• 제목/요약/키워드: hunting culture

검색결과 44건 처리시간 0.019초

사냥 문화의 발달과 사냥학 (The Development of Hunting Culture and The Hunting Science)

  • 장태현;이찬용
    • Journal of Forest and Environmental Science
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    • 제13권1호
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    • pp.57-65
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    • 1997
  • 사냥 문화는 인류 문화의 발달과 그 맥을 같이하며 사냥이 인류 문화의 원동력이라고 까지 할 수 있다. 우리 나라는 80년대의 경제 발전과 더불어 사냥 수요가 점차 증가하고 있는 상황이다. 그러나 우리의 전통적인 사냥 문화를 갖지 못한 상태에서의 사냥 행위는 많은 문제점을 야기시켰으며 또한 야기시킬 것이다. 이와 같은 현실 속에서 우리는 새로운 사냥 문화의 정립이 절실히 필요하며 사냥의 의미를 보다 정확히 이해할 때 올바른 사냥 문화가 성립될 수 있을 것이다.

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황해도굿의 비교민속학적고찰 모의사냥과 동물공희를 중심으로 (Comparative Folklore Study on Gut in West Coast Area case of a mock hunting and animal sacrifice)

  • 임장혁
    • 헤리티지:역사와 과학
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    • 제42권4호
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    • pp.132-151
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    • 2009
  • 황해도 굿에서 사냥거리와 타살거리, 군웅거리는 사냥으로 제물을 마련하여 동물이 희생되어 신령에게 바치기까지의 과정을 의례적으로 표현하고 있다. 이러한 황해도 굿의 특징인 모의사냥과 동물희생의 의례는 일본의 시바마츠리에서도 행해지고 있다. 이 논문은 황해도 굿과 시바마츠리를 비교민속학적 관점에서 구조적으로 비교해보았다. 황해도 굿은 기존의 연구 성과에서 소찬으로 모셔지는 신령과 육찬으로 모셔지는 신령으로 구분되는 것으로 알려져 있다. 이러한 신령에 대한 구분은 농경문화와 수렵문화를 각기 배경을 달리하는 신관(神觀)에서 비롯되었음을 알 수 있다. 황해도 굿은 여러 생산기반을 달리하는 무속을 수용하여 형성되었다. 따라서 굿의 목적에 따라 거리는 재편성하여 진행된다. 사냥거리는 제물이 산에서 마련하였음을 극적으로 표현하며, 생명력있는 동물이 타살됨으로서 군웅신을 환유로 나타내며 제물이 제공된다. 따라서 동물희생의례는 제물의 액을 풀어주고 신령으로부터 의지를 얻어내는 양의적인 의례이다. 일본의 시바마츠리가 행해지는 지역은 수렵과 밭농사를 겸하는 산간의 반농반렵(半農半獵)의 지역으로 농경의례와 수렵의례가 복합적으로 나타나있다. 정월에 행하는 시바마츠리는 산에서의 농사와 수렵의 시작으로 풍요를 기원하는 의미도 있다. 따라서 화전농경을 상징적으로 나타내는 동화제(洞火祭)와 모의적인 사냥과 동물희생의 의례가 복합적으로 구성되어 있다. 이러한 의례는 동남아시아의 산간지역의 밭농사민이 정초에 행하는 의례적 수렵관행과 일치한다. 황해도굿과 일본 시바마츠리는 표면적으로 모의사냥과 동물희생이 의례적으로 이루어지는 공통점이 있으나 구조적으로는 달리하고 있다. 즉 이러한 동물희생의례는 문화적 배경을 달리하며 각기 의례가 형성되었음을 알 수 있다.

손의 한랭자극이 인체생리반응과 의복의 쾌적성에 미치는 영향 -한랭혈관반응, 온랭감각, 한랭통증을 중심으로- (Effect of Cooling Hands in the Cold Water for the Physiological Responses and Clothing Comfort -Focused on Vascular Hunting Reaction, Thermal Sensation and Pain Sensation-)

  • 이원자
    • 복식문화연구
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    • 제12권2호
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    • pp.279-289
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    • 2004
  • This study was conducted to compare the hunting reaction of finger in the cold water. Finger skin temperature is measured the left middle finger tip immersion in cold water of 5℃ for 30 minutes and measurements were made on finger skin temperature(Ts), thermal comfort, and cold pain sensations during the experiment at the spring (March) and Winter(December). Results were follows. Is before immersion was at the highest in spring and at the lowest in winter and was closely related to the indoor temperature Ts during immersion and recovery. Mean of finger skin temperature(MST), the skin temperature at the first rise(TTR) and amplitude of finger skin temperature reaction during immersion(AT) were significant higher in spring than that in winter(P<.01). The lowest skin temperature(LST) during the cold water immersion were significantly higher in spring than that in winter (P<.05). The frequency of the appearance of cold-Induced vase dilation(CIVD) was higher in spring than that in winter. However, time for the first temperature(TTR) and recovery time(RT) had no seasonal variation. In addition, cold pains during immersion were felt more strongly in spring than in winter. Local thermal sensation, finger thermal sensation in dynamic state during hand immersion was different from that in the Winter. Spring was slowly cold in cold water immersion.

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알렉산드르 밤필로프 희곡의 영상화 연구 《9월의 휴가》를 중심으로 (A Study of Aleksandr Vampilov's Play and Film)

  • 안병용
    • 비교문화연구
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    • 제29권
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    • pp.7-24
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    • 2012
  • "Duck Hunting" is the most psychological play with unique structure written by Aleksandr Vampilov. The play describes protagonist hero's furious behavior with psychological instability, therefore, this play tends to be recognized as serious and complicated one. After the death of Vampilov, "Duck Hunting" was reproduced as a film, titled as "Vacation in September." This study is designed to shed light on the play's psychological-dramatic factors by focusing on the structure of narrative and spatial-temporal objet. Also, this study compared the screenshots of the play with their textual meanings, then concentrated on main character's psychological features. By focusing on protagonist hero's mind, this study tries to look into the features of the play and its meanings for modern period. The film's plot is a kind of story telling structure based on main character's memory. The short stories of main character represents that Jilov(main character's name)'s losing his own life. The audience can acknowledge that Jilov's life as a duck hunter who is cynical, ideological, lazy, and self-interest oriented person. This play provokes the audience to compare their life to Jilov's one because such comparison helps the audience recognize their lives as surplus style of life with nihilism. Jilov as a character represents one of Soviet's generation with the feeling of great loss in 1960s.

대곡리 암각화(大谷里 岩刻畵)에 나타난 신석기시대 한우도(新石器時代 韓牛島)의 식생활문화(食生活文化) (Food Culture of Korean Peninsula in the Neolithic Period Described in Daegok-ri Petroglyph)

  • 고경희
    • 한국식생활문화학회지
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    • 제21권6호
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    • pp.606-613
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    • 2006
  • The present study examined the characteristic of regional food culture observed in prehistoric Daegok-ri petroglyph based on the history of art, archeological materials and existing whale eating customs. Daegok-가 petroglyph expressed animals in the sky, on the land and in the sea. According to the relic, the most preferred land and marin animals were deer and whale, respectively. In terms of petroglyphic techniques. earlier patch engraving was used mainly to express marin animal whale, and later line engraving to express land animal deer. This implies the possibility that as whale hunting declined due to regional environmental change the source of protein was switched to land animals. Among relics found in Dongsam-dong shell mound, which is a remain from the Neolithic Period, whale bones appear only in shell mounds of the Neolithic Period in coastal areas, and shell mounds until the Ironze Age, which were the agricultural Age, were found the bones of land animals such as deer and wild boar. This shows that in the petroglyph thematic land animals expressed in line engraving, which is a technique later than patch engraving, were major food resources for the supply of protein. Moreover, in terms of art, Daegok-ri petroglyph describes 'advanced hunters', suggesting that it was the Neolithic Period and showing 문 aspect of regional food culture based on hunting and fishing. The credibility, which prehistoric men expressed in Daegok-ri petroglyph before the invention of letters, was also proved by archeological articles.

『조선왕조실록(朝鮮王朝實錄)』을 통해 본 왕의 위락활동 유형과 변천 (A Study on the Types and Changes of the King's Amusement Activities through 『Annals of The Joseon Dynasty(朝鮮王朝實錄)』)

  • 강현민;신상섭;김현욱;마일초;한서정
    • 한국전통조경학회지
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    • 제36권4호
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    • pp.39-49
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    • 2018
  • "조선왕조실록"을 중심으로 분석한 조선시대 제왕들의 위락활동과 변천에 관한 연구 결과는 다음과 같다. 궁중 안팎 외부공간에서 행해진 왕의 위락활동은 연회형, 강무형, 유희형으로 분류할 수 있는데, 연회형은 회례연, 진연(進宴), 풍정(豊呈), 진찬(進饌), 양로연, 사신연, 수연(壽宴), 곡연(曲宴) 등이었고, 강무형은 활쏘기, 격구, 사냥 등이며, 유희형은 나례(가면놀이), 처용무, 풍두희(?頭戱), 그리고 화산붕(불꽃놀이), 꽃놀이(賞花), 투호, 수박희(手搏戱), 낚시, 뱃놀이, 각투(角鬪), 상희(象戱), 잡희 등이었다. 위락 활동은 고려시대 답습기[1기, 태조~세조(예종)], 확립기[2기, 군사문화가 성리학 문화로 전환되었고 연회의 규례가 제도화, 성종~중종]. 단절기[3기, 임진왜란 등 불안한 정세 속에서 침체, 단절 초래, 성종~현종]. 중흥기[4기, 위락 문화 재정비, 수준 높은 왕실 문화의 자긍심 표출, 숙종~정조]. 그리고 쇠퇴기[5기, 세도정치로 왕권이 추락하면서 위락 활동이 급격히 퇴조, 순조~순종] 등 5단계시기로 구분할 수 있다. 왕들의 사냥 관련 기사는 600건 이상 추적 되는데, 태종, 세종, 세조 등은 각 100여회 이상이었다. 사냥 대상은 호랑이, 곰, 사슴과 노루, 표범, 멧돼지, 매 등 이었고, 한양의 동북쪽 산림지역에서 주로 행해졌는데, 산수풍광이 수려하고 지리에 익숙한 풍양, 철원지역 등 북방의 정세와 안전을 살피기 위한 방안, 그리고 풍양이궁(경기도 남양주시 진접읍 내각리) 장소성 등과 밀접하게 연계된다. 단오절 세시풍속으로 대중에 확산된 격구놀이는 조선 초 왕과 신하들의 최상류층 마상격구로부터, 중기이후 무과시험의 마상격구와 상류층의 보상격구로 전환되는 과정을 거쳐, 조선 후기에는 민간에 확산되어 겨울철 남성들의 집단유락문화로 전승되는 과정이 추적된다. 특히, 강무형 위락문화는 봄(활쏘기), 여름(투호), 가을(활쏘기), 겨울(격구) 등 심신수양을 겸한 4계절 행위요소로 작용되었다. 한편, 조선시대 왕과 왕비들의 연향과 같은 위락 활동은 공식적 의례의 경우 내정(內庭)에서, 비공식적 관유(觀遊)의 경우 궁궐 후원이나 별궁에서, 특수 연회의 경우 모화관과 태평관, 기로소 등 별원(別園)에서, 활쏘기의 경우 성균관 사단에서, 사냥의 경우 금표가 설치된 강무장(금원과 원유)에서, 매사냥의 경우 한강변 광나루에서, 격구의 경우 보격구 중심으로 내정이나 별궁에서 다양하게 행해졌다. 즉, 외조, 치조, 연조, 후원의 범위를 넘어서 별원과 금원, 원유 등 한양에서 최대 100리 범위 까지를 활동영역으로 설정하는 위락문화 확장성(정(庭)${\rightarrow}$원(園)${\rightarrow}$원(苑)${\rightarrow}$원유(苑?))을 추적할 수 있었다. 결과적으로 본 연구를 통해 수준 높은 기록문화의 추적을 통해, 역대 왕들의 위락문화를 연회형, 강무형, 유희형으로 유형화 할 수 있었고, 위락 활동(진찬, 회례연, 양로연, 대사례, 사신연 등은 물론 사냥, 활쏘기, 격구, 투호, 처용무, 낚시, 뱃놀이, 불꽃놀이 등) 전모와 장소성, 그리고 상징적 의미, 역사적인 전승과정과 위락문화 등을 복합적으로 탐색할 수 있었다.

고구려 고분벽화에 나타난 놀이복식 (Play Costume from the Mural Paintings of Goguryeo)

  • 임린;이태호
    • 복식
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    • 제60권3호
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    • pp.10-25
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    • 2010
  • The culture of the play of Korean ancient times is well described in the mural painting of Goguryeo. The example is people appearing in the play painting of performance, dance, hunting, and acrobatics out of 20 mural painting of genre. Their costume is broadly classified into performance, dance, hunting, and acrobatic costume and can be subdivided according to the types of costume. First, the head gear of play costume reflected the formality and social conditions of play. In the performance and hunting costume, all performers wore gwanmo(official hats), which seemed to make it a rule to wear gwanmo. Gwanmo was borrowed intactly from Goguryeo without any changes or decorations, which showed that the status symbolism of head gear was applied intactly to play costume. Second, the play costume of Goguryeo enhanced efficiency by blending daily costume with elements and decorations needed for play performance. Specifically the change of length was prominent: the short sleeves of jeogori(traditional blouse), the long sleeves of dance costume, and fastening below the knee or putting into the long shoes to shorten the length of baji(traditional pants). Finally, as it is well known that there was some differences in the expression modes of daily clothes in Goguryeo between Tonggu and Pyeongyang. Similarly, play costume tried to change costume according to the subject of play but maintained the locality and peculiarity of Goguryeo costume. Although performance costume showed many local differences, it also had similarity and peculiarity. In dance costume, long sleeves and patterns which frequently appeared in the Tonggu area reappeared in the Pyeongyang.

패션산업 인턴십 프로그램 개발에 관한 연구 - 패션기업과 정부의 인턴십 활성화 방안을 중심으로 - (A Study on Internship Program Development for Fashion Industry - Focused on Internship Activation Method of Fashion Industry and Government-)

  • 유지헌;정상길
    • 복식문화연구
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    • 제13권5호
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    • pp.699-711
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    • 2005
  • This study was following one of 'A study on the consciousness of fashion industries internship'. The purposes of this study were to develop the internship program which focused on practical use to introduce and carry out for fashion industries, and secondly to propose some regime for government to activate fashion internship. Reference searching method and depth interviewing method were used for this study. The results were as follows : Fashion industry internship was grouped into two classes, 'on-the-job training'; educating students fields and 'talent hunting'; selecting good persons. Internship of industry-academic world was classified into two types; the one is 'credit type' which has curriculums between universities and industries and the other is 'non-credit type' which has not any credit and is operated by industry own system. This study provided the development courses of pragmatic program to perform internship systematically and it also provided the program models for guide line in fashion industries. Six grades such as ready step, introduction step, selection step, management step, evaluation step and feed-back step were proposed for the internship program development steps of fashion industries. A virtual organization, 'The Fashion Industry and Academy Association' was proposed as a policy for activating internship between universities, industries and government.

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원세조출엽도 중의 세조 복식 연구 (A Study the Costume of Kublai Khan of the Kublai Khan on a Hunting Trip)

  • 고부자;최규순
    • 복식문화연구
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    • 제13권4호
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    • pp.658-670
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    • 2005
  • Kublai Khan on a Hunting Trip were painted by Liu Guan-dao. This painting gives us very important information for understanding cosume of Yuan dynasty because of realistic description. We studied the name of costume of the king Shizu in this painting by using the way of comparison his costume with another paintings, the records and archaeological finds. This study showed that the costume of the king Shizu is judged to be Jisun, the traditional costume of Mongolian own meaning one colour. The name of each is the Yinshu warm hat, being making into the for of a kind of rodents, the Yinshu Jisun, the Red colour Jisun, being railed on the robe, and the Cloud boots cover. And we found that the decoration on the neck and sleeve tib of the Yinshu Jisun had been made by sable furs, and the decoration on the surface had been made by tails of them, going by the name of Rondes at that time. It also showed that the meaning of one colour of the Jisun is not only just appearing one colour on the one person but also being able to appear two set of one colour.

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지능형 헤드헌팅 서비스를 위한 협업 딥 러닝 기반의 중개 채용 서비스 시스템 설계 및 구현 (Design and Implementation of Agent-Recruitment Service System based on Collaborative Deep Learning for the Intelligent Head Hunting Service)

  • 이현호;이원진
    • 한국멀티미디어학회논문지
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    • 제23권2호
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    • pp.343-350
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    • 2020
  • In the era of the Fourth Industrial Revolution in the digital revolution is taking place, various attempts have been made to provide various contents in a digital environment. In this paper, agent-recruitment service system based on collaborative deep learning is proposed for the intelligent head hunting service. The service system is improved from previous research [7] using collaborative deep learning for more reliable recommendation results. The Collaborative deep learning is a hybrid recommendation algorithm using "Recurrent Neural Network(RNN)" specialized for exponential calculation, "collaborative filtering" which is traditional recommendation filtering methods, and "KNN-Clustering" for similar user analysis. The proposed service system can expect more reliable recommendation results than previous research and showed high satisfaction in user survey for verification.