• 제목/요약/키워드: Korean traditional game

검색결과 124건 처리시간 0.022초

19세기말 풍속화가 기산 김준근이 그린 삽화 속 어린이 놀이문화와 복식에 관한 연구 (A Study on the Late 19th century Children's Costumes and Games of Genre Paintings by Jungeun Kim)

  • 최은주
    • 한국의류산업학회지
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    • 제18권3호
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    • pp.289-300
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    • 2016
  • This study surveys children's costumes and games from the 11 Genre paintings by Junkeun Kim in the book "Korean Games(Stewart Culin 1858-1929)". The character of the general dress-costumes, games and the culture of life from the late $19^{th}$ century in genre painting of Junkeun Kim are as follows. The study results on the games are as follow. The boy's games are kite-flying, spinning tops, playing shuttlecock with the feet, blindman's buff, yut("Four-Stick Game"). Girl's games are seesaw with board, blindman's buff, marbles. Combined games are mount shoulder, sledge, tightrope walking for men with boy. The strengthen one's body type were seesaw with board, tightrope walking, the compete score type were playing shuttlecock with the feet, marbles and the multi complex type were yut("Four-Stick Game"), kite-flying. Through genre painting in the $19^{th}$ century we know a boy's 'Jeogori 'and 'Ba-ji' were similar to a modern man's and boy's 'Hanbok' with a traditional method of wearing. We believe that the originality of a traditional costume was an unchangeable characteristic. Girl's 'Jeogori' and 'Chi-ma' changed in length and width, and method of wearing; however, the basic shape did not change. The analysis for artist's genre painting which was ordered by a foreigner and the late of $19^{th}$ century's children's costume and game of life culture is useful to match the counters and show how to wear a modern Korean costume used to understand the 'Hanbok' and establish a costume of life.

전통문양의 현대화를 중심으로 한 요식업계의 유니폼 및 소품디자인개발 (Design of Uniform Packages for Restaurant by the Modernization of the Korean Traditional Motif)

  • 박우미;나정은
    • 복식
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    • 제52권2호
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    • pp.81-90
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    • 2002
  • There are increasing a foreign visitors since 88 Seoul Olympic game. Uniform is getting increased importance as one of the symbols which represent the characteristic of restaurant as well as gloves good impression to the customers and foreign tourist. This study aims at developing uniform packages (including table cloth, mat, napkin, end so on) that satisfy the customers' need and let foreign visitors recognize the outstanding beauty of Korean traditional pattern. For uniform design, It was selected a sumacsae of a the lotus flower motif and developed a textile pattern design by using CAD system. And then the developed textile design was printed a polyster100% fabric by using the digital textile printing system. Uniform packages designs were developed applying traditional sumacsae motif in order to capture a modern stance of beauty under using blue and pink color and same concept of modern image.

한국 전통 몬스터 디지털 복원 사례 연구 (Case Study of Digital Restoration of Korean Traditional Monsters)

  • 한광식
    • 한국콘텐츠학회논문지
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    • 제4권4호
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    • pp.21-32
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    • 2004
  • 본 연구는 우리나라의 역사와 문화 그리고 오랜 상상력이 담긴 시나리오 소재 개발에 기여할 한국 전통 몬스터의 원형 재현 및 복원을 목적으로 한다 연구방법은 역사서, 설화, 민화 등의 문헌조사와 전문가의 고증을 근거로 하였으며, 한국 전통 몬스터 50건을 디지털 복원하였다. 연구결과는 다음과 같다. 첫째, 신, 귀, 괴, 인간, 짐승을 포함한 한국 전통 몬스터의 범위를 규정하였다. 둘째, 한국 전통 몬스터의 유형을 위계와 출현 장소에 따라 5급 4부류로 분류하였다. 셋째, 소재 개발에 활용할 전통 몬스터 50종 각각을 디지털 그래픽 이미지와 플래쉬 애니메이션으로 제작하였다. 넷째, 각 몬스터의 스토리를 중심으로 게임, 캐릭터 등 문화콘텐츠 산업 소재개발을 위한 아이디어를 제안하였다. 본 연구에서 개발된 결과물이 앞으로 우리 문화전통에 대한 이해를 높여주는 자원으로 활용되고, 게임, 캐릭터, 만화, 영화 등의 문화콘텐츠 산업분야의 독창적 소재로서 활용될 수 있기를 기대한다.

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한의학 고문헌 데이터 분석을 위한 단어 임베딩 기법 비교: 자연어처리 방법을 적용하여 (Comparison between Word Embedding Techniques in Traditional Korean Medicine for Data Analysis: Implementation of a Natural Language Processing Method)

  • 오준호
    • 대한한의학원전학회지
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    • 제32권1호
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    • pp.61-74
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    • 2019
  • Objectives : The purpose of this study is to help select an appropriate word embedding method when analyzing East Asian traditional medicine texts as data. Methods : Based on prescription data that imply traditional methods in traditional East Asian medicine, we have examined 4 count-based word embedding and 2 prediction-based word embedding methods. In order to intuitively compare these word embedding methods, we proposed a "prescription generating game" and compared its results with those from the application of the 6 methods. Results : When the adjacent vectors are extracted, the count-based word embedding method derives the main herbs that are frequently used in conjunction with each other. On the other hand, in the prediction-based word embedding method, the synonyms of the herbs were derived. Conclusions : Counting based word embedding methods seems to be more effective than prediction-based word embedding methods in analyzing the use of domesticated herbs. Among count-based word embedding methods, the TF-vector method tends to exaggerate the frequency effect, and hence the TF-IDF vector or co-word vector may be a more reasonable choice. Also, the t-score vector may be recommended in search for unusual information that could not be found in frequency. On the other hand, prediction-based embedding seems to be effective when deriving the bases of similar meanings in context.

출발순서에 따른 윷말의 코스 경유 확률 (Course Probability of Yut according to Starting Order)

  • 조대현
    • 응용통계연구
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    • 제28권3호
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    • pp.443-455
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    • 2015
  • 우리나라의 전통적인 명절놀이 중 윷놀이는 가족이나 친구들이 모여 남녀노소 구별 없이 즐기는 놀이다. 윷놀이는 윷가락을 던져 나오는 대로 4개의 윷말을 행마하여 출발지로 돌아 나오는 게임이다. 윷놀이에서 상대를 이기기 위해서는 상대에 따라 다양한 행마 전략이 있을 수 있다. 행마전략의 핵심은 가능하면 짧은 코스를 돌아 나오는 것이다. 하나의 윷가락의 앞면이 나올 확률 p에 따른 도 개 걸 윷 혹은 모가 나올 확률을 이용하여 실제 윷놀이에서 4개의 윷말이 출발한 순서에 따라 각각의 코스를 경유할 확률을 계산하였다. 이러한 코스경유확률은 윷놀이에서 행마의 전략에 이용할 수 있을 뿐 아니라 게임을 하는데 걸리는 시간을 계산하는데 유용하게 사용되어질 수 있다.

멀티미디어 게임을 활용한 환경수업이 초등학생의 외래생물에 대한 인식, 학습동기 및 성취도에 미치는 영향 (The Effect of Environment Lesson using Multimedia Game on Recognition, Learning Motivation and Achievement of Elementary Students about Alien Species)

  • 박성경;배진호;심규철;여성희;소금현
    • 한국초등과학교육학회지:초등과학교육
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    • 제32권3호
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    • pp.346-360
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    • 2013
  • The purpose of this study was to develop a multimedia game program as a strategy for teaching alien species and to examine the effect of the program on recognition, motivation and achievement about alien species. In order to find the effect of developed program, 62 students among 6th graders at S Elementary School located in Gyeonggi-do were divided into two groups. Lesson with multimedia game was given to the experimental group, and the control group received traditional lesson. The results were as follows. First, the experimental and control groups showed significant difference in recognition of alien species. Second, the two groups showed statistically significant difference in learning motivation. For the subdomains of the recognition, significant results were obtained at the significance in attentiveness, relevance, confidence and satisfaction. Third, the two groups showed significant difference in academic achievement. Lastly as a result of interviewing subjects of the experimental group about lesson based on game, subjects generally had positive opinions that the new learning method is interesting and has helpful influence on the lesson.

Flying Cake: 모바일 단말기를 이용한 실감형 게임 (Flying Cake: An Augmented Game on Mobile Device)

  • 박안진;정기철
    • 한국정보과학회논문지:소프트웨어및응용
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    • 제34권1호
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    • pp.79-94
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    • 2007
  • 언제, 어디서, 누구나 대용량 네트워크를 사용할 수 있는 유비쿼터스(ubiquitous) 시대가 다가오면서, 카메라가 장착되어 있고 무선 통신이 가능한 PDA, 웨어러블(wearable) 컴퓨터와 같은 휴대용 장치가 가까운 미래에는 일상의 한 부분이 될 것이다. 이런 상황을 반영하듯, 휴대용 장치를 이용한 실감형 게임(augmented game)에 관한 다양한 연구가 진행되어 왔다. 기존의 실감형 게임들은 전통적으로 'backpack' 시스템이나 패턴마커(pattern marker)를 이용하였다. 'backpack' 시스템은 비싸고, 거추장스러우며, 사용하기 불편한 단점이 있으며, 패턴마커를 사용하면 미리 정한 장소에서만 게임을 해야 하는 단점을 가지고 있다. 본 논문에서 소개하는 게임 Flying Cake는 거추장스러운 장비 대신, 가볍고 휴대 가능한 PDA를 이용하며, 실제 세계에서 가상의 물체를 접목(overlay)하기 위해, 수동적인 패턴마커 대신 얼굴 영역을 이용한다. Flying Cake는 PDA만을 이용하여 실제 세계를 돌아다니며 카메라에 의해 입력된 영상에 접목된 가상의 캐릭터를 공격하는 일인용과 무선 랜을 통해 전송되는 상대방의 영상에 접목된 가상의 캐릭터를 공격하는 이인용을 제공하는 실감형 슈팅 게임이다. 얼굴 추출 기술을 이용하여 입력 영상의 얼굴영역에 가상의 캐릭터를 접목하며, 사용자는 가상의 캐릭터를 공격하며 게임을 즐긴다. Flying Cake는 얼굴 추출 기술을 이용하여 PDA카메라를 통해 입력된 실제 세계와 가상의 물체 사이의 상호작용을 제공하는 새로운 패러다임(paradigm)을 제공함으로써 사용자에게 새로운 즐거움을 제공할 것이다.

노년기 소비자의 정보화 여가활동 연구와 의미 분석 (The Information Leisure Activity of the Aging Generation and the Analysis of Meaning)

  • 김연정
    • 가족자원경영과 정책
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    • 제14권4호
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    • pp.323-340
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    • 2010
  • Many social and environmental changes have emerged due to the increasing size of the aging generation. This study explored the current status of the information leisure activity of the aging generation (computer use activity, internet service participation, social community participation and blogging, UCC, etc.) and the need for serious games among elderly consumers. It analyzed the current status of serious game and information leisure span as determined by experts on elderly care at the aging welfare institute. The research methods involved applying content analysis and focus group interviews. The results were as follows: The elderly are willing to enjoy the internet and economics networks. In particular, economic investment, economic news, health, meetings, and communication are the main internet search categories. The results for serious games are less interesting than those for IT participation. The components of usefulness in terms of serious games, as identified by care experts, are simplicity, a user-friendly interface, efficacy, and certainty in using the game device. Care experts recognize that serious games represent a supplementary device to traditional physical and emotional therapy.

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비교민속학적 시점에서 가축화와 동물공희 (A Comparative Study of Sacrificial Wild Game and Domestic Livestock As Considered from an Folklore Viewpoint)

  • 임장혁
    • 헤리티지:역사와 과학
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    • 제35권
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    • pp.284-303
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    • 2002
  • The purpose of this research paper is to examine, from an ethnological viewpoint, the traditional practice of using sacrificial game and domestic livestock as is often seen at communal rites in Korea. This paper also examine how the more convenient use of livestock sacrifice developed from that in which wild game were once offered, and how this change in the type of animals used affected the significance of the sacrifice. It also looks at how the use of animal sacrifice for ceremonies eventually influenced the practice of meat consumption on the part of the participants in their daily life, and how it contributed to the eventual establishment and development of livestock breeding for the purpose of meat consumption. The practice of catching wild game in the mountains for sacrificial purposes eventually gave way to the use of pasturage cattle, but it should be understood that these domesticated livestock were raised primarily for ceremonial rather than meat consumption purpose. When used for sacrifice, these cattle were not castrated, as is normally done when they are slaughtered for meat consumption, but it should not be assumed that this was done for purposes of simplification. In addition, not only rice farmers but also when enterpreneurs set up a new enterprise, animal sacrifice was viewed not only as a form of on-site purification of evil, but also served the dual purpose of enhancing their business through the traditional custom of serving meat to those invited guests in attendance. In the large-scale village communal rite of Hwaghae Province located in the northwestern part of Korea, animal sacrifice was carried out in the ritual for the Mountain God in a highly dramatic style, and suggests that it originated with the agrarian rites of the "fire-field" farmers of East Asia, which were utilized to foretell whether the coming year would be one of abundance or famine, and to the royal ceremony held on the 3rd day of the 3rd month of the lunar calendar, as well as that held for the God of the Mountains and Streams. The dramatic-style hunting rite, included in the large-scale communal ritual of Hwanghae Province mentioned previously, as well as in the Ritual of the Cow from Pyungsan, also located in Hwanghae Province, in which wild game were used as sacrifice, is significant in that it points up the changes that have occurred in ceremonial animal sacrifice. However, more research on ritualistic animal sacrifice is still called for in rites for good farming, fishing, and the variety of others that are held throughout Korea.

Resource Allocation in Spectrum Sharing ad-hoc Cognitive Radio Networks Based on Game Theory: An Overview

  • Abdul-Ghafoor, Omar B.;Ismail, Mahamod;Nordin, Rosdiadee;El-Saleh, Ayman Abd
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제7권12호
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    • pp.2957-2986
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    • 2013
  • The traditional approach of fixed spectrum allocation to licensed networks has resulted in spectrum underutilisation. Cognitive radio technology is envisioned as a promising solution that can be used to resolve the ineffectiveness of the fixed spectrum allocation policy by accessing the underutilised spectrum of existing technologies opportunistically. The implementation of cognitive radio networks (CRNs) faces distinct challenges due to the fact that two systems (i.e., cognitive radio (CR) and primary users (PUs)) with conflicting interests interact with each other. Specially, in self-organised systems such as ad-hoc CRNs (AHCRNs), the coordination of spectrum access introduces challenges to researchers due to rapid utilisation changes in the available spectrum, as well as the multi-hop nature of ad-hoc networks, which creates additional challenges in the analysis of resource allocation (e.g., power control, channel and rate allocation). Instead, game theory has been adopted as a powerful mathematical tool in analysing and modelling the interaction processes of AHCRNs. In this survey, we first review the most fundamental concepts and architectures of CRNs and AHCRNs. We then introduce the concepts of game theory, utility function, Nash equilibrium and pricing techniques. Finally, we survey the recent literature on the game theoretic analysis of AHCRNs, highlighting its applicability to the physical layer PHY, the MAC layer and the network layer.