• Title/Summary/Keyword: 그리기문화

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A study on 2015 travel trend through 'Kim Kwang-Seok Road in Daegu' ('대구 김광석다시그리기길'을 통해 본 2015년 여행트렌드)

  • Lee, hye-eun;Choi, hee-soo
    • Proceedings of the Korea Contents Association Conference
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    • 2015.05a
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    • pp.249-250
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    • 2015
  • 대구에 소재한 '김광석다시그리기길'의 인기요인을 분석해보면 2015년 여행 트렌드는 일상과 연결되어 있다고 볼 수 있다. 사람들의 감성을 자극해 위안을 주고, 시간과 비용 문제로 인해 근교에 위치한 여행지를 선호하고 있다. 그리고 현지인들의 문화를 엿볼 수 있고 일상을 교류할 수 있는 곳임과 동시에 혼자서도 쉽게 할 수 있는 여행을 선호하고 있다. 일상에서 오는 소박함으로부터 사람들은 여행의 만족을 느끼고 있다고 할 수 있다.

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서사시의 '세계전도'를 그리기 위한 여정

  • Jo, Dong-Il
    • The Korean Publising Journal, Monthly
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    • s.229
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    • pp.22-23
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    • 1998
  • 초기작에서 고향마을을 출발점으로 삼았듯이, 최근작에서는 제주도를 출발점으로 삼았다. 제주도는 억압되고, 유린된 곳이어서 구비서사시를 풍부하게 지녀 세계 전체에서 주목해야 할 사례의 한 표본이었다. 제주도에서 시작한 여정은 한국전체와 동아시아, 그리고 세계 전체로 동심원을 그리며 단계적으로 확대됐다.

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나만의 그림색깔을 찾기 위한 기나긴 여정

  • Lee, Won-Bok
    • The Korean Publising Journal, Monthly
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    • s.239
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    • pp.22-23
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    • 1998
  • 일본 만화를 복제하는 아르바이트로 시작한 만화그리기, 그림체가 일본식으로 굳어져 도서히 고칠 수가 없을 지경이 되고 말았다. 그림체를 바꾸겠다는 결심으로 서른이 다된 나이에 독일로 유학을 떠났고 밑바닥부터 새로 시작했다. 연구끝에 만들어낸 나만의 스타일, 지금도 그 그림체를 즐기고 있다.

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The Process of Place-making and the Placeness of the 'Kim Gwang-seok Road' in Daegu ('김광석 다시 그리기 길'의 장소 만들기와 장소성)

  • Park, Soon Ho
    • Journal of the Economic Geographical Society of Korea
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    • v.23 no.4
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    • pp.438-453
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    • 2020
  • This study attempts to examine the process of place-making, to define the role and interrelationship of the subjects and to analyze the placeness of the 'Kim Gwang-seok Road', a representative example of artificial place-making. Through a 10-year urban regeneration project based on the concept of Kim Gwang-seok, the alleyway between Bangcheon Market and the retaining wall of Sincheon-daero has been embedded as a memorial space for Kim Gwang-seok and an cultural art space. However, the existing placeness has weakened as the result of the excessive tourism in the late 2010s, while the characteristics of cultural commercial space has strengthened. This change in place has prompted community disintegration, which has caused the loss of momentum for sustainable development. To overcome these problems, it will be necessary to establish endogenous governance to expand and reproduce existing community capabilities, embedded social capital and place assets in new directions.

An Analysis of the Denim Clothing Considered from the Contemporary Culture (데님의상의 현대문화사적 분석)

  • Lee Hyo-Jin
    • Journal of the Korean Society of Costume
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    • v.54 no.8
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    • pp.75-86
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    • 2004
  • This study aims at considering and analyzing the stature of denim clothing as an ornament as well ai how aesthetic meaning and human being's mental side indwell in the development of denims. which will be proceeded in the future, from the view of contemporary culture of dressing. It is found that the stylishness expressed through denim clothing is formed on the basis of the cultures of party, drawing and disorganization, and the result of the study was as follows. Firstly, the culture of party became the source of for decoration of denim clothing, and denim clothing more glamorize women as a party-look which makes the most use of its advantage to be comfortable and able to display in various ways with splendid artificial jewelry, patchwork, dyed pattern which is elaborately embroidered. Secondly, Such culture of drawing is applied to denim clothing so that denims are expressed to make people feel more human being's warmth as being free from the existing stereotype and formality. Thirdly, the most outstanding feature of denim clothing showed in the culture of disorganization is to make the most use of vintage style as it is. This reflects an image of the culture of disorganization under postmodernism, which is free from the traditional conception of the existing dressing by destroying the original form, in the way of slashing, making a hole and tearing. That is, people can sufficiently express not only free sense of release based on postmodernism by wearing denim clothing, but also human being's intrinsic desire for restoration of humanism or human warmth with splendid decoration or various techniques such as handicraft. It can be recognized these features as the reasons, that make denim clothing place themselves as an original fashion item, by giving denim clothing technical decoration in recent years.

A Study on the Development of Healing VR Content Based on Horticulture (원예 기반 힐링형 VR 콘텐츠 개발 연구)

  • Min-Gyeong Hwang;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.681-686
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    • 2023
  • The study aims to develop horticulture-based VR content so that users can find rest in their chaotic daily lives. Healing contents that increase user participation, immersion, emotional stability, and creativity and concentration were implemented by using teleports, plant illustrations, inventory, NPC functions, and drawing games. Garden viewing content using VR technology requires technical research and development to overcome the difference from reality, which can increase the reality of the content and the completeness of the experience. The reality of the VR experience will be increased by using high-resolution displays, high-performance processors, and sensors, and user feedback will be collected and continuously improved. Through this, users present new methods by relieving stress, feeling emotional stability, and providing experiences that are impossible in reality.

Children's Perception of Generative AI : Focusing on Type and Attribute Classification (생성형 AI에 대한 아동들의 인식 연구 : 유형과 속성 분류를 중심으로)

  • Suyong Jang;Jisu Han;Hyorim Shin;Changhoon Oh
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.1
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    • pp.591-601
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    • 2024
  • As generative AI-based educational content and services targeting child users rapidly increase, the need for research related to children's perception of generative AI is increasing. Accordingly, this study sought to determine the type of generative AI recognized by children and whether cognitive, behavioral, and emotional properties were assigned to it. To understand this, we collected responses through workshop activities to create storybooks with children, semi-structured interviews, and drawing. As a result, children viewed generative AI as an artifact with a high cognitive level, but it was not a type of existing artifact.

The image of Elderly perceived by age of 4 and 5 years (만 4·5세 유아가 인식한 노인 이미지 연구)

  • Nam, Ki Won
    • The Journal of the Convergence on Culture Technology
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    • v.2 no.2
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    • pp.1-8
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    • 2016
  • This study was designed to analyze the perceptions of 4 and 5 years old children on the elderly, and how different the perceptions were according to the experience of living with grandparents. The subjects of the study were 54 children, 4 and 5 years old K kindergarten in H city. In the procedure of study, the children were asked to draw pictures of the elderly images, and individual interviews. The findings as follows. firstly, that the most positive perception of the children on the elderly was family-relationship and the most negative perception was physical feature. Secondly, Images for the elderly did not differ according to the experience of living with a grandparent. Based on these results, this study provides the basis for the research on understanding culture and communication between generations and gives useful information on developing of a generation program.

Investigating Sixth Graders' Understandings of Science-Technology-Society-the Environment (STSE) Relationship and Challenges of STSE Teaching (6학년 아동들의 과학-기술-사회-환경(STSE)의 관계에 대한 인식과 STSE 교육의 과제에 대한 고찰)

  • Kim, Mi-Jung
    • Journal of Korean Elementary Science Education
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    • v.26 no.3
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    • pp.309-320
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    • 2007
  • 과학교육에서는 과학과 기술과 관련된 사회적 또는 환경 문제의 증가를 더 이상 간과할 수가 없게 되었고, 이로 인해 과학-기술-사회-환경(Science-Technology, Society-the Environment: STSE)교육을 통한 실천적 과학 소양의 중요성이 대두되고 있다. 본 연구는 환경 내용을 다룬 초등학교 6학년 2학기 과학 단원, 3. 쾌적한 환경을 학습하는 과정에서 환경 중심 STSE 교육의 어려움과 그 가능성에 대하여 고찰하고자 하였다. 초등학교 6학년 두 개의 반 아동 86명은 단원 학습에 참여하는 동안 설문, 그리기와 쓰기, 면담에 참여하였다. 수집된 자료는 아동들의 과학-기술-사회-환경의 관련성에 대한 인식과 과학 지식의 실천적 소양이라는 측면에서 분석되었다. 결과로는 첫째, 과학-기술-사회-환경의 관계에 대한 아동들의 인식은 현대 사회가 가지고 있는 가치관과 복잡하게 얽혀 있었으며, 이 안에서 과학/기술의 발전은 사회 발전과 환경 문제의 두 측면에서 다소 상반적인 관계를 보였다. 둘째, 환경 문제에 대한 아동의 인식은 높은 반면 실천적 소양의 측면은 상대적으로 낮았다. 셋째 과학-환경 지식은 환경 문제 인식과 문제 해결에 그다지 영향을 미치지 않았다. 이러한 결과들을 바탕으로 본 논문은 실천적 과학 소양을 위한 과학-기술-사회-환경 교육의 문제점과 어려움에 대해 논의한다.

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Concept and strategy of unplugged coding for young children based on computing thinking (컴퓨팅 사고력에 기초한 유아를 위한 언플러그드 코딩의 개념과 전략)

  • Kim, Dae-wook
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.1
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    • pp.297-303
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    • 2019
  • This study aims to investigate the characteristics, concepts, types, and strategies of unplugged coding for young children based on computing thinking. The key to unplugged coding for young children is computing thinking. Unplugged coding based on computing thinking for young children can be used to solve problems that can be encountered in everyday life through playing games based on logical thinking by positively utilizing algorithm boards, s-blocks, coding robots, and smart devices without using programs And find new ways to play. Types of unplugged coding for young children include direct input to smart devices, using coding robots with dedicated apps, practicing coding procedures using algorithms, and using hybrid methods. Strategies include understanding algorithms, drawing flowcharts, dividing into smaller parts, finding patterns, inserting, and predicting outcomes.