• Title/Summary/Keyword: aesthetic participation

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The metatheatricality of Aurand Harris' plays (오런드 해리스 극의 메타연극성)

  • Yang, Seung-Joo
    • English Language & Literature Teaching
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    • v.15 no.4
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    • pp.313-330
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    • 2009
  • The purpose of this study is to investigate the metatheatricality of Harris' plays marked by the device of 'play-within-a-play' - Androcles and the Lion, Arkansaw Bear, and Punch and Judy. In his metatheatrical plays Harris shows that characters perform for themselves and others. The framework that inner performance is going on within the outer frame play is formed on the stage, and this device reminds the audience in the seats that they are representing reality but that they are only in the middle of performing on the stage. Based on this point of view, this study explores fictionality of character, and play. In Androcles and the Lion, the most-performed children's play in America, the metatheatrical elements are shown in the style of commedia dell'arte, which attacks the rigidity of characters' identity in the Roman society. Another well-known children's play, Arkansaw Bear consists of realistic frame play and fantastic inner play in the mind of a girl, both of which function as a mirror each other and help to sustain aesthetic distance to death and reality on the stage. In Punch and Judy, the structure of frame play and inner puppet play reminds that what's going on in the play is just a fictional play and reflects history of children's puppet show. Harris' unique metatheatricality, the heightened awareness of his own artistic medium, offers children educational opportunity to learn about how a play is performed on the stage and contributes to convey mature theme through children's imaginary participation in the process of playmaking on the stage.

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Development of physical flip display and control technology (물리적 플립 디스플레이 및 제어기술 개발 연구)

  • Hong, Sung-Dae
    • Journal of Digital Contents Society
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    • v.18 no.3
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    • pp.577-584
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    • 2017
  • Despite growing participation of many researchers, the cases of applying the transformative emotional display technology using physical materials and media are still in its early stages and the concept and structure are not properly established in Korea. The emerging global trend of physical display shows a possibility of new digital signage using emotional flip display. In this context, this study attempts to develop related element technology necessary in physical flip display and electromagnetic rotation module along with the integration platform of aesthetic arbitrarily-shaped display. The found results will be applied in researching the contents for the main subject which will be exhibited at the EXPO 2017 in Astana. It is to build up the foundation pioneering the localization of associated industry by means of diverse technological breakthroughs including flip-display technology, electromagnetic module technology, real-time video inter-working technology, high-speed rotation module technology, and transformative 3D frame technology.

Staudy on Design Management of Rosenthal AG (독일 로젠탈사(社)의 디자인매니지먼트에 대한 고찰)

  • Song, Hyun-Soo;Choi, Sung-Woon
    • The Journal of the Korea Contents Association
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    • v.13 no.9
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    • pp.102-110
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    • 2013
  • To date, the technology competence and design have been understood as the pre-requirements required in the midst of unlimited competition age. It is true that the most of the companies handle the practical or the aesthetic part of the product individually especially in the field of ceramic industry. Accordingly, it is difficult to create the identity of the company. However, the Rosental Co., Ltd in Germany had acquired the corporate identity already by means of the creative process and the design as well from the middle of 1900s and it has been reputed as a company producing the products through the unique design management. Especially, the identity of Rosental has been formed more uniquely with "jury system" verifying not the design results but the development process, independent brand marketing and the experimental mind such as the collaboration with the pure artists. Especially, the participation of the artists to the design development enables to evaluate the ceramic products not only as the simple products for daily life but also as the luxury goods for appreciation and collection. In addition, Rosental shows that the corporate identity may be created not only with the products simply but also completed with the internal external factors of the company through design management skill.

A Study on the Environmental Color of New Genre Public Art in Luzinterruptus' Work (러진테럽터스의 뉴 장르 공공미술에 나타난 환경색채 연구)

  • Kim, Sun-Young
    • Korean Institute of Interior Design Journal
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    • v.25 no.3
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    • pp.112-120
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    • 2016
  • The purpose of the thesis is to explore ways of improving the quality of urban life by analyzing the Luzinterruptus's work looking for a new perspective on the relationship between environmental color and society. The street artist Luzinterruptus was born in Spain, is a leader in the field of New Genre Public Art brush on a canvas of light in the night. They should seek the views of other common color system and color environments. The method of research is urban design, we consider the concept of the public good understanding, and New Genre Public Art. It also analyzes the environmental color of Luzinterruptus to take advantage of the phenomenology by David Katz color classification. The scope of the thesis is focused on the analysis of the works featured in their website and webzine. Then select a sculpture installation information is stated on the environmental color of their work. The role of environmental color in their work is not an aesthetic experience of harmonious urban landscape was seeking Public Art. The citizens of the area and the installation work themselves. Also it listed as demolition after the exhibition to realize the difference with other people and take advantage to environmental color. Therefore, they the contemporary agenda in many part of narrative takes in the garbage or disposables that you can easily look at our surroundings, In addition, citizens are directly experiencing the fantastic custom-made lights and colors and objects of the oversize as a potential recalls memories. Thus, the use of environmental color comfortable life there is horizontal participation and communication of the 'citizens' critical perspective of the 21st century cumulative cities.

An Analysis on the Effect of Intention and Satisfaction on the Purchase of Orthopedic Shoes in Patients with Mild Foot Disease according to the Characteristics of Shoe Design (신발디자인 특성에 따른 경증 족부질환 환자의 정형 신발 구매의 의도와 만족도 영향 분석)

  • Park, Junhong;Lee, Junsang
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.7
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    • pp.1019-1025
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    • 2022
  • In recent years, the number of foot disease patients due to bad walking habits and living environment is increasing. We examine how patients with mild foot disease according to shoe design characteristics affect satisfaction and purchase intention when purchasing orthopedic shoes. The design characteristics of shoes consisted of functionality, convenience, and aesthetics. It was found that aesthetics had an effect on purchasing orthopedic shoes. Even if the factors of functionality and convenience have little effect, if the aesthetic is high, purchase intention and satisfaction are affected. Various elements are required for design according to the frequency of participation in social activities for each mild foot disease and the purpose of wearing it. It is expected that the development of useful orthopedic shoe designs that patients with mild foot disease can wear in their daily life will lead to practical application and satisfaction by further supplementing the characteristic factors of orthopedic shoe design identified through the research results.

Citizen Satisfaction Model for Urban Parks and Greens - A Transactional Approach in the Case of Anyang City, Korea - (도시공원.녹지의 시민만족도 모형 - 안양시를 사례로 한 교류적 접근 -)

  • Kim, Yoo-Ill;Kim, Jung-Gyu;An, Jin-Sung;Choi, A-Hyun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.38 no.3
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    • pp.62-74
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    • 2010
  • This study aims to examine what factors citizens value in urban parks and green spaces in terms of usage and aesthetic value and to find ways to deal with the changing patterns of user satisfaction for these various green elements. To achieve this, the study developed a dynamic model employing a transactional approach to evaluate environmental quality for 1999 and 2007 in Anyang City as well as a conceptual model of parks and greens satisfaction. This study relied on an empirical study method including the 1999 and 2007 green conditional survey and citizen questionnaires totaling 573 in the year 1999 and 982 in the year 2007. As a result, first, the factor 'urban parks' is the most important factor and 'cityscape' is the second most important factor in parks and greens satisfaction(PGS). Second, PGS in turn causes environmental quality satisfaction(EQS), which is related to two items--'urban livability' and 'aesthetic quality'--in the model. This means that PGS is the intervening variable of urban livability. Third, the factor analysis resulted in six factors: cityscape, urban green, linear facilities, urban parks, riverside green, and urban forest. 'Riverside green' emerged as a factor in 2007 as a result of public participation in the 'Anyang River Revitalization Project'. Fourth, through a transactional view, the environmental changes result in either a change in or stability of public attitude. The levels of satisfaction were elevated but patterns of satisfied-unsatisfied items remained unchanged for most factors. The perception of riverside a greenway and linear surface facilities(pedestrian walkways, biking and jogging trails, etc.) have changed positively. PGS changed significantly in 2007, as a result of urban events and development, including parks, rivers and greenways which were built through the joint effort of the local government and civic participation.

An Interpretation of a Social Implication on the Transition of the Urban Park in Daegu (대구 도시공원의 변천에 나타난 사회적 의미 해석)

  • Lee, Jung-Youn;Jung, Tae-Yeol
    • Journal of the Korean Institute of Landscape Architecture
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    • v.41 no.3
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    • pp.72-82
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    • 2013
  • This study was done for analyzing processes on the planning and opening of chronological urban parks in Daegu City since the 1960s, and for interpreting the social meaning on changes of the urban parks with regards to historical circumstances during that period. In the 1960s, urban parks, which were recognized as one of urban planning facilities, were only designated for creating rather than created, although nationally several laws including urban planning act and park act were newly legislated. Rapid urbanization and increasing population in the 1970s led to create many urban parks. However, the policy for increasing parks had been not successful because of the lack of enough funds. In the 1980s, multi-purpose urban parks including stable area as well as active facilities were created for getting several attractions to urban residents. During this period, urban parks were recognized on an aesthetic perspective through vegetating plans on the city-beautiful movement for hosting consecutive international games. The citizen participation in urban parks and the increasing concern about urban environment were started in the 1990s, and the people living in an urban area were interested in the quantitative expansion and qualified renovation of the urban parks as well. Finally, modernistic urban parks were first introduced in the late period of Chosun Dynasty, however their substantial introduction was done in the 1960s. Through this study, the concept of an urban park as a public resting place for citizen in Daegu was thought to be mostly established in the 1990s as we have investigated on the social meaning derived from the periodical changes of urban parks.

The Development of STEAM Educational Program Based on Topophilia Using Jeonbuk Educational Resources (전북지역 교육자원을 활용한 토포필리아 STEAM 교육 프로그램 개발)

  • Yoon, Mabyong;Kim, Haksung;Lee, Jonghak
    • Journal of Science Education
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    • v.38 no.1
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    • pp.41-56
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    • 2014
  • This study has developed STEAM educational program designed to cultivate topophilia using Jeonbuk educational resources and applied the program to a science camp. Topophilia is a sense of attachment and nostalgia towards one's birth place and specific objects, which can create positive affection and act as motivations for learning to the students. We developed a 32-hour STEAM program which consisted of 8 experiential activities and 2 travel programs including Gochujang, Hanok Village, a reverse ice spikes in Mai Mountain, and art works by Choi Book. In particular, we emphasized the fun of class, voluntary learning, and process of attaching significance by providing aesthetic and emotional experience of synesthesia. As a result of application, the students' level of confidence(Likert scale level 4, 2.5 points) in science and the level of interests(3.3 points) have improved. The pleasant experience of voluntary learning and active participation in class provided meaningful memories through value recognition and significance ascription. 93.3% of the students participated said they would recommend the Topophilia science camp to their peers. The level of satisfaction overall was 3.8 points(Likert scale level 5) and the program received positive evaluations that the class was fun and interesting(4.1 points).

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A Study on the meaning of Database follow the application of Visual Contents (전시콘텐츠 적용 환경에 따른 데이터베이스 의미 고찰)

  • Kim, Min-Su;Yoon, Se-Kyun
    • Archives of design research
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    • v.18 no.1 s.59
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    • pp.17-26
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    • 2005
  • Nowadays, display-contents are developing to an informative environment. that is under the logic of the media operating system. To perceive the media-environments and produce the cultural contents, the cultural designers seek to understand a skin structure from making up for shape. To appreciate operating system in data and database is not only systematization of form and contents of visual contents but also variety contents into multiple-platform and integrative environments. These days, the spectacle exhibition try to express for their surface design between algorithm of data and database. the information is expressing aesthetic which means presents the integrated contents through the play instinct environment to end-user. That was given web or game to participation is developing with the cellular device and ubiquitous computing system. in the linear perspective, the end-user should be immerse more and more hyper-simulation system because of the operating algorithm of database. To do this, human have need to get the information-ability from multi-platform society. In the virtual environment, database offer the experience of an unheard-of event to end-user that prepare the participants the circumstances priority of signifiers. To do that already based on a fixed sensibility endow with narrative of the freshness- experience.

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Storytelling along Roads as a Development Plan for Cultural Contents in Gangwon-do (강원도 길 스토리텔링과 문화콘텐츠로서의 발전방안)

  • Jo, Jeong-rae
    • The Journal of the Korea Contents Association
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    • v.21 no.3
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    • pp.172-183
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    • 2021
  • The twenty-first century revealed the era of cultural contents with the growth of digital cultures. Accordingly, popular culture became the primary sector of the cultural industry, and among them, the roads on which people walk emerged as great content for the leisure and tourist industry. Walking has already become a commercial good, as each road's story is unique enough to attract numerous tourists. On roads are the development of history, movement of life, and various cultural channels. The old road development project contributes to the revitalization of the neighborhood and increases its competitiveness as cultural content, as it restores the ecological nature and rediscovers the value of the road from history and its culture. For Gangwon-do's road development project, a storytelling strategy is necessary to succeed as cultural tourism content. Specifically, when forming an image of the old roads, it is advantageous to develop a new story that suits modern people's aesthetic taste and lead communication between locals and tourists rather than borrowing and utilizing the existing facts. For instance, it is helpful to recreate the nostalgic and sentimental mood and combine the imagination based on the consumers' humanistic experiences to create their own participation. This paper demonstrates the historical value of the roads in Gangwon-do, precedents of other leading road development projects in South Korea, and development plans by storytelling for cultural contents in Gangwon-do.