• Title/Summary/Keyword: The Traditional Drama

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Characteristics of Playscript and Gramophone Record Reviewed through Theatrical Activities of Packaging Troupe Around the 1950s (1950년대 전후 포장극단의 연희활동으로 본 대본의 특성과 유성기음반)

  • You, Su-young
    • (The) Research of the performance art and culture
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    • no.35
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    • pp.229-247
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    • 2017
  • This study was conducted through the typological analysis of theatrical activities and playscript of Packaging Troupe, which was a wandering theater troupe. It seems the activities of the packaging troupe were very active about in the 1950s. They approached to the public with various repertoires and gained popularity during the process. The playscript used in their plays can be divided into several types such as Yi dynasty drama, historical drama and modern drama and their titles are almost same as or similar to those used in Changgeuk troupe (classical opera), Female Gukgeuk troupe (Female classical opera), or Female Nongak troupe (Female farm musical band). Also, as themes, subject matters, and characters were partially same, the characteristics of previous theatrical activities could be reviewed through the playscript of packaging troupe. Also, the characteristics of the playscript of packaging troupe can be found in the list of gramophone record. The changes in popular culture can be examined in the flow of plays with various forms such as theater, film, and gramophone through the comparison between the characteristics of playscript types of packaging troupe around in the 1950s and the list of gramophone record. A typological analysis of playscript of packaging troupe confirmed the activities of packaging troupe lasted around in the 1950s. Also it can be inferred from Hyeopryulsa, Changgeuk troupe, Female Gukgeuk troupe, or Female Nongak troupe, which used traditional subject matters as repertoire of performance. Those were possible because repertoires were composed and contents changed according to the needs of the public. The changes can be also confirmed through the list inserted in the gramophone record. The association can be inferred through the same title as that of the playscript of packaging troupe and similarity of performance curtains and subject matters. As such, the interest and flow of popular culture can be examined through the types of playscript of theatrical activities of packaging troupe.

Strategies and difficulties of making Jeokbyeok-ga into Changguk (<적벽가> 창극화의 전략과 한계)

  • Lee, Jin-Joo
    • (The) Research of the performance art and culture
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    • no.39
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    • pp.31-67
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    • 2019
  • This thesis examines the difficulties of utilizing the narrative and music of Pansori: 판소리 in Changguk: 창극. For this examination, I consider that the reason for the difficulty of making Changguk is the difference between Pansori and Changguk as the genres. Most of the Changguk based on the traditional five Pansori works perform the narration and songs of Pansori literally. However, the original narrative of Pansori has a distinctive dual structure since the formation of its first and second half is created separately. As the drama genre visualizes the story and emphasizes the consistency of action, unlike Pansori, the duality of the original narrative can be seen as the inconsistency of the action. In addition, since the sounds of the original Pansori are rather explanatory than dramatic even in the climax scenes of Jeokbyeok battlefields, it is difficult to produce dramatic scenes in Changguk. The voices of the military, not in the original works, play important roles in revealing the hidden theme effectively in Changguk. However It is impossible to relocate the original text of Pansori into Changguk, as even the voices of the military lack verisimilitude in terms of narrative. Changguk can only be developed as its own work by actively researching and dismantling Pansori .

Image of Eternity in N. Gogol's «Rome» (N. 고골의 단편(단편(斷篇)) 『로마』에 나타난 영원성의 이미지)

  • Kim, Sung IL
    • Cross-Cultural Studies
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    • v.37
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    • pp.51-79
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    • 2014
  • Seriously depressed by the failure in the first performance of his own drama ${\ll}$The Government Inspector${\gg}$, N. Gogol sought out a space, Italy, which is obviously a turning point for the writer. Here in Italy, the writer could be able to explore an essential foundation for the national identity as well as self-identification of Russian traditional culture, all of which have already been epitomized in the Renaissance period in Italy. The city Rome itself provided Gogol with its grandness and harmonious perfectness, influencing something 'spiritual being' upon the writer. The work under discussion, "Rome," is thus created through these literary circumstances. Though it is made under the different title as "Annuntiata" and it delivers a love story between lovers, the story lines gradually turned into a fiction about the city, Rome. In comparison with city Paris, Gogol himself presents a negative view of the French metropolitan, saying that it is nothing but a by-product of the 19th century civilization. Interestingly enough, Rome for Gogol is totally different; it is the place of sublimity, that is a locus of harmonious, holy, and eternal city. Likewise, this pattern can be said of another description on the two contradictory cities: Paris and Rome. Again, Gogol fully pictures the city Paris as centripetal and Rome as centrifugal, in which the main protagonist makes the reader indulge in his own world. Throughout the story the writer tells us a transformation experienced by his character, and the work ends with an open denouement. Like Jerusalem, Rome is the city of resurrection for Gogol. Yet, this kind of possibility of transformation in the story is exposed to the hero, and it arguably depends on the extent to which he explores the readiness for encountering of 'eternity' in this "eternal city."

A Survey of the Perception of Korean Kimchi by the Chinese in Shandong Province (중국 산동성 지역 성인의 한국 김치류에 대한 인식 조사)

  • Zhang, Xiang Mei;Nam, Eun-Sook;Park, Shin-In
    • Journal of the Korean Society of Food Culture
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    • v.23 no.6
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    • pp.693-704
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    • 2008
  • In this study, the preference for Korean Kimchi by Chinese people in Shandong Province was evaluated. Specifically, this study was conducted to aid in the introduction of Kimchi to China by providing information and developing local types designed to meet regional taste preferences. The subjects were comprised of 298 Chinese (male 108, female 190) residents of Weihai, Yantai and Qingdao, in Shandong province, China. The subjects were provided with a self administered questionnaire form designed to evaluate their views on Korean Kimchi. The collected data were then analyzed using the SAS software package. The results revealed that 95.3% of the respondents were aware of Korean Kimchi. In addition, 100% of the respondents who had visited Korea and 98.1% of the respondents who had an interest in Korea were aware of Kimchi. With regard to the origins of their interest in Kimchi, 26.8% of the subjects answered 'through mass media', while 23.9% reported that they learned about Kimchi 'through friends'. Most subjects recognized Kimchi as a 'Korean traditional food' (92.6%), a 'delicious food' (53.2%), and a 'fermented food' (38.0%). Baechu Kimchi was found to be the most well-known Kimchi, followed by Kkakdugi, Oi Kimchi, Yoelmu Kimchi and Nabak Kimchi. Additionally, 69.1% of the subjects knew how it was prepared, most of whom reported that they learned how Kimchi was prepared through 'Korean movie and/or drama'. Moreover, 88.9% of the subjects had eaten Kimchi. Overall, 43.8% of the subjects reported that they ate Kimchi $1{\sim}2$ times per month, while 32.1% reported that they ate Kimchi $1{\sim}2$ time per year. The most common places that Kimchi was eaten were a 'Korean restaurant' (67.6%) or with a 'colleague' (32.8%). The primary reasons for not having eaten Kimchi were 'no knowledge or dislike of Kimchi by family' (30.3%), 'difficulty purchasing Kimchi' (21.2%), 'high priced Kimchi' (21.2%), and 'dislike the smell and shape of Kimchi' (12.1%).

Design and Construction of GINZA KABUKIZA

  • Kawamura, Hiroshi;Ishibashi, Yoji;Morofushi, Tsutomu;Saragai, Yasuyuki;Inubushi, Akira;Yasutomi, Ayako;Fuse, Naohiko;Yoshifuku, Manabu;Saitoh, Kouji
    • International Journal of High-Rise Buildings
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    • v.5 no.3
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    • pp.233-241
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    • 2016
  • This paper describes the structural solution for the design of a 29-story high-rise tower, which features a large office space above the Kabukiza Theatre. Kabuki is a type of Japanese traditional drama, and Kabukiza is the home building of Kabuki. GINZA KABUKIZA is the fifth generation of the Kabukiza Theatre, the first of which was built in 1889. In order to support 23 stories of office space above the theater - featuring a large void in plan - two 13-meter-deep mega-trusses, spanning 38.4 meters, are installed at the fifth floor of the building. Steelwork is used as a primary material for the structure above-ground, and a hybrid response control system using a buckling-restrained brace and oil damper is adopted in order to achieve a high seismic performance. This paper also describes the erection process of installing hydraulic jacks directly above the mega-truss at column bases, in order to keep the structure above the truss level during construction. The temple architecture of the previous Kabukiza is carefully restored by incorporating contemporary light-weight materials supported by steelwork.

The Effects of Various Instructional Activities using the History of Science on Science Learning Motivation of Elementary School Students (과학사를 활용한 다양한 수업 활동이 초등학생의 과학 학습 동기에 미치는 효과)

  • Kang, Yu-Mi;Shin, Young-Joon
    • Journal of Korean Elementary Science Education
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    • v.30 no.3
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    • pp.330-339
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    • 2011
  • This study was to investigate effects of instruction using the history of science on elementary school students' science learning motivation. Subjects were 48 students of two groups in the 5th Grade in Bucheon City. A Experimental group of 24 was instructed 20 lessons in Unit 1~7 using the history of science for a 11-week period. In this study, the instructional contents were selected by stories about scientists, discoveries or anecdotes about natural phenomena and related learning topics in national science curriculum. And they are presented by writings with pictures, cartoons, PPT materials and a script. Students play various learning activities such as exchanging opinions after reading instructional content, making a book or a newspaper, playing in a drama and representing by picture. A control group of 24 was instructed by traditional teaching methods in same period. To compare difference of instruction effects of the two groups, the score of pre-test and post-test were both estimated by t-test. The results of the study were as follows. Students of experimental group showed statistically a more significant increase in the science learning motivation than control group students (p<.05). Each of attention (A), relevance (R), satisfaction (S) sub-elements of learning motivation were higher in the experimental group and it was showed the instruction using the history of science was effective in improving of science learning motivation.

A Case study of Knowledge & Information Contents applied Gamification and Alternate Reality Game concepts (게이미피케이션과 대체현실게임 개념을 적용한 지식정보콘텐츠 사례 연구)

  • Shin, Dong-Hee;Kim, Hee-Kyung
    • Journal of Digital Contents Society
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    • v.14 no.2
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    • pp.151-159
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    • 2013
  • Recently, gamification has garnered high attention in various fields outside the traditional game world through the adoption of game techniques. The introduction of gamification creates an alternate reality game. It appears virtually the same as other normal games, but is able to pull down the boundary between reality and imagination. At first, this was utilized by the entertainment industry for movies, advertisements, and drama publicity. We can see examples of gamification extending into the knowledge and information contents field. The purpose of knowledge and information contents is to pursue meaning and utility rather than fun, though the introduction of game methods remains interesting. In-depth examination of the conception of an alternate reality game via gamification will lead to the understanding of progression and quality of alternate reality games in the context of knowledge and information contents. As a result, we can effectively understand not only the immediate uses but also be able to measure the potential for utilization of gamification for various fields.

A Study on the Viewers' Reponses to In-Program Advertising According to TV Program Genre (프로그램 유형에 따른 중간광고에 대한 시청자 반응 연구)

  • Lee, Hyun-Seon
    • Korean journal of communication and information
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    • v.43
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    • pp.282-313
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    • 2008
  • Advertising is both applauded and criticized for its characteristics and roles on society. Advertising environment is changing and developing. The important changes in advertising are fragmentation of traditional media, growth of new media, and increasing clutter. The major issue in advertising and broadcasting system in Korea is reintroduction of in-program advertising on terrestrial television stations. The purpose of this study is investigate the responses of viewers to in-program advertising. This study considers program genre as mediating variable which may affect the viewers' responses to in-program advertising. Independent variables of this study are the insertion of in-program advertising (insertion/non-insertion) and program genres(news/educational/drama/entertainment program). Dependent variables of this study are viewers' responses, attitude towards broadcasting station and attitude towards advertiser. This study was run as a $2{\times}4$ factorial design with 30 subjects per cell, resulting in a total sample size of 240. This study randomly assigned each subject to 1 of the 8 treatment groups. The result of this study shows that in-program advertising induces negative responses of viewers, attitude towards broadcasting station and advertiser. And this study found that viewers showed the negative responses to in-program advertising regardless of program genre. The findings of this study illustrate the need of consideration and planning of in-program advertising to protect viewers' right.

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A Study of Female Child's Han-bok Reform Design for Body Growth (초등학교 여자 아동의 신체 성장에 따른 한복 리폼 디자인 개발)

  • Ryu, Kyoung-Ok;Kwon, Hwi-Jung
    • Journal of the Korea Fashion and Costume Design Association
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    • v.14 no.4
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    • pp.89-98
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    • 2012
  • The purpose of this study is to female child Han-bok reform design for body growth. Nowadays there is common the western style daily life and special day instead of traditional style Han-bok in Korea. So the decrease in the use of Han-bok have being appeared. Specially, Children's Han-bok undesirable clothes for economic, environment, and resources because of their rapid growth and changing trend. Therefor, they do away with used Han-bok without next buying of school age. Children's parents and children are decision together purchase of children's Han-bok on-line for pleasure and economic reasons on pre-school or 1st year student for their tradition-education class. After 2000year, children's Han-bok pup-up on e-market because of the fashion focus on tradition and Korean wave for parody of Korean drama. Flowing the Research of 2010 Size Korea, the elementary school age child height growth 6cm per year, the sleeve length are 3cm growth. But Chi-ma(a pice of Han-bok) from e-market, has only 5cm margin on shoulder and no margin on Jegori(a pice of Han-bok) shoulder and sleeve, reason of that the children can't wear next year. Therefor this study is development female child Han-bok reform design for body growth, for extend to wear Han-bok on school age children and flow tradition custom of Cho-sun Dynasty's clothing custom for boost tradition conscious and reduce of cloth waste for environment.

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Proposal for the Cultural Tourism Good Design based on South Chungchong Province (충남지역 문화를 기반으로 한 문화상품 디자인 제안)

  • Choi, Yeun-Jeong;Myeong, Hoe-Bong
    • The Journal of the Korea Contents Association
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    • v.7 no.9
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    • pp.54-61
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    • 2007
  • Chungchong-namdo area is place that Baekje cultures are straggling. Many ruinses of grant exist and is having special quality of seeing area such as Muryeongwangreung, Busosanseong, Gongsansung as Baekje cultural areas' center with Kongju of Buyeo. More than goods that equip the area's color if see culture goods been selling in tourist resort that there are many resemblant goods that can see in any local and goods development is insufficient misgovernment. Tourists understand history of the area and culture through head relic of having wide knowledge official rank and master basic knowledge. This research proposes culture goods design that apply relic that is excavated in Baekje culture station as a way to based Chungchong-namdo area culture and keep another province station and discrimination. Meantime, interest about Baekje histories was lacking but interest about Baekje histories is decaying through movie or history drama etc. the latest. Hereupon, Chungchong-namdo area culture expects to be activated developing goods design that combine traditional culture and modem thing accomplishes with beauty appropriateness and formative.