Based Game (창의력 기반 게임을 위한 디자인 접근 교육 사례)

  • Eun, Kwang-Ha;Lee, Wan-Bok;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.10 no.7
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    • pp.229-235
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    • 2012
  • The domestic game industry has constantly developed in a short time by concentrating on online games, and keeps growing as a highly added value industry. Also, in the social aspect, it has been seeking various alternatives to place online games as positive and new play culture in the digital era by avoiding negative criticism on game addictiveness. One of important factors in expanding the infrastructure of the game industry and developing it as a type of culture is not simply to develop the existing core genres (on the basis of profits), but to promote the approach of mixture with various contents and of positive functions and thereby enlarge users through various game genres. That is, it is to design games with positive themes and easy immersion by targeting a variety of game users. Such expansion of game design approach is a starting point to develop the infrastructure of the game industry. In the aspect, training professional human resources on the basis of academic and educational process is of significance. Therefore, this work was intended to suggest examples of design approach education based on creativity subject among various subjects with positive functions, and then propose an education process to which Capstone design education contents were applied.

A Study on the Method of Documenting the Stepping on the Intangible Cultural Property Andong-Notdaribapgi (무형문화재 안동놋다리밟기의 기록화 방법에 관한 연구)

  • Kim, Yong-Nam
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.2
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    • pp.11-20
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    • 2021
  • The purpose of this study is to propose a documentary plan for the 7th Gyeongbuk Intangible Cultural Property, Andong-Notdaribapgi. Most of the records of Andong-Notdaribapgi. are produced centering on play. Thus this study aims to the method of recording it so that it can be accessed and utilized in the long term. This is a study at the beginning stage for documenting the Andong-Notdaribapgi. First of all, at the stage of the basic framework, the concept and characteristics of the recording of the Andong-Notdaribapgi were derived, and the meaning and necessity of recording was raised. In addition, the entire category of records was set through the analysis of the behavior process of Andong-Notdaribapgi, and the occurrence records and the contents of the records were organized focusing on the behavior processes occurring in various forms through the analysis of the recording target. In addition, materials that can be used are organized by focusing on the details and contents, including related records, and records that can be produced in the course of action are organized by type characteristics. Lastly, record analysis was based on performance behavior, and management functions were organized based on producers. The management of the records is to make it easier for users with various purposes to access the Intangible Cultural Property, the Andong-Notdaribapgi, and it is expected that it will provide directions and guidelines that can be applied to the recording plan in fields with similar characteristics.

A Basic Study on the Development of Artificial Intelligence Education Content Based on Nuri Curriculum (누리교육과정 기반 인공지능교육 콘텐츠 개발에 관한 기초연구)

  • Pyun, Youngshin;Han, Jungsoo
    • Journal of Internet of Things and Convergence
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    • v.8 no.5
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    • pp.71-76
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    • 2022
  • The innovative development of the 4th industry and the COVID-19 pandemic caused a great change in the education, eventually requiring elementary, middle and high schools, including kindergartens, to implement artificial intelligence(AI) education. However, since early childhood AI education is conducted in the form of results-oriented and special activities, the need for research on what early childhood AI education is and how to apply it to the Nuri curriculum has been raised. Accordingly, this study defined early childhood AI education through literature research, identified the contents of AI education, and organized and operated it in the Nuri curriculum. As a results, AI education for children should be conducted for the purpose of cultivating digital capabilities based on computing thinking skills, and computers, the Internet, and programs were extracted as sub-elements of child AI education contents. Two approaches were proposed to incorporate this into the Nuri curriculum. The first is to set each of the three AI education contents as a life theme, select sub-factors accordingly, and plan and implement activities suitable for each sub-factors. The second is to develop and operate AI education contents at the level of sub-educational activities in accordance with the life theme of the existing Nuri curriculum. It is hoped that this study will consider the characteristics of early childhood education and be organized in the Nuri curriculum to realize the true meaning of early childhood AI education, and more research on AI play education programs according to the five areas of the Nuri curriculum.

The Play Method and Significance of Song Byung-seon(宋秉璿) - Based on His Travel Essay(遊記) - (연재 송병선의 놀이방식과 의의 - 그의 유기를 바탕으로 -)

  • Yoo, Young-Bong
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.8
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    • pp.315-325
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    • 2021
  • Yeonjae(淵齋) Song Byeong-seon(宋秉璿, 1836-1905) was the ninth-generation descendant of Uam (尤庵) Song Si-yeol (宋時烈). During his lifetime, he gained the trust of Yu-rim(儒林) and was called to the court several times. However, he eventually refused an official] post and spent his life cultivating his studies in the wild. When the Eulsa Treaty(乙巳條約) was signed on November 17, Yeonjae pleaded with King Gojong about the abolition of the treaty. And on the morning of December 30, Yeon-jae committed suicide at his old house in Hoedeok(懷德). At this time, Yeon-jae sent the final appeal to the king, leaving a message to the king, the people, and Yu-rim about the restoration of national sovereignty, fulfilling his duties as a leader of Sarim(士林). After that, in 1962, Yeonjae was awarded the Order of Independence Medal of National Founding. Song Byeong-seon's excursions took place throughout his life. 22 long and short travelogues are existed today. The excursions were mainly done by land, so most of them rode horses or mules. He sometimes used floats or kilns. But he sometimes knew how to use the waterways effectively. This is because in some travel reports, routes using inland waterways and sea routes appear. The journey of the series continues all the way to finding the relics of his ancestors. In this process, it is clear that he reaffirmed its mission of succession to the family and promised to be a part of the brilliant feat of the ancestors. In addition, the reading of the scriptures and Neo-Confucian discussion were added to the excursions. His excursions continued as a means of publicizing and expanding the Neo-Confucian worldview. Thus, Yeonjae inherited the spirit of John Wangyangi(尊王攘夷) left by his ancestors, and finally raised the banner of Wijeongcheoksa(衛正斥邪) high. And he resolutely set out on the road to death for the country.

Study of Animation 3-Dimensional Motion Picture (애니메이션 입체 영화에 대한 연구)

  • Min, Kyung-Mi
    • Cartoon and Animation Studies
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    • s.9
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    • pp.127-142
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    • 2005
  • Not only in Korea but throughout the entire world millions of people are in contact with images. Images have become a medium through which to transmit anything from simple visualizations of moving images to knowledge and information. The age of the internet has arisen thanks to scientific development, and the internet generation's acquisition of information is continuously becoming faster. The spectators, ufo must choose amongst the excessive amount of available information, are changing along with it just as quickly. The method of visual transmission has changed to match the demands of the fast-changing pace of the new generation. In order to receive an instantaneous selection amongst much information, the primary requisite is attracting one's attention, and then presenting a corresponding feeling of satisfaction. The early stages of film arose from the desire to capture one's actual situation as it realty is. Unsatisfied with the still picture, people developed the motion picture. Research has succeeded in reproducing 3-dimensional images more realistic than the actual image we perceive as a result of the difference in visual perspective of both eyes and their response to rays of light From color film to 3-dimensional pictures, people enjoy the magnificent results of this. All fields within the category of film are continuously studying the human desire to pursue their visual side, namely the pursuit of visual images with a maximum sense of reality. The images that millions of people around the world see now are flat. The screen's depth and optical illusions effectively give a sense of reality while conveying information. However, although the flat screen is able to create a sense of depth using the different visual perspective of each eye for the realization of a cubic effect, there are limitations. Entering the 21s1 century, there is a quickly-arising branch within the field of image media which seeks to overcome these limitations Although 3-dimensional images began in films, entering the latter half of the 20th century, due to development of 3-dimensional images using the mediums of the animation field, cellular phones, advertisement screens, television etc., without restriction is designated as 'image.'. With research having started around 1900 and continuing for over 100 years, we are now able to witness the popularization of 3-dimensional films happening before our very eyes. Within our own country, we can frequently see them at amusement parks and museums. In the future, through the popularization of HDTV etc., there is a good outlook for practical use of 3-dimensional images in televisions with advanced picture qualify as well as in other areas. Together with the international current, research on 3-dimensional films has been activated in Korea and is rising as a main current in the film industry. Within this context, the contents and understanding of 3-dimensional images must keep in step with the pace of technical advancements. In order to accelerate of development of film contents to keep in pace with technical developments, this dissertation presents the techniques and technical aspects of future developments, and shows the need to prepare in advance to make the field grow- and thereby avoid having a lack of experts and being conquered by other nations in the field - rather than only advancing the technical aspects and importing the contents. This dissertation aims to stimulate interest and continual research by progressive-thinking people related to the film industry. Part II looks into the definition and types of 3-dimensional motion pictures, the terminology, the fundamentals of image formation, current market fluctuations, and looks into 3-dimensional techniques which can be borrowed and introduced in 3-dimensional animations. Part III concerns 3-dimensional animated films. It analyzes 3-dimensional production techniques while using the introduction of specific animation techniques in the 2004 production Lee Sun Shin and Nelson - Naval Heroes 3-dimensional animation produced in 2004 by Clay & Puppet Stop-Motion Animation & Computer Graphic. Original Korean title: 해전영웅 이순신과 넬슨. as an example, and it also looks into how current film techniques used in animations can be applied in 3-dimensional films. Additionally, the actual stages of the various fields of 3-dimensional animations are presented. Given the current direction and advancement of 3-dimensional films making use of animations and the possible realization of this field, the author plans to weigh the development of this yet unexploited new market Not looking at the current progress of the field, but rather the direction of the hypothetical types of animation techniques, the author predicts the marketability and possibility of development of each area.

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Content and Meaning of Royal Garden Sightseeing Event in Pyoam's 「Hogayugeumwongi」 (표암(豹菴)의 「호가유금원기(扈駕遊禁苑記)」에 나타난 궁원 유람행사의 내용과 의미)

  • Hong, Hyoung-Soon
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.32 no.2
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    • pp.1-11
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    • 2014
  • This study aimed at investigating the content and meaning of royal garden(宮苑) sightseeing event in Pyoam Gang, sehwang's "Hogayugeumwongi" As the research method, descriptive research method was used, which is to consider and interpret the content and meaning in the historical records. Research results are summarized as follows. 1. "Hogayugeumwongi", which recorded the event that the King personally guided and explained the palace to the vassals, is a very precious historical records in Korean landscape gardening cultural history. Such thing is unprecedented in Joseon Dynasty as well as China. 2. The person who recorded this event was famous for shi seo hwa samjeol in the time, and the point that he was Pyoam, who was appreciated as 'the head(總帥) of artistic and literary circles(藝苑)', adds more value to the future generations. 3. The characteristic of this sightseeing event was to praise the vassals' labor, who contributed to the completion of Kyujanggak, to establish King Jongjo's direct rule in the early period of seizure of power, and eojin(御眞) dosa(圖寫), etc., which expressed the King's dignity. Jongjo utilized Geumwon, a forbidden place in the palace, to give a special privilege to the vassals' effort, who took a great part in realizing his political ideal. 4. One of sightseeing lines toward the backyard of Changdeok Palace could be identified. Though the sightseeing lines toward the backyard were not fixed, however this might be the best sightseeing line which Jongjo intentionally chose to enjoy that day's flavor of autumn. 5. The characteristic of this event was informal and somewhat extemporary 'sightseeing'. Therefore, it is considered, that day's event was relatively private and free 'play(遊)', while 'sanghwaeojoyeon(賞花漁釣宴)', which Jongjo gave to the vassals middle after his reign, was a royal 'banquet', which prepared frames, such as event holding time and form, qualification for participation, e.g. flower viewing, fishing, writing poems, etc. This research has a significance that it considered the content and meaning in historical records including the front and the rear context that "Hogayugeumwongi" was written through the consideration of related historical materials. "Hogayugeumwongi" can be utilized as a material for storytelling with regard to royal garden sightseeing in future as a valuable cultural content, also, follow-up study on this is necessary.