• Title/Summary/Keyword: 해석적 체험

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The Synesthetic Presence and Physical Movement of Nong-ak as Seen Through Affect Theory (정동 이론으로 본 농악의 공감각적 현존과 신체 운동)

  • Kwon, Eun-Young
    • (The) Research of the performance art and culture
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    • no.40
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    • pp.5-35
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    • 2020
  • Affect is intensity and quality that are generated as the physical body senses the outside world. Of experienced affect, notions that are granted meaning and interpretation are emotions. Affect theory distinguishes emotion and affect and by focusing on affect, it provides methods with which to analyze physical body responses and changes and it presents new possibilities to performing arts research that uses the physical body as a medium. Nong-ak is art that concentrates mainly on the occurrence of affect rather than 'representation'. Nong-ak is a performance type in which sound, color, texture, and physical movement overlap and exist in a synesthetic way. Here, physical things such as instruments, props, costumes, and stage devices are gathered together with non-physical things such as rhythm, mood, and atmosphere around human bodies. The physical body is stimulated by these things, displays tendencies that suit performances, and becomes 'the body without an image' as it immerses itself into the performance, acting while displaying 'quasi-corporeality'. The body, which moves automatically as if without consciousness, appears more easily within groups. To transition individuals of everyday life to 'the body without an image', Nong-ak executes the group physical exercise of 'Jinpuri'. Such physical exercise builds up affect by increasing nonverbal communion and communication and brings out the creativity of individuals within mutual trust and a sense of belonging. Affect and emotion stirred up by Nong-ak act as confirmation and affirmation of the existence, vitality, and ability of one's self and groups. Such affirmation recalls Nong-ak as a meaningful and important value from group dimensions and perceives it as a performance form that should be preserved and passed on.

Current State of the Development of Traditional Korean Gardens, and Problems Aspects, in Overseas Countries (한국전통정원의 해외 조성 현황 및 문제점 양상)

  • Park, Eun-Yeong;Yoon, Sang-Jun;Hong, Kwang-Pyo;Hwang, Min-Ha
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.31 no.3
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    • pp.75-82
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    • 2013
  • This study is a basic study to develop standards and foundations for the establishment of traditional Korean gardens and aims to understand the current status of their components and expression methods and identify problems by investigating Korean gardens developed overseas. Nine sites were selected for field surveys and monitoring assessments. The results suggest: Overall, there is a lack of popular generality and temporal characteristics among these gardens, as they are mere reproductions of historical elements. There have also been errors of traditional and experimental interpretations. In terms of design aspects, traditional gardens are primarily compilations of landscape elements and certain ornamental features. In terms of landscape, they tend to be insufficient in parlaying appropriate spatial scales and experiential hierarchies; they also lack considerations of the context of neighbouring landscapes. In terms of guidance and information delivery, there is a worldwide lack, in general, of recognition of Korean gardens, given the broad variety of names attached to them; therefore, name standardization is recommended. In terms of development, management, and use, it is essential that designers suggest plant types, as well as alternatives, that match the characteristics of a given space; a receptive attitude vis-$\grave{a}$-vis the characteristics of their use is required.

A Psychological Approach to Mass Culture for Investigation (대중문화의 심리학적 접근과 탐색 )

  • You-Kyung Yoon ;Jee-Young Chae
    • Korean Journal of Culture and Social Issue
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    • v.11 no.3
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    • pp.67-89
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    • 2005
  • This overview study of mass culture is based on an academic point of view and based thereon an investigation of mass culture from a psychological standpoint follows. This study reviewed previous studies of mass culture that have been done so far divided into Producer-oriented, Text Decoding-oriented, and Recipient Theory, according to subjects of the study. The studies were also reviewed from the viewpoints of industry, consumer science, education, and developmental psychology. Further, it was discussed how trends and limitations in research were covered according to each viewpoint on mass culture. Based on the analysis, this study aims to promote overall psychological interest in studies of mass culture; to present the necessity of analysis and measurement of emotional experience on mass culture; to increase the roles of industrial and consumer science approaches in terms of planning and culture; to change the viewpoint of developmental psychology that accepts youth culture positively; and, to present interdisciplinary studies related to mass culture. Mass culture has already penetrated deeply into real life but there are few analyses and interpretations of mass culture in terms of psychology. This study is meaningful from the aspect that discussion of mass culture has been placed in a position that recognizes the entity of and interest in mass culture. Through this study, I hope that the scope of interest in psychology will expand and that approaches to mass culture will become more diversified.

Modern application of Nu-jung, a place of taste for the arts, of Aneuisamdong and the culture of classical scholar (풍류의 장, 안의삼동(安義三洞) 누정(樓亭)과 선비문화의 현대적 활용)

  • Kim, Hyung-suk;Sim, Woo-kyung
    • Korean Journal of Heritage: History & Science
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    • v.48 no.2
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    • pp.48-63
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    • 2015
  • This study began with the purpose of awakening an interest in Korean Nu-jung and seeking application plan based on Nu-jung of Aneuisamdong. Also it intends to suggest activation plan of Nu-jung while using the culture of taste for the arts and classical scholar of ancestors with the physical place named Nu-jung as the medium. As concrete ways to activate Nu-jung, we suggested plans which use the game of go(Baduk), main material of the culture of taste for the arts and classical scholar, and increase availability by planning a program adding picturesqueness of Nu-jung. By bringing the material named the game of go(Baduk) to the place named Nu-jung, we suggested the plan capable of experiencing the culture of taste for the arts and classical scholar and also expecting local promotion and economical effect. And the plan is to design and conduct night program, 1 night 2 days program, tailored program, and so on by combining the material of the culture of taste for the arts and classical scholar with the medium named 'Dal(the moon)' in the static place named Nu-jung. The plans above are applicable to most of Nu-jung scattered all over the country, which means that we have a lot of Nu-jung in Korea and, at the same time, we have abundant contents to be used as cultural properties. Now it's important how to develop and use these contents through the connection with various academic fields in terms of managing cultural properties. By understanding the value of the original form of culture while emerging from simply using cultural properties, we can use cultural properties in a higher level. For this, preserving cultural properties should be supported by continuous interdisciplinary study.

A Bible Didactical Approach to Bibliodrama on the Metaverse Platforms (메타버스 플랫폼을 통한 비블리오드라마 구현에 대한 성서 교수학적 접근)

  • Seo, Mikyoung
    • Journal of Christian Education in Korea
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    • v.69
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    • pp.45-75
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    • 2022
  • The purpose of this study is to explore the implementation of Bibliodrama on the metaverse platforms. In other words, to create interesting and effective Bible education for modern learners, this study took a didactical approach to the implementation of Bibliodrama through the metaverse. The main reason to be enthusiastic about using the metaverse for education is because users, who have been only content consumers, now able to experience and create values. As a Bible didactical approach, Bibliodrama is a an emphatical and communicative learning method in the form of role play. Bibliodrama seeks to interact with the world of the learner and the world of the Bible through improvisational acting, to study the Bible. Through the Bible didactical approach, the meeting of Bibliodrama and the metaverse can have a positive effect on modern learners, in terms of improving learning environment and, above all else, increasing learning interest. In terms of biblical didactics, implementing Bibliodrama in the metaverse has the following advantages. First, it helps to construct a dramatic situation and environment so that the meaning of the biblical text can be proved relevant to today's learners, not something belonging to the past. Second, in the metaverse, the historical space and characters of the Bible can be realized in virtual reality to produce a 'situational play'. Demonstrating freedom, imagination and creativity in the metaverse learners play in Bibliodrama. This way they also become aware of the hidden meaning of the blank pages in the Bible. Third, the metaverse environment is not static but dynamic and interactive; Bibliodrama pursues an interpretation that harmonizes spirit and body. Therefore, through the dynamic activities of discovering the meaning and significance of the Bible, it is possible to form a holistic faith in which spirit and body act as one.

The Interpretation of a Korean Folk Tale from the Perspective of Analytical Psychology (민담 <외쪽이>의 분석심리학적 해석)

  • Ji Youn Kim
    • Sim-seong Yeon-gu
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    • v.32 no.2
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    • pp.122-168
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    • 2017
  • I tried to understand a folk tale "The half-boy" in terms of analytical psychology. In the story, a lady without children prayed to the Buddha. The white old man came and gave three fishes, but the cat ate half of it. So, she ate two and a half. She gave birth to two perfect sons. The third son had one arm, one leg, and one eye. They grew well. Brothers went to take the civil service examinations, and the half-boy followed. But two brothers did not like the half-boy coming along. So, brothers tied the half-boy to the rocks and trees, and he picked them up with force and gave them down to the yard of the house. And the half-boy followed his brothers again, and brothers tied him with kudzu and put him in front of the tiger. The half-boy won the tiger by betting with cutting kudzu. The half-boy stripped off the tiger's skin. The host coveted the tiger skin and they played with janggi. The half-boy won the game and was permitted to take host's daughter. The half-boy went with a string, a drum, a flea, and a bedbug. He teased host's people with these. The half-boy brought a virgin and lived well. "The Half-Boy" folktale is an old story spread throughout the country. There are similar stories in India and Africa. Unilateral figures are universally distributed archetypal images. In numerous cultures gods and spirits are being portrayed as unilateral figures. In the creation mythology, half-figure beings have immortality. In Indonesian and African folk tales, the half-born boy goes to heaven and merges with its half and becomes perfect. Some of one-sided spirits are harmful to humans but some of one-sided birds, chickens, and spirits are helpful to people. Sometimes half being is a cultural hero who steals grain from heaven or gets some advice how to use bamboo. There are stories that half body becomes a whole body afterwards. But in this folktale and most of the similar folktales, half-figure does not change and maintains half-figure to the end. And as a half-figure he does various great things and marries a virgin. The half-boy symbolizes a psychic experience born in the unconscious. The unconscious contents may seem strange and weird at first and the collective consciousness does not want to accept them. But the unconscious exerts greater power and brings vitality and creativity to consciousness. This folk tale seems to have compensated for the stubborn collective consciousness of our society, which was a Confucian class society. It also allows people to change their attitude toward disabled people and recognize strengths and creativity of the handicapped.

A Study on the Strengths Model-based Parenting Experience of the Children with ADHD (강점관점으로 본 ADHD 아동 어머니의 양육 경험에 관한 연구)

  • Choi, Mal-Ok
    • Korean Journal of Social Welfare
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    • v.64 no.1
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    • pp.325-355
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    • 2012
  • This study was aimed to seek the essential meaning of the Strengths Model based experience of the mothers of the children with ADHD. To achieve such goal, a phenomenological study was carried out from April 2010 to April 2011 covering about 12 months in the way of 2~3 times of interviewing with 14 mothers of the children with ADHD. As a result, the essence of the experiences of those mothers was interpreted as 'the running of unwanted marathon struggling themselves to complete it'. The joining in the unwanted marathon turned out to have led 'me' the mother of the children with ADHD into miserable pain, but that is the 'energy' for 'my child' to endure the world. The essence of those mothers' experiences were divided into eight processes by timely constitution. They firstly experience 'a serial confusion' by their children's odd behaviour which turns out to be 'a semiconscious feeling by the diagnosis with 'ADHD' but then they make full efforts for their children accepting their 'maternal fate'. In that process, they participate in the unwanted marathon with the feeling of misery and gratitude for the 'sayings of teachers which play the roles of shot and grace'. The process was expressed as 'marathon like pain'. They make a resolve to live positively in the midst of lonely struggle unable to give up toward the finish line for 'my child and myself'. They encourage themselves for their children, but that's not easy process. Nevertheless, they gain enduring energy supported by their child, family and specialists. Those mothers keep running today also for their 'beloved doves enduring the ongoing hardship' from the raising of abnormal child toward the finish line of the marathon they have to run for even though the 'finish line' may turn into' 'starting point' again'. This researcher submits here the maternal experiences above as the task to practice social welfare for the mothers of the children with ADHD and the children themselves.

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Dasan's Conceptual Thoughts on the Garden in 「Jaehwangsangyuincheop」 (「제황상유인첩(題黃裳幽人帖)」에 나타난 다산(茶山)의 정원상(庭園想))

  • Jung, Soo-Jin
    • Journal of the Korean Institute of Landscape Architecture
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    • v.46 no.5
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    • pp.22-35
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    • 2018
  • The purpose of this study is to understand the idea of the ideal garden, pursued by Dasan, by analyzing the production process of his writing and the location of his dwelling, and the characteristics of the garden in the writings of Dasan (茶山) Jeong Yag-Yong (丁若鏞)'s "Jaehwangsangyuincheop (題黃裳幽人帖)" is concerned with his writings on an imaginary garden (意園). This paper assumed that "Jaehwangsangyuincheop" served as a blueprint for his ideal dwelling. The main research subjects are the external scenes described in the "Jaehwangsangyuincheop", and the garden elements and spatial construction that were visualized as a Korean Ink Painting (水墨畵) through the analysis of related works. The results are as follows. First, Hwang Sang was Dasan's favorite pupil, and "Jaehwangsangyuincheop" was written by Dasan while at Boeunsanbang in the winter of 1805 as an answer to a question that Hwang Sang posed about the residence of a hermit. By referring to this response, Hwang Sang established Ilsoksanbang (一粟山房) under Mt. Cheongae in Daegu-myeon, Gangjin. Secondly, the residence in "Jaehwangsangyuincheop" has mountains behind it and water in front of it (背山臨水). The residence was used as a place to combine life and leisure. It was an ideal residence that secluded the scholar(隱士). Thirdly, Dasan's ideal garden was shown as operation of natural geography in a residential location, practically using various plant materials, expanding physical boundaries of garden, pursuing synesthetic aesthetics while enjoying garden elements, and having an active experience of the taste for the arts in the extended garden. "Jaehwangsangyuincheop" depicted the life of a scholar with the taste of elegance (雅趣), who live in reclusiveness (隱逸), which was wanted by Dasan after exile. It was realized as Ilsoksanbang. "Jaehwangsangyuincheop" was interpreted as the ideal of a feasible dwelling that faithfully reflects Dasan's conceptual thoughts on the garden.

A Study on virtual character from the viewpoint of E-branding (E-branding관점에서 본 감정이입 가상 캐릭터의 연구)

  • 이지희
    • Archives of design research
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    • v.17 no.3
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    • pp.81-90
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    • 2004
  • The reason of the appearance of Internet is regarded as a milestone since we have shared information globally in a mutual way. The important thing on this point is what contents we choose for ourselves. The Internet could be meaningless unless we use it in a certain way, which ultimately means that the Internet has to deliver something valuable to us humans. Therefore, we have looked at how we can deliver and share humanity and emotion through the Internet, also how we can instill vital power into our real life, through the Internet. Fortunately, the current study must essentially be ongoing due to its nature with perhaps a multidisciplinary team brainstorming ideas. The reason for that is that not only could we find new business models for companies, but also find out new ways to appease the human mind in the modern age. In addition, as consumers needs become more specialized and diversified, companies are expected to face up to fierce competition with the help of innovative ideas. The ever-intensifying competition requires companies to cultivate new strategic tools in order to have new, powerful and sustainable comparative advantages. The goal of this research will be to explore ways of finding a new approach. Specifically, this research is about how to use the EVC(empathetic virtual character), which, this researcher believes, can deliver emotional benefits so as to make e-branding successful. According to reports, it has been proven that this new concept including the EVC can result in tremendous success. So the goal of this research is to explore the current situation and to anticipate the future concerning virtual characters.

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A Study on the Interactive Narrative - Focusing on the analysis of VR animation <Wolves in the Walls> (인터랙티브 내러티브에 관한 연구 - VR 애니메이션 <Wolves in the Walls>의 분석을 중심으로)

  • Zhuang Sheng
    • Trans-
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    • v.15
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    • pp.25-56
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    • 2023
  • VR is a dynamic image simulation technology with very high information density. Among them, spatial depth, temporality, and realism bring an unprecedented sense of immersion to the experience. However, due to its high information density, the information contained in it is very easy to be manipulated, creating an illusion of objectivity. Users need guidance to help them interpret the high density of dynamic image information. Just like setting up navigation interfaces and interactivity in games, interactivity in virtual reality is a way to interpret virtual content. At present, domestic research on VR content is mainly focused on technology exploration and visual aesthetic experience. However, there is still a lack of research on interactive storytelling design, which is an important part of VR content creation. In order to explore a better interactive storytelling model in virtual reality content, this paper analyzes the interactive storytelling features of the VR animated version of <Wolves in the walls> through the methods of literature review and case study. We find that the following rules can be followed when creating VR content: 1. the VR environment should fully utilize the advantages of free movement for users, and users should not be viewed as mere observers. The user's sense of presence should be fully considered when designing interaction modules. Break down the "fourth wall" to encourage audience interaction in the virtual reality environment, and make the hot media of VR "cool". 2.Provide developer-driven narrative in the early stages of the work so that users are not confused about the ambiguous world situation when they first enter a virtual environment with a high degree of freedom. 1.Unlike some games that guide users through text, you can guide them through a more natural interactive approach that adds natural dialog between the user and story characters (NPC). Also, since gaze guidance is an important part of story progression, you should set up spatial scene user gaze guidance elements within it. For example, you can provide eye-following cues, motion cues, language cues, and more. By analyzing the interactive storytelling features and innovations of the VR animation <Wolves in the walls>, I hope to summarize the main elements of interactive storytelling from its content. Based on this, I hope to explore how to better showcase interactive storytelling in virtual reality content and provide thoughts on future VR content creation.