• Title/Summary/Keyword: World History

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A Study on Gianni Versace's Idea Source for Fashion Design (지아니 베르사체의 패션디자인 발상 연구)

  • Oh, Yun-Jeong;Kim, Ji-Young
    • Journal of the Korean Society of Costume
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    • v.61 no.8
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    • pp.18-31
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    • 2011
  • Gianni Versace was a designer who established his unique fashion world by thinking creatively and using rich design sources. The purpose of this study is to present designers a methodology for creative and characteristic design development by searching Gianni Versace's idea source for fashion design. As a method of the study, visual and textual data were investigated for Versace's fashion and design source especially focusing on those elements that inspired him. Versace was born in the southern area of Italy in 1946. Ever since his childhood, he had a lot of experience with clothes because his mother was a dressmaker. His first collection was made in 1978, and Versace became one of the most famous fashion designers in the world within 20 years. He used a wide range of design sources such as history, culture, and art and created his design world with it. He focused on four important epochs. They were classicism, Byzantium, the eighteenth century centering on Baroque, and the 1920s and 1930s centering on Madeleine Vionnet and Madame Gres. Among cultural elements, costume design for ballet and opera and rock 'n' roll music inspired him greatly. Also, Pop art and various paintings such as Chagall's and Delaunay's had a huge effect on Versace. With these elements, he created a bold and unique coordination of style by mixing & matching history, genre, material, and style into his design. Thus he completed an extraordinary and original fashion style by emphasizing on decorative and glamorous points and changing a way of thinking.

Gutenberg Galaxy and Music (구텐베르크 은하계와 음악)

  • KIM, Hyokyung
    • Trans-
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    • v.5
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    • pp.49-64
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    • 2018
  • Marshall Mcluhan, a media scholar, created the word Gutenberg Gaaxy meaning the new environment formulated by printing technic and he insisted that it changed human life entirely. In the history of human, the media evolved into printing technic through oral and transcription. This evolution of media and the environment created by the media are the most important point of Mcluhan's theory. He sees the world as the result of media evolution. In mcluhan's sight, Gutenberg Galaxy is the first environment composed by the media. Based on the mcluhan's theory, this study focused on the environment created by the media and applied it into the western music history. The link of the Gutenberg Galaxy and the western music, especially in romantic era, will be the main subject of the study. The Book is the most representative media of the printing technic. In the era of oral and transcription, the communication was limited by the spatial restriction. However, the book was free to spatial condition and this character of the book made the knowledge free. The knowledges delivered by the oral and transcription were mostly the matter of mundane world because they are so close to the human life, even though they are narrating about the God's world. The book, free to expanding the knowledge beyond the world, made the knowledge transcendent and expanded the sight of the humans into the transcendent world. The modern western world is the product of the expanded knowledge by the book and so does the music. In the time of printing technic, the music begun to gain the population by the printed sheet music. As delivering the music through the printed sheet, the music received transcendence and mystery as meeting the spirit of the times. This link formed by the time of Gutenberg Galaxy will be the main focus of the study and it will prove the link between the media and the western music.

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Development of Miroku belief in the cult of Mount Fuji of early modern Japan (ミロクの世と女性-近世日本の富士信仰における弥勒信仰の展開)

  • 宮崎ふみ子
    • Journal of the Daesoon Academy of Sciences
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    • v.17
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    • pp.173-196
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    • 2004
  • Miroku belief observed in Japanese folklore and popular religions is originated from the faith in a bodhisattva called Miroku (Maitreya) who, depending on Buddhist account, is supposed to appear in this world to save all mankind. This faith, together with the millenarianism inherent in it, was disseminated into many areas of East and Southeast Asia. It developed in various ways, being associated with the religious tradition of each area where it was accepted. In Japanese folklore and popular religions the aspiration for the "World of Miroku", the ideal world expected to be realized in the future, has been its most notable feature. This paper examines the notion of the "World of Miroku" developed in the cult of Mount Fuji in early modern Japan. In particular this paper focuses on the "World of Miroku" appearing in the teachings of Fuji-ko and Fujido, which were the organizations of lay believers. Through the examination this paper made the following facts clear. (1) The notion of the "World of Miroku" developed by Fuji-ko and Fujido had its bases in Miroku belief of Japanese folklore. (2) However the notion of the "World of Miroku" in the teachings of Fuji-ko and Fujido was quite different from that of the folklore. While the "World of Miroku" appearing in the folklore is characterized by good harvest and abundant gold and silver, Fuji-ko and Fujido leaders thought that all people, including the emperor and the shogun, would earnestly carry out their house business, do their best to promote the happiness of the others, and pray for the salvation of all mankind in the "World of Miroku". (3) The notion about the changes of the world, which was particular to Fuji-ko and Fujido, accounts for such development in the concept of the "World of Miroku". According to the notion the current world was recognized as the second stage, between the original world in the past and the "World of Miroku" in the future, in the history of human beings. This idea helped the leaders of Fuji-ko and Fujido to develop the theories of world renewal, in which the wrong doings of the rulers and poor morality of the people were to be corrected in the "World of Miroku". (4) One of the most important features of the "World of Miroku" was the equality between men and women according to the teachings of Fujido. Both Fuji-ko and Fujido had opposed to the prevailing view of women, in which women were regarded as being sinful and polluted. Fujido further tried to improve the status of women in their families and the society. (5) In accordance with such an innovatory view, Fujido challenged the custom of excluding women from sacred places, Mount Fuji in particular. Through clarifying these facts this paper shows that Miroku belief could function as a basis for developing the ideas concerning the world renewal in early modern Jap

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Aging and Temporality of Aged in a Clan (동족사회 노인의 시간경험)

  • Cho, Myung-Ok
    • Korean Journal of Adult Nursing
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    • v.20 no.2
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    • pp.280-295
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    • 2008
  • Purpose: This ethnography in communication aimed to explore the changes in consciousness on time and temporality as an elderly became older. This study focused on time as a primary message systems of Edward Hall. Methods: The assumption of the study was that the aging body as an expression of biological time is a meta of physical, personal, and social time. Data were collected from iterative fieldwork in a clan between Jan, 1990 and April, 2007. The key informants were 13 women and men aged 70 years old or more at the beginning of study. Changes in physical time and temporality as the women's body declined in its physical function was analyzed. As the cultural context, informants' every life and the history of the clan were also analyzed. Results: The meta-time of the informants were constituted as follows: In the low-contextual dimension, physical time perceived as longer and personal time perceived as shorter than they were young; In high-contextual dimension, informant and residents had a polychronic perspective and aged-centered time perspectives.; In the supernatural dimension of time, sacred time were reinforced by rituals. Informants extended temporality to their springs' world and ancestors' world. Conclusion: As the informants recognized slugged body movements and time-limited present life, their views on their life world towards the future of spring and of the sacred world of ancestors. Thereby, their identity as a member of a clan was reinforced. This result informed us on what we should focus on when caring with older women.

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A study on the origin and development of writing education - focused on the birth of 'representation' and 'expression' - (쓰기 교육의 기원과 발달에 대한 연구 -'재현(再現)'과 '표현(表現)'의 발생을 중심으로-)

  • Bae, Su-chan
    • Journal of Korean Classical Literature and Education
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    • no.16
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    • pp.207-235
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    • 2008
  • This study investigated the formation of communication education which is based on the contemporary language education. Concretely I watched chronologically the proportion of culture element and behavior element, its change, and the contents of writing education. To achieve this, I took the ancient Greek language education as the main materials. The sophists are right if we think only the empirical world, because of the changeability of external world and the relativity of sense. On the other hand, Platon emphasized the ability of abstract thought which is inherent in the human inside. But today's education only emphasizes the 'expression' which came from the Platonic thought. So students fills their devastated inside with arbitrary idea in this history-forgotten social circumstance. It is very beneficial to make subject have some cultural studies and to enhance the sensation on the world through the writing of representation because these can be good to the growth of subject. It is our-not as educator but as a predecessor of human being-duty to set the catalogue of cultural studies of this age and to make students feel the fundamental harmony and the beauty of the world.

대순진리회의 의례와 믿음의 상관성에 관한 연구

  • Yun, Gi-Bong
    • Journal of the Daesoon Academy of Sciences
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    • v.16
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    • pp.87-103
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    • 2003
  • Religions have the characteristics ultimately to solve the problems of human beings. These religions are externally expressed through the behaviors called rituals and contain substantially symbolic meanings. A ritual is a kind of transcendental experiences and infinite experience conducted in the reality and formalizes external behaviors in front of the presence of holy subject. Therefore, there is no religion without rituals. However, there are insignificant differences between religions or sects in performing rituals. The purpose of a ritual for human beings who have access to the holy world and this world is to keep their balances not to excessively indulge in this world. Moreover, a ritual plays the role to exercise strict control over the daily life of religious people who are in the holy world but easily tend to be accustomed to force of habit. These rituals are closely related to belief. Belief(Conviction) is one of core elements of religion. Belief as the unique activity among various behaviors of human beings illustrates another characteristics of human beings. The common efforts in the history of mankind to overcome cultural or geographical differences through existing religions can be represented by belief, that is, the faith. On the basis of background described above, this study aims to identify the meaning of rituals and dynamic structure of belief as examining the rituals of Daesoonjinrihoe.

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A study on the stage image of "rebound lute behind the back" in Dunhuang, China

  • Xueliang Zong;Ziwei Li;Qingfeng Zhang
    • International Journal of Advanced Culture Technology
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    • v.12 no.2
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    • pp.16-29
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    • 2024
  • Mogao Grottoes in Dunhuang, China is one of the world cultural heritage, is the largest ancient grottoes art group in the world, and is a natural and cultural place with outstanding universal value for mankind all over the world. Dunhuang music and dance derived from the murals of Mogao Grottoes is an artistic representation of its thousand-year-old glorious history and an indispensable historical material for research. As one of the iconic images of Dunhuang music and dance, the "rebound lute behind the back" dance posture has unique charm value both in the original mural composition and the stage image. This paper analyzes the characters holding pipa in Dunhuang murals by case analysis, comparative research and other relevant research methods, then studies the stage image and posture of "rebound lute behind the back", and finally analyzes the stage works of "rebound lute behind the back". It is concluded that the dance image of "rebound lute behind the back" is a dynamic stage art work gradually formed by artists from the static Dunhuang murals through refining, developing, processing and transforming. This is to revive the image of Dunhuang music and dance murals, to provide reference and reference for the inheritance and development of Dunhuang culture, and then to enhance and enrich the artistic value of excellent traditional Chinese culture and world cultural heritage.

Pirates in History and International Law Centering around the Viking Pirates (역사상 해적과 국제법상 해적 : 바이킹 해적을 중심으로)

  • Kim, Joo-Sik
    • Strategy21
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    • s.30
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    • pp.263-285
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    • 2012
  • History, demonstrating convincingly that pirates have arisen continuously for a lengthy period of time throughout the world, is able to become a cooperative study of international law in terms of pirates matters ; Viking pirates. There are beneficial topics for the study of true nature of viking activities and the settlement of present pirates matters ; How were the pirates activities of Vikings, What sort of relations do they have between Vikings and other pirates which have arisen in world history, What are the differences compared to present concept of pirates. There were active pirates activities in the coast and waters of Scandinavia even before the period of the Migration Age because of geographical condition. With those experiences, Vikings began to ambush Britain Islands sailing across the North Sea since the late 8C, ages of migration in earnest. They ambushed all coasts of the European Continent expending boundary until the late of 11C. Pirate activities in a sort of guerrilla operations were operated when they encountered Islams in the Iberian Peninsula and the coast of North Africa. They showed twofold attitudes ; if the defence of the region and sea was weak, they plundered, or if strong, traded. In plundered europeans' position, Vikings were pirates with cruelty and barbarians. In vikings position, they were normal human beings who did a pirate activity to lead a better life. Viking pirates showed different characteristics in terms of three aspects ; area and aspect of action, activity after piracy. Meanwhile, Viking pirates showed several differences with pirates defined in terms of modern international law. Among the satisfying conditions of pirates, required by the international law of the sea, Vikings fulfilled animus furandi, desire for gain, activities for hatred and revenge, and private ends. Other conditions including attacking authority of the vessels, activities toward private ships, activities in the coast and the land, and illegal terroristic activities toward ships are found in viking pirates. However, Viking pirates do not show the activities in high seas and in the outside of a State's jurisdiction. In addition, it cannot be excluded that they pirated with vessels of regional leaders and the Sovereign, not private ships. Contrary to the definition of concept in terms of modern international law toward pirates, Viking invaded foreign waters, came on shore to foreign land and island, went up-stream the rivers to the back of interior, and attacked churches and abbeys. Strangely, they sometimes settled down in the places where they had pirated. Today, pirates appearing in history and defined in international law exist simultaneously and separately. It means, the historical nature and the nature under the international law are turning up differently. Historical cases of pirates should be reflected to modern international law. If so, it seems that the clue to solve pirate problems can be arranged. History is the immortal living thing, which not just existed as a past but reflects present.

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A Study on the Roman Garden Vision in Pliny the Elder's the Natural History (대 플리니우스의 「자연사」에 나타난 고대 로마의 정원관 연구)

  • Hwang, Juyoung
    • Journal of the Korean Institute of Landscape Architecture
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    • v.51 no.5
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    • pp.57-69
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    • 2023
  • This study investigates the garden vision of the Ancient Rome, focusing on garden literature in the Natural History by Pliny the Elder. Ancient Roman garden's types, character, and forms greatly influenced the development of later Western gardens, to which the practical and professional texts of Pliny the Elder and others contributed. This study explores the garden visions projected in these texts, with an introduction of Roman garden forms and stylistic features. The Natural History and other garden and agricultural texts written during the Ancient Roman period are characterized by their focus on practical production spaces rather than abstract nature or garden art. In the Natural History, Pliny described botanics in terms of usefulness rather than pleasure, and his discussion is premised on the practical hortus. In ancient Roman society, gardens were not only spaces for practical production and relaxation, and places to reproduce or realize the ideals of Roman rulers and intellectuals, including Pliny. They shared the episteme that sought to encompass knowledge of the entire world they ruled and, in doing so, realize their vision of the Roman Empire. Through the Natural History, Pliny sought to embrace useful knowledges of his time into the vast civilized world of the Roman Empire, and the garden was an important place to practice this ideal.

Playing Trauma -A Study on the Representation of History in Taiwan Horror Game Detention (플레잉 트라우마 -대만 호러게임 <반교>의 역사 재현 연구)

  • Bae, Ju-Yeon
    • Journal of Popular Narrative
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    • v.26 no.2
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    • pp.87-122
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    • 2020
  • This study explores the method of representation of traumatic history in 2D horror game Detention developed by Taiwan game production company Red Candle through an analysis of its method of storytelling. Unlike conventional public media, video/digital games are based on interactivity, in which game players engage in the narratives. Thus, the relationship between players and the history in the game world may also change. This research investigates how the players build their way of remembering and recognizing the past in a different relationship. Detention, which was well received, not only in Taiwan but also around the world upon its launch in 2017, is set in a middle school during the martial law era in Taiwan in the 1960s. In the game, the main character encounters her lost memories in the process of following clues and game rules, and finally realizes she is implicated in the 1960s' event. Detention was cinematized after the success of the game. The film achieved enormous popularity both in terms of box office success and criticism. In this paper, the strategy of the game's storytelling is introduced in comparison to the film's approach in the representation of historical events. In particular, the paper explores elements such as the interactivity of the game medium, narrative fragmentation, quests, hints and cues, and the horror genre, that asks users to understand history beyond the game world differently from the point of view of other media. Though this study, it can be considered that the digital game is a medium exploring history in a serious manner. In particular, Detention invokes the matter of game-mnemonics as well as cine-mnemonics. Compared to plentiful research in cine-mnemonics, game-mnemonics has not been extensively studied to date. Therefore, through the analysis of Detention, this paper explores the relationship between digital games, history and memory.