• Title/Summary/Keyword: 놀이 문화

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Characteristics of Hanfu Street Snaps on TikTok (틱톡에 나타난 한푸 스트리트 스냅의 특성)

  • Zhang, Luyue;Yim, Eun-Hyuk
    • Fashion & Textile Research Journal
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    • v.24 no.5
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    • pp.519-529
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    • 2022
  • This research analyzed the characteristics of Hanfu street snaps in the Chinese version of TikTok to determine the development and meaning of Hanfu. Based on grounded theory, this study selected 102 representative cases by sorting Hanfu street snaps on TikTok according to popularity. Subsequently, through open coding, the cases were organized and summarized into five main categories. The findings are as follows: 1) The national cultural pride has enabled a greater number of Hanfu fans and groups to upload short videos promoting the Hanfu movement on TikTok to expand the influence of the activities and popularize cultural knowledge. 2) The users attempted cross-cultural communication by participating in cultural festivals in Western countries wearing Hanfu. 3) The 'See now buy now' function of TikTok enables numerous Hanfu merchants to upload short videos about Hanfu products to promote their products and boost sales. 4) As 'gamification' affects everyday life, computer game enthusiasts among them wear Hanfu in the form of role-playing. 5)As a unique "meme" phenomenon on TikTok, wearing Hanfu to make interesting videos has also become a form of entertainment. Thus, although the characteristics of Hanfu street snaps on TikTok originated from the transmission of Hanfu culture, the culture has now been transformed through social media into symbolic consumption and play culture.

Development of Multimedia Contents System for Gogurye Ancient Tomb Mural (고구려 고분벽화를 소재로 한 멀티미디어 콘텐츠 개발)

  • Lee, Yong-Hwan;Lee, YuKyong;Cho, Han-Jin;Lee, June-Hwan
    • Journal of the Korea Convergence Society
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    • v.4 no.4
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    • pp.13-19
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    • 2013
  • In this paper, we design and develop an educational virtual system which can experience Goguryeo tomb murals in the virtual world. Goguryeo tomb murals are well known in the world, and they are registered as a UNESCO World Heritage site by the value Acknowledged worldwide. We design an user-friendly interface for Goguryeo tome murals by Flash, and make a modelling and rendering with 3D Max. In addition, we create an educational animation with Adobe Premiere. We choose some of items such as Goguryeo tomb murals, historical sites, high-level description of periodization, Goguryeo's clothes, home, play as sub-themes, and we develop a system with detailed views and informations for the daily life of the people of Goguryeo.

Kidult Fashion Design Inspired Amusement Park (놀이공원 테마를 활용한 키덜트(Kidult) 패션디자인)

  • Jia, Zhai;Lee, Youn-Hee
    • Journal of the Korea Fashion and Costume Design Association
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    • v.16 no.3
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    • pp.49-60
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    • 2014
  • Kidult trend has continued to influence diverse areas such as fashion, advertisement, interior, cosmetics, and so on in the modern age. As combined word of kid and adult, a Kidult is an adult who participates in youth culture and activities traditionally intended for children. This study intends to check out how the phenomenon of Kidult trend is exhibited in fashion area as well as to develop fashion design for kidult inspired by the images shown in an amusement park. The method of study is two-fold. One is a critical review of previous literature and the other is a development of fashion design based on it. The literature study is referred to books of fashion, books of trend and data collected through internet, and design results are presented using mainly quilting and knitting techniques. The results are as follows. Firstly, a kidult fashion was expressed playful and interesting by the sensibilities of kidults that hope to return to the innocence of childhood reminiscing about the good old days. Secondly, a characteristic of the fashion design for kidults is to display the innovative and diverse design with exaggerated expression and a broad spectrum of colors. One's own unique style can be developed through memories and fantasies from fairy tales in childhood. Thirdly, themes of amusement parks were an appropriate means to show the characteristics of the kidults. A variety of characters and buildings and shapes of the rides in the amusement parks were useful for the design motive targeting for the customers with the kidult characteristics and images of fashion and accessories design. Fourthly, inspired by the amusement parks, the work in this research has presented the new kidult styles designed as various forms combining inner feelings that seek distinctive and unique styles and amusement features.

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An Analysis on the News Frame of Game by Korean Media (한국 언론의 게임 보도 프레임 분석)

  • Seo, Seong-Eun;Yeon, Joon-Myeong
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.89-102
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    • 2017
  • This study aims at examining our social recognition on and the topographic map of a game through the discourse analysis on games shown from the Korean media coverage. Media don't reflect the reality as a mirror but represent it in certain manner. If so, how Korean media organize and represent the meaning of a game? This study analyzed the game discourse from 479 articles on games by 5 daily newspapers including Chosun, Joongang, Dong-A, Kyunghyang and the Hankyoreh during 4 years' Park Geun-hye administration. Research findings show that as a single issue frames of game addiction, addiction damages and AR games including $Pok\acute{e}mon$ Go counted for much reaching up to nearly half but discourse on the play culture as an essence of a game occupied only 3.8%.

Seeking for a Festival Possibility and Direction of Mudang Gut (무당굿의 축제 가능성과 방향 모색)

  • Hong, Teahan
    • (The) Research of the performance art and culture
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    • no.20
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    • pp.309-338
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    • 2010
  • This article is about seeking for modern festival possibility of Mudang gut with noticing a festival essence of it. Several components and process of performing Maeul gut can be a festival. But the recent condition of gut pan obstructs becoming a festival. Above of all, distorted eyes on Mudang gut deny a festivity. Transition into seeking for private fortune and the duplicity of concealing a Mudang gut have weakened a festivity of Mudang gut. Maeul gut becomes a ceremony with unequal distribution of support fund and the support fund on intangible cultural assets. Therefore, we should consider Mudang gut as a game. People need to change their preception as a performance that people can actively take part in. Mudang gut need a active participants not bystanders. When people consider them selves as actors, Mudang gut will be a festival.

A culture study of women's sports of babyboom generation in Korea: through oral history interview (한국 베이비붐 세대 여성의 운동문화 연구: 구술생애사인터뷰를 중심으로)

  • Kim, Young-Sun
    • 한국체육학회지인문사회과학편
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    • v.54 no.4
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    • pp.439-452
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    • 2015
  • The purpose of this study was to criticize the sport culture of babyboom generation women in Korea society. In the traditional society with Confucianism dominating, women were told to walk in small strides with modesty, keep footsteps narrower than the size of foot and never run frivolously. But in the modern society, many middle aged women-babyboom generation who was born in 1955-1963 and the first generation was served high level education engaged to enjoy various physical activities. For this study, there is a important method to analysis through three oral history interviews. It can be seen the cultural context in the result of sport as a play, restricted P·E class, forced motive-a good motherhood, survival fitness and ready for later life. These results will can be founded as a reality of dynamic relations and provided implications about founding the important of women voice and creating important data for people who want to be engaged in sports as a physical activities.

A Study on Sijo Poem's Subject of Gagok (가곡의 시조시 주제 연구)

  • Shin Woong-Soon
    • Sijohaknonchong
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    • v.22
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    • pp.85-113
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    • 2005
  • This paper's target is two music books, 100 man's Gagok songs and 88 woman's Gagok songs compiled by Kim Kee-soo. The next is an interpretation on 9 subject classifications. 1. There is a similiarity in subject between $\lceil$kyobonyukdaesijo's collection$\rfloor$ and man's Gagok song. 2. There is a wide difference in man and woman's love subject between man's Gagok songs and woman's Gagok songs. 3. The subject changes as Gagok progreasses. 4. There are many nameless writers in the prograss of Nong$\cdot$Na k$\cdot$Peon. 5. Taepeongga, whose theme is to enjoy pleasure, forms the last beauty. Sijo poem's subjects, which belongs to the noble class, shows the mode of scholar's elegant life at that time.

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Leisure activity and self-concept of adolescents in cyberspace: With specific focus on elementary school, middle school, high school and university students (청소년 놀이공간으로서 사이버 세계에서의 자기개념: 초, 중, 고, 대학생을 중심으로)

  • Young-Shin Park;Uichol Kim;Soo Yeon Tak
    • Korean Journal of Culture and Social Issue
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    • v.17 no.1
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    • pp.81-113
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    • 2011
  • This study investigates leisure activity, involvement and self-concept in cyberspace of various age groups of adolescents. A total of 1,388 students (elementary school=337, middle school=326, high school=361, university=364, consisting of 696 male and 692 female) participated in the study. The results are as follows. First, although the vast majority of adolescents (96.9%) had a computer at home, majority of adolescents visited Internet cafe. Second, 70.3% of adolescents visited Internet cafe to play Internet games, followed by engaging in information search, chatting, and participated in cyber community. Third, on average adolescents spent 5.43 hours per week playing Internet games, with more males playing Internet games than female adolescents. As for information search, the weekly average was 2.60 hours, with university students spending more time than the other groups. As for chatting, the weekly average was 1.69 hours, with no significant differences among the groups. The weekly average of Internet use was 9.65 hours, with older groups spending more time. The weekly average use of computer was 10.91 hours, with older groups spending more time and more males using more computer than females. Fourth, as for self-concept in cyberspace, elementary and middle school students reported that they had fun, while high school and university students reported that they were the same as in the regular daily life. In addition, adolescents reported that they spent leisure activity in cyberspace and they become a fictional character in cyberspace. Fifth, when they played Internet games, regardless of age and gender, adolescents reported that they had fun, followed by that they were absorbed, that they became aggressive, and that they were the same as in the regular daily life. Sixth, when they chatted on Internet, regardless of age and gender, adolescents reported that they had fun, followed by that they were not interested, that they were the same as in the regular daily life, and that they do not chat on Internet. Seventh, when they interacted with their friends on Internet, regardless of age and gender, majority of adolescents reported that they had fun, followed by that they conversed, that they were the same as in the regular daily life, and that they felt closer. These results indicate that Korean adolescents view Internet as a place to spend their leisure time and that they enjoyed spending time on Internet.

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The Influence on Elementary School Student's life By Excessive Using of Internet Games (인터넷 게임의 과다사용이 초등학생의 학교생활에 미치는 영향)

  • You, Jong-Jun;Kim, Young-Gi
    • 한국정보교육학회:학술대회논문집
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    • 2004.08a
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    • pp.513-520
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    • 2004
  • 국내에서 지난 몇 년간 컴퓨터 사용이나 인터넷 컴퓨터게임 중독에 관한 연구들이 대부분 중, 고등학교 수준의 청소년을 대상으로 하는 반면 초등학교 아동을 대상으로 한 실태 조사 및 관련 연구는 미흡한 편이다. 특히 초등학교 아동들이 보이는 대표적인 인터넷게임 과다사용이 컴퓨터게임 중독이라는 점을 고려해 볼 때 이에 관한 실태를 파악해보고 해결점을 모색해 봄으로써 중, 고등학교로 이어지는 컴퓨터 교육의 올바른 방향을 제시해 보고자 했으며 인터넷 게임이 초등학생들의 여가 생활 문화로 자리 매김하고 있는 현실에서 지도상 관망하기보다는 구체적이고 실제적인 대응책이 강구되어야 할 것이다. 또 인터넷 게임을 교육적으로 활용하는 측면도 많이 개발되고 있으므로 놀이와 학습을 병행하는 지도도 함께 이루어져야 할 것이다.

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The Effect of Information and Communication Ethics Education on Students' Attitudes in the Cyberspace (정보윤리영역 학습이 정보통신 윤리의식에 미치는 영향)

  • Shin, Jeong-Aei;Park, Phan-Woo
    • 한국정보교육학회:학술대회논문집
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    • 2010.08a
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    • pp.101-109
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    • 2010
  • Rapidly increasing Internet use has brought beneficial developments in many aspects, and it also stimulates elementary students' curiosity and is becoming an important part of entertainment. On the other hand, it is giving rise to some negative results such as violence and delinquent conduct in cyberspace. This study is to find the effects and problems of Information and Communication Ethics education before and after it is carried out by analysing the curriculum of Information texbooks, and to search for new teaching methods for Information and Communication Ethics education.

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