• Title/Summary/Keyword: 설화 콘텐츠

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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 Research of Relationship between Animation Content and Traditional Folk Culture: Centered around Michel Ocelot's <Kirikou et la Sorcière>(Kirikou and the Sorceress) and KBS Satellite Channel's <Animentary Korean Folklore>. (애니메이션 콘텐츠 창작소재와 전통 민속문화와의 만남: 미셸 오슬로의 <키리쿠와 마녀>와 KBS 위성 TV <애니멘터리 한국설화>를 중심으로)

  • Lee, Jong-Seung
    • Cartoon and Animation Studies
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    • s.19
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    • pp.65-88
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    • 2010
  • The purpose of this article is to investigate the relation the animation to culture archetype, focusing on the case of the matter for animation content creation. Furthermore, in the paper, we also study about the animation industry development using various cultural archetypes such as the tale, myth, legend, folk tale, which are usable for animation content industry. For purposes of this study, we analyzed the aspects of power of folk tale and the essential vitality of folk tale in KBS Satellite Channel's and Michel Ocelot's $\grave{e}$re>. Above all, the origin of literature, folk tales are characterized by their uniqueness of each people as well as the global universality, being reproduced over and over again in oral literature. In the existent mode, folk tales have a firm structure because of storytelling, and have characteristics of performance and tradition on the basis of this structure. These characteristics can make emotional experience deepen and insure quality of narrative experience through direct communications. In this context, comparing folk tales of diverse forms of each nation and discovering the ethnicism and universality would not only be critical in the animation content development aspects, but provide precious data for effective animation marketing to apply One Source-Multi Use.

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Study of Re-writing "A Tale of the Conquest over a Big Enemy from an Underground Nation" - Focusing on picture book narrative (지하국대적퇴치설화를 활용한 새로쓰기 연구 - 그림책 서사를 중심으로)

  • Kim, Hwa-Lim;Kim, Hanil
    • Smart Media Journal
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    • v.6 no.4
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    • pp.88-93
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    • 2017
  • The story of "A Tale of the Conquest over a Big Enemy from an Underground Nation" is a story that is distributed all over the world. This familiar narrative structure can be accepted without great objection even in places with different cultures. In case of storytelling with the elements extracted from the narrative according to the previous research, storytelling of the picture book was carried out using the element and structure of the narrative. One of the ways to content the story is called a re-writing. In this paper, we divided the components of picture book into literary subjects, plots, characters, and backgrounds. "A Tale of the Conquest over a Big Enemy from an Underground Nation" is analyzed in the same way. And presented storytelling of the picture book.

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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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.

A Case Study on Performance Development Based on Local Folk Tale in Gangneung - Focusing on the Musical <Wolhwajeon> - (강릉지역 설화 중심으로 한 공연 개발사례연구 - 뮤지컬 <월화전>을 중심으로 -)

  • Park, Chul-Hyun
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.367-372
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    • 2023
  • This study analyzed the use of scriptwriting and hologram technology for storytelling in the production of locally-centered cultural and artistic content. The musical <WolhwaJeon>, produced in the Gangneung area, was examined as a case study. The process of creating the script for the performance was used to establish the self-identity of the character "carp" and the stage visualization of the folktale "Yeonhwa." Furthermore, the use of hologram technology to actualize the inner expressions of the characters, deliver information, enhance spatiality, and visualize fantasy elements was examined. Through this approach, educational information about local folktales was provided to the local residents, and their pride in their region was heightened. This locally-centered content requires continuous development in a modern society that pursues cultural diversity, and future research is needed to produce and develop traditional and cultural content in other regions.

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 the Tales related to the Creation of 'Humninjeongeum' of Sinmi and the Way of their culture-convergence contents (신미의 '훈민정음' 창제 관련 설화와 문화융합의 콘텐츠 방안)

  • Baek, Won-gi
    • Journal of the Korea Convergence Society
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    • v.8 no.2
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    • pp.127-135
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    • 2017
  • So far, it has been a general opinion that 'Hunminjeongeum' creation was made only by King Sejong himself under Jiphyeonjeon scholars' help. However, this paper stresses that 'Hunminjeongeum' was made not only by King Sejong but also by Sinmi's positive effort on King Sejong's secret order, and examines the possibility of the culture-convergence contents related to these tales as well. To reveal the ground, the method of this research was proceeded particularly focusing on following texts: Sejongsillok, Munjongsillok, Hangukbulgyojeonseo, etc. The result was as followings. 1) King Sejong's absolute trust in Sinmi, 2) Sinmi's outstanding linguistic talent in Sanskrit. 3) King Sejong's donation of Amitaba-Triad Buddha images to Bokcheonsa Temple and Sejong's granting a respecting title of 'Wugukise Hyeogakjonja' to Sinmi. 4) Sinmi's vow to educate and spread 'Hunminjeongeum' based on Buddhism, and 5) Sejo's visit Sinmi at Bokcheonsa Temple. Furthermore, if the tales related to 'Hunminjeongeum' creation are activated into a type of national or regional events or festivals without remaining simply in a story level, it would be a good way to spread the excellence of convergence K-culture with various culture contents.

The Study Establishes Development Strategies on Chasabonpuri (<차사본풀이> 스토리텔링 개발 전략 연구)

  • Lee, Chang Hoon
    • The Journal of the Korea Contents Association
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    • v.16 no.11
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    • pp.560-573
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    • 2016
  • Endeavors have been made for the last decades to make resources of local myths and legendary tales among local culture contents. Jeju as well has made efforts to develop diverse legendary tales as content products. However, there has yet to yield any visible outcome in any region, and they still remain as mascots only for festivals and/or local events. This is because there is a lack of culture content development infrastructure, and that there is absence of strategic approach to regional culture content development plans. Based on these problems, this study establishes development strategies for legendary tale resources focusing on Chasabonpuri, one of Jeju legendary tales, and explores as what types of popular culture contents it can be developed.

Visualization of 33 Avalokitesvara-Bodhisattva according to the Wishes (기원에 따른 33관음의 시각화)

  • Kim, Kyungdeok;Kim, Youngduk
    • The Journal of the Korea Contents Association
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    • v.18 no.9
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    • pp.240-247
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    • 2018
  • In this paper, we implement a digital content that visualizes 33 Avalokitesvara-Bodhisattva according to the wishes of the public. The 33 Avalokitesvara-Bodhisattva is described in the Avalokitesvara-Bodhisattva tale that is found in the ancient literature "Memorabilia of the Three Kingdoms" as Tangible Cultural Heritage. Also, it is easily found in a wall painting of traditional Buddhist temples. The 33 Avalokitesvara-Bodhisattva is the saint of mercy that transforms into 33 various forms according to the wishes of the public. The Avalokitesvara-Bodhisattva tales deal with differences in the types of wishes of the public, and the tales have been speeded like wildfire among the people. So, in this paper, we classify them into 4 groups by the wishes (healing, security, academic achievement, disaster relief) of the public, and then analyze its symbolism and activity of the 33 Avalokitesvara-Bodhisattva. Also, we implement a 2D digital content that represents visually it according to the wishes of the public. Applications of the implemented visual content are as follows; development of character, game, and digital storytelling associated with traditional culture, education service for Buddhist doctrines, etc.