• Title/Summary/Keyword: 놀이특성

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Research on the Costume for the Folk Festivals of Chilseok-dong (칠석동 민속축제복식에 관한 연구)

  • Kim, Eun-Jung
    • Journal of the Korean Society of Clothing and Textiles
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    • v.27 no.12
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    • pp.1397-1404
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    • 2003
  • 2002년 월드컵 전야제에서는 한국문화를 소개해 세계인의 환호를 받았는데 그 중에는 칠석동 민속축제인 고싸움놀이가 펼쳐졌다. 칠석동 민속축제는 일반 서민복식의 전통복 형태를 보여주는 복식(服飾)을 실제 착용하고 축제를 행하고 있으므로, 점차 사라져 가는 전통복식을 놀이문화를 통해 직접 확인할 수 있다는 점에서 연구가치를 갖는다. 본 연구의 목적은 국제화 시대에 우리 전통문화에 대한 정체성 확립을 위해 시대적 변화에 따라 변해 가는 민속복식을 무형문화재로 지정되어 있는 칠석동 고싸움놀이를 중심으로 시대적 흐름을 통한 고싸움놀이의 전수과정에서 형성되어 온 민속축제복식의 구성과 특성을 살펴보는데 있다. 연구방법은 광주지역인 광산구 칠석동 마을을 중심으로 자료조사와 현장조사를 병행하였다. 자료조사는 민속에 관련된 전공서적과 무형문화재 조사보고서, 행사팜플렛 등을 참고하였고, 현장조사는 고싸움 축제에 참가하여 복식 전반에 대한사진촬영과 마을축제 참여하는 마을사람들을 중심으로 축제복식에 관한 면담조사를 하였다. 칠석동 고싸움 축제복식은 행사가 진행되는 내용에 따라 크게 4가지로 분류할 수 있는데 본격적인 고싸움이 시작되기 전날 밤에 당산나무에 제를 지내는 당산제 복식, 마을의 평안과 고싸움의 흥을 돋우기 위한 농악복식, 고싸움이 시작되기 전에 아낙네들이 손과 손을 맞잡고 둥글게 돌며 화합을 다짐하는 강강수월래 복식, 한해 풍년을 기원하는 고싸움복식이 있다. 칠석동 고싸움 축제복식의 특성을 요약하면 다음과 같다. 첫째, 구성면에서는 농경제의(農耕祭衣)와 안택축원(安宅祝願的)을 기원하는 민속놀이축제복식으로 일상생활에 착용하는 복식을 이용한 농경 의례복의 다(多)기능성이 강조된 것으로 나타났다. 둘째, 색상은 우리조상의 백의(白衣)의 상징인 일상복인 백색 위에 오방색을 사용하여 화려하고도 강렬한 원색의 색상조화가 특징적으로 나타났다. 셋째, 형태면에서는 양쪽어깨와 허리선의 면 분할이나 비례를 통해 허리부분의 동작에 따른 유동적인 선이 부각되고 있다. 특히, 평면구성의 단조로움은 흔들리는 몸동작에 따른 고름의 율동미와 축제복식의 착장 방법에 따른 한국복식의 형태미를 보여주었다.

Study on Location Characteristics and Establishment Time of Cherry-blossom Attractions in the Modern Era Busan (근대 부산에서 벚꽃 명소의 입지적 특성과 성립 시기에 관한 연구)

  • Kang, YoungJo
    • Journal of the Korean Institute of Landscape Architecture
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    • v.44 no.5
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    • pp.47-58
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    • 2016
  • In modern era Busan, newspaper articles about cherry blossom attractions from FuzanNippo and ChosenJiho have changed from places of landmark cherry trees to recreational activities under the cherry blossom. This means that the place characteristics of the cherry blossom attractions helped transform modern Busan. This study is to clarify the real image of the cherry blossom attractions where they were and when it was established in modern Busan. In order to discuss the location characteristics and the timing of identification as it changed from cherry-blossom viewing spots to picnic spots under the cherry blossom, current articles published in the FuzanNippo and ChosenJiho were collected. This study results are as follows: First of all, cherry blossom attractions are located in private gardens, gardens at hot spring inns, public lands such as schools, temples, reservoirs and malls such as Dongnae hot spring and the Midoricho red-light district. The location feature was that they were found at the edges of settlement environments, at the interface of city and natural spaces in modern Busan. Secondly, newspaper articles about cherry blossom attractions gradually changed from cherry blossom viewing spots to picnic spots under the cherry blossom, which became the peak of the cherry blossom attractions in modern Busan. The main focus of cherry blossom attractions changed from cherry-blossom viewing to picnicking under cherry blossoms around 1920. This means that the establishment of cherry blossom attractions can be seen around 1920. Articles of cherry-blossom viewing picked up sites not easy to access such as private gardens and reservoirs, articles about picnic spots under cherry blossoms noted public places that everyone could access. Cherry blossom attractions sites became spring resorts in modern Busan.

A Study on the Design of Children's Play Space for Coding Education - Focusing on preschoolers - (코딩교육을 위한 어린이 놀이 공간 디자인 연구 - 미취학 아동을 중심으로 -)

  • Kim, Seung-In;Lee, Kaha
    • Journal of Digital Convergence
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    • v.18 no.4
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    • pp.397-402
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    • 2020
  • The purpose of this study is to identify the current state of coding education for children and to propose a new 'play-oriented' educational content to keep up with the problems of education in line with the revision process of the 4th Industrial Revolution. As a research method, we investigated and analyzed the case of the Korean early childhood coding education program, and then suggested the direction of the future infant coding education and suggested a new play area for children. Case analysis shows that current coding education places many restrictions on children's activities. So we propose a coding education space as a 'playing space' where children can actively play. Because the space is used, emotional education is possible because it can stimulate senses such as vision, touch and smell. In addition, this study is expected to cultivate not only spatial comprehension, but also imagination, creativity and cooperation. In future research, we will study the characteristics and technical process of children in-depth to help develop early childhood education.

To Reduce Problem Behaviors of Children with Developmental Disabilities Group Play Therapy Case Study-Focusing on the Daytime Protection Center Users with Disabilities (발달장애아동의 문제행동감소를 위한 집단놀이치료 효과에 대한 연구 -장애인 주간보호센터 이용자를 중심으로)

  • Shin, Jun-Ok
    • Journal of Convergence for Information Technology
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    • v.10 no.3
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    • pp.176-184
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    • 2020
  • The purpose of this study was to investigate whether group play therapy is effective in reducing problem behaviors of children with developmental disabilities. The subjects of study were in special schools and 5 children with disabilities using short-term care centers for the disabled, The research period was 12 sessions of 40 minutes twice a week using winter vacation from January 2, 2018 to January 28, The measuring tool, K-CBCL, was used to observe behavioral changes qualitatively. The summary of this study is as follows. First, children with disabilities significantly reduced their aggressiveness, atrophy, depression, and anxiety, and increased their activity during each session. Second, problem behaviors decreased after the intervention of group play therapy, and there were more decreases in internalization problems than externalization problems. The results of this study suggest that group play therapy is meaningful in reducing problem behavior according to the individual characteristics of children with disabilities.

Search for the Direction of the Digital Cultural Psychology through Environmental Changes in Plays (놀이환경 변화를 통해 본 디지털문화심리학의 방향 모색)

  • Jang Ju Lee
    • Korean Journal of Culture and Social Issue
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    • v.17 no.1
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    • pp.131-154
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    • 2011
  • Rapid social changes due to digitization have created new psychological challenges of adapting and coping. Plays are in the center of these changes. Plays used to be collateral activities of labor in the traditional society and industrial society, but they have become key activities embracing economy, society, culture in a digital society that has been maximized productivity and efficiency. Still, the theoretical approach of plays is based on the industrial societies. Analyzing these points, the psychological impacts of players using multimedia, social networking, and digital games utilizing both of them was dealt in this article. I dealt with multimedia, social networking, and digital games as key characteristic of digital culture. The difference between traditional psychology and Digital Cultural Psychology was dealt in the perspective of self-concept, information processing, and sex role. Then the conclusion on the future directions of Digital Cultural Psychology and its limitations will be followed.

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Play Theory Comparative study with Amusement of Figure based on Image Contents and Roger Caillois (영상콘텐츠 기반 피규어의 유희성과 로제카이와의 놀이이론 비교)

  • Sohn, Jong-Nam;Chung, Jean-Hun
    • The Journal of the Korea Contents Association
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    • v.10 no.4
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    • pp.157-164
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    • 2010
  • Figure that make image contents of movie, animation, game etc. by base is one of representative industry of OSMU (One Source Multi Use). Figure that is culturally continuous as industrial while is growing scientific study that is lacking in many way consider. With amusement to the center as a preceding study about this and offered preceding research about theories that several scholars advocate, and divide into commerce, industry, imagination and amusement about characteristics of figure based on image contents and investigated. Investigated amusement characteristics of figure that is center of this study because do comparative analysis with insistence of Roger Caillois- Agon, Alea, Mimicry, Ilinks that classify to meaning that is four amusement characteristics competitions, fortune, conspiracy, dizziness - that is representative scholar of play theory and France's thinker. According to this study, we can know that there is close connection with amusement characteristics of four plays that Roger Caillois advocates in amusements of figure.

A Study of Apartment Exterior Space Plan by Child Play Area Special Quality (아동 놀이 영역 특성에 따른 아파트 외부공간 계획에 관한 연구)

  • Kim, Jae-Kyun;Lee, Jae-Hoon
    • Proceeding of Spring/Autumn Annual Conference of KHA
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    • 2005.11a
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    • pp.255-258
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    • 2005
  • Currently open spaces of an apartment housing complex are considered in Korea as a negligible live Place that only contributes to enlarge its construction capacity of an apartment without taking its effects on the living quality into account. This trend reduces outdoor playing activities of the children who are the main users of open spaces and consequently has a negative influence on the child's growth. Therefore it is a imminent problem that we should provide open space utilizing plans on the basis of the study upon the types of the children's playing activities within the residential environment. The study purpose is finding about an outside activity of the child takes any influence according to an apartment disposition format.

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A Case Study of Kkumtle-Kkumtle Playground in Seoul Children's Grand Park (통합놀이터 계획 및 설계 - 서울어린이대공원 내 꿈틀꿈틀놀이터를 대상으로 -)

  • Reigh, Young-Bum;Bae, Yoong-Ho;Maeng, Ki-Don;Kim, Yeun-Geum
    • Journal of the Korean Institute of Landscape Architecture
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    • v.45 no.2
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    • pp.101-108
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    • 2017
  • In Korea, playgrounds have been developed quantitatively and qualitatively. However, there is a lack of interest in the play needs of children with disabilities. With this in mind, this study is concerned about the planning and design process of the inclusive playground constructed in 2016 at Seoul Children's Grand Park. The case study covered the Kkumtle Kkumtle playground in Seoul Children's Grand Park and was completed in December 2015. This playground is the first case of an inclusive playground ever built in Korea. The concept of the inclusive playground established in this study is: (1) a playground where not only children with disabilities but both children with disabilities and children without disabilities can play together; (2) a playground for both children with disabilities accompanied by their families and children without disabilities accompanied by family members with disabilities; (3) a playground that ensures universal accessibility to the entire space including play facilities; and (4) a playground where the most essential functions of a playground-fun, curiosity, and adventure-are centered on various activities. In conclusion, we presented limitations and opinions for improvements to design and policy proposals for social expansion of inclusive playgrounds. There are three ways to overcome limitations in design. First, there is a need for an in-depth study of play characteristics by type of disabilities of children. Second, it is necessary to develop facilities suitable for the actual situation of Korea through various social experiments. Third, if the inclusive playground centered on facilities is presented in this study, then several types of integrated playgrounds should be implemented in the future.