• Title/Summary/Keyword: 자연놀이

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Joke-Related Aspects and their Significance in Traditional Korean Funny Performing Arts (한국 전통연희에서의 재담의 양상과 그 의의)

  • Son, Tae-do
    • Journal of Korean Classical Literature and Education
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    • no.32
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    • pp.29-61
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    • 2016
  • A joke (才談, 재담) is "the most interesting and witty language unit" in our speech. However, the search of a joke is still starting. Although joke are related to the witty and interesting talks, stories, songs and plays, the actual object of a joke is only the witty and interesting talk. A joke is witty talk that is interesting or laughter-inducing. Many Jokes can be found in the traditional Korean funny performing arts (演戱, 연희). This is because these art forms are performed in open yards, which necessitated amusing the audience, amusement, in its turn, required jokes. Jokes in the traditional funny performing arts can generally be classified as follows: 1) Jokes related to a situation: These include right words at a given situation, exaggerating words, diminishing words, deviancy words, and cause-effect words. 2) Jokes related to discourse: These include enumerating words, amplificatory words, contrasting words, fluently lying words, undeniable words, purposely unknowing words, and deliberately incorrect words. 3) Jokes related to vocabulary: These include synonym, similar words, changed word-ordering words, and incorrect words. 4) Jokes related to pronunciation: These include homonyms, and anti-homonyms. Although there may be other jokes, those presented above are typical ones. A joke is "the result that human being can achieve when he/she has overcome natural and social difficulties and is left with only a free and creative spirit." Jokes are necessary in all ages and everywhere. Today, more varied and high-level jokes can be created by developing the diversity of jokes in traditional funny performing arts. Also, I expect new sorts of jokes, because a joke always demands a creative spirit.

Broad-games development and application using regional cultural contents (지역문화콘텐츠를 활용한 도시마케팅 보드게임 제작 및 활용)

  • Lee, Jung-Jun;Lim, Young-Hwan
    • Journal of Digital Contents Society
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    • v.12 no.4
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    • pp.531-539
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    • 2011
  • A board-game is the genre which is the oldest among various game genres. Reflecting the issues, aspects & trend of the era, It contains social & cultural sources. For family activity, socializing & human networking, It is regarded such a good alternative leisure replacing on-line video game causing negative infection. In this research, for city marketing usage, we develop a specifically designed board-game with the source of historical people, must-see sights & local products. Also educational & commercial purposes are seriously considered.

A study on convergence interactive video system utilizing Launch Pad - Focusing on Step Sequencer (런치패드를 활용한 융복합 영상시스템 연구 - 스텝시켄서(Step Squencer)를 중심으로)

  • Oh, Seung-Hwan
    • Journal of Digital Convergence
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    • v.15 no.10
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    • pp.445-454
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    • 2017
  • Recently, playing musical instruments in the application or website which is a sort of playing has been catching on for ordinary people even though they don't know how to play musical instruments. It appears that such playing has randomness which is quite natural. Thus, 'Random operation method' which induces the observing audience and changes them to manage actively is developed and suggested for the image system in this paper by utilizing Launch Pad, based on theoretical background and case analysis. Step Sequencer was developed in two ways: the image system is realized with Step Sequencer by connecting external program or made as clips to arrange them for each key on Launch Pad and implement, which is keyboard launch type.

Reinventing the revenue model for the content platform (콘텐츠 플랫폼의 수익모델 혁신 전략에 대한 고찰)

  • Choi, Kwang-Hun;Kim, Junic
    • Journal of Digital Contents Society
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    • v.18 no.7
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    • pp.1267-1280
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    • 2017
  • This study examines the changes of the online music market and revenue models by the theory of network society and communications of Manuel Castells for the content platform. As a result of this study, we found that active communications among the members in the network, played a crucial role in the creation of contents and the promotions of profit for platform providers. It is especially important to create an environment in which members can voluntarily communicate rather than an artificial control. The content platform business consists of people, thus it has been proven that providing play elements of culture and society are important, as well as necessary conditions to the generation related to content based platform businesses.

Research on the Perception of Pre-service Teachers on Effective Seasonal Constellation Experiment according to School Level (학교 급별에 효과적인 계절별 별자리 실험에 대한 예비교사의 인식 연구)

  • Han, Je-Jun
    • Journal of the Korean Society of Earth Science Education
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    • v.14 no.3
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    • pp.267-276
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    • 2021
  • The purpose of this study is to research seasonal constellation experiments and to find out what are effective seasonal constellation experiments according to school salary. we organized seasonal constellation experiments with 24 elementary preparatory teachers and asked them to what effective experiments are for each school class. As a result, constellation learning through direct experience activities through role play is the most effective in elementary school, and in middle and high schools, using the stellarium program to realistically observe and reason about seasonal changes in constellations was selected as an effective experiment. Pre-service teachers recognized that experiments in which direct experience and specific manipulation activities were emphasized in elementary school, and experiments in which observation of realistic natural phenomena and reasoning activities were emphasized were effective in middle and high schools.

The Effect of Oral Narration Learning for Children's Forest Fairy Tale on Self-Emotional Regulation and Community Spirit Cultivation (유아의 숲동화 구연학습이 자기감정조절과 공동체의식 함양에 미치는 효과)

  • Kang, Young-sik;Ma, Ji-soon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.7
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    • pp.112-124
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    • 2018
  • This study examines the effect of oral narration learning for children's forest fairy tales on self-emotional regulation and community spirit cultivation. To achieve this aim, experiments were conducted involving 40 children in S city during 16 sessions over a period of 8 weeks. Findings showed that the experimental group with oral narration learning regarding forest fairy tales was higher than the control group, confirming the usefulness of oral narration learning for forest fairy tales. In particular, the experimental group was higher than the control group in basic lifestyle, community spirit, sociality development and self-awareness of community spirit factors. In other words, children can focus their attention on fairy tales by reading, listening and directly experiencing fairy tale materials in nature as communication with nature in forest experience activities, and can collaborate with peers based on their emotional connection with nature. Their ability to practice principles and order as well as to improve relationships with peers and increase self-emotional regulation is enhanced through experience with fairy tale stories. Such results imply that the utilization of forest fairy tales needs to be enhanced, as forest fairy tale-linked activities have a positive educational effect on community spirit cultivation as well as self-emotional regulation.

The Transmission Activities and characteristic of the Naeseo Traditional Folk art Conservation Association in Masan (마산 내서전통민속문화예술보존회의 전승 활동과 특징)

  • Choi, Ja-Un
    • (The) Research of the performance art and culture
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    • no.43
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    • pp.121-143
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    • 2021
  • The Aim of the this paper is to figure out impetus of the Naeseo Traditional Folk art Conservation Association. This Preservation Society derived from Hogaeri farmers' band. Through aging and hollowing out Hogaeri farmers' band got into a period of stagnation. In order to overcome slump villager and people of a township organized a conservation society in 1994. Members restored and directed folk song which from age to age for performance. are designated as cultural asset in 2017. Sutguldeong song is only song in inland area. This song are worthy of notice in . which is consist of various agricultural work songs experienced two changes. Rice-planting songs are characteristic. Especially, Executive playing a central role harden foundation of the Preservation Society. The mainspring of activity is the sense of responsibility. Preservation Society laying emphasis on recruiting new members. Preservation Society is planning to develop curriculum for Jurisdiction elementary and middle school students. This Preservation Society is made up of First generation members and Second generation members. First generation members who are born and bred in Hogaeri have been good friends both in joy and in sorrow Early days of Preservation Society. So, They has a strong family bond. In order to induce membership Members are practicing Nongak, popular folk songs, dancing program. Second generation members are not conversant with a folk song. Nonetheless They have a strong mind on a member line.

Games for Elderly People using u-Table (유테이블을 활용한 노인용 게임)

  • Hwang, Tae-Doo;Roh, Young-Tae;Lee, Jun;Park, Sung-Jun;Shin, Hae-Won;Kim, Jee-In
    • Journal of the Korea Computer Graphics Society
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    • v.13 no.4
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    • pp.13-19
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    • 2007
  • Computer games for elderly people can be utilized as a tool not only for enjoying themselves but also for improving their health and quality of lives. It is reported that such games could be played in order to stimulate and enhance mental and physical capabilities of elderly people. It is also reported that traditional folk games are preferred to be played by elderly people rather than modern computer games. In this paper, we propose to use a tabletop interface, u-Table, and its corresponding natural gestures as a user interface for playing traditional folk games by elderly people. Since a table is a good place for people to get together, talk to each other and share their experiences, a tabletop interface can be used for playing games of cooperation, conversation and sharing. A set of traditional folk games were digitalized using u-Table. It was demonstrated that its users had better experiences of playing games with u-Table comparing to playing games using a mouse of a conventional computer.

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Local Festival and Culture Contents (지역축제와 문화콘텐츠)

  • Kim, Kyung Sook
    • Journal of the Korea Convergence Society
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    • v.8 no.7
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    • pp.183-189
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    • 2017
  • This research aims to inquire about local festival culture contents of France which are considered a successful case of cultural contents industry and will make a diagnosis regarding the applicability and concomitant problems in our country. It reviews French local festival and culture contents, represented by Bordeaux wine Festival. This research analyses the structure of storytelling and the emotional factors as communication and experience tool of historical and cultural resources in terms of cultural semiotics. The findings are as follows: First, it is about a strategy linked with historical and cultural resources as a package touristic product made of the tradition, history, cultural heritage, arts and winery experience. Second, it is about a storytelling strategy. The status of Bordeaux wine holds a splendid story originated in long historical background and benefits of nature. Third, it is about a strategy oriented to communication and experience. Fourth, it is about a strategy inducing fun and fantasy. A festival is a form of a play, and the play is the culture itself. The revitalization of local festivals which allow the increment of one's most personal happiness index is estimated to have the most crucial values and significance. Finally, the cases of European local festivals are considered to be worth benchmarking in many different domains in the sense that they create new contents by making interesting stories adapted from the past history.

Satisfaction and Perception Analysis of Parks of the 1st and 2nd Generation New Towns (1·2기 신도시 공원 이용자의 만족도와 인식 분석)

  • Kim, Youngmin;Hue, Younsun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.52 no.4
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    • pp.1-17
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    • 2024
  • This study analyzed the behaviors and satisfaction of park users in nine parks representing first and second-generation new towns, aiming to propose directions for planning new town parks. According to the analysis, park users in new towns mainly visit parks for purposes such as relaxation, strolling, and exercise, often with family, alone, or with friends. They typically spend 1-2 hours in the park and mostly access it on foot. Additionally, satisfaction with park accessibility is high, particularly among pedestrians. Satisfaction survey results indicate that pedestrian pathways, trees and vegetation, water features, rest areas, and cultural facilities have the greatest impact on overall park satisfaction. Playgrounds and sports facilities show relatively lower satisfaction levels, indicating a need for improvement. Furthermore, according to NPS analysis, park users are highly willing to recommend parks, especially with Gwanggyo Lake Park and Dongtan Central Park receiving high recommendation scores. IPA analysis shows that pathways and vegetation are perceived as highly important and satisfactory, while playgrounds and sports facilities are categorized as areas needing improvement. Thus, there is a need to consider improvement strategies for each. Additionally, identifying park users' grievances can lead to creating a better park environment. Finally, concerning the planning direction for new town parks, linear-shaped parks facilitating walking are preferred, with parks preserving natural terrain and forests deemed the most desirable. Based on these results, future city parks, including those in the third-generation new towns, should harmonize with nature and prioritize pedestrian access.