• Title/Summary/Keyword: 역할놀이

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A Study on the Directorial Approaches of by Juan Mayorga (후안 마요르가 작 <하멜린> 연출적 접근방법 연구)

  • Lee, Seo-A;Cho, Joon-Hui
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.8
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    • pp.161-180
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    • 2021
  • The purpose of this study is to define Juan Mayorga's play Hamelin as a Post-Epic Theatre and to study the practical directing technique for Hamelin as a Post-Epic Theatre. Post-Epic Theatre, which appeared after the Post-drama, has the purpose of presenting social issues, communicating interactively between the actors and the audience, and making the audience think about the issues presented by the techniques of immersion and alienation. To this end, after examining the theoretical background of the Post-Epic Theatre, the characteristics of the Post-Epic Theatre of Hamelin were identified and based on these features, '1. Building a visual image based on a Cubistic multifocal concept' and '2. The concept of directing was derived from reinforcing Meta-drama through role-playing'. Next, the actual directing technique was discussed, focusing on the chain action of immersion and alienation that occurs in the form of communication between actors and audiences. '1. Presenting the characteristics of the work through Post-Epic Theatre scenography', '2. Co-existence of actors and characters', '3. Building and utilizing body-centered gestus' are them. As a result, demanding an active attitude from the audience, various experiences such as critical thinking of the audience, strengthening the characteristics of post-epic dramas, and active meaning creation were made possible.

Plant Species Utilization and Care Patterns Using Potted Plants in the Traditional Gardening (전통조경에서 분(盆)을 이용한 식물의 활용과 애호 행태)

  • Kim, Myung-Hee
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.31 no.3
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    • pp.61-74
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    • 2013
  • This study examined and analyzed ancient writing and poetry regarding cases of appreciating plants by using pots in a garden of a palace or private houses by ancestors, and examined shape and planting method of plant species and potted plants, arrangement and preference of potted plants. As for the method of the study, description research method which examines and interprets poem and painting based on potted plants. The results of this study is summarized like the following. First, the plants which were favorably used for potted plants include 19 kinds such as Prunus mume, Pinus densiflora, Pinus pumila, Phyllostachys spp., Camellia japonica, Punica granatum, and Gardenia jasminoidesa, and as for herbs, 12 kinds such as Chrysanthemum monifolium and Nelumbo nusifera . Second, the species which were specially arranged into artificial shapes include Prunus mume and Pinus densiflora. The two plants made the shape of severe curves of stems such as Wangpi. Gyuban, and Bangan, and there are Pinus densiflora dwarfed potted plant whose roots are stretched on Prunus mume grafted into a strange stump and an oddly shaped stone. For the beauty of the dwarfed tree shape, pine cones are added to an old Pinus densiflora or Parthenocissus tricuspidata is planted to stems, and additional method of making moss on the soil, which is called 'Jongbunchuigyeong'. As for planting method, water culture, planting on a stone, planting on a charcoal, and assembled planting are expressed in poetry. Third, as for external space for potted plants, a place where a king stays, a bed room for a king, surrounding areas and gardens of private houses, and step stones were used as a space which adds artistic effects. Potted plants are placed on a table in a library, on a desk, on a drawer, and near a pillow as a small items in a room, and scholars enjoyed original characteristics and symbolism of the potted plants. Fourth, at the time of flowering of Prunus mume, poetry event was held to enjoy the tree and writing poetry begun. And at the time of flowering of Chrysanthemum monifolium, the flowers were floated in a liquor glass or shadow play was enjoyed. Fifth, potted plants played the role of garden ornaments in elegant events of a palace, the gentry, wedding ceremony, and sacrificial rites. Sixth, potted plants were used as tributes between countries, donation to a king, or a gift of a king. In addition, there were many cases where scholars exchanged potted plants and there is the first record of giving a potted plant in 'Mokeunsigo' by Mokeun Isaek, scholar in the late era of Goryeo. Seventh, at the time of flowering Prunus mume, Chrysanthemum monifolium, Gardenia jasminoides, Nelumbo nusifera, and Narcissustazetta var. chinensis, they enjoyed the particular fragrance and express it into poetry. Eighth, plant species from southern parts such as Camellia japonica, Daphne odora, Gardenia jasminoides, Citrus unshiu, Phyllostachys spp., Punica granatum, Rosa rugosa, and Musa basjoo, or foreign plant species, and species weak against the cold were utilized as pot plants for enjoying green trees indoors in northern central province in harshly cold winter.

A Time Series Analysis of Urban Park Behavior Using Big Data (빅데이터를 활용한 도시공원 이용행태 특성의 시계열 분석)

  • Woo, Kyung-Sook;Suh, Joo-Hwan
    • Journal of the Korean Institute of Landscape Architecture
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    • v.48 no.1
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    • pp.35-45
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    • 2020
  • This study focused on the park as a space to support the behavior of urban citizens in modern society. Modern city parks are not spaces that play a specific role but are used by many people, so their function and meaning may change depending on the user's behavior. In addition, current online data may determine the selection of parks to visit or the usage of parks. Therefore, this study analyzed the change of behavior in Yeouido Park, Yeouido Hangang Park, and Yangjae Citizen's Forest from 2000 to 2018 by utilizing a time series analysis. The analysis method used Big Data techniques such as text mining and social network analysis. The summary of the study is as follows. The usage behavior of Yeouido Park has changed over time to "Ride" (Dynamic Behavior) for the first period (I), "Take" (Information Communication Service Behavior) for the second period (II), "See" (Communicative Behavior) for the third period (III), and "Eat" (Energy Source Behavior) for the fourth period (IV). In the case of Yangjae Citizens' Forest, the usage behavior has changed over time to "Walk" (Dynamic Behavior) for the first, second, and third periods (I), (II), (III) and "Play" (Dynamic Behavior) for the fourth period (IV). Looking at the factors affecting behavior, Yeouido Park was had various factors related to sports, leisure, culture, art, and spare time compared to Yangjae Citizens' Forest. The differences in Yangjae Citizens' Forest that affected its main usage behavior were various elements of natural resources. Second, the behavior of the target areas was found to be focused on certain main behaviors over time and played a role in selecting or limiting future behaviors. These results indicate that the space and facilities of the target areas had not been utilized evenly, as various behaviors have not occurred, however, a certain main behavior has appeared in the target areas. This study has great significance in that it analyzes the usage of urban parks using Big Data techniques, and determined that urban parks are transformed into play spaces where consumption progressed beyond the role of rest and walking. The behavior occurring in modern urban parks is changing in quantity and content. Therefore, through various types of discussions based on the results of the behavior collected through Big Data, we can better understand how citizens are using city parks. This study found that the behavior associated with static behavior in both parks had a great impact on other behaviors.

An Historical and Cultural Analysis on the Eastern and Western Moat (동·서양 해자(垓字)의 역사와 문화적 해석)

  • Jung, Yong-Jo;Sim, Woo-Kyung
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.29 no.1
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    • pp.105-120
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    • 2011
  • A moat is a pond or waterway paved on the outside of a fortress that is one of the facilities to prevent enemy from approaching the fortress wall or classify it as the boundary space, moats had existed in Europe, Asia and the America from ancient times to medieval times. however it is has been disappeared in modem society. In addition, a moat is a great value in historical and cultural sense such as offering a variety of cultural activities and habitats for animals, but unfortunately there is little consideration of its restoration plan. This research is aimed to investigate historical and cultural meaning and significance of moats which had been existing from ancient times to medieval times in the Eastern and Western. For this purpose, this research analyzed concepts and functions in consideration with times and ideological backgrounds of moats in Korea, China, and Japan. Results were as follows: 1. Moats in Korea existed not only in the castle towns of Goguryeo but also in ancient castle towns of Baekje and Silla. Natural moats and artificial moats existed around castles that were built to prevent and disconnect accessibility of enemies In Goryeo Dynasty and Chosun Dynasty, moats were also used as a defensive function. 2. A moat was generally installed by digging in the ground deep and wide at regular intervals from the ramparts, A moat was installed not only around a castle but also in its interiors. Moats outside castles played an important role in stomping the ground hard besides enhancing its defensive power. In addition, water bodies around a facility often discouraged people's access and walls or fences segregated space physically, but a moat with its open space had an alert and defensive means while pertaining its visual characteristics. 3. The moat found at Nagan Eupseong rumor has it that a village officials' strength was extremely tough due to strong energy of the blue dragon[Dongcheon] in Pungsujiri aspects, so such worries could be eliminated by letting the stream of the blue dragon flow in the form of 'S'. 4. The rampart of the Forbidden City of China is 7.9 meters high, and 3,428 meters long in circumference. It was built with 15 layers of bricks which were tamped down after being mixed with glutinous rice and earth, so it is really solid. The moat of the Forbidden City is 52 meters in width and 6 meters in depth, which surrounds the rampart of the Forbidden City, possibly blocking off enemies' approach. 5. Japan moats functioned as waterways due to their location in cities, further, with the arrangement of leisure facilities nearby, such as boating, fishing from boats, and restaurants, it helped relieve city dwellers' stress and functions as a lively city space. 6. Korean moats are smaller in scale than those of the Forbidden City of China, and Edo, and Osaka castles in Japan, Moats were mostly installed to protect royal palaces or castles in the Eastern Asia whereas moats were installed to protect kings, lords, or properties of wealthy people in the west.

An Analysis on the Contents of STS in the High-School 'Science' Textbooks according to the Curriculum Revised in 2009- Focused on the Unit of 'Evolution of Life' and 'Health of Humanity and Scientific Technology' (2009 개정 교육과정에 따른 고등학교 '과학' 교과서의 STS 내용분석 - '생명의 진화'와 '인류의 건강과 과학기술' 영역을 중심으로 -)

  • Jeong, Kyeong-Ha;Son, Yeon-A;Kim, Dong-Ryeul
    • Journal of Science Education
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    • v.39 no.3
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    • pp.343-357
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    • 2015
  • The present study aims to analyze the extent of the use of STS contents in the areas of 'Evolution of Life' and 'Health of Humanity and Scientific Technology' in 'Science' textbooks and to determine whether they meet the goals of the curriculum revised in 2009. The analysis of the 7 types of textbooks according to the STS topics areas indicated big differences between textbooks as little as 16.67% and as much as 58.33%. Also, among the topics associated with STS, 'Space Development and National Defense' and 'Environmental Problems' were not included. In the STS activity areas, the areas of 'Structured Debate,' 'Interpretation of Data,' 'Research and Investigation' showed great frequency. On the other hand, the STS activity areas of 'Field Activities,' 'Problem-solving and Decision-making,' 'Role Playing,' 'Simulation,' 'Case Study,' and 'Research Design' showed small frequency. Analysis of the STS contents for each area indicated 67.57% for the contents relevant to 'the applicability of science' accounting for the largest part whereas 'Understanding of Occupations related to Science' accounted for 1.63%, showing a great difference in their frequency. Seven standards except 'the applicability of science' were included each contents beyond 10% or less than 10% proportion. The STS contents included in the life science area of the 7 types of convergence-style 'Science' textbooks for the high-school accounted for an average of 20.75%, from as little as 12.35% to as much as 26.90%, depending on the publishes.

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A study on Amusement Fear of Video Game and Player's Response (비디오게임의 유희적공포에 대한 플레이어의 반응연구)

  • Yoon, Jang-Won;Oh, Kyung-Su
    • Journal of Korea Game Society
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    • v.9 no.2
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    • pp.3-12
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    • 2009
  • In this study, by both qualitative and quantitative measurement on the purpose of deriving the sensitive amusement factor. I consider the fear of horror games as "the amused fear" and analyze it, which is based on the play theory by Roger Caillois. On the basis of this, I classified the amusement fear in horror games into the 4 factors. I conducted some positive tests through the player's response in order to verify them. The test is conducted measuring the heart rate of each experimenter by cardiometer while they are playing horror games. By analyzing the video data, I gave a name to the point that the amusement fear factors are expected to influence psychologically and physiologically as the fear point. At this point, I examined if the measured heart rate makes the outstanding difference or not, when compared average heart rate with experimenter's heart rate. In addition, I also examined if there is a statistical correlation of heart rate by attaching player's subjective data through the questionnaire. Consequently, it was statistically turned out that the experimenter's heart rate which is measured rose dramatically than usual, and that there are close correlations among subjective data. I also found out that the amusement fear factor at the relevant point plays a major role in experimenter's psychological and physiological response. In this study, I could prove the horror factor as a meaning of amusement factor using both theoretical method and positive method establishing a standard set that is helpful for further production and planning of the game.

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Analysis on Kandinsky's work as a case study of Art Therapy (미술치료모델로서의 작품분석연구 - 칸딘스키작품을 중심으로)

  • 방경란
    • Archives of design research
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    • v.17 no.2
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    • pp.383-392
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    • 2004
  • Analysis on Kandinsky's Work as a Case Study of Art Therapy. This study attempts to analyze a work of W. Kandinsky, who placed great emphasis on the relationship between the form and the color of an object, from the viewpoint of art therapy. Most papers related with fine art work analysis approach it from the aesthetical point of view and there are few attempts to interpret art works in terms of art therapy. This study tries to present a new angle to the studies of art therapy Practiced up to now and research is made on its potentiality. With an analysis on the relationship between human psychology, and color and form that convey visual language, research is made on the feasibility of art therapeutic methods through the approaches based on color psychology, Gestalt theory and perception psychology. The final purpose of this study is to apply the results to the development of illustrations, education program for children, and educational instruments and toys that will promote children's healthy emotional growth based on the color psychology and the form psychology of human being. As an initial study, a piece of Kandinsky's work, titled ' CERCLES DANS CERCLE', is analyzed as a case study of art therapy both from theoretical standpoint and from the viewpoint of art therapy. Through this effort, it can be utilized as a new case study of art therapy that will influence human emotion positively and lead to healthful emotional catharsis.

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The Online Game World as a Product and the Behavioral Characteristics of Online Game Consumers as Role Player (상품으로서의 온라인 게임 세계와 역할 놀이자로서의 온라인 게임 소비자의 행동특성)

  • 황상민;김지연;임정화
    • Science of Emotion and Sensibility
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    • v.7 no.3
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    • pp.37-50
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    • 2004
  • This study attempted to explore how online game is endowed new meaning and function and changed into totally different product in result by recognition and consuming behavior(game activity) of game users. The subjects of this study are famous Internet based online games called 'Lineage' and 'EverQuest'. These two online games are physically similar games. Both are MMORPG and community-based games. While Lineage became a cyber world as a part of the real world, EverQuest was a game product. This study explored the recognition of garners about game world and different consuming behavior pattern(game activity pattern) in game world made by different recognition of online game. The result from exploring the differences in the recognition of game world showed Lineage garners regarded Lineage world as another living space or a part of real world they can explore and express psychological need and self-identity or self-image and live through diverse activities. But EverQuest garners regarded EverQuest as a product for experience of fantasy world. The result from comparing the game consuming behaviors showed that different recognition of game world made the differences in the game consuming behavior. The results of the present study supported that the recognition of consumers about digital images or content poducts like online game can be different by the value and experience of consumer, and the different recognition make the different consuming behavior of similar or same products. The results supported that the meaning and value of digital images or digital content are endowed by consumers.

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Exploring a Change of Pre-Service Early Childhood Teacher's Meaning Through a Field-Based Job Experience Program (예비유아교사가 경험한 직무체험프로그램의 의미 탐색)

  • Sim, Sung-Hee;Jang, Suk-Kyumg;Ra, Young-E
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.1
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    • pp.230-238
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    • 2018
  • The purpose of this study was to examine the change in pre-service early childhood teacher's meaning through a job experience program. 15 students majoring in Early Childhood Education of K University participated in this study. Participants were provided a field-based job experience program for 4 weeks. Data was collected through pre-and post- questionnaires which enabled participants to freely share opinions. As a result of this study, pre-service teachers' expect teacher' know to preparation for a class, teaching performance, role of teacher for daily life guidance. Second, it is the actual experiences were infant knowledge, class management, parent counseling and care. Third, achievements included not only facilitating positive teacher behaviors, but also school performance. Moreover, it is important that variety of experience. The findings of this study imply that providing field-based job experience for the confidence of pre-service teachers regarding teaching and variety experience of job-related.

Design Preference & Consumer Trend of Younger Children's Parents for Smart Animal Toy (영유아 부모의 동물형 스마트 토이 디자인 선호도 및 구매요인)

  • Hyun, Eunja;Yoon, Hyunmin
    • The Journal of the Korea Contents Association
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    • v.15 no.9
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    • pp.72-83
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    • 2015
  • The purpose of this study was firstly, to explore the design preference, consumer experience and purchasing factors of parents for smart animal toys and secondly, investigate whether there is a difference by children's sex and age. For this purpose, the questionnaire survey was conducted with 344 parents of younger children in Seoul and Gyeonggi Province. As a result, the white or brown colored 20~30cm, dog-type smart toy was preferred and the sound was considered as the most important function. Besides role of toy, smart toy was expected to play as a pet, a friend and a younger sibling. Actually, dog-type smart toy were most frequently purchased. And main satisfied causes were fun, interactivity and design and dissatisfied causes were noise, price, battery life and durability of purchased smart toys. Finally, the important factors in purchasing smart toy were the safety, durability, battery life, sustainable play, education and washability. The parents' preference, customer experience and purchasing factors showed little significant differences according to the sex and the age of the children. This research will be useful in understanding parents purchasing activity of smart animal toys and provide valuable data for function construction, design and service planning necessary to develop the smart animal toy.