• Title/Summary/Keyword: 중세시대

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일본의 산업용 오리 연구보고서

  • HwangBo, Jong
    • Monthly Duck's Village
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    • s.57
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    • pp.50-53
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    • 2008
  • 오리는 유라시아 대륙에 서식하는 철새 천둥오리(Anas platyrhynchos, Mallard)를 길들인 것이다. 가금류로서 오리의 가장 오래된 자료는 기원 전 400~200년경에 중국에 기술되어 있다. 그러나 더 오래된 시대의 것이라고 생각할 수 있는 집오리를 본뜬 도기가 발굴되고 있는 점에서, 중국에서 오리를 가금화시킨 것은 적어도 3000년 이전으로 생각할 수 있다. 다른 지역에서는 중세까지 오리의 가금화는 실시되지 않았던 것 같다. 현재 세계적으로 집오리의 사육수수는 6억수 정도로 집오리는 약 60%가 중국, 25%가 동남아시아와 아시아를 중심으로 사육되고 있다.

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The Trivium of the Digital Media Art (디지털 미디어예술에서의 삼학)

  • Kim, Eui Na;Kim, Tae Eun
    • Journal of Digital Contents Society
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    • v.15 no.6
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    • pp.745-749
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    • 2014
  • Mankind has long made images. From cave paintings in the Old Stone Age when the dye was red clay, charcoal, or red iron ore to the modern digital images on the bases of 3D tools like Maya, images have been made through various methods. The basis of society's classification is the development of human beings and technologies. When we are familiar with three elements-technology, human, and art-we are able to create an image suitable for the trend of the times. As a consequence, we brought the trivium that had been taught by the monks in the Middle Age to set our subject to the trivium of the digital age. In this paper, we are going to put technology, human, and art into actual animation to check its theoretical discussion value.

Development of Digital Games Based on Historical Material and its Design Components - With History Based Games of 5 Countries (역사소재 기반 디지털게임의 발전과정 및 기획요소 연구 - 동.서양 5개국의 역사소재 게임을 중심으로)

  • Moon, Man-Ki;Kim, Tae-Yong
    • Journal of Broadcast Engineering
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    • v.12 no.5
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    • pp.460-479
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    • 2007
  • When culture took large part in industrial area, every country has tried to utilize own cultural contents for educational or commercial purpose and the various cultures and histories are recognized as a main concept or subject so that a number of scholars who study history increase. In video game field, special characteristics of interface that audiences participate in the game to complete story-telling is considered as efficient material for learning process. As observed above, it is important to analyze the games that every country makes and export to the world in which the video games is understood as a play of human in general. This Paper has firstly analyzed the most favorite historical games developed in Korea, the USA, Japan, Taiwan and Germany from 1980 to 2005 and secondly, compared that wars and historical origin appears in game scenario, a world view and background story and finally after point out the preferable era and genre of the countries then propose the promising way of design for historical video games. In the process of analysis of a view and heroes in historical games, we compared the real persons, the real historical events and novel in which 11.8% only employed the real persons in 8 out of 68 games. Also the real history and background story are appeared in 37 games which is 54.4% of them. We discovered that the main material that is popular for each country is the historical backing rather than real persons where the favorite historical background is chosen at which they are proud of; 3-Throne era with strong ancient Gogurye for Korea, the 1st and 2nd World Wars and the Independence War for the USA, the tide of war around Middle age for Japan, ancient history of Europe for Germany. The favorite age for video games is Ancient times with 37 games for 54.4%, Middle Age with 7 games fer 10.3%, the prehistoric age with 5 games for 7.35%, remote age with 1 for 1.47%, while current historical games favor Ancient or Modern Age.

Olafur Eliasson and the Reuturn of Medieval Aesthetics (올라퍼 엘리아슨과 중세미학의 귀환)

  • Chin, Jungkwon
    • The Journal of the Korea Contents Association
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    • v.19 no.7
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    • pp.220-233
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    • 2019
  • Hitherto there have been by and large three different approaches to the installation works of Olafur Eliasson; a soma-aethetic, politico-aesthetic and techno-aesthetic. But none of these provides us with the aesthetic descriptions of the light effect. This failure seems to arise from the lack of the conceptual tools suit for describing the atmospheric effect of 'light'. The symbolism of light, or the theological optics of Middle Age may help us to compensate for the lack of appropriate concepts needed for theorizing the effect of light used very frequently by contemporary installation artists. And this medieval aesthetics of light can also of service to elucidate some essential characteristics of the digtal visual culture in general.

헤이안큐[平安宮]·헤이안쿄[平安京]의 구조와 변모 - 고대도성에서 중세 도시로 -

  • 하시모토 요시노리
    • Korean Journal of Heritage: History & Science
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    • v.46 no.1
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    • pp.32-75
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    • 2013
  • 도성은 왕권이 존재하는 것뿐만 아니라 왕권을 지지하는 지배계층이 모여 거주하는 곳이다. 그리고 중앙집권적 통일지배를 실현하기 위한 정치 의례의 장으로서 전근대 동아시아 세계에 공통적으로 건설되었다. 그 기원은 중국에서 유래하며, 일본은 율령제(律令制)를 바탕으로 하는 천황제 고대국가가 실현되는 7세기 말 '藤原京(후지와라쿄)'에서 처음으로 지상에 출현한다. 7세기 말부터 거의 1세기 간 복도제(複都制)가 채택되었기에 '등원경(藤原京)' 이후 도성은 여러 곳에 건설되었고, 때로는 천도되었다. 그러나 8세기 말 '長岡京(나가오카쿄)'에서는 복도제(複都制)를 지양했고, '平安京(헤이안쿄)'에 도읍을 정한 이후, 중세 근세를 거쳐 근대에 이르기까지 헤이안쿄-교토에는 1100년에 걸쳐 왕권이 지속적으로 존재하여 지금의 '京都市'(교토시)에 이르게 된다. '등원경(藤原京)'가 고대 일본 최초의 도성이었다면, '평안경(平安京)'는 마지막 도성임과 동시에 중세 도시로 변모해 가는 전환점에 위치하고 있다. '등원경(藤原京)'이래 남북축선에 대한 선대칭 구조를 의식해 도성이 축조 되었고, '평안경(平安京)'에서는 이러한 구조가 가장 강하게 표현되었지만, 9세기 초 천황과 관인들의 의식 정무의 동선이나 좌석 배치에 있어서 동서방향이 채용되게 되었고, 이에 더해 9세기 말에는 천황의 거소가 도성의 축선에서 벗어나게 된다. 또한 10세기 중반 경 '平安宮(헤이안큐)'에서는 '內裏(다이리)'를 중심으로 한 잦은 화재가 발생해 천황은 궁외로 거소를 옮기게 되었다. 이후 천황이 궁 바깥에 거주하는 것이 일반화 되었고, '평안궁(平安宮)'는 의식을 행하는 장소로서 한정적으로 유지 수리가 될 뿐이었으나 결국에는 그것마저 어려워져 폐쇄에 이르게 된다. 한편 귀족의 저택도 7세기 이래의 남북축선에 대해서 동서의 선대칭 구조로 부터, '寢殿造(신덴즈쿠리)'라고 불리는 건물배치도 공간구성도 비대칭인 건물양식이 주류를 이루어 갔다. 이상과 같이 일본의 고대 도성의 특징을 잘 가지고 있었던 최후의 도성 '평안경(平安京)'는 남북을 축선으로 하는 선대칭 구조가 가장 뚜렷하게 나타났으나, 9세기 '평안궁(平安宮)'의 변화를 시작으로 11~12세기에 크게 변모해갔다. 이처럼 고대국가의 도성이 가지고 있었던 남북을 축으로 하는 구조를 버리고 동서방향으로 동선을 취한 움직임은 고대국가의 이념을 탈피하여 다음 시대로 전환하는 중요한 한 걸음이었다고 생각된다.

A Study on the Form of Window and Door of the Medieval Times House - Focused on the House of Unified Silla and Goryo Period - (중세 주택의 개구부 형식에 관한 연구 - 통일신라 및 고려시대 주택을 중심으로 -)

  • Lee, Jeong-Mee
    • Journal of the Korean housing association
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    • v.24 no.6
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    • pp.133-140
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    • 2013
  • This study is to clarify the form of window and door of medieval times house which are no longer in existence, by comparative analysis between literature materials and architectural remains of united Silla and Goryo period. Particularly the window and door form change process of was analyzed, in connection with the change of term which are recorded in literature material. The form and the composition of window and door are the elements which determine the elevation design of architecture and concerned with interior environment. Therefore this study is significant in the sense that it could be used as base data for the study on the reconstruction and interior space of medieval times house. There were ho (戶) and moon (門) as door, and chang (窓) for lighting and ventilation as window. Among these, the window can be divided into fixed and openable. There were two kind of fixed window. One is called chang (窓), and it was covered by silk or paper for lighting. The other is called ham (檻), it was the form of vertical bar window and lighting and ventilation was available. And there were two kind of openable window. One is called ho (戶), which had wooden plate window leaves. And the other is called changho (窓戶), lighting was available in the condition of closing.

A Study on the Relationship between Biomimicry Architecture and it's Historical Background (자연모방 건축과 시대적 배경의 관계성 고찰)

  • Lee, Jungwon;Kim, Daeun;Byun, Nahyang;Kang, Junekyung
    • Design Convergence Study
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    • v.15 no.3
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    • pp.1-17
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    • 2016
  • Nature-mimetic architecture has been discussed for a long time in the West. There were differences in understanding nature, the pursuit of nature-mimetic and the characteristics of nature-mimetic architecture. It can be inferred that it was influenced by various happenings in each period. The purpose of this study is to acknowledge the characteristics of nature-mimetic architecture up from the past to the present, and to understand the difference through the timeline of historical events. First, the study inquires the characteristics of nature-mimetic architecture by timeline. Seek the perception and attitude, characteristics of nature-mimetic architecture and the value of it through cases of Ancient Greek, Medieval, Renaissance, Early Modern and Modern. Secondly, understand the important historical issues that influenced nature-mimetic architecture such as view of nature, social aspect, religion and scientific technology. Finally, discuss the relationship between nature-mimetic architecture and its historical background.

Syugendo(修驗道) and Noh(能) Performance (수험도(修驗道)와 노(能) - 노 <다니코(谷行)>의 작품분석을 중심으로 -)

  • Kim, Hyeonwook
    • (The) Research of the performance art and culture
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    • no.23
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    • pp.37-61
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    • 2011
  • The Noh(能) performance is a traditional drama that represents Japan. The Noh performance was approved in the background of religious thought such as Shintoism(神道), Buddhisms(佛敎), and Syugendo(修驗道). Especially, the influence from Shugendo is large. Shugendo was active in the Middle Ages. Especially, the influence from Shugendo is large. Shugendo was active in the Middle Ages. The Noh was approved while receiving a large influence from Shugendo. It can know the feature of the Shugen(修驗) culture in the Middle Ages through the consideration of . Moreover, the appearance of the training of 'Yamabusi(山伏)' can be seen. "Yamabusi" has not been paid to attention up to now in the research of . And, the focus was appropriated to Yamabusi and it researched in this text. Moreover, the problem of "Chigo(稚子)" is thought through . "Chigo culture" was general in the Middle Ages. It is thought that "Chigo culture" is reflected in . is an Noh performance for the boy named 'Wakamatsu' to enter the mountain and to train. It is because mother's sickness was cured. However, the boy gets sick while it is training. It was dropped to the valley according to the law of Shugendo, and it died. However, it revives by the Yamabusi's prayers. 'Taniko' is to drop to the valley and to bury it when the Yamabusi gets sick while lived. The title of the Noh originated in here. has elements of history, content of training of Shugendo, "Filial piety", and the Chigo culture, etc. These are features of the culture in the Middle Ages. It is not only a sad content though this is a content of the cruel remainder. It is because of the revival though waited rapidly at the end. As for the difficulty of training is drawn in the round, and the appearance of the training at that time is understood well. The essence of Shugendo is to train in the mountain. Supernatural power can be obtained through training. Moreover, it was thought that it was able to be newly reborn through training. The leading part of Shugendo is an Yamabusi. The Yamabusi took an active part in not only the mountain but also the village. The Yamabusi is ordinary people's lives and because the relation is deep, an important factor it knows the folk customs of Japan. The word 'Chigo' is not written in . However, a spectator at that time is 'Chigo' Wakamatsu and is already sure to have understood 'Chigo'. Because everyone knew the Chigo culture in the Middle Ages. A religion at that time and knowledge of the society are necessary to understand the play of Nho well.

A Study on the Historical Changes of Western Button Design - Focused on ancient, middle and modern age - (서양단추 디자인의 시대적 변천에 관한 연구 - 고대, 중세, 근세시대를 중심으로 -)

  • 양리나
    • Journal of the Korea Fashion and Costume Design Association
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    • v.5 no.2
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    • pp.1-15
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    • 2003
  • Buttons in general reflect the culture of the society, and their values depend on practicality, decorative feature, and symbolism. Their infinite potential enables us to attempt various original changes in formative factors such as forms, patterns, colors, materials and sizes. In addition new styles, methods, and techniques are tried to show that the decorative feature becomes stronger today than it did in the past when the function was more important. Now buttons are not only a factor of clothing but have value as composite art works reflecting the pride, idea and culture of a nation. Moreover consumers' interest in new designs increases everyday as the moderns' desire for unique individuality rises. Button designs of Korea, however, are still far behind in the aspects of materials, qualities, and methods, facilities, and scale of production. And uniform mass production prevails without the buttons of creative and artistic values made due to the lack of specialized designers. Therefore it seems necessary to carry out historial studies simultaneously with the rising interest in button designs now. Prior to developing new designs, the study will examine those of western buttons that are the origin, going through relevant literature and data to define the characteristics of each era and type. It may provide basic data for developing the backward button designs of Korea.

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Mathematics and Arts of Renaissance on the Chaotic Perspective (카오스의 관점에서 본 르네상스의 수학과 미술)

  • Kye Young-Hee;Oh Jin-Kyoug
    • Journal for History of Mathematics
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    • v.19 no.2
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    • pp.59-76
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    • 2006
  • This research focuses on the relationship between mathematics and visual art from a perspective of chaos theory which emerged under the influence of post-modernism. Culture and history, which transform dynamically with the passing of time, are models of complexity. Especially, when the three periods of Medieval, Renaissance, and 17-18 Centuries are observed, the Renaissance period is phase transition phenomenon era between Medieval and 17-18 Centuries. The transition stage between the late Medieval times and the Renaissance; and the stage between the Renaissance and the Modern times are also phase transitions. These phenomena closely resemble similarity in Fractal theory, which includes the whole in a partial structure. Phase transition must be preceded by fluctuation. In addition to the pioneers' prominent act of creation in the fields of mathematics and visual an serving as drive behind change, other socio-cultural factors also served as motivations, influencing the transformation of the society through interdependency. In particular, this research focuses on the fact that scientific minds of artists in the Renaissance stimulated the birth of Perspective Geometry.

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