• Title/Summary/Keyword: 설화수

Search Result 137, Processing Time 0.028 seconds

A Study on the aspect of landscape change for Gwanghalluwon Garden (광한루원의 경관변화양상에 관한 고찰)

  • Lee, Won-Ho;Kim, Dong-Hyun;Kim, Jae-Ung;Ahn, Hye-In;Kim, Dae-Yeol;Cho, Un-Yeon
    • Journal of the Korean Institute of Traditional Landscape Architecture
    • /
    • v.32 no.2
    • /
    • pp.82-94
    • /
    • 2014
  • This study aims to comprehend that Gwanghalluwon for aspects of landscape change in terms of construction garden(樓園). Transformation focused on the spatial structure is divided into four periods based on literature. And reflect of landscape elements in defunct or unattributable records from tale and novel. The results were as follows. First, The beginning of Gwanghanllu pavilion(廣寒樓) was the composition of the Gwangtongnu Pavilion(廣通樓). The pavilion is located amid beautiful scenery such as the close-range view of a small stream, and distant view Jiri Mountain. Analysis of literature shows that Gwanghallu pavilion was in succession to Gwangtongnu Pavilion's landscape. Secondly, Gwanghallu(廣寒樓) pavilion represents the characteristic of the garden since 1582. Built the Samsinsan(三神山), Construct Lake and bridge that represents the galaxy for realization of utopia reflect in Taoist ideology. Thirdly, Gwanghalluwon garden was recovered when from Jeong-yu-jae-ran(丁酉再亂) to the Japanese Ruling Era. It took Gwanghalluwon garden a long while to recover from original form. According to records, Gwanghalluwon garden is still being likened to the landscape of fairyland by inheriting landscape in the previous of Jeong-yu-jae-ran(丁酉再亂). Fourth, By the modern times, Gwanghalluwon Garden has personality of tourist attractions. Until now, the area of the Gwanghalluwon garden has been expended during the processes of three times. Fifth, Aspect of landscape change of Gwanghalluwon is wide-spreading mainly Gwanghallu pavilion. But elements of external expansion in garden by introduced into the facility irrelevant to the authenticity of the garden. Sixth, Comprehension the cultural landscape of the garden are limited by deficient records. But, the main elements in the Gwanghalluwon garden are commonly appeared on imaginary environment within a tale and a novel. In addition, culture of garden at the time was depicted in tale and novel. In this sense, cultural landscape in garden was able to estimate through imaginary environment within novel.

Responsive Digital Heritage Experience with Haptic Deformation (햅틱 변형을 이용한 반응형 디지털 문화 체험)

  • Lee, Beom-Chan;Park, Jeung-Chul;Kim, Jong-Phil;Lee, Kwan-H.;Ryu, Je-Ha
    • 한국HCI학회:학술대회논문집
    • /
    • 2006.02a
    • /
    • pp.210-218
    • /
    • 2006
  • 본 논문은 광주과학기술원(GIST)에서 개발하고 있는 전남지역 '운주사'의 천불천탑 설화를 근간으로 한 반응형 가상 문화 체험 시스템(Responsive Multimedia System for virtual storytelling)의 햅틱 변형 상호작용에 관한 것이다. 기존의 디지털 문화재 체험 시스템은 사실적인 체험을 제공하기 위해 시각 및 청각 기술 개발에 많은 연구 및 노력이 이루어져왔다. 그러나 최근 인간의 인지 체계의 중요 요소인 촉감 상호작용의 중요성이 증대 됨에 따라, 본 논문에서는 가상 문화재 체험을 위한 햅틱 변형 알고리즘 및 상호작용 시스템을 개발하여 가상 불상을 만져보고 그 표면을 변형시키게 함으로써 몰입감을 증대하고 재미를 주는 시스템을 제공하였다. 아울러 체험의 몰입감 증대를 위해 본 시스템은 시/청각과 더불어 청각 효과를 가미하여 체험 시 발생되는 주변 환경의 소리(새, 물, 바람소리)를 제공하고, 기존의 문화체험 시스템과의 차별성을 위해 3 차원 입력장치를 이용하여 체험자가 직접 가상 불상을 변형시키면서 체험자 고유의 작품을 만들어낼 수 있는 상호작용을 제공한다. 따라서 제안된 햅틱 변형 상호작용 시스템은 체험자의 능동적 참여 및 흥미 유발을 통하여 문화 유산에 대한 교육적 효과 및 관심 증대에 기여할 수 있을 것이라 여겨진다.

  • PDF

A study of animation story-telling technique based on the archtype myth - Focus on " Oneuli" directed by Lee Sung-gang- (원형신화를 모티브로 한 애니메이션 스토리텔링 기법 연구 -이성강 감독의 "오늘이"를 중심으로-)

  • Rou, Kyoung-A
    • Cartoon and Animation Studies
    • /
    • s.44
    • /
    • pp.211-233
    • /
    • 2016
  • Fairy tales starting with the phrase 'Once upon a time' have been told throughout generations to generations. These stories of the past started with the history of mankind, and are constantly recreated under the names of legends, fables and myths. Through understanding the archetypes frequently occurring in legends and story telling techniques used to visualize them, the possibility of better recreation of stories and animations are sought. The purpose of this study is to analyze how the original form of archetypical Jeju epic dance lyrics are adjusted accordingly to meet the author's intention as it transforms into the modern animation 'Oneuli' By this comparative analysis, the utilization of archetypes and mythic motifs in the creation of animation are expected to enhance the interactions with the audiences beyond the border and age.

A Study on Craft Design Using Storytelling -Focusing on the story of the Byeoljubujeon- (스토리텔링을 활용한 공예디자인에 관한 연구 -별주부전 이야기를 중심으로-)

  • Choi, Jung-Hwa
    • Journal of Digital Convergence
    • /
    • v.15 no.8
    • /
    • pp.359-366
    • /
    • 2017
  • As the quality of life increases and the aesthetic value of the product is emphasized, it tend to consider the sensitivity of consumers in designing goods. The importance of storytelling is becoming more prominent as the purchasing factor of products shifted from the center of the product to emotional of products. In this paper, the purpose of developing emotional marketing craft design using storytelling is to understand the storytelling concept and analyze the case of craft design using storytelling. Craft is an easy-to-value or aesthetic value of the goods in the fields of design, diversity and originality can be pursued and has unlimited potential. Now, in addition to the semantic value of expressive values with a consumer sensibility needs requires the development of this research craft crafts design industry has established itself as a high value-added industry could do more to take advantage of the Foundation.

A Study on the Educational Effectiveness of Fine Dust Particle Preventive Board Game Developed for Children (어린이를 대상으로 하는 미세먼지 예방 보드게임 개발을 통한 교육적 효과 연구)

  • Heo, Seol-Hwa;Lee, Dong-Lyeor;Kyung, Byung-Pyo
    • Journal of Korea Game Society
    • /
    • v.16 no.6
    • /
    • pp.101-110
    • /
    • 2016
  • Currently, fires caused by fine dust particles are attracting people's attention increasingly. Fine dust particles are $2.5{\mu}m$ (micrometer) in diameter which cannot be seen by the naked eyes could penetrate deeply into the lungs and cause health problems. Although people are aware of the precautions against fine dust particles, they do not take actions because they are less aware of the hazards that fine dust particles can do. This study aims to investigate the effects of artificial and natural causes of fine dust particles. In order to improve awareness of fine dust particle prevention, the <우마이() Escape> board game was developed and tests were carried out to 20 children to find out the educational effects of the board game.

A Study on the Characteristics of Location and Space in Facilities for Impaired Persons in Chungcheongnam-Do (충청남도 중증장애인 거주시설의 입지 및 거주공간 특성 연구)

  • Lee, Kwang Soo;Lee, Jeong Soo
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.17 no.4
    • /
    • pp.199-208
    • /
    • 2016
  • This paper proposes renovation guidelines for impaired persons' facilities in Chungcheongnam-Do by reviewing the conditions of the facilities based on the standard and deinstitutionalization trends in foreign facilities. The facilities were located far from the downtown of cities. Therefore, education and adaptation programs are necessary for these people to return to society. Recombining the rooms for a living room-oriented unit considering the structure system of the facilities allows good adaptation to home-based living conditions for impaired people. The area per person will be increases by renovations to a living room-oriented unit that makes upgrades to near foreign standards, such as The USA and The UK.

A Research for Functional Game based on AR Smartcare : Focusing on infant and child safety education (AR기반의 스마트케어를 위한 기능성게임 연구 : 영유아 안전교육을 중심으로)

  • Jung, Suk-Ho;Ko, Jung-Woon;Heo, Seol-Hwa;Kyung, Byung-Pyo
    • Journal of Korea Game Society
    • /
    • v.19 no.1
    • /
    • pp.25-36
    • /
    • 2019
  • Outdoor play for young children can promote the development of physical development, emotional development, and creativity development. However, due to safety accidents that occur in outdoor play, outdoor play is not progressed sufficiently. In this paper, we have developed smart functional educational games for AR education which can be easily used in early childhood education. In order to maximize the educational effect of the developed game and to provide customized education on the field, we conducted a focus group interview with a group of in - service child care teachers in the game design stage. Through this, we developed a functional game with AR system and verified the educational effect.

Comparison with the Alternative Versions of the Korean Fairy Tele (전래동화 <해님과 달님>의 이본(異本) 비교)

  • Song Jung-Sook
    • Journal of Korean Library and Information Science Society
    • /
    • v.36 no.1
    • /
    • pp.47-69
    • /
    • 2005
  • The aim of this paper is to evaluate the text of six alternative versions of Korean fairy tale The Sun and the Moon. So the author took a textual bibliographical study of those versions in a comparative analysis of titles, backgrounds, characters. styles and functions of them. On the basis of this comparative analysis, the version of Hyo-Sun Eu was selected as a good text. In the version of Hyo-Sun Eu. if the helper In the story, King of Heaven represented in the form of Taoism would change into Heaven represented in the form of God, and the literary style change into the colloquial style, and the last scene that the Sun Brother turns to the Sun Sister and the Moon Sister to the Moon Brother would be removed, this version will be the best one.

  • PDF

Case Study of Digital Restoration of Korean Traditional Monsters (한국 전통 몬스터 디지털 복원 사례 연구)

  • Han Kwang-Sik
    • The Journal of the Korea Contents Association
    • /
    • v.4 no.4
    • /
    • pp.21-32
    • /
    • 2004
  • This study is aimed that reappearance and restoration of Korean tradition monster's original shape be able to contribute in scenario material development which is filled with history, culture and long imagination of our country. As for method of this study, it is on the basis of literature investigation in history, tale, folk-tale etc. and expert's research, and also restored 50 items of Korean tradition monster in digital way. Study finding is as following. First, prescribed scope of Korean tradition monster including god, ghost, bogy and animal. Second, Korean tradition monster's pattern is classified with S degrees and 4 classes to according to grade of rank and appearance place. Third, each of 50 traditional monsters which are usable to scenario substance development was produced with graphic image and flash animation. Fourth, suggested idea for material development of cultural contents industry as like game and character based on each monster's story. Expect the developed result production from this study to be used as a resource of elevating in comprehension forward to our cultural tradition, to be used as a unique material in field of culture contents industry of game, character, cartoon and movie etc.

  • PDF

Differences on Self-determination Experiences of the Intellectually Disabled People according to Livings in the Different Types of Residential Homes (지적장애인의 거주시설 유형별 자기결정 경험 연구)

  • Kim, Yong-Deug;Park, Suk-Kyoung
    • Korean Journal of Social Welfare
    • /
    • v.60 no.4
    • /
    • pp.79-103
    • /
    • 2008
  • The purpose of this study is to find out differences on self-determination experiences according to livings in the different types of residential homes: large institutions, small group homes and independent living homes. For this, this study analyzed 17 living experiences, which came from interviews on 9 research participants lived in residential homes. Some of 9 research participants had experience living in only one type of residential homes; others had experiences living in two or three types of residential homes. The result of this study revealed the different levels of self-determination experiences according to the each types of residential homes. In terms of degree of self-determination, its level in the small group homes are higher than large institutions; independent living homes are higher than the small group homes. By this finding, this paper raised the need for the policy changes on residential home for the disabled people to accelerate deinstitutionalization and make sure higher level of self-determination of disabled people. This study suggested other implications related to the research on intellectually disabled people. Firstly, evaluative researches on service provisions to intellectually disabled people should reflect subjective experiences of service users. Secondly, diverse researches focusing on subjective experiences should be tried to expand understanding on intellectually disabled people. In these studies, conversation analysis could be widely used.

  • PDF