• Title/Summary/Keyword: amusement

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A Study on the Transfiguration Process and the Symbols of Theatrical Costume of Sandai Masque During the Choson Dynasty (조선시대 산대놀이 복식의 변모과정과 의복상징에 관한 연구)

  • 이일지
    • Journal of the Korean Society of Costume
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    • v.54 no.2
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    • pp.79-94
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    • 2004
  • The main purpose of this study is to discribe the transfiguration process and the symbols of theatrical costume of Sandai masque(산대놀이) during the Choson Dynasty. Sandai masque as a popular play is a very important form in the history of the Korean theatre. Furthermore in order to analyze the mutual relationship and difference between in the early and later Chosen Dynasty, Narye has is stressed deeply a national amusement event. In the early years of Choson Dynasty, non-official culture such as outside of Seoul and Seoul were subject to the official culture of the Court. In the late years, actors become more and more libral, separating themselves from the systemical restriction. The main reason for this is the growth of capitals in private sectors as well as the growth in demand for entertainment among private citizens. On these backgrounds, the transfiguration process of Sandai masque have changed the treatrical costume. The treatrical costume carries symbolic meaning to the obserber. The value of symbol changes as the time passes, overtime thereby altering its meaning as well. The caracters and plots change inevitably over years but the basic theme remains. The symbols of theatrical costume of Sandai masque are mainly focused on three subjects: first, the entrance of a dragon and tiger originated in the exorcism for good harvest; second, color symbolism expressed in the confrontation between red and black; and third, associate characteristics of dress forms related to regoinal classification of the mask dance.

Design of Seoul Park in Paris (파리 서울공원 설계)

  • 김도경
    • Journal of the Korean Institute of Landscape Architecture
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    • v.28 no.4
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    • pp.132-137
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    • 2000
  • In June, the City of Seoul held a design competition for $\ulcorner$Seoul Park$\lrcorner$in Paris to promote friendly relations with its sister city. The purpose of this paper is to articulate the design concept of a scheme submitted by the author. The author interpreted the object of this design competition as follows: if we regards a park not as one of urban planning facilities but as a space for expressing a culture, $\ulcorner$Seoul Park$\lrcorner$in Paris is a space expressing Korean culture, or a culture of the City of Seoul in Paris, France. Three points were emphasized in this scheme: 1. Physical and non-physical aspects of Korean culture, or a culture of the City of Seoul were expressed separately. In physical part, a traditional Korean garden was reappeared to express its authenticity compared to its counterpart, French classical garden - its formal and grand style. In nonphysical part, Seoul's features and its citizen's facial expression were engraved on 'free standing walls' named 'Seoul Expression'. In addition, Korean traditional and modern performing arts will be performed in a square named as 'Seoul madang' surrounded by the free standing walls. 2. A space clearly divided by the fence was necessary to distinguish a traditional Korean garden from the place which looks like an amusement park. Traditional wall, mounding and pine tree groves were included. 3. Bamboo grove with the way taking a walk was introduced. The author expected that Parisian feels oriental mystery, the sound of wind, and the time lag of past and present in this sounding bamboo grove.

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A study on the Effect of Repurchase Intention for Smart Phone (스마트폰 재구매결정에 영향을 미치는 요인에 관한 연구)

  • Jeon, Sung Hyun;Choi, Seong Il
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.8 no.2
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    • pp.189-198
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    • 2012
  • The demand of smart phone that recently came into spotlight as a new media is sharply increasing not only in Korean market but also in worldwide market but the academic study on this is still in the beginning stage. Hence, it would be a well-timed topic for discussion to make a systematic investigation and analysis. The technology acceptance model used in this study as a theoretical frame can set various external factors in introduction of new information technology as variables. This study made an assumption that such external factors would influence on perceived usefulness, easiness and amusement and such perceived awareness would make an impact on user's satisfaction and repurchase intention. This study proposed an empirical model in order to find out the recommendations and repurchase intention for new media, smart phone. This study model was validated to be very effective model that can explain more concretely and systematically for repurchase of smart phone. In conclusion, this paper illustrates a paradigm shift in smart environment to smart device manufacturers under fierce competition in the world market as well as various analysis results on consumer's use patterns according to such paradigm shift, which shall be utilized as useful information when establishing a marketing strategy for smart phone.

A Survey on Children's Magazines in Korea (최근발간된 한국 어린이 잡지의 분석)

  • Kim Hyo-Jong
    • Journal of the Korean Society for Library and Information Science
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    • v.3
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    • pp.103-123
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    • 1973
  • The magazine in mordern society is a powerful mass-media. Children are generally interested in magazines, which are relatively in expensive, readily and reguarly, and easy to read. The research chose 5 children's magazines published in Korea in 1973 for close analysis. The Sonyon (Youth) was found to be closer to a pure literary reading for children; the Sae Sonyon (New youth) and Sonyonsegeh (World of the youth) were purposes oriented toward popular amusement purposes carrying a great number of catoons; the Sonyon Chungang (Chungang youth) carried too many advertisements; and the Okae Dong Mu (Rear group) was rather weak in contents in fine contrast with its colourful appearance. The following characteristics were generalized from analysis of the five children's magazines published in Korea: (1) The function of periodic information dissemination was very weak, feared in danger of being wiped out. : (2) The educative and guidance function was found rather weak. (3) Economic motives seemed stronger in spite of the expressed zeal for missions of magazine. (4) In terms of contents variety was lackey, with little individuality for each magazine. (5) Generally emphasis was given to pictoral contents rather than to reading articles.

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The Analysis of Body-Image on the On-Line Game Lineage II Character Fashion (온라인 게임 리니지II 캐릭터 패션에 나타난 바디 이미지 분석(分析))

  • Jin, Kyung-Ok;Seo, Jung-Lip
    • Journal of Fashion Business
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    • v.8 no.5
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    • pp.144-154
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    • 2004
  • The purpose of this study is to consider the characteristics of character's body-image throughout the on-line games and with this study we researched the symbolic meaning reflected by the character's body-images throughout the fashion. The characteristics of the body-images presented in modern fashion is expressed in 4 features on Lineage II game. First, it adopts the ways in which modern fashion expresses the erotic image and represents various sexual stimulation, which can not be represented in the real world, in cyberspace. Second, it expresses the beauty and taste in sensitivity by exchanging the items, which are the features of body-image, each other as the neutral body-image and pursuits for the double side feature between males and females by dismantling the point of view to sex. Third, it shows the new value system different from the existing one by using extraordinary items and materials that you've never seen in real fashion as the abnormal body-image expressed in informal and inaccurate principal of deformation. Fourth, it show the body with the items which induces more interest and curiosity than the real world do as the humorous body-image accompanying with childish amusement and pleasure.

A Study in the Symbol System of Clothing Decorations in Elsa Schiaparelli's Design Works (엘자 스키아빠렐리의 의상(衣裳)에 나타난 장식요소(裝飾要素)의 상징체계(象徵體系))

  • Baek, Jeong-Hyun;Bae, Soo-Jeong
    • Journal of Fashion Business
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    • v.9 no.4
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    • pp.127-144
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    • 2005
  • The aim of this study is to find out the symbol of clothing decorations in Elsa Schiaparalli's design works and there are four major points due to the aim of this study. Firstly, a fantasy is represented through Surrealistic Arts which creates mysterious, secrete, and surprising spirits. In Surrealistic Arts, the fashion of schiaparelli demonstrates a fantasy spirit by using the methods like metaphor, transformation, and re-positioning. Secondly, In Surrealistic paintings, normally double image or different image from symbol immanent were expressed. However, Elsa Schiaparelli used double and multi-image decorations instead that has well-organized formative effect. The mixture of double images can be separated as symbolic mixture, design mixture and expressive mixture. Thirdly, the body parts has represented symbolism and sensuality in Surrealism Arts. Elsa Schiaparelli has demonstrated the expression of modern clothing as passionate, desirable, and powerful. This is the reason why her designs were absolutely different from the previous sihouette-focused clothing. Fourth, there are lots of intentional decoration that are different from actual images, such as transformation, exaggeration, minimization and repettion, as well as, re-location, re-arrangement, line-up arrangement, collage and odd materials.

A Study on the Characteristics and Design of Korean Kitsch Fashion (국내(國內) 키치패션의 특성(特性)과 디자인 연구(硏究))

  • Seo, Seung-Mi;Yang, Sook-Hi
    • Journal of Fashion Business
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    • v.4 no.2
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    • pp.1-17
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    • 2000
  • Kitsch is one of the various mass-cultural phnomena in the late 20th century, with it's own new aesthetic value, 'self-expression' through 'destruction', denying the existing established way of thinking and escaping from the stereotypes or fixed ideas. This is called 'aesthetic inadequacy'. The purposes of this study are to examine the different preferences between the western and the domestic Kitsch Fashions to investigate the formative and aesthetic characteristics of domestic Kitsch Fashion based on substantial data, and to propose the creative Kitsch design. The results of this study are as follows; 1. The formative characteristics of domestic Kitsch Fashion are marked by amusement, disharmony, epicureanism, satire, and use of imitation. 2. Then, based on theoretic research, this study applies aesthetic characteristics of Kitsch to the creative design. According to the formative characteristics for Kitsch Fashion, the Design Concepts are developed in order of Optimism, Multi Form, Decadence Chic, Neo-Naturalism, and Poor Vintage. And the Fabric direction is given in Design Story with sub theme such as Cheerful, Game, Decadence, Environment, and Grunge.

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Key Elements of Rating Classification of Adult Arcade Games : Toward Golden Poker Castle, Adult Non-Amusement With Prize Arcade Game (성인용 아케이드게임물의 등급분류 핵심요소 : 황금(黃金) 포커성(城), 성인용 비경품 아케이드게임물을 중심으로)

  • Song, Seung-Keun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.6
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    • pp.1469-1474
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    • 2014
  • This research aims to investigate the difference between game graphics which considers key elements and game systems which do them in the rating classification of adult arcade games during reviews. The case of the supreme court about 'The Golden Porker Castle' last year for 3 years presents the basis whether considers the game graphics or the game system during the review for the game. It implies to identify the gambling game device for the adult arcade game. This research try to find the direction for the scientific, systematic rating classification to enhance the reliability and the validity in it.

A plan for the development of botanic garden displays using local landscape resources (지역경관자원을 활용한 식물원 전시방식의 발전방안)

  • Park, Eun-Yeong
    • Korean Journal of Agricultural Science
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    • v.39 no.4
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    • pp.535-543
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    • 2012
  • Botanic gardens are steadily increasing based on people's increased interests in environment and ecology, lengthened leisure hours and improved transportation. However, similar florae and undifferentiated display are considered as problems, while their functions, purposes and characteristics have been more diversified. This study aims to investigate the present conditions and problems of display at botanic gardens and to find out solutions to make them exhibit plants through various ways of display and have their own characteristic, through a case study of seven botanic gardens. As botanic gardens are being recognized as a cultural institution, they should have limitations in the aspect of places that simply collect and exhibit rare plants. The current problems are unclear setting of design goals and communication with visitors. The gardens should escape from the existing supplier-oriented view to a visitor-oriented view, thinking about what the visitors will be able to see and get there. In particular, their display lacks differency, aesthetics, eye-level display, and multi-layered display. In addition to the essential functions of collecting the world's plants, exhibiting them according to purposes and giving scientific learning, botanic gardens should also show a sense of seasons with plants, trigger interests and amusement through unique plants, make visitors more interested in florae and closer to plants, and include social functions. Botanic gardens should be capable of leaning resources display, speciated display, complex and convergent garden-type display, and display fit for local and cultural contexts.

A Study on Modifiable Design in Knit Fashion (가변적 니트 패션디자인 연구)

  • Yoon, Jeong-A;Lee, Youn-Hee
    • Journal of the Korean Society of Costume
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    • v.60 no.10
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    • pp.88-99
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    • 2010
  • The purpose of this study is to express visual and functional diversity through modifiable design, and to suggest a methodological model. With this view, this study was aimed to departmentalize the case of knitwear in modifiable design of clothes and propose the possibility of variable knit fashion through make the most of knit's characteristics. Four wearable physical clothes using the most of flexible knits' characteristics were made for this study based on the modifiable design on the expressive tendency and analysis of plasticity. The following results were obtained. First, as modifiable knit design can create effects of several dresses in visual aspect and functional aspect, so it has practicality and functionality. Because modifiable clothes required wearer's participation, this have amusement that give enjoyment and freshness to wearer. Second, in mode of wearing, flexibility of knit is suitable character to open & close and change of wearing position. In manipulation, a prearranged plan for line of clothes and good choice of subsidiary materials are important. Third, the characteristics of knits allow using and mixing with different pattern and materials on the two sides of the same cloths except for the some of the parts. Moreover, there is no unraveled thread on the part of knits margin against woven, so it has the broad applicable range for the changeable design. Finally, the form and function, a prearranged plan for modifiable design of clothes have all contributed in creating new structure and patterns in design.