• Title/Summary/Keyword: 놀이 문화

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Study on the Present Condition and Type Analysis of Rock Korean Chessboards in Korean Landscape (암각장기판의 형상 및 입지 특성에 관한 연구)

  • Jeong, Poo-Reum;Kim, Jeong-Moon;Rho, Jae-Hyun
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.35 no.2
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    • pp.15-25
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    • 2017
  • The objective of this study is to investigate the value of rock Korean chessboards as a corroborative evidence that go, the play culture naturalized from the past, was also performed under the pavilion of the mountain stream, and the old tree. This study executes analysis on the location and form of rock Korean chessboards, physical environment such as the position of surrounding space, the origin of the nomination, surrounding landscape, and historical significance through the research analysis of comprehensive present conditions, and highlights the position types, landscape significance, and preservation value of the rock Korean chessboards of Korea from diverse angles. The result is as follows. 1. The styles of Korean chess (將棋), which identically propagated in the representative countries of Eastern culture, Korea, China, and Japan, and modified in accordance with each country's idea and native tendency, were organized, and confirmed the Korean Go as a naturalized native culture. 2. Out of 15 rock Korean chessboards confirmed through this study, 9 (60%) were categorized as rock Korean chessboards, and 6 (40%) were categorized as stone Korean chessboards. Also, the average size of the go boards were $51cm{\times}46.6cm$, which demonstrated not much difference with present day universal go boards. The Pearson correlation coefficient between bed rock and go boards were 0.647, demonstrating a relatively high correlation; the research subject of rock go boards have been constructed in consideration of rationality, convenience, and the value of promotion of public welfare. 3. The results of analysis of location patterns of rock Korean chessboard showed that villages (87%), mooring (73%), plains (60%) and mountains (47%). The most frequent location pattern is mooring and village, and these two factors played the most important role in determining the location of the rock Korean chessboard.

A study on recording Gut's performance history - To search on how to create a performance out of Gut - (굿공연사 기술을 위한 시고 - 굿의 공연화 방법 모색을 위한 -)

  • Kim, Hyung Kun
    • (The) Research of the performance art and culture
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    • no.36
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    • pp.693-724
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    • 2018
  • This article was started to find a way for creating a performance out of Gut. In order to find such way, the first thing that had to be done was to organize the Gut performances that had been made until now. It was to organize the existing study on the performances and to seek a different way from it, believing that the virtue of a performance is to 'create diversity'. However, it was not easy to organize the Gut performances, which became full-scale in the 1980s, because they were never organized before. Therefore, based on my direct and indirect experience, I have organized the most important performances in chronological order. Most importantly, as the planners of the performances (can sometimes be a group or an organization instead of an individual) are the ones who make the show possible, I have noted on them with keen interest. The National Folk Art Performance Contests in Korea, Theater 'Space Sarang', The Association of Gut, Theater 'Madangsesil', Seoul Nori Madang, and National Gugak center were the center space and planning body of the Gut performances. Recording the history of Gut is a worthwhile work of its own. However, it is a substantial amount of task to be done with individual effort, and it has to be progressed as a public project in order to promote and spread its value. Therefore, this article raises the need for it. Meanwhile, as stated earlier, this article has recorded the history of Gut performances as a precondition to finding a way to create a performance out of Gut. From the experimental organization of the Gut performances history, I could find out that most of the performances had the people who did Gut as the main body and the method of the Gut performance did not significantly deviate from just reenacting the original Gut at the time of when it was performed. Therefore, I have introduced Shinmyeong, the Nori-Pae (troupe), and TheGwangdae, the Korean Traditional Performance troupe, who create Madangguk from various Gut materials. By refining the wholly complicated performance elements of the Gut, it could escape from the 'reenacting' performance to becoming a material or a metaphor for a whole new performance.

Tradition and Identity of Korean Mime (한국 마임의 전통성과 정체성 - 기원, 역사, 특징 -)

  • Kim, Ik-Doo
    • (The) Research of the performance art and culture
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    • no.18
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    • pp.5-46
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    • 2009
  • The origin of Korean mime is traceable to sacred actions of prehistoric age. There are materials about mime of this age in the archeological materials of this age, oral literature/myth, and written literature about this age. There were traces of the most original form of mime in primitive ritual of tribal nation age. The mimes of Samkooksidae/Tree Nation Age of Korea were presented to forms of Kamoobekhee(歌舞百戱)/Sanakbekhee(散樂百戱). We can discover traces of mime of this age in Hosunmoo(胡旋舞), Gwangsumoo(廣袖舞), Kweraehee(傀儡戱), Keeak(伎樂), Kummoo(劍舞) Muaemoo(無㝵舞), and so forth. Especially, Keeak in Beckjae was mask mime of Buddhistic contents. We can recognize that secular theatres were more diversified and strengthened than sacred thaetres in Nambukgooksidae/South-north Nation Age. According to these changes, there were many changes in the mime of this age. We can concretely find traditions of mime of this age in Cheryongkamoo(處容歌舞), Hwangchanmoo(黃倡舞), Taemyun(大面), Wuljen(月顚), Sodok(束毒)', Sanyae (狻猊), and so forth. Mimes of Koreasidae/Korea Age take diverse forms of puppet play, mask play, dance play. Established traditional mimes as Cheryongkamoo(處容歌舞) were widely disseminated in society. And dance plays of mime form as Hunsundo(獻仙桃), Pokurak(抛毬樂), Yunhwadae(蓮花臺)' were imported from Song Nation of China. Mime of Chosundidae/Chosun Age were developed with changes of theatre that were divided into Kyusickjeehee[規式之戲] as Kwangdae(廣大), Ser-in(西人), Joojil(注叱), Rongryung(弄鈴), Kendoo(斤頭) and Sohakjihee[笑謔之戱] as Soochuk(水尺) Sengkwangdae(僧廣大). Styles of theatre in this age were specialized into mudangkuk, Pungmoolkut, Inhyunguk/Puppet play, Talnoree/Mask paly, Pansori, Kungjoong Kamuakguk. According to this changes, mime of this age were specialized into diverse aspects. Korean mime were specialized into Kutnorum-formed mime, Inhyungnorum-formed mime, Jabsaeknorum-formed mime, Talnorum-formed mime, Kungjoongmuyong-formed mime, Pansori-formed mime, and so forth.

An Effect of Using Computer Game in Learning Strategies and the Attainment Degree of Studies (컴퓨터 게임의 이용행태가 학습전략과 학업성취도에 미치는 영향)

  • Shin, Soon-Young;Suk, Chang
    • The Journal of Korean Association of Computer Education
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    • v.5 no.2
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    • pp.79-89
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    • 2002
  • The purpose of this study is to examine the correlations between the computer game strategies that are to be mastered according to the frequency of using games and the learning strategies, and to make sure of if there is any significant difference in their attainment degrees of studies or not. On the whole, a statistically significant difference was found in the relations between the game strategies and the learning strategies, and the study attainment degrees also showed a statistically significant difference. In other words, the computer game can possibly help students improve their study strategies, accordingly, increase their study attainment extents. In case that students successfully use the computer game, it can make an effective influence on their improving the studying strategies.

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Designing Games with 'Boundary' as Formal Element (게임디자인을 위한 형식적 요소로서의 '경계' 연구)

  • Lee, Jun-Hee
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.3-10
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    • 2010
  • Game design as an academic discipline is still in the early developing stages and the lack of fundamental study has seen game designers cloning other games with only superficial changes added to them. Game market today is going through unprecedented expansion with games for more diverse users and variety of game styles. Such trend owes to the fact that formal structures of the game can be manipulated to formulate creative and experimental forms. This paper will focus on the 'boundary' element of the game that could broaden the perspective of the game into different possibilities with emerging mobile technologies, public design's new interpretation of urban spaces and integrating interactive technologies in different phases of art.

An analysis of correlations of users' attitudes toward avatars and identity play (identity play와 플레이어 태도에 관한 상관 연구)

  • Paik, Paul Chul-Ho
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.199-208
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    • 2017
  • Since the study by Turkle(1995), the concept of identity play in MMORPGs has been employed primarily to explain the reflection of users' identity in the avatar creation process in online games. This study attempts to conceptualize the identity play of the design process in which the user uses the avatar customizing system to create an avatar in the virtual world. This research verified the model of identity play through players' avatars, a model of the components of identity play constructed. The aims of this study pursued through an analysis of correlations of users' attitudes toward avatars. This study performed structural equation modeling to verify hypotheses about the variables that affect online identity play.

A Study on Screen Golf as Digital Convergence Contents: Focused on Interaction and Play (디지털융합콘텐츠로서 스크린골프에 관한 연구: 상호작용과 놀이를 중심으로)

  • Oh, Dong Il;Sung, Chang Soo
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.4
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    • pp.171-180
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    • 2014
  • Screen golf may be said as one of the most successful digital contents business along with the game industry. The success of the screen golf is because the high tech virtual reality technology is applied to the business in a way that it can meet the five senses of human and that the user can be absorbed into it. In addition, the interaction and playfulness in the screen golf helps the users to get more involved in the game, thus enhancing its value as one of the entertainments. Especially, this study focuses on its interaction and playfulness, which helped the screen golf succeed as a business because they help people to get more absorbed in the game through the communication and fun. From this point of view, the screen golf can be considered to have the best characteristics by which the users can be motivated to use the screen golf. Now along with the public success of the screen golf, the screen golf is recognized as the core field of digital contents. So, the screen golf needs the approaches and researches from multiple points of views, including culture and arts.

A Study on Aspects of Transmedial Enjoyment of Game Users (게임 사용자의 트랜스미디어적 향유 양상 연구)

  • Ahn, Jin-Kyoung
    • Journal of Convergence for Information Technology
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    • v.11 no.8
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    • pp.119-128
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    • 2021
  • This study defines the integrated game experience of game users that across internal and external media of game as the transmedia enjoyment of game. This study categorizes the cases and analyze features. Game users have four types of transmedial enjoyment. The expansion type is characterized by the user's desire to solve the uncertainty, and the transmission type is characterized by the emergence of alternative play spaces. In the permeation type and the circulation type, it is observed users participate more in the content can be re-contextualized and based on real world knowledge.

A Study on its Formation of the Ulsan Dutbeki Dance: Focusing on Local Features in the Ulsan District. (향토성에 의한 울산덧배기춤의 형상화에 관한 연구)

  • Choi, Heung-Kee
    • (The) Research of the performance art and culture
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    • no.41
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    • pp.187-218
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    • 2020
  • Ulsan Dutbeki is a local dance handed down by the Ulsan people through custom. This study was discussed on the locality of Ulsan Dutbeki. The method of this study is as follows. First of all, the perception of Dutbeki from the perspective of Ulsan's local characteristic. First, Ulsan Dutbeki is based on the local characteristic of the southeastern coastal area of the Korean peninsula. Second, Dutbeki features local characteristics of Ulsan as a military cultural area. Third, in Dutbeki, there is a local culture of Ulsan which was originated from the village Dongjeol and outdoor performances. Next, the researcher perceived Ulsan Dutbeki which had been handed down through custom and approached its shape. The origins of the shape are, firstly, the speech tone and gestures of Ulsan people. Secondly, folk plays related to worshiping martial arts and military training. Thirdly, the characteristics of the Dutbeki dance in coastal areas of Gyeongsangdo. Fourth, local custom displayed at the village festival of Ulsan. Ulsan is a region of Gyeongsang culture area and has similarity with other localities. However, this study limited its comparisons with regard to Dutbeki that were originated from the local characteristics of other regions. The results of this study recognized Ulsan Dutbeki as a local dance in Ulsan area. In other words, this study perceived Dutbeki, which had been an entertaining component of traditional lifestyle, as an intangible cultural heritage and studied the form in every conceivable way from an artistic point of view.

Prototype Tangible Bicycle Game Contents for the Silver Generation (실버 세대를 위한 체감형 자전거 게임 콘텐츠 개발)

  • Han, Yoon-Seok;Kim, Eun-Seok;Lee, Hyun-Cheol;Kim, Beom-Seok;Joo, Jea-Hong;Hur, Gi-Taek
    • The Journal of the Korea Contents Association
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    • v.9 no.8
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    • pp.166-177
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    • 2009
  • As the aged have increased due to the progress of medical science and the low birth-rate, the various cultures and industries for them are on the rise. The aged want to enjoy the diverse social activities and the culture content for spending their spare time. But they are liable to be restricted by the activities due to the physical, psychological, and mental disorder. This paper suggests a tangible bicycle game content and interface with the function of training and improving the lower part of body that is necessary to the old people's movement. The suggested game content can attract the interest of the aged by the familiar device, bicycle, and the game design for the old people. We develop the sensory interface for augmenting the immersion in the game. The aged can enjoy their spare time doing both game and exercise through the sensory interface and the real-time display of 3D graphics.