• 제목/요약/키워드: culture of the play

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코로나 19에 따른 원격수업 콘텐츠 분석연구 : 유치원 [놀이ON]을 중심으로 (A Study on the content analysis of Remote classes according to COVID-19 : Focusing on Kindergarten [Play ON])

  • 남기원;최정희
    • 문화기술의 융합
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    • 제8권2호
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    • pp.69-75
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    • 2022
  • 본 연구의 목적은 유아 원격수업 콘텐츠 분석을 통해 미래교육환경에서 유아를 위한 원격수업 콘텐츠개발과 활용에 대한 방향성을 제시하는 것이다. 분석대상은 '유치원 [놀이ON] 콘텐츠' 148편으로 '사용의 용이성', '흥미성', '교육성', '내용의 적합성', '기술성'에 따른 분석결과는 다음과 같다. '내용의 적합성'을 제외하고 각 하위영역별 콘텐츠의 점수에 큰 편차가 있는 것으로 나타났다. '내용의 적합성' 경우에는 현직교사들의 콘텐츠 제작으로 거의 모두 상위 점수를 받았다. 이와 같은 내용으로 우리는 다음과 같은 결론을 내렸다. 먼저, 탐색 및 진행과정에서 유아의 놀이 참여유도와 이해를 고려해 적절한 속도의 말로 제작되어야하며, 모든 유아들이 흥미를 가질 수 있는 주제로 다양한 전략을 활용한 도전과 수준에 맞는 놀이가 가능해야 한다. 또한 유아의 상상력, 호기심과 창의적인 경험 지원과 발견과 탐색의 과정에 유아가 참여할 수 있도록 주제 선정과, 영상 편집 및 음성지원이 필요하다는 것을 발견할 수 있었다.

북경 소재 예술박물관의 외부환경 구성요소에 관한 연구 (A Study on the Exterior Components of the Art Museums in Beijing)

  • 박선영;이민
    • 한국실내디자인학회논문집
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    • 제23권1호
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    • pp.152-161
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    • 2014
  • Beijing, the capital city of China, has gradually increased its amount of culture space and has also introduced a diverse range of cultural facilities to improve the satisfaction of its citizens lives. In particular are its art museums, which are a symbol of the urban culture and enrich the cultural life of its citizens and are also expected to play a role as a psychological pivot point. However, in comparison with the characteristics of various ethics, local, and the influence on the museums of China, studies which analyze the exterior of the art museums are not sufficient. This is because previous research has focused too heavily on the interior of the art museums. This paper aims to derive distinction through the analysis of the exterior of several art museums and present design factors and application methodology. This research looks at art museums in China and analyzes the current state of the art museums that have been developed based on the culture of Beijing. Through analyzing the case study of five art museums that have been selected in Beijing we can improve our understanding of Chinese culture space and derive distinct design factors. Distinct factors in the exterior of art museums include connection, culture, geographic features, public, and creation. This study is expected to contribute to that exterior of the art museum will be as a contact zone to form a spatial connection and a cultural symbol that can reflect Beijing's unique culture characteristics.

양주별산대놀이 무대복식 연구 (A Study on the Stage Costume of Yangju-Byeolsandae-Nori)

  • 박민재;조우현
    • 복식
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    • 제67권1호
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    • pp.1-21
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    • 2017
  • The Korean folk drama is one of the traditional art performances of Korean folklore, and it is usually characterized by mask dances. An investigation on the costume of Korean folk drama is of great historical significance because they present the variety of typical costume according to the characters. The Sandae-Nori drama of Seoul Gyeong-gi province which was designated as im- portant culture property, has the closest form to general Korean folk costume. The usual characters have their typical costume and reflect the costume of the latter Choson Dynasty period. The costumes are used as a tool of the drama to indicate the character, and the impression of the dance. The costume of the Korean folk drama is made to indicate the character because it is for the play. What is more, the costume of the Sandae-Nori drama of Seoul Gyeong-gi province shows the general aspect of folk costume of the world, which remains as the symbol of the traditional culture and shows more decoration and visibility.

의류제품유형 및 성별에 따른 구매후 만족에 관한 연구 (A Study on the Post-purchase Satisfaction of Clothing related to Clothing Type and Sex)

  • 김지영;박재옥
    • 복식문화연구
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    • 제10권1호
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    • pp.49-59
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    • 2002
  • The type of product and consumer characteristis have known to play an important role in the post-purchase behavior. The issue related to the effects of clothing type and sex on the process of consumer satisfaction formation, would be helpful to understand the past-purchase consumer behavior. Therefore, the objective of this study was to clarify differences in the process of satisfaction formation in relation to clothing type and sex. The study was conducted in three steps. Through the two steps, measurement instruments were developed. At the last step, judgement sampling method was utilized to collect the data and subjects were 614 university students. Factor analysis and path analysis were used to analyze the data. The process of consumer satisfaction formation in formal wear and casual wear showed some differences. In the case of format wear, only expressive product performance was found to play an important role in the process of consumer satisfaction formation. However in the case of casual wear, both expressive and instrumental product performances had influence upon clothing satisfaction directly or through consumption emotion. The results revealed a similar tendency in the process of satisfaction formation between male and female groups. However in the male group the consumption emotion had a greater effect on the process of consumer satisfaction formation than in the female group it did.

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Effects of Participatory Design on the Development of Space Concept in Young Children

  • Kang, Tae-Sun;Cho, Sung-Min
    • International Journal of Advanced Culture Technology
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    • 제9권2호
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    • pp.64-71
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    • 2021
  • The purpose of this study is to analyze the impact of participatory design workshops conducted to design forest play spaces that reflect young children's needs and demands on the development of spatial concepts in young children. As a research method for this purpose, we used the participatory design workshop (6 times) and Landscape Montage Techniques (LMT). We conducted this study at the "Songsan-mulbit Forest Experience Center for children (FECC)" located in Gwangsan-gu, Gwangju Metropolitan City, from the second week of May to third week of June 2018 for preschoolers in K-kindergarten (six and seven-year-old integrated classes; 41 preschoolers in total). We conducted the LMT evaluation on the same preschoolers before and after the workshop, and the drawings of 39 preschoolers drawn for LMT evaluation before and after the workshop were subject to the final evaluation. As a result of the study, the cognitive levels for the spatial concept after the workshop are higher than those for the spatial concept before the workshop, especially showed the result of comparing the LMT values of 6 age and 7 age, there were significant differences on pre and post workshop in p<0.01.

현대 패션 일러스트레이션의 유희적 표현 (Playful Expression in Contemporary Fashion Illustration)

  • 장정임;이연희
    • 복식문화연구
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    • 제16권6호
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    • pp.1142-1155
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    • 2008
  • The purpose of this study is to analyze the effects of playful aspects through the research into characteristics and playful expressional tendency that are expressed in the contemporary fashion illustration. This study covered from 1995, the beginning point of play trend spreading, to 2006 and the fashion magazines, illustrator's collections, and about 1800 pieces of work which have been revealed on the internet web site were collected. At the next stage, 443 pieces of work were selected by researcher for a questionnaire. As a result of the questionnaire, ultimately frequency was more than n=5, so it examined playful expression characteristics, the methods and the effects of the modern fashion illustration based on 335 pieces of work(75.6% of total sample) which were selected by the majority of expert group. It showed the biggest part of playful expression tendency in the modern fashion illustration was 'simplification', and second one was 'exaggeration'. 'Immature expression' and 'fantastic expression' which are included in kidult expression were next. Hopefully, this study would be helpful for creative expression of the fashion illustration which is fit for spreading play trend in modern society.

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무당굿놀이의 연행방식과 특징 (The way and characteristics of Shaman's play)

  • 윤동환
    • 공연문화연구
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    • 제38호
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    • pp.193-224
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    • 2019
  • 무당굿놀이는 연극적·극문학사적 차원에서 주목을 받았다. 전통사회에서 전문적 공연집단인 광대나 기생을 부를 수 있었던 상층 계층과는 달리 대다수의 일반 서민들은 굿을 통해 공연 욕구를 충족할 수 있었다. 전통사회의 무당들은 굿의 놀이적 요소와 외부의 놀이들을 굿 속에 끌어들여 서민을 위한 공연거리를 마련했다. 무당굿놀이는 종교적 맥락을 떠나 하나의 연극적 공연물로서 기능한 것이다. 무당굿놀이를 통해서 의례에서 놀이로 전개되는 과정을 알 수 있다. 입춘굿놀이·세경놀이·소놀이굿·방아놀이 등의 무당굿놀이는 농경을 기반으로 한 사회에서 풍농을 기원하는 놀이적 의례이고, 거리굿이나 뒷전은 잡귀잡신(雜鬼雜神), 즉 무사귀신과 무주고혼을 위로하고 돌려보내는 굿이다. 잡귀잡신들이 인간들에게 질병이나 재앙을 가져온다고 의식했기 때문에 신격이 낮은 잡신에 대한 굿놀이를 생성한 것이다. 무당굿놀이는 유교식 여제(厲祭)와 불교 수륙재(水陸齋)와도 일맥상통한다. 여제의 대상인 여귀(厲鬼)는 저승으로 가지 못하고 이승을 떠도는 잡귀들로, 미혼 남녀의 귀신이나 자손이 없는 귀신 등 여러 가지 사정으로 인해 제사를 받을 수 없는 무사귀신을 말한다. 조선시대에는 국가와 민간에서 여제를 지냄으로써 마을의 역질(疫疾)이나 재난을 막아내고자 했다. 불교 수륙재도 여제와 동일한 목적에서 거행되었다. 여제와 수륙재에서 잡귀잡신들을 호명하며 제사지내는 것에 비해 무당굿놀이에서 잡귀잡신으로 분장하여 형상화한 것이 더욱 강한 인상을 준다. 가면극을 비롯한 대부분의 전통연희는 무형문화재 지정 이후 전승력이 약화되고 박제화되는 경향이 있다. 그러나 현장성과 전승력이 살아있는 무당굿놀이는 연행될 때마다 변모되며 새로운 의미를 부여받는다. 무당이 사회적 변화에 대응하고 현장의 상황에 따라 잘 적응하기 때문이다. 무당굿놀이에는 샤머니즘의 요소를 바탕으로 신의 모방과 성적 결합 등 풍요·재액·놀이적 의미가 내포되어있다. 무당굿놀이는 단순히 주술적 모방을 넘어서 사회적 주제를 포함한 놀이로 분화하고 있어서 향후 무당굿놀이의 의미와 지향점을 주목해야 할 것이다.

The Heroic Journey in Yeats's Cuchulain Plays

  • Du, Lei;Xiao, Yongmei;Kang, Seung-Man
    • International Journal of Advanced Culture Technology
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    • 제9권3호
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    • pp.181-187
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    • 2021
  • According to Joseph Campbell, there is always a similar pattern in the hero myth, which is called hero's journey. The legends about Cuchulain, the great Irish warrior, also follow this pattern. W. B. Yeats adapts the legends into his plays with Cuchulain as the protagonist. This paper discusses the protagonist's heroic journey in the five Cuchulain plays written by Yeats. In the five plays, Cuchulain grows, matures, weakens, dies, and resurrects, completing and meanwhile sublimating his heroic journey. In At the Hawk's Well, Cuchulain shows potential qualities of a hero. The Green Helmet displays his self-growth through the depiction of his heroic merits which make him a true hero. In On Baile's Strand, the hero suffers from the major frustrations and tribulations in his heroic journey and is stricken down consequently. The Only Jealousy of Emer reflects the hero's inner struggle and vulnerability. The last play, The Death of Cuchulainn, marks the end and reincarnation of the hero's life. Through the depiction of Cuchulain's heroic journey in the five plays, his heroic qualities are well demonstrated. Meanwhile, Yeats's views of heroism can be found as well.

육류 소비에 영향을 미치는 요인들을 매개하는 육류 혐오감의 효과 평가 (Measuring the Effect of Disgust with Meat Mediating the Factors Influencing Meat Consumption)

  • 배성식;강종헌
    • 한국식생활문화학회지
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    • 제22권4호
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    • pp.414-419
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    • 2007
  • The purpose of this study was to measure the effect of disgust with meat mediating the factors influencing meat consumption. Structural equation model was used to measure the causal relationships among constructs. The structural analysis Result of the data indicated excellent model fit. The effects of moral concerns for animals, meat texture and satiety from meat on disgust with meat were statistically significant. The effects of color in meat and negative body esteem on disgust with meat were not statistically significant. As expected, disgust with meat had a significant effect on meat consumption. Moreover, disgust with meat played a mediating role in the relationship between moral concerns for animals and meat consumption. Disgust with meat played a mediating role in the relationship between satiety from meat and meat consumption. Disgust with meat did not play a mediating role in the relationship between color in meat and meat consumption. Disgust with meat did not play a mediating role in the relationship between body esteem and meat consumption. In conclusion, based on structural analysis, a model was proposed of interrelations among constructs. It should be noted that the original model was modified and should, preferably, be validated in future research.

우리나라 새로운 해양문화의 도입과 확장 전략에 관한 연구 (A Study on the introduction & expansion Strategy of New Maritime Culture in Korea)

  • 김홍섭
    • 한국항만경제학회지
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    • 제26권4호
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    • pp.269-288
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    • 2010
  • 21세기를 문화의 시대라 하며, 인간의 삶의 모든 현장에서 문화가 중요시되고 있다. 모든 활동에서 문화중심적인 사고와 문화를 통한 그리고 문화의 정립을 위한 활동과 전략들이 중요시 되고 있다. 바다는 인간의 미지의 세계에 대한 동경과 동시에 도전의 이미지로 다가오며, 항만은 인간이 살고 있는 육지와 동경의 바다를 연결하는 연결점으로 이해된다. 바다와 섬과 항만은 인간의 삶의 터전이며 경제활동이며 자연과 소통하는 공간이다. 삶과 일과 놀이와 상상의 공간으로서 바다와 항만은 인류의 역사와 함께 발전하고 변모해 왔다. 해양활동은 시간과 지역에 따라 여러 모습으로 다양성을 담지하는 문화의 형태로 발전되게 된다. 본 연구에서는 해양문화에 대한 개념정립과 이론적 검토 그리고 도입 및 확장을 위한 정책적이고 전략적인 대안이 모색되었다. 해양문화는 주민의 삶의 질을 높이며 동시에 경제적 가치로서 문화, 관광, 환경의 질을 제고하여 국민 경제에 기여함이 크고 향후 기대가 커지고 있다. 본 연구에서는 제안된 이론적 틀과 이을 통한 체계적인 해양문화의 도입과 확장이 요청되며, 세부 전략과 대안에 대한 심도있는 연구가 추가적으로 실행될 필요가 크다고 본다.