• Title/Summary/Keyword: 놀이 문화

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Tourists' Historical Image and Behavior Characteristics for Heritage Site at Wolseong Palace in Gyeongju (경주 월성의 역사공간 이미지 및 관광객 이용행태 분석)

  • Kang, Tai-Ho;Park, Joung-Koo;Pan, Xiang;Kim, Sang-Gu
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.29 no.4
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    • pp.148-158
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    • 2011
  • This study examines visitors' image and behavior characteristics of Wolseong palace in Gyeongju. This area has been a royal palace during Silla periods. So many scholars dedicate to the protection of this historical-cultural heritage. The research process consists of two main steps, such as on-site field investigation and survey research. The data were collected in summer and autumn. Collected data is classified into three groups to describe visitors' behavior, time, space, and then processed by statistical methods. The results are as follows: First, there is a shortage of programs and facilities. The result shows most visitors consider Wolseong palace as a pathway for walking. Hence better functions should be developed to attract more visitors but with least effect to historical remains. The founding is that increasing programs for history exploration, enhancing lighting installation, facilities, plant arrangement, road condition and so forth would be suggested.

An Analysis of Mathematical Thinking and Strategies Appeared in Solving Mathematical Puzzles (수학퍼즐 해결과정에서 나타나는 수학적 사고와 전략)

  • Kim, Pansoo
    • Journal of Creative Information Culture
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    • v.5 no.3
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    • pp.295-306
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    • 2019
  • Despite the popularity and convenient accessibility of puzzles, the variety of puzzles have led to a lack of research on the nature of the puzzle itself. In guiding certain skills, such as abstractness, creativity, and logic, a teacher should have the thinking skill and strategy that appear in solving puzzles. In this study, the mathematical thinking that appears in solving puzzles from the perspective of experts is identified, and the strategies and characteristics are described and classified accordingly. For this purpose, we analyzed 85 math puzzles including the well-know puzzles to the public, plus puzzles from a popular book for the gifted student. The research analysis shows that there are 6 types of mathematics puzzles in which require mathematical thinking.

Development of Fine Dust Robot Unplugged Education Program (미세먼지 로봇을 주제로 한 언플러그드 교육 프로그램의 개발)

  • Lee, Jaeho;Jang, Junhyung;Jang, Inpyo
    • Journal of Creative Information Culture
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    • v.5 no.2
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    • pp.183-191
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    • 2019
  • The purpose of this paper is to develop an unplugged education program that develops the 4C (Creativity, Critical thinking, Communication ability, Collaboration) and CT (Computational Thinking) competencies required in modern society. This study discovered "Fine Dust Robot" as a theme suitable for the unplugged education program, and designed the Unplugged 4-hour education program which can develop 4C and CT competencies. The first stage motivates learning, and the second and third stages develop unplugged activity to develop CT. In the fourth stage, the algorithms created through unplugged activities were programmed through the natural language instruction card and produced the output. We developed educational materials that can be utilized in the unplugged education program. Finally, education programs were conducted for elementary school students, and pre- and post-tests of computational thinking were conducted for general students and gifted students. Educational effective was found in both groups.

Broad-games development and application using regional cultural contents (지역문화콘텐츠를 활용한 도시마케팅 보드게임 제작 및 활용)

  • Lee, Jung-Jun;Lim, Young-Hwan
    • Journal of Digital Contents Society
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    • v.12 no.4
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    • pp.531-539
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    • 2011
  • A board-game is the genre which is the oldest among various game genres. Reflecting the issues, aspects & trend of the era, It contains social & cultural sources. For family activity, socializing & human networking, It is regarded such a good alternative leisure replacing on-line video game causing negative infection. In this research, for city marketing usage, we develop a specifically designed board-game with the source of historical people, must-see sights & local products. Also educational & commercial purposes are seriously considered.

The Research of User Experiences of Participants of Public Comics Festival - In the center of Cosplay Sector of Bucheon International Comics Festival (공공 만화축제 참여자의 사용자경험에 대한 연구 - 부천국제만화축제의 코스프레 부문을 중심으로)

  • Chang, Jun-Do;Yoon, Wn-Ho
    • Cartoon and Animation Studies
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    • s.42
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    • pp.263-291
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    • 2016
  • Recently, by growing of Korean comics/animation markets and number of consumers, the more people have been reproducing culture contents into derived contents. However, user experience of active users who enjoy these cultures have not been accepted well like other local culture festivals in South Korea, though there are high potentials of vitalization comics/animation festivals using the active users. In this study, the experiences of participants of BICOF (Bucheon International Comics Festival) from 2013 to 2014 researched using the method of ethnography, especially using (group) interviews and participant observations. The result from the research indicates that cosplayers have limited range of participation inside of festival. And they have negative experiences during their participation into festivals. Therefore, this study suggests necessity of methodology of continuous reflecting of the user experiences of active users into festival, for the solution of the successful festival, who was objectified in the festival.

A Study on the Possibility of Family Particpation Education through the "Educational Culture Festival" at the Educational Museum (교육박물관에서의 "교육문화 페스티벌" 개최를 통해 본 가족 참여 교육 가능성 고찰)

  • Eom, Hye-Yoon
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.545-553
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    • 2018
  • As the share of leisure culture increases these days, expectations are rising for the high quality of culture while increasing interest in leisure and tourism. The percentage of the population going on weekend trips to broaden the horizons of elementary, middle and high school students has continued to rise in proportion to the expectations for cultural enjoyment. We expect that visitors' weekend family activities will include relaxing, playing and educational purposes. Recent educational programs have moved from the past where only children were allowed to be onsite, to a shared style in which parents can engage in educational activities, potentially leading to the implicit involvement of family ties and family elasticity. The effects of education are not expressed by the period that ends in a single moment of experience, but by the continuity of training and experience. The same holds true for family affinity, communication and empathy. Providing opportunities for family experience and education is a national responsibility for broken family and restoring solidarity with the growing number of single-person households. Furthermore, it is a duty of museums and galleries today, and it is necessary to come up with methods to enhance family solidarity and family affinity. In particular, it is imperative to develop and provide educational programs for educational purposes at the Education Museum, and to develop " education for family " at the social level. This paper aims to analyze the results of all family participating education programs provided by family education programs at the Education Museum through family surveys and interviews, and to enhance the activation of family types education programs more actively.

100돌을 맞은 한국만화 - 드라마.영화.웹툰 등 '문화의 씨앗'으로 부활한다

  • Park, Seong-Gwon
    • 프린팅코리아
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    • v.8 no.4
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    • pp.78-83
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    • 2009
  • "책갈피 사이에 피어난 곰팡이가 풍기는 쾨쾨한 냄새, 벽면을 가득 채운 무협지와 순정만화, 책장을 넘기는 소리, 웃음을 참지 못하고 키득거리는 학생들..." $30{\sim}40$대라면 누구나 기억하고 있을 추억 저편 만화방의 모습이다. 일명 '대본소'라고도 불리는 만화방은 $70{\sim}80$년대 마땅한 놀 거리나 휴식 공간이 없는 학생들에게 유일한 휴식처이자 맘껏 상상력을 펼칠 수 있는 '해방구'였다. 젊은 시절이 지나만 기억 속으로 사라지기 쉬운 만화가 최근 들어 연극이나 영화, 드라마로 만들어지는 사례가 늘면서 다시 생활 속으로 들어오고 있다. 한국만화 100돌을 맞는 올해는 정부 차원의 만화 육성방안이 발표되고 국내외 홍보나 기념사업도 풍성하다. 한국 만화가 전 국민의 사랑을 받고 세계 시장에서도 위상을 높여 부활의 꽃을 피우는 새로운 세기를 열지 주목된다.

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A Basic Study on Use of Namseungdo for Development of experience utilizing the content in Scenic site (남승도(攬勝圖)를 활용한 명승(名勝)체험 콘텐츠 개발 기초연구)

  • Shin, Hyun-Sil;Chen, Yao-Hua;Lee, Won-Ho
    • Proceedings of the Korea Contents Association Conference
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    • 2014.11a
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    • pp.123-124
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    • 2014
  • 본 연구는 조선시대 풍석 서유구의 실용백과사전인 임원경제지 이운지편 명승유연조에 기록된 명승지 유람놀이인 남승도(攬勝圖)의 특징을 파악하고 이를 통한 국가지정문화재로 지정된 명승을 대상으로 체험 콘텐츠를 개발하기 위한 기초연구로 전통명승의 향유문화계승과 명승의 국민인식 제고를 위한 목적을 두고 수행되었다.

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A Study on Traditional Ideology and the 'Tradition' of the Theatre company Minye in 1970s (1970년대 전통 이념과 극단 민예극장의 '전통')

  • Kim, Ki-Ran
    • Journal of Popular Narrative
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    • v.26 no.3
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    • pp.45-86
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    • 2020
  • In this article, the "modernization of the tradition" constructed on the cultural politics and the way in which it appropriated in the korean theatre in the 1970s were analyzed. It is trying to reveal its implications. It is also a work to critically review the aspects of self-censorship in the korean theatre in the 70s. To that end, we looked at the theatre company Minye Theatre, which preoccupied the traditional discussions in the 1970s by creating national dramas. Until now, the evaluation of the theatre company Minye Theatre in the 1970s has focused on the achievement on the directing of Heo Gyu, who promoted the succession and transformation of tradition. However, the traditional ideology constructed in the state-led cultural politics in the 70s and the way in which it was operated cannot be evaluated only in terms of artistic achievement. The ideology of tradition is selected according to the selective criteria of the subject to appropriate tradition. What's important is that certain objects are excluded, discarded, re-elected, re-interpreted and re-recognized in the selection process of selected traditional ideology. This is the situation in the '70s, when tradition was constantly re-recognized amid differences between the decadent and the disorder that were then designated as non-cultural, and led to a new way of appropriate. The nation-led traditional discussion of the '70s legalized the tradition with stable values, one of the its way was the national literary and artistic support. Under the banner of modernization of tradition, theatre company Minye preoccupied the discussions on the tradition and presented folk drama as a new theatre. As an alternative to the crisis of korean theatre at the time, the Minye chose the method of inheriting and transforming tradition. It is noteworthy that Heo Gyu, the representative director of the theatre company Minye, recognized the succession and transformation of traditional performance as both a calling and an experiment. For Heo Gyu, tradition was accepted as an irresistible stable value and an unquestionable calling, and as a result, his performance, filled with excessive traditional practices, became overambitious, especially when it failed to reflect the present-here reality, the repeated use of traditional expression tools resulted in skilled craftsmanship, not artistic creation. The traditional ideology of the 70s unfolds in a new aspect of appropriation in the 80s. In 1986, Son Jin-Cheok, Kim Seong-nyeo, and Yoon Mun-sik, who were key members of the theatre company Minye Theatre, left the theatre to create the theatre company Michu, and secured popularity through Madangnori(popular folk yard theatre). Son Jin-Cheok's Madangnori is overbearing through satire and humor. It gained popularity by criticizing and mocking state power. On the other hand, not only the form of traditional performance, but also the university-centered Madanggeuk movement, which appropriated on the spirit of resistance from the people to its traditional values, has rapidly grown. In the field of traditional discussions of the 70s, Madanggeuk was self-born through appropriation in which the spirit of resistance of the people is used as a traditional value. Madanggeuk as well as Michu that achieved the popularization of Madangnori cannot be discussed solely by the artistic achievement of the modernization of tradition. Critics of korean theatre in response to state-led traditional discussions in the 70s was focused only on the qualitative achievement of performing arts based on artistry. I am very sorry for that. As a result, the popular resistance of the Madanggeuk and the Madangnori were established in the 'difference' with the traditions of the theatre company Minye Theatre. Theatre company Minye Theatre was an opportunity for the modernization of tradition, but the fact that it did not continuously produce significant differences. This is the meaning and limitation of the "tradition" of the theatre company Minye Theatre in the history of korean theatre in the 1970s.

Creative Curiosity: Study of Alice Character in Lewis Caroll's Adventures of Alice in Wonderland (창조적 호기심 루이스 캐럴의 『이상한 나라의 앨리스의 모험』 연구)

  • Cho, Sungran
    • Cross-Cultural Studies
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    • v.41
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    • pp.299-320
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    • 2015
  • Lewis Carroll's Alice's Adventures in Wonderland expands scope of Children's Literature genre by introducing the discourse of pleasure as opposed to that of didactic discipline. Carroll's narrative is important, not only for children's literature, but also as a forerunner of post/modernism of James Joyce with its language play and linguistic invention. Its treatment of Alice's body change follows the motif of body transformation in myth and literature. Comparing "stasis" of Susan Sontag's character Alice (James) in her play Alice in Bed and "movement" of Carroll's Alice, this study explores the issues of woman's alienation and the dichotomy of mobility/immobility in reality and in their literary representations. Focusing on a female child's double alienation as woman and child, I argue Alice's Adventures in Wonderland is a counter-narrative of alternative bildungsroman. Alice gains her subjectivity through her adventure by power of language and story-telling. Through representation of the dream/adventure of two desiring sisters, Carroll's narrative exhibits subversion of social order and emergence of new order of "chaosmos" out of chaos. As a method of study, this study traces genealogy of "curiosity" in myth and literature as a motivating force that triggers adventure and argues "creative curiosity" is a dynamic energy propelling Alice's adventure.