• Title/Summary/Keyword: 상징적 놀이

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A Study on Conceptions of Play in Greek Myth and Pre-socratic Philosophy (희랍신화와 고대 자연철학에 나타난 놀이 개념 연구)

  • Lee, Sang-bong
    • Journal of Korean Philosophical Society
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    • v.124
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    • pp.295-320
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    • 2012
  • Greek myth is a play of imagination. It represents world with magic eye. The Greek myth of Homer and Hesiod is the story of gods. But it is the world of imagination which was produced to understand the origins and the causes of natural phenomena with the symbolic factors. It is the frame with which we understand the destiny of human beings. As a world of imagination, Myth is not a total fiction but a symbolically revived world with magic eye. Myth is a play which represents the world with imagination. And it is a play which projects new world yet not exists. Myth is the world of free play with reproduction and imagination. Heraclitus elucidated the structure and change of world with the metaphor of play. He tried to define the meaning of being with play. The play is the clue of elucidating the meaning of being. On play the whole world is reflected. He expressed the world has no ultimate end and is changing endlessly. Philosophical speculation understands the world with the metaphor of play. Metaphor is correlated with the philosophical eye which view the world totally. The human beings are happy when they concentrate upon play. The rule of real world doesn't go in the world of play. They have their own rule which goes in the world of play. Ancient mythologists and pre-socratic philosophers dreamed the life free from the restriction of the nature.

조선시대 산대놀이 복식의 변모과정과 의복상징에 관한 연구

  • 이일지
    • Proceedings of the Korea Society of Costume Conference
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    • 2003.05a
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    • pp.22-22
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    • 2003
  • 본 논문은 산대놀이가 제의적인 성격과는 달리 숙종 이후부터 흥행을 목적으로 한 순수한 놀이문화로 변모하게 된 과정을 검토하고 광범위한 조선시대 나례와는 달리 17세기 이후 재창출된 문화로서 조선 전·후기의 문화적 특징을 연구하고자 한다. 쇠퇴기인 일제 강점기까지 민간 예능인들이 장시를 중심으로 양반에 대한 풍자 고발 문화를 복식에서 어떻게 형상화하였는지 그 구성상 특징과 상징적 의미를 논하고자 한다. 이 연구를 통해서 과거의 전통극을 현대적 의미로 대중화시킬 수 있다는 가능성을 확인하고 한국복식에서 공연복식의 위치를 규명하고자 한다.

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The Effects of Pretend Play and Storytelling upon Narrative Recall (화제적인 회상에 기초한 가장놀이와 이야기 구술의 효과)

  • Kim, Sook Yi
    • Korean Journal of Child Studies
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    • v.20 no.2
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    • pp.205-223
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    • 1999
  • 이 학습은 단기간과 장기간으로 나누어 연구한 화제적인 회상을 중심으로 이야기 구술과 가장놀이의 그 효과들을 탐구하고 논증(Demonstration)하였다. 특별히 이 학습은 어린이들이 가장놀이의 연기와 구술을 하는 동안에 인지변화들을 동일시하고 시험하였다. 교육자들과 연구자들은 제안하기를 놀이와 이야기를 말하는 것은 한 사건의 인지적인 모형으로 유치원 어린이들이 기초적인 기교(Skill)를 배우는 것으로서 상징의 흐름(Stream of Symbolization)안에서 동시에 나타난다고 시사하고 있다. 가장놀이(Pretend Play)는 인지 발달과 사회성 발달 안에서 중요한 영역으로 오랫동안 고려되어져 오기도 했었다. 그런 의미에서 이 학습은 이야기 구술과 가장놀이, 단기간과 장기간의 기억력, encoding and inference 그리고 그것들의 상호관계들에 대한 발달적인 차이들에 초점을 두었다. 그 data에 의하면 화제적인 회상을 효율화하고 있는 가운데서 이야기 말하기와 가장놀이 사이에 유효한 차이가 있었음을 보여주었다. 그 data는 또한 encode에 대한 질문이 inferences의 능력을 초과했다는 것을 지적하기도 했다. 다시 말해서 그 어린이들은 inferences를 만드는 능력이 향상하지 않았음에도 이야기 구술과 가장놀이에 참여할 수 있었다. 이것은 즉 Inferences는 좀더 복잡한 인지 기교들을 요구하고 있었을 뿐, 이야기 구술과 가장놀이의 향상에는 관계하지 않았다는 것을 말해주고 있다. 또한 단기간과 장기간의 조건사이에는 유효한 차이가 있지 않았다.

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디지털게임의 환상성

  • Lee, Jeong-Yeop
    • Digital Contents
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    • no.12 s.151
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    • pp.64-70
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    • 2005
  • 디지털 테크놀로지의 발달에 따라 디지털게임은 지속적으로 그표현의 가능성을 넓혀왔다. 현실에서촬영할 수없는 많은 장면들이 디지털모핑(morphing)을 통해 영화의 환상적인 장면들을 대체하고 있는 경우만 보더라도 디지털기술은 이미지를 통해 표현할 수있는 한계를 극복하고 있는것이다. 불과 20년전만 하더라도 디지털게임은 현실세계에서 통용 되는 놀이들을 컴퓨터의 연산과 간단한 그래픽을 통해 상징적으로 재현한 수준에 머물렀지만, 최근 들어서는 소설이나 영화보다 더욱 방대한 데이터베이스를 갖춘 가상공간의 세계를 만들어 가고 있다.

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A Study on the Transformational Christian Education for Young Adults: With a Focus on the Employment of Jung's Unconscious Confrontation and Loder's Transformational Theory (청년기의 기독교 변형화교육에 관한 연구: 융의 무의식 대면과 로더의 변형이론을 중심으로)

  • Lee, Kyoomin;Kim, Eunjoo
    • Journal of Christian Education in Korea
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    • v.63
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    • pp.121-150
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    • 2020
  • The important developmental tasks of young adults are based on encounter and identity. These problems of encounter and identity are also connected to the instinct of longing for the "face" of primary caregivers, who acknowledge and affirm themselves as their cherished children. James Loder emphasizes that human "face pursuit instinct" later reaches "formal-operational stage" and leads to religious yearning for God as "the Eternal Face." This pursuit of "face" and "the Eternal Face" is an existential and ontological move to find out "Who am I?" through meaningful encounters. Religious psychologist Carl Jung also points out that scientific thinking has contributed to the liberation of humans from superstitious beliefs. But this has also led to the loss of the precious value of human spirit and the sense of unity with nature. Jung emphasizes that "symbolic play" should help learners and counseler face-to-face with their unconscious mind. By doing so, learners can overcome the wounds and scars of unconsciousness and mature toward the true self. James Loder is a scholar who critically introduced Jung's "unconscientious confrontation" therapy to his educational theory. Beyond Jung's unconsciousness and "symbolic play," Loder proposed transformational education for the learners to participate in meaningful changes through interaction between human spirit and the Holy Spirit. With many young adults wandering around in their existential voids, it is clear that functional and socializational education cannot overcome their problems and developmental crisis. This developmental crisis requires a foundation of identity and intimacy in the encounter with God, the "Eternal Face." Therefore, this study suggests that when Jung's "unconscious confrontation" and Loder's "transformation logic" are employed, transformational Christian education for the healthy self-identity and intimacy of young adults can be accomplished. This inquiry presents not only theoretical reflection, but also the reactions of young adults and actual feedback obtained through implementing transformational Christian education for young adults. Through all of these endeavors, this inquiry was completed by proving that "Transformational Christian Education for Young Adults" is an educational theory that can yield actual results and abound fruits. (This enquiry was undertaken by the support of the research fund of PUTS 2020.)

An Analysis of Young Children's Play Behavior by the Characteristics of Environment in the Forest Experience Center for Children (유아숲체험장의 환경특성에 따른 유아놀이 행태분석)

  • Kang, Taesun;Lee, Myungwoo;Jeong, Moonsun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.44 no.6
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    • pp.162-176
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    • 2016
  • The experience and play activities in forest spaces have played an effective role in children's growth and development, therefore, many studies and projects related to forest activity space have progressed actively. However, the focus of previous research has been merely on the effectiveness of forest activity but little on providing the basis for the spatial design of these types of forest activity spaces. Thus, this study aims to identify the relationship between children's developmental play activity and the physical characteristics of forest activity spaces for evidence-based design. First of all, indicators for Cognitive-Social play(CSP) was selected and forest spaces were categorize into play facility spaces and forest spaces. More detailed environmental characteristics of each space were 'play area' and 'paving materials' for play facilities and 'density of tree and shrub', 'slope', 'paving materials' and 'fixing and type of natural loose parts' for forest space. Through environmental inventory and behavior observation, the types of play behaviors and the occurrence frequency of children aged four to five were collected and analyzed. The results were as follows: 1) In play facility spaces, play behaviors occurred at a high frequency at the facility playground with play facilities and sand area. In terms of CSP, functional-solitary and functional-parallel plays occurred predominantly. 2) In forest spaces, various play behaviors occurred at high frequency in the environment with low density planting and various natural loose parts. For CSP, functional-group and symbolic-group plays occurred at a high frequency. 3) Symbolic-group play appeared to be highly affected by environmental characteristics like tree area of scatter density or less, 10~20 degree slope, and the presence of fixed large stumps. In conclusion, this study provides standards of physical environmental characteristics for forest activity space design through direct observation and analysis of children's play behaviors.

An Analysis of the Archetypical Symbols of Children's Performance with Water During Sandplay Therapy (아동의 모래놀이치료에서 물(水)을 통한 연행의 상징 분석)

  • Goh, Eun-Kyoung;Chung, Kai-Sook
    • Korean Journal of Child Studies
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    • v.32 no.3
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    • pp.185-202
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    • 2011
  • The purpose of this study was to understand the archetypical symbols present when conducting sandplay therapy with water from a hermeneutic point of view. The research participants were 6 children aged 8~9 who experienced problems in parent-children relationships. The result were as follows : The nature of archetypical symbols of present when working with water can be structured along two themes, vertical movements and horizontal movements. In vertical movements with three sub-themes, the meaning of 'to put in and boil out' is interpreted as 'mother's feeding baby', the meaning of 'to sink and bring out of water' is interpreted as 'resource acquisition', 'to swamp and float on the water' represents 'death and rebirth'. In horizontal movements consisted of two sub- themes, the meaning of 'to be swept away' is interpreted as 'initiation and conversion', the meaning of 'to wave and fix' is interpreted as 'to overcome the difficulties and create stability'.

A Study on the Deduction of the Forest Play Activity and Space through Preschooler Participatory Workshop (유아참여 워크숍을 통한 숲놀이 활동 및 공간 요소의 도출에 관한 연구)

  • Kang, Taesun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.46 no.5
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    • pp.69-81
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    • 2018
  • Recently, user participatory workshops have been applied as a way to plan landscape spaces that reflects the needs and demands of the users. It is also required to improve the quality of the FECC (Forest Experience Center for Children), which is growing rapidly. Therefore, the purpose of this study is to deduct the design elements (forest play activities and space), the basic needs, and the demands of users in making the FECC a preschooler participatory workshop. For this, materials for preschooler participation were selected, and a step-by-step workshop was conducted to satisfy the demands of the preschooler's development. First, in the pre-workshops phase, design elements standards were deducted through the preschooler participatory results (41 children aged 6 and 7, Kindergarten). Second, in the main workshop phase, the design elements to be introduced on the site (Songsan-mulbit FECC) were deducted through the participating preschooler's selection and those results were analyzed. The materials used at the preschooler participatory process were 'drawing a picture' in the pre-workshop phase, and the design elements and the standard types charts were the forest play activity pictogram chart, and the forest play space general images chart in the main workshop. As for results, frst, there are 38 standard types of forest play activities that have been deducted. It consists of 27 cognitive activities (functional 16, constructive 4, symbolic 4, game on rule 3), 9 games (sensory 5, other 4), and two social play activities (solo, group). There are 21 standard types of forest play spaces. They consist of 8 play facility spaces (5 facility, 3 natural), 2 water spaces, and 11 spaces of 5 types. Second, as a result of applying the results to the site, the forest play activities to be introduced on the site were selected, and the functional play was most selected. Additionally, climbing and water play were most selected as the unit activities. Also, functional, constructive, symbolic, games based on rules were selected, even in the preschooler's development play. In the case of the forest play spaces to be introduced in the site, the preschooler's selection results by sex and age tended to be similar to the preschooler's comprehensive selection results, but the boys preferred function and adventure spaces more than the girls, while the girls preferred rest spaces more than the boys. This result is similar to the previous study results, which directly observed the preschooler's forest play behavior, and analysis that the preschooler recognized the site and selected the design elements introduced on the site. Therefore, the participatory workshop process and the materials process in this study are analyzed and applied to the purpose of the study. It is valuable as a case to be applied in design of the FECC from this point forward.

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.

A Study on the Preference and Introduction of the Outdoor Play Facilities for Children in a Metropolitan Area (대도시지역 어린이의 실외 놀이시설 선호와 시설도입에 관한 연구)

  • Kim, Gyeong-Su;Baek, Tae-Kyung
    • Journal of the Korean Association of Geographic Information Studies
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    • v.18 no.1
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    • pp.13-24
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    • 2015
  • Busan Metropolitan City lacks leisure-oriented spaces for children compared to other cities. Furthermore, it is difficult to maintain the amusement facilities for children scattered around the city due to the fact that they were worn out. To set up a leisure-oriented park for children on the site for children amusement facilities, the present study is concerned about planning children amusement facilities for public use compatible with the new trend for children amusement facilities. For this purpose, a number of case studies, carried out domestic and abroad on developing children amusement facilities, were examined to choose appropriate facilities and feasible project plans were drawn up. Major findings of the study are as follows. First, it is strongly suggested that this project should be promoted because it is a leading pilot project for building children theme parks for each zone in Busan Metropolitan City. Second, it is suggested that field study programs should be run in connection with Busan Metropolitan City Office of Education.