• Title/Summary/Keyword: 설화지

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A Study on Sulwhaji (설화지(雪花紙)에 대한 연구)

  • Jung, Sun-Young
    • Journal of Korean Library and Information Science Society
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    • v.38 no.1
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    • pp.363-373
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    • 2007
  • Sulwhaji(雪花紙, meaning "snow-white flower paper") had been originally manufactured before 16th century until after 19th century in Pyunggang, Korea, which represented the typical characteristics of traditional Korean paper. Since 17th century, however, it had been also made in Namwon, Sunchang, Jinju and so on. Its material was mulberry bark tree and was bleached beautifully white by using snow. It was highly qualified mainly used for painting, caligraphy, and book printing. That had been used in the Royal palace and as cherished gift for foreign envoys.

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Acceptance Patterns and Meaning of Tales Appearing on Dance as a Performing Arts Contents for the Journal of Korean Contents (공연예술 콘텐츠로서 무용에 나타나는 설화의 수용양상과 의미)

  • Jung, Eun-Young;Choi, Hyun-Ju
    • The Journal of the Korea Contents Association
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    • v.12 no.3
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    • pp.123-138
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    • 2012
  • The purpose of this study is to identify how tales are accepted and embodied as a new work in dance as performing arts, which are getting attention for its rapid growth in the area of cultural industries. Major performances of recently created and performed ancient tales including Baridaegi, Chun-Hyang story, Yeonohrangseohnye are analyzed here. With acceptance of tales into dance, vitality of creation by the eternal word of mouth, rich information contained in each tale and the variety of interpretation showed the possibility of a new interpretation based on the existing perspectives. There are three kinds of acceptances: diversification of narrative techniques of the subject, adoption of the issue of moral values as a topic, and acceptance of tradition and national consciousness. To satisfy the fundamental concern about the universe and human, and to create both worldwide and Korean dance contents, the images of tales are being reinterpreted into a new dimension beyond the boundary of time.

A study on Contemporary Transmission Aspect of Traditional Danjong Story - With a focus on the Lee Gab Soon Yeonhaengbon (단종 설화의 현대적 전승 양상 연구 - 이갑순 씨 연행본을 중심으로 -)

A Study on the Storytelling of Traditional Folktales in Fantasy Drama (판타지 드라마에 나타난 전승 설화의 스토리텔링에 관한 연구)

  • Park, Chan-Ik
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.2
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    • pp.739-744
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    • 2021
  • This study examined the fantasy drama series Tale of the Nine Tailed, which uses the world view of a folktale and adopts the motif of reincarnation. Tale of the Nine Tailed adopted a cyclical structure where the fate of the past repeats itself in modern life. The traditional Korean folktales that are used in the drama series all share the same topic, but they also vary slightly by region or era. Tale of the Nine Tailed changes people's common negative perception of the nine-tailed fox. First of all, the series portrays the nine-tailed fox as an attractive male, rather than a seductive female. It also incorporated various episodes to tell the story of a heroic nine-tailed fox that uses supernatural powers to save not only those whom he loves, but also the general public. Furthermore, it was a new attempt to bring the nine-tailed fox together with other characters from different folktales into a story to make different world views merge into one. This study analyzes how the narrative structures of traditional folktales are adapted and changed in fantasy drama series, and it explains how various types of result can be created from the storylines of traditional folktales and the imaginations of the authors.

Storytelling Model of Computer Games - Focused on Analysis of Starcraft by Greimas's Schema of Narrative Theory (컴퓨터게임의 스토리텔링 모델 - 그레마스의 설화도식을 이용한 스타크래프트 분석을 중심으로)

  • Park, Tae-Soon
    • The Journal of the Korea Contents Association
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    • v.7 no.4
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    • pp.103-113
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    • 2007
  • This paper attempts to construct a storytelling model of computer games by using the Greimas's schema of narrative. Analysis target is multi-play of Starcraft, which has the non-linearity and interactivity. As a result, the process of manipulation and sanction, occurred in epistemological level at very short time and the process of competence had lots of small schema of narratives and repeated that small narratives. This model may be applied to other games, because it looks that most of games have very short process of manipulation and sanction at epistemological level and have long process of competence as main game play.

A study on folk customs' approach to caves (동굴의 민속학적 접근)

  • 이인화
    • Journal of the Speleological Society of Korea
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    • no.63
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    • pp.21-43
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    • 2004
  • In this study, I would like to review how our ancestors understood and used caves for which purposes, and also to research the good use of caves as residential area, myths and tales, proverbs and civilian religions through folk customs' approach to caves. in pre-historic age, I understood that the caves was used for residential area and for food life by various archeological data. I could review the meaning of caves through Dangoon myth and deeply comprehend the caves, as every cave has it's own tales related with mysterious world. Caves are spotlighting as proverbs related with unknown world, and the caves as prayer place and mental training place, and also as foods warehouse, military facility, and play space I.E sightseeing place from a viewpoint of modern living folk customs.

Study on the Creation and Usage of Cultural Contents for 'Geotaji Folk Tale' ('거타지' 설화의 문화콘텐츠 창작과 활용)

  • Lee, Kyu-Hoon
    • The Journal of the Korea Contents Association
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    • v.8 no.8
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    • pp.119-127
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    • 2008
  • The object of this study is to find ways of a creation and an usage of cultural contents, based on the survey of the culture archetype facts, the culture elements and the narrative structure of 'Geotagi folk tale'. This story takes its place as our cultural archetype, because of its perfect narrative structure and the myth-like features in the story line. Additionally, various cultural elements implied in the text have the world wide universality as well as the unique traditional characters of Korea. Thus, for above reason, 'Geotagi folk tale' can be helpful in creating the new cultural contents. In creating and using the cultural contents of 'Geotagi folk tale', the first way is to build up the Digital contents including the data base of the original text and others, and the creation of graphics. The second way is to create the story bank utilizing hypertext. The third way is to make flash animations or games concerning the folk tale. and the fourth way is to to develop the symbols of the folk tale as animation characters.

Study on Digitalization of Cultural Archetype Based on the Tale of Cheoyong (처용설화의 문화원형 디지털콘텐츠화에 관한 연구)

  • Jung, Jai-Jin
    • Journal of Digital Contents Society
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    • v.9 no.4
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    • pp.591-600
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    • 2008
  • Korean traditional culture has a long history and it is rooted in the deep down our national culture. It is like bread and pride for Korean people. The tale of Cheyong is a precious cultural heritage, which has existed in the public awareness of the Korean people since the period of unified Silla. Based on its mysterious and beautiful story, the value of traditional culture can be revealed through development of digital contents. With such precious cultural resource we can digitalize the fun contents which the general public can enjoy. Ways of digitalize of cultural archetype has been suggested by analyzing the content elements of the tale of Cheyong. Also, by making scientific approach to the development process of digitalization, the possibility of digitalization has been found through 3D animation restoration process for Cheyong Dance and the process of making the tale of Cheyong into animation. Through analyzing the contents development process of cultural archetype of the tale of Chetyong, a cultural archetype sourcehas been developed which has a great value as a contents product that can be developed and used as various cultural content art works. With studies on the theory of development method for digitalization of traditional culture, scientific studies and investigation have to be continuously carried out so the digitalization of Korean cultural heritage, which will shine in the world, can be continued as well.

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A Study on the Interrelationship of Caves and Culture (동굴과 문화의 상관성에 관한 고찰)

  • 이정애;이영애
    • Journal of the Speleological Society of Korea
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    • v.46 no.47
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    • pp.59-69
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    • 1996
  • 동굴은 우리의 옛 조상들이 강 가까운 동굴 속에 살면서 바닷가나 냇가에서 물고기를 잡아먹으며 살아가는 등 먼 옛날 석기시대에는 혈거생활의 주거지로 이용되어 왔을 뿐만 아니라 그 후 인류가 발전함에 따라 다양하게 이용되어 왔다. 즉, 때로는 은신처로 이용되어 왔고 때로는 묘지로, 작전기지로, 그리고 물자의 저장고로도 이용되었고 그밖에 수양터와 신앙의 장소 등으로 사용되었었다. 이러한 증거로서 인골화석, 생활을 위해 선조들이 사용하였던 다량의 도구 등 일상용품이 아직도 보존되어 남아있는 것이 발견되고 있다. 우리 나라에서 가장 독특한 문화를 갖고 있는 제주도에서도 여러 개의 동굴이 발견되었다. 이들은 성인상으로는 모두 제주도의 화산 폭발과 관련된 것이어서 용암동굴로 분류되고 있다. 그 중에서 삼성혈은 제주도의 삼성신화, 즉 부족 형성과 관련 있는 것이고, 빌레못동굴은 구석기시대에도 재주도가 주거지로 이용되었음을 인증 받는 중요한 자료로 활용되고 있다. 또한 김녕사굴의 설화는 재주도 설화의 하나로서 제주도 정부와 주민들간의 일치단결에 대한 예를 보여주고 있으며, 산방굴은 제주도 여인들의 기개에 대한 예를 나타내 주는 곳이고, 세계에서 가장 긴 동굴군계인 만장굴은 여인의 한을 전설로 담고 있다. 이렇듯이 동굴은 인류와 매우 밀접하게 관련되어 있음을 확인할 수 있다. 따라서 이제 동굴은 그 학술적ㆍ문화적 가치로서는 물론 최근에 붐이 일고 있는 관광적 측면에서도 그 보전 및 연구ㆍ개발이 시급하다 하겠다.

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Scientific Exploration of the Footprints in the Folktale: The Footprints of Munhojang, Changnyeong-gun, Gyeongsangnam-do, Korea (설화 속 발자국에 대한 과학적 탐색: 경남 창녕군 문호장 발자국)

  • Jung, Seung-Ho;Kim, TaeHyeong;Ahn, Jaehong
    • The Journal of the Korea Contents Association
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    • v.21 no.8
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    • pp.49-59
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    • 2021
  • Since ancient times, legends and tales have been handed down with a spirituality, shamanistic meaning, and imagination. Among many tales about people and animal footprints that are handed down in various parts of Korea, Changnyeong's 'Munhojang Footprint' is the first case in which the physical evidence(footprints) that the main character has left was identified as a dinosaur footprint. In this study, we performed a scientific analysis based on the basic data collection, distribution pattern of 'Munhojang Footprint', three-dimensional digital recording and visualization, as well as case analysis and humanitic review of footprints in tales and legends. The Munhojang Footprints has long been known as human footprints left in the natural rock due to its shape and preservation status. A new analysis that the Munhojang footprints (composed of 13 footprints) are dinosaur tracks shows social perceptions of the ancient people, characterized by the fear of supernatural beings and the limits of scientific interpretation. Through this scientific and humanistic exploration of Munhojang Footprint that are passed down from generation to generation as legends, pray for peace and well-being of the village through rituals and rituals every year, and have been preserved and managed as practical evidence, it is expected that traditional culture and natural heritage will be linked and mutual value will be enhanced.