• Title/Summary/Keyword: Korean Fairy Tale

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Mobile Application for Toddler Education (스마트폰을 이용한 유아 교육용 어플리케이션)

  • Jung, Joo-ho;Jung, Won-young;Jung, In-jung;Kim, A-jeong;Hwang, Soyoung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.175-177
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    • 2014
  • 자녀 교육에 대한 관심의 증대로 다양한 미디어를 활용하여 많은 유아 교육용 프로그램이 상용화되어 있다. 그 중 스마트폰의 활용 분야가 넓어지면서 자연스럽게 유아 교육 분야도 스마트폰에 접목이 되고 있는 추세이다. 본 논문에서는 동화책을 읽어주는 행위와 90년대 초중반에 유행했던 게임북을 스마트폰에 접목시켜 자녀와 부모가 함께 할 수 있는 유아 교육용 어플리케이션 설계를 제안한다. 본 논문의 어플리케이션은 동화를 보는 중 스토리 중간 중간 간단한 미니게임 및 문제 선택 결과에 따라 본래의 동화 스토리 또는 허구 스토리 동화로 진행되어 다양한 엔딩을 볼 수 있다. 또한 동요듣기, 악기다루기, 율동 배우기, 스트레칭 등 여러 옵션을 제공한다.

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An Interpretation of a Korean Fairy Tale "The Traveller and the Fox" from the Perspective of Analytical Psychology (분석심리학적 견지에서 본 한국민담 '나그네와 여우'의 해석)

  • Sang Ick Lee
    • Sim-seong Yeon-gu
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    • v.25 no.2
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    • pp.123-162
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    • 2010
  • The author tried to analyse a Korean fairy tale "the traveller and the fox". The essence of the story is as follows; A traveller who was wandering in mountains found a house with a light. There was a beautiful woman who was very kind to give food and shelter. But she was a fox that tried to kill him with a knife. He asked her to bring a basket of water and he broke the wall with it to run away. The fox chased and he fell down a cliff to ride on the back of a tiger. The tiger ran into a cave and give him to her babies as a prey. He killed them by throwing stones and climbed a tree out of the cave. There came foxes and the tiger and they killed each other. He came back to the village with the fur of the foxes and the tiger. The author tried to understand the contents of the story symbolically and interpret them from the perspective of analytical psychology. On conclusion, the traveller was on the individuation process and experienced the negative anima (the fox) and the negative mother archetype (the tiger) and its negative subsidiaries (the tiger's babies). He tried to be consciously alert and paid continuous attention so that he could get out of the status and get new insight. During this process, it was meaningful that he could actively get an appropriate aid of positive mother archetype and Self symbolized by the water and the tree respectively.

A Study on 'the Depth of the Film Image' and its aesthetic implications in the Wes Anderson's films: Focusing on the film and (웨스 앤더슨 감독의 영화에서 '화면 깊이감'의 활용과 미학적 함의 - <그랜드 부다페스트 호텔>과 <문라이즈 킹덤>을 중심으로)

  • Choi, Hyun-Ju
    • Cartoon and Animation Studies
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    • s.43
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    • pp.343-362
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    • 2016
  • The purpose of this study is to analyze the 'depth of the film image' and to discuss its aesthetic implications in the Wes Anderson's films. In this study, I have analysed his two recent representative films, (2014) and (2012). As a result, it is found that Wes Anderson created a symmetrical composition with the depth by placing symmetrically things on the Z axis or using one-point perspective. In general, symmetrical composition is a two-dimensional form. The symmetrical composition in these two films, however, has the depth perception. It gives a sense of the fantastic world, not the real world. Thus, it is the unique way of Wes Anderson's expressing the world of the fairy tale on his films. It is also found that he used the camera work, emphasizing the depth of the image. Through these devices, Wes Anderson has created his own sensational mise-en-scene for a storyline like a fairy tale.

Development of an Action Game Using Fairy Tale Characters (동화를 소재로 한 캐릭터를 사용한 액션게임의 개발)

  • Jung, Yeon-June;Park, Se-Young;Im, Sa-ra;Bong, Won-Ju;Kim, Hye-Yeon;Jin, So-Ri;Park, Jin-Hee;Kwon, Hye-Jo;Baek, Eung-Boem;Kang, Myung-Ju;Park, Chan-Il;Kim, Sang-Jung;Lee, Jong-Won;Oh, Hyoun-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.281-283
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    • 2014
  • 본 논문에서는 동화를 소재로 제작된 캐릭터를 사용하는 액션게임의 개발에 대하여 기술하고 있다. 동화를 소재로 만들어진 캐릭터는 게임의 특징으로써 사람들의 관심을 높여주었고 액션게임에서 타격감을 부과하는 영상, 음향, 체감의 타격감 표현기법 적용하여 액션을 통한 재미요소를 갖춤으로써 독특한 캐릭터가 매력적인 차별화된 액션게임을 개발하였다.

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Study on the Transfiguration of Animation's Narratives using Archetypical Narratives -Focused on the Disney's (동화를 원작으로 하는 애니메이션의 서사 변용에 대한 연구 - 디즈니 애니메이션 <라푼젤>을 중심으로)

  • Kim, Eun-Sung;Lee, Young soo;Kang, ji young
    • Cartoon and Animation Studies
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    • s.44
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    • pp.263-284
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    • 2016
  • The transformation of plots using the archetypical narratives is not just a repetition of the past story, but finding a new suitable meaning for present time and society. Due to this, the story can be variated depending on what the transformation has the main point for. Disney's animation overcomes the narrative feature of the past classic fairy tale that worked only for particular age and people, and recognized as a contemporary story that can give impression to more various people. This study use Vladimir Propp's Morphology of the Folktale, Carl Gustav Jung's complexes and shadow theory to examine how this animation is modernly recreated by transforming the archetypical narrative. As a result, we can find characteristics of structure and function for contemporary story, and those also work with characters in the recreated animation. Through this study we discovered that Disney's animation is a transfiguration of archetypical narrative through the exhaustive analysis, and this could be the helpful research for the future creation of animation which uses the archetypical narratives.

3D Graphic Nursery Contents Developed by Mobile AR Technology (모바일 기반 증강현실 기술을 활용한 3D전래동화 콘텐츠 연구)

  • Park, Young-sook;Park, Dea-woo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.11
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    • pp.2125-2130
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    • 2016
  • In this paper, we researched the excellency of 3D graphic nursery contents which is developed by mobile AR technology. AR technology has currently people's attention because of the potential to be core contents of future ICT industry. We applied AR nursery contents for kid's subtitle language selection in Korean, Chinese and English education. The original fairy tale consisted of 6~8 scenes for the 3D contents production, and was adapted and translated. Dubbing was dubbed by the native speaker using the standard pronunciation, and the effect sound was edited separately to fit the scene. After composing a scenario, constructing a 3D model, constructing a interaction, constructing a sound effect, and creating content metadata, the Unity 3D game engine is executed to create a project and describe it as a script. It provides a fun and informative tradition of fairy tales with abundant content that incorporates ICT technology, accepting advanced technology-based education, and having opportunities to perceive software in daily life.

A Study on Graffiti Expressed in the Modern Fashion (현대패션에 나타난 그라피티에 관한 연구)

  • Kim, Sun-Young
    • Journal of the Korean Society of Clothing and Textiles
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    • v.31 no.5 s.164
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    • pp.777-787
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    • 2007
  • The purpose of this study is to consider various characteristics in the graffiti-look in the modem fashion by interpreting meanings and properties of graffiti, transferred from street art to a new main stream in art. The scope of this study is limited to works from the 1990s to the present, and the materials for the literatures and exploratory study are fashion-related portfolios and the domestic and foreign fashion magazines. The first characteristic is satire. The graffiti-look conveys directly or indirectly with phrase or symbol various messages of politics, social ideology, wealth and poverty, environmental pollution, anti-war, etc. Body is even more used for graffitiand designers express freely their identity or ideology through the formative style of graffiti. The second characteristic is pleasure. Fantastic expressions from a fairy-tale or fable in the graffiti-look give humor meaning freedom and sense of liberation in a sense of catharsis to the modem people's emotion. The graffiti-look uses graffiti works to introduce its original message of humanism, happiness, humor, etc. to clothing; as a result, the graffiti-look features pleasure. The third characteristic iscommercial application. Brand logo designed by graffiti style is decorated with clothing, accessory, or ornament. This may not only emphasize brand name through lingual function of graffiti, but also be used for a distinctive marketing strategy against other brands. Logo which is regarded motive or pattern of design leaves a image instead of a meaning and performs a design function stressing formative sense.

Expression Types and Characteristics of Body Parts Shown in Modern Fashion Design: Focused on from 2001S/S to 2008S/S (현대패션디자인에 나타난 신체부위의 표현유형과 특성 : 2001S/S$\sim$2008S/S를 중심으로)

  • Kim, Sun-Young
    • Journal of the Korean Home Economics Association
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    • v.47 no.8
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    • pp.25-35
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    • 2009
  • This study analyzed expression types and characteristics of modern fashion designs using body parts. The research was conducted based on a literature review and empirical research of fashion magazines published in Korea and other countries from 2001 to 2008. Four fashion statements predominated. Most frequently, body parts presented in modern fashion design, included realistic expressions, simplification, anatomic expression and a mixture with other patterns and logos. A body part, such as an eye, a lip, a hand or a chest was characteristically located in an unfamiliar position, as part of modern fashion design using body parts. Other parts and surrealistic images were shown with accessories utilizing body shapes. Second, amusing images were emphasized with humorous expressions, including simplification of body parts, childish decorations, fairy tale illusions and cartoon factors. Third, erotic images were presented with a more realistic expression of a partial image of a female body part, such as a lip or a tongue. Fourth, the use of facial images of celebrities in modern fashion design showed the phase of the times and the characteristic utilization of pop art as an image.

Study of Animation Comicality, Characters in (<슈렉> 캐릭터에 나타난 애니메이션 희극성 연구)

  • Lee, Chae-Ron
    • Cartoon and Animation Studies
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    • s.38
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    • pp.145-176
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    • 2015
  • In animation, 'laughter' is an important factor for the fun. Dreamworks' animation is a successful popular animation. It has four series and spin-off animations, and settled as a successful case that created fun with strategic use of parody throughout the productions. Most preceding studies on this animation have focused on its humor, parody, and satire. However, not many studies have discussed its independent comedy as a piece of animation that satisfies the needs of public. This study considered that viewers' desire to watch an animation comes from their fantasies to discuss the comedy of based on its animated characters. Animated characters communicate with the public with wits that ignore the rules of reality. The characters that do not exist in reality are created and animated to turn the world of reality upside down. The comedy in comes from the entertaining deformation of the society's fixed ideas and prejudices. It is a fun variation of the ideology behind fairy tales created by the Disney animations to challenge Disney in the animation market in reality, and twisted the world of fairy tales in the story to quench the thirst of the public. 'Shrek', a monstrous character, stands in the center of the story. A monstrous character that always played an anti-role has become the main character to break the rule of fairy tales. This is the subjectivation of anti-character. Second, it is a new anti-character with an exaggerated and distorted body. Lord Farquad, who looks abject compared to the monstrous character for a person with so much power and ambition, brings laughter. Third, it is the variation of various characters from fairy tales. The conventional fairy tale characters, both animals and non-living things, come out of the box and appear as humorous characters that bring life to the story. uses comedy characters in the process of reinterpreting the fixed ideas, prejudices, and ideologies of the real world created by fairy tales. I hope that it helps Korean animations establish a successful format for creating characters that bring life to the stories.

A Study on Transformed "Shimcheong-jeon" in The Juvenile Literature - focusing on juvenile literature since the 2000s - (<심청전>의 어린이문학 변용 양상 - 2000년대 이후 창작동화를 중심으로 -)

  • Jin, Eun-jin
    • (The) Research of the performance art and culture
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    • no.36
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    • pp.223-253
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    • 2018
  • The purpose of this study is to examine how the Korean classic novel "Shimcheong-jeon" has transformed in juvenile literature since the 2000s. Classical novels are far from modern and temporal, differ from modern cultures. Classic novels are also different from the lives and thoughts of modern children. It is therefore difficult for modern child readers to easily understand or agree with classical novels. In order for classical novels to have the meaning in the present, it is necessary to pay attention to the encounter between classical novels and children's literature. In the case of "Shimcheong-jeon", unlike other classical novels, there are many creative fairy tales. There are seven kinds of fairy tales that transformed "Shimcheong-jeon". They are diverse in genres such as picture books, fairy tales, and juvenile fiction, and are intended for a variety of ages. These works are described in various perspectives such as, Shimcheong who is full of desire, Shim Hakgyu who is disabled, Ppaengdeog's mother who has maternity and subjectivity, The dragon of the dragon king and Byeogdeog who loves Shimcheong, and Shin Cheong who has a dream. The themes of the works vary. So, These works extend our expectations for classical literature. Fairy tales that transformed "Shimcheong-jeon" reflect the lives of children and youths, this is important because it can reduce the distance between classical novels and children and youth readers. Classical novels are modernized and give new meaning to modern children and youths. And it reflects the characteristics of the novels of Pansori's "Shimcheong-jeon", preserving the value of classics. Tears of Paengdeok is a story that explains the origin of Pansori "Shimcheong-ga", and inserts some lyrics of Pansori, in the case of Cheong, Cheong, Pansori style is used. Although humor is the greatest feature of pansori, there are few of Fairy tales that transformed "Shimcheong-jeon". It is a direction to worry and to orient when transforming "Shimcheong-jeon" into a fairy tale.