• Title/Summary/Keyword: 이야기 방식

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Dance Storytelling Perspective and Searching for Dance in Korea - Cheoyongmu text Centered on - (한국춤 스토리텔링 관점과 모색방안 - 처용무 텍스트를 예로 -)

  • Kim, Ji-won
    • (The) Research of the performance art and culture
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    • no.35
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    • pp.373-404
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    • 2017
  • As an art, Korean dance is a history, a tradition, and a continuing activity of consciousness. It is a present and future activity in the past that will continue the identity of Korean people. So storytelling is not just a description of the historical background, but of eternity that is being recreated. From this study, the inquiry of artistic beauty of Korean traditional dance is questioning the original essence and value of 'storytelling' through old tradition and historical art. If the study of the Korean dance among them was a study of the theorists for the aesthetic essence or the ideological system, the point of view of the storytelling of the Korean dance is that the public understanding about the core structure and reason of Korean dance and the study of the humanistic value It reminded me of a desperate attitude. The meaning of this study is to verify the usefulness of storytelling as a way to construct various contents of Korean dance in conceptual definition of storytelling. In the symbolic meaning of Korean dance, Cheoyongmu text formed the deep meaning network of the original art beyond the linguistic narrative structure and suggested the importance of storytelling development as DB of original contents.

The related record about 'Daejanggeum' and its modern acceptance (대장금(大長今)' 관련 기록의 현대적 수용 - 문화콘텐츠로의 생성과 전개 양상 분석 -)

  • Nam, Eunkyung
    • (The)Study of the Eastern Classic
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    • no.43
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    • pp.33-64
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    • 2011
  • The historical drama played on TV in 2003, Daejanggeum is originally based on the short historical record of lady doctor of the palace from the [Jungjong record] of Josun. The drama mixed fiction and historic record well together draw enormous interest and became a novel, musical and animation for children. Also the location of shooting drama became a theme park to attract travelers and the name 'Daejanggeum' was used for products to create great additional value. Most of all, the drama then was exported to overseas and became the representing drama of Korea. Therefore, drama is the representing piece that proved the success of historic data with its application as various modern cultural contents. The analysis of success reason of showed the creation of new modern woman character, fresh selection of the item that suits well in the time of desiring wellbeing, the strong drama scenario with different story development compared to previous historic drama. Also, it used 'one source multi use' method prior to the broadcasting and prepared production of various cultural contents. This success of Daejanggeum means a lot from the point of 'modern acceptance of tradition' to tradition researchers.

Classification of fun elements in metaverse content (메타버스 콘텐츠의 재미 요소 분류)

  • Lee, Jun-Suk;Rhee, Dea-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.8
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    • pp.1148-1157
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    • 2022
  • In 2019, COVID-19 changed many people's lives. Among them, metaverse supports non-face-to-face services through various methods, replacing daily tasks. This phenomenon was created and formed like a culture due to the prolonged COVID-19. In this paper, the fun elements used in the existing game were organized to find out the fun factors of the metaverse, and the items and contents were reclassified according to the metaverse with five experts. Classification was classified using reproducibility, sensory fun [graphic, auditory, text, manipulation, empathy, play, perspective], challenging fun [absorbedness, challenging, discovery, thrill, reward, problem-solving], imaginative fun [new story, love, freedom, agency, expectation, change], social fun[rules, competition, social behavior, status, cooperation, participation, exchange, belonging, currency transaction], interactive fun[decision making, communication sharing, hardware, empathy, nurturing, autonomy], realistic fun[sense of unity in reality, easy of learning, adaptation, intellectual problems solving, pattern recognition, sense of reality, community], and creative fun[application, creation, customizing, virtual world].

Reading "Ce que l'image nous dit", between Academia and its Interpretation (『이미지가 우리에게 말해주는 것』 읽기 -아카데미아와 그 해설)

  • Kim, Hangyul
    • Journal of Popular Narrative
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    • v.27 no.1
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    • pp.341-357
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    • 2021
  • Didier Éribon's dialogue with Ernst Gombrich, first published in 1991 in France, stands as a curious example of interpreting a scientific mind into a popular narrative. On the occasion of its brand new translation in Korean, this essay examines the encounter of two different languages, that of scholarly art history and the other, of "entretien". Éribon's previous interviews with Georges Dumézil and Claude Lévi-Strauss have already shown the perfect use of dialogue that interprets in simple words some currents of European thoughts of 20th century at its highest level. The double identity found in the extraordinary profile of the author of The Story of Art should help us deal with this particular form of dialogue in depth, and expect another possibility of explaining and reconstructing academia.

The Meaning of Seeing in John Ruskin's Aesthetics (존 러스킨의 미학에서 '본다는 것'의 의미)

  • Lim, Shan
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.2
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    • pp.303-308
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    • 2021
  • This paper deals with the meaning of seeing in John Ruskin's aesthetic theory. For Ruskin, seeing is the essential key to define moral insight. To consider the relationship between the education of sight and the delight from experience of seeing in nature within Ruskin's moral thought, I analyse Ruskin's various lectures and texts, including Modern Painters, The Story of Halcyon, Of the Science of Light, Proserpina, and Praeterita. The first section of the body investigates the relations among pleasure, thought, sight which compose Ruskin's moral ecology, and then the second section traces the theoretical logic formed the concept of seeing as moral perception of human being. The third section demonstrates correspondence between aesthetic experience of pleasure and the way of seeing as an education for the mystery of Nature and God. After these theoretical processes, this paper finally insists that seeing is the factor of formation of an ecological sensibility corresponding with development of moral perception generated within the hierarchical structure of human-nature-god.

The Qualitative Exploration of Dysfunctional Religiosity for Well-being (웰빙 차원에서 역기능적 종교성에 관한 질적 탐구)

  • Kyung-Hyun Suh
    • Korean Journal of Culture and Social Issue
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    • v.24 no.2
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    • pp.193-220
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    • 2018
  • This study aims to analyze qualitatively the people's dysfunctional religiosity for well-being. The participants of this study were 6 the clergy and 6 believers (devotes). The clergy included three pastors of Protestant churches, two Buddhist monks (male and females), and one Won-Buddihst monk. Six devotes included two Protestants, two Catholics, and two Buddhist. There were one female in the clergy and three females in devotes. Data gathered from narrative interviews were analyzed with techniques based on Giorgi's phenomenological strategies and procedures. Twenty two topics derived from their assertions and statements, nine main meanings were classified based on those topics. Main meaning were reward-seeking religiosity, authority oriented religiosity, selfish religiosity, blind or unconditional religiosity, asocial religiosity, inactive religiosity, inexperienced religiosity, emotionally problematic religiosity, and cognitively problematic religiosity. Based on derived topics and main meaning, suggestions for further studies, for example the scale development, and information of strategies for promoting well-being of religious persons were discussed.

The Excavation and Making Storytelling of Cultural Landforms around Shincheon (stream), Guemho River in Daegu (대구 신천과 금호강 일대의 문화지형 발굴과 스토리텔링 구성)

  • JEON, Young-Gweon
    • Journal of The Geomorphological Association of Korea
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    • v.17 no.3
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    • pp.17-30
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    • 2010
  • This paper aims to excavate and make storytelling of cultural landforms around Shincheon, Geumho river in Daegu and then to build the strategy for making its application. The main results are as follows. 1) There are main cultural landforms such as Yongdubawi(龍頭岩, river cliff), river cliff, rock shelter(岩蔭), sheeting joint landform, river cave, tor, etc. around Shincheon. 2) there are main cultural landforms such as riverine wetland, ferry, point bar, river cliff, Hwadam(畵潭, pool), Donghwacheon(stream), Mutae(無怠), Chimsan(hill), Yeonamsan(hill), Sanghwadae(river cliff), etc. around Geumho river. 3) It is necessary to excavate and restore cultural landforms around Shincheon and Geumho river for protection, Also the valuable cultural landforms should be designated as cultural assets in order to prevent damage. 4) Considering from application of cultural landforms around Shincheon, natural observation site need to be designed for experiencing culture, history and ecological environment. However, in viewpoint of application of cultural landforms around Geumho river, it is much better to plan a few of Geumho river cultural landform trails for self-guided tour.

Study on the Application of Comic Panel Direction in VR Animation - Focusing on <Mescaformhill: Missing Five> (만화의 칸 연출을 적용한 VR 애니메이션 연구 - <Mescaformhill: Missing Five>를 중심으로)

  • Park Sukyung;Lee Taegu;Choi Suhyeon
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.253-258
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    • 2023
  • In comics, panels serve a variety of dramatic purposes, including controlling the flow of the story through the size, placement, and order of panels; directing the eye to where characters or specific actions take place; expressing the passage or sequence of time; and using backgrounds, lighting, and color to emphasize emotion and convey mood. When applied to VR animation, these comic panels can give users a more immersive experience of the cartoon world in the VR space. In the VR animation "Mescaformhill: Missing Five," produced in 2022, the comic panels directing is very important to guide the viewer's attention, and in the VR space, the camera angle can be freely changed to realize various visual effects, and the physical interaction brings the comic panels directing to life. This can open up new ways of storytelling in VR animation and contribute to its successful expansion into new mediums.

'Andongpo Village' Spatial Storytelling for Strengthening of Its Placeness (장소성 강화를 위한 '안동포마을' 공간스토리텔링)

  • Bae, Jin-Hee;Kwon, Gichang
    • 지역과문화
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    • v.6 no.4
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    • pp.73-97
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    • 2019
  • This study aims to rediscover the meaning and the value of Andongpo Village to strengthen its placeness through spatial storytelling. It draws the placeness of the traditional village which retains the traditional way of life and the culture of hand-weaving through theoretical consideration, analysis of strengthening of placeness cases in the past and analysis of the village environment and cultural resources to understand the general context of the village. To this end, the theme of spatial storytelling was set as 'the breath of a thousand years', and sub-themes for more specific details were set as 'dedication', 'sharing','memory', 'meeting', 'health', and 'harmony'. It allowed Andongpo-po Village to become a place where traditional culture, creativity and assets of placeness co-exist thus enabling it to produce new contents, which was achieved by assigning appropriate space to each of the sub-themes, making reproduction and creation of a story based on the connection possible. In addition, the study developed a detailed program to enable visitors to become main agents who experience and complete the placeness of the village. As result, the study is expected to contribute to the increase in the brand value of Andongpo Village, the living standard of its residents and the number of tourists.

How to Create Small-sized Cities as Local Contents: Focusing on the Case of 'Town-stay' in Korea and Japan (로컬콘텐츠로서의 소도시 만들기: 한국과 일본의 마을스테이 사례를 중심으로)

  • Suhee Chung;Dongsuk Huh
    • Journal of the Economic Geographical Society of Korea
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    • v.26 no.1
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    • pp.23-39
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    • 2023
  • Due to the recent population decrease and urban decline, it has become increasingly important to induce qualitative changes in the city itself and create a differentiated development model. Local culture, based on its uniqueness and diversity, generates the expansion and ripple effect of various contents through creative utilization. In this study, we examine a new local content approach called "town-stay (village hotel)" that develops cultural content and creates a place-making in terms of creating a sustainable ecosystem with cultural vitality. While the uniqueness and creativity of individual content can make a region's attractiveness stand out, we have seen in the case of small-sized cities in Korea and Japan that content elements (place, story, people) can be materialized into area-level content called town-stay(village hotel). The local contents are densely presented in a specific area to increase visibility and expand into a variety of content that reveals regional connections. Local creators, who are the core actors, understand locality, induce active activities, and pursue sustainable development that promotes not only economic value but also community solidarity.