• Title/Summary/Keyword: 역사회화

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4세기-7세기 백제사신선의 선형 연구

  • Lee, Won-Sik;Heo, Il
    • Bulletin of the Society of Naval Architects of Korea
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    • v.41 no.2
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    • pp.100-106
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    • 2004
  • 2003년에, 충남 부여시에 건립 중인 백제역사민속박물관에 전시할 '백제사신선'에 대한 복원을 추진할 때, 백제의 해양 활동과 원양 해선에 관한 자료와 역사 고증 자료를 찾아 보았으나 설계나 조선 공작에 도움이 될 만한 자료를 국내에서는 구할 수가 없었다. 2001년 하절에 일본 신호상선대학을 방문하였을 때, 일본의 견당사선에 관한 자문을 상선학부의 송목철 명예교수와 정겸광행 교수에게 구하였던 바, [일본서기]와 회화 등에 일본의 원양해선인 견당사선에 관한 유익한 자료가 있다는 고견을 들었으며, 그 때 견당사선에 관한 참고 자료도 얻을 수 있었다. 그리고 일본의 원양 해선인 견당사선은 백제선식의 선박이라는 것을 여러 자료에서 발견하게 되었다. 이 논문에서는 일본의 견당사선의 실체를 추적하여 백제선의 선형과 선양을 도출하려 한다. (중략)

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A Study on the Design of Fantasy Game Concept Design based on Original Korean Culture Form (한국 문화 원형을 활용한 판타지 게임 컨셉 디자인 연구 -스토리와 캐릭터 개발을 중심으로-)

  • Oh, Su-Jin;Jeon, Seung-Gyu
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.591-596
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    • 2006
  • 한국 신화는 우리 민족의 정신적, 역사적 원형이며 상상력의 원천이다. 그럼에도 불구하고 타문화권에 비해 신화의 발굴과 대중적 인식이 현저히 부족하다. 그러므로 한국 신화의 창조적 복원을 통해 게임 컨텐츠를 개발하고, 이를 OMSU 사업으로 확장시키며, 나아가서는 한국 신화를 대중화하고 세계화를 달성할 수 있다. 그 시도로써 콘솔용 액션 RPG 게임의 시나리오 창작과, 게임의 성공 핵심이 되는 그래픽 작업 중 캐릭터 디자인을 전개해 보려고 한다. 단순히 고증을 되살리려는 시도보다는 한국적 요소를 게임 캐릭터에 대입하여 한국적 이미지를 도입하는 데 의의가 있으므로 각 시대만의 독창적 요소를 조합하여 새로운 디자인을 시도하였다. 복식은 사료(史料)와 주변 국가의 회화 및 역사자료를 통합한 고증을 토대로 디자인하고, 이를 판타지풍의 게임에 맞게 새롭게 재조명하였다. 본 연구는 한국의 고대 신화와 설화를 원형으로 시나리오를 창작하고, 한국의 복식 요소를 가미한 판타지 게임 캐릭터 디자인을 포함한 문화 컨텐츠를 개발하는 데 목적이 있다. 시나리오는 주인공이 잠시 머무르는 사후의 세계에서 겪게 되는 여러 가지 여정과 적대역 캐릭터들과의 마찰로 기인되는 에피소드를 중심으로 이루어졌다.

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Interpretation of the Jukseoru Pavilion by Restoring Life from Old Pictures and Deep-Observing the Form and Space (고회화의 생활 복원과 공간.형태 심층관찰을 통한 죽서루 해석)

  • Lee, Hee-Bong;Moon, Jie-Un
    • Journal of architectural history
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    • v.19 no.6
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    • pp.233-250
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    • 2010
  • Jukseoru as an official pavilion of the government, one of the eight sceneries in Gwndong Area, is located on the cliff over Osipcheon River. This paper interprets form and space of the pavilion with restored old life by analyzing pictures of official party in 18th century in Chosun Dynasty. Every part of the space is occupied by persons by the class and duty: the pricipal guest, nobles, subordinates, gisaengs, court musicians, and guards from the high to the low and from the inside to the outside. Applying the analysis to the Jukseoru pavilion, the noblest lord takes sit on the platform in front of folded screen at main bay under checked ceiling, enclosed by low timber beam. The next northern end bay is a place for subordinates' and servants' waiting for preparation for rice wine. Southern end entrance bay is not a result of later addition but deliberately and originally made for lower place outside the railing of wooden floor: for a waiting woman gisaeng, and subordinates. Outside under the eaves on the platform with bedrock, artificial stone and soil is a place for court musicians, subordinates, and guards. The yard in front of the building is a place for preparing meals by cookers. Every detailed ornamental form is different each other by the place for the occupied class. Existing theory tells that the building, 7 bays gable-and-hipped roof, is a result of structural extention of 2 bays at the 5 bays gabled-roof. However, through the interpretation of old pictures and application to the pavilion, the present Juseoru is not a result of later structural addition, but deliberately designed creation suited to life in hierarchical traditional society.

A Study of Historical and Cultural Resources Related to China in the Region : Focusing on Jeonbuk area (지역 내 중국 관련 역사문화자원 연구: 전북지역을 중심으로)

  • Jeong, Jina
    • 지역과문화
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    • v.7 no.3
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    • pp.49-79
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    • 2020
  • This study focuses on the analyzing historical and cultural resources formed during the Goryeo, Chosun, and Anti-Japanese Movement periods after the Silla period with the aim of finding ways to utilize its cultural contents. The viewpoint of analysis was made from the perspective of exchange, naturalization, and faith, and the following conclusions were obtained from the analysis. First of all, from the exchange perspective, the activities of Choi Chi-won, Seogyu, and Song Young-gu contributed to the formation of regional historical and cultural contents, such as leaving a lot of ruins or geographic stories in the area and a heritage of good human exchange. From the point of view of naturalization, Du Kyung-ryeong, Cheon Man-ri, and Jeong Yul-seong contributed to the history and culture of the story and the formation of heritage by doing such as contributing activities to the war, anti-Japanese movement for the nation, and the formation of the nation. The most representative from a religious point of view is the Guan Yu faith, which has become a faith believed by the authorities and civilian as a brave longevity and a symbol of the victory of war. The related symbols, paintings, etc. also are objects of worship and have become valuable local Chinese cultural resources as artistic values. Therefore, from a cultural point of view, there is a need to further develop and utilize these China-related historical and cultural resources as good cultural contents by elaborating their stories and local festivals, book culture branding, international music festivals, and exploring various cultures such as Chinese tour courses.

A study on the interaction between visual perception and the body in contemporary painting space (20세기 회화공간에서 시지각과 신체의 상관성에 관한 연구)

  • Lee, Kum-Hee
    • Journal of Science of Art and Design
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    • v.11
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    • pp.109-152
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    • 2007
  • This thesis started from accepting the criticism and concretely seeking the possibility of visual visuality, in particular, visual physicality or physical visuality through the expression revealed in painting space. This study aims at stressing the role of the body in visual perception and pictorial expression by it by examining the interaction between it and the body. First of all, this study explored perception and the position of the body in the great frame of the historical stream from modernism, through minimalism, through post-minimalism to later art in order to confirm the interaction between visual perception and the body or the change in the intervention of physicality in the stream of contemporary art, and connected them with a discourse on perception and the body. It raised as the grounds for it the discussions which provided the theoretical background about perception. It dealt with the scientific discussions on perceptual physicality by Gestalt psychology in perceptive psychology, and next the discussion of Rudolf Arnheim who exemplified Gestalt psychology mainly on the dimension of visual art. It is significant in explaining the perceptual activeness which is the same as that of M. Merleau-Ponty as a primary debater to solve the questions of perceptual physicality and physical visuality. M. Merleau-Ponty set forth ambiguous perception and the body as its background as the fundamental bases for perceiving the world rather than consciousness proved explicitly. As Hal Foster said, as minimalist phenomenological background they provided appropriate theoretical background to the late art rising against modernist logic. Next, after the 1970s Frank Stella showed a working method and a tendency entirely different from those in the previous period. For example, deconstruction of frame, decentralized spatial expression, dynamic and mixed expression, and allowing real space by overlapping were judged to swing to approval of perceptual physicality. Francis Bacon's painting structure, that is, figure, triptych, aplat and a method of production by accident were understood to well reflect M. Merleau-Ponty's chair logic of chiasme. This study tries to seek the possibility of pictorial expression from works aiming at defining the question of seeing in connection with physicality, the role of the body as the body accumulated and the linking with a real, daily life as the background of the body, and confirm the phase shift.

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3D 콘텐츠의 미래와 스토리텔링

  • Jeon, Hye-Jeong
    • Information and Communications Magazine
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    • v.27 no.3
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    • pp.17-22
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    • 2010
  • 최근 들어 3D에 관한 관심이 높아지면서 각종 기술적인 이슈는 물론 3D 콘텐츠의 제작 방향에 대한 논의가 활발하게 이루어지고 있다. 흔히들 3D 콘텐츠라고 부르는 것은 현재로선 어떤 특정한 장르나 엄정한 정의를 가진 용어라기보다는 일종의 새로운 매체기술을 위한, 매체 기준적인 콘텐츠의 분류 형태라고 볼 수 있을 것이다. 따라서 3D 콘텐츠라는 용어를 새로이 썼다고 해서 좋은 콘텐츠가 지녀야 할 근본적인 요소가 달라지는 것은 아니다. 물론 매체의 발전과 변화에 따라 대중들의 가치관, 예술적 시대적 패러다임, 근본적인 인간의 생활방식까지 바뀔 수 있다는 것은 자명한 사실이다. 이는 회화 문화에서 사진의 등장으로, 사진에서 동영상으로, 영화에서 TV와 비디오로, 그리고 아날로그에서 디지털로의 중심 이동이 인간의 삶에 얼마나 큰 변화를 초래했는지만 상기해봐도 쉽게 알 수 있다. 그러므로 3D기술이 가진 파급효과와 영향력이 어디까지인지 쉽게 단정할 수는 없는 것이다. 그러나 언급했듯이 어떤 콘텐츠라도 결국엔 인간이 향유하리란 점은 분명한 사실이다. 현재는 3D 콘텐츠의 제작 방향에 대해서 지나치게 매체 중심적으로 접근하려는 경향이 있는데, 역사적으로 언제나 인간에게 매력적이었던 콘텐츠의 기본은 변함이 없었다. 변하는 것은 오히려 매체나 기술, 하드웨어 쪽이었다. 따라서 콘텐츠를 매체에 이식하는 가변적인 내용물쯤으로 이해하는 기술중심의 사고에서, 인간이 근본적으로 원하는 이야기 콘텐츠를 구현하기 위해 매체가 변해왔다는 점을 이해해야 하는 콘텐츠 중심 사고도 할 필요가 있는 것이다. 본고에서는 과거 많은 매체들의 역사를 통해 새로운 매체 기반에서의 콘텐츠의 모습이 어떻게 변해왔는지를 되짚어 보려고 하며, 이를 통해 앞으로 3D 콘텐츠의 향방을 유추해 볼 기회를 마련하고자 한다.

The application of Levels and Curves for the tonal correction of archaeological images (고고학적 이미지의 색조보정을 위한 Levels과 Curves 기술의 응용)

  • Jang, Jun-Young;Kim, Dong-Hyun;Baik, Sung-Wook
    • Journal of Digital Contents Society
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    • v.8 no.4
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    • pp.623-629
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    • 2007
  • In the study of Art History and Archaeology, the paintings, sculptures, relief, and applied arts provide a vivid description of religious and historical events and everyday life. Through these descriptions it is possible to gain a greater understanding of things such as the customs, culture, and architectural styles of that period. However, if Art History and Archaeological images are very old, distorted or underexposed, it is difficult to analyze them. Using Levels and Curves is one way to tonally correct professional photographs. It is an effective method for tonal correction because of the exact numeric values which are calculated and displayed as the image is adjusted. In this paper, the usefulness of this method for correcting a distorted archaeological image was examined.

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The Study on the Contexts and Place Names in Old County Maps of Goryeong-hyeon(高靈縣) in Late-Joseon Dynasty (조선 후기 고령현 군현지도의 계열별 특성과 고지명 연구)

  • Kim, Ki-Hyuk
    • Journal of the Korean association of regional geographers
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    • v.15 no.1
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    • pp.16-35
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    • 2009
  • This paper is to compare the contexts and old place names in old county maps of Goryeong-hyeon(高靈縣) according to the four types of maps. 23 maps covering Goryeong-hyeon were collected from the old county-map atlas(郡縣地圖帖) and Eupji(邑誌). The first type(named 'picture county map') included 8 county-maps in which information of military, and administrative contents are mainly mapped. The second type(named '1-ri grid system map') included 4 county maps in which information about beacon routes and road systems were regarded as very important. The third type(named '20-ri grid-system map(方眼地圖)' included 4 county-maps which were drawn as same scale with 20-ri(里) grids. The fourth type(named 'local county-map(地方郡縣地圖)' included 5 county maps which were drawn by local mappers. Types of toponyms which were included in maps are different by the propose of map-drawing. In the picture county maps, place names from military, and administrative contents are written. In the 1-ri grid system county maps, place names especially from military and transportation are fluent. In the 20-ri grid system county maps, generic name from natural environment, such as mountains are very fluent. In the local county maps, city-walls and castles are drawn exaggeratively and detailed generic name from warehouses and villages are written in those maps. This study shows that Daedongyeo-jido was drawn on the basis of 20-ri grid system county maps with the supplementation of geographical information.

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Traditional Aesthetics of Dunhuang Frescoes Visualized in Chinese Animation - Focusing on - (중국 애니메이션에서 구현된 둔황벽화의 전통 예술성 - <하충국, 2013>를 중심어로 -)

  • Yao, Zong-bin;Hwang, Min-sik;Lee, Hyun-Seok
    • Proceedings of the Korea Contents Association Conference
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    • 2017.05a
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    • pp.61-62
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    • 2017
  • 둔황 벽화는 4세기부터 14세기에 거쳐 제작된 중국전통 회화 예술의 한 종류이다. 본 논문은 둔황 벽화의 예술성이 애니메이션에서 어떻게 연출되며 중국의 전통 문화와 어떠한 관련성이 있는지 살펴보고자 한다. 이를 위한 연구 전개는 첫째, 둔황 벽화와 중국 애니메이션에 대한 이론적 고찰, 둘째, 둔황벽화를 소재로 한 애니메이션 <하충국, 2013>을 대상으로 사례 분석하여 둔황 벽화의 예술적 특성이 전통 애니메이션을 통해 어떻게 표현되었는지 분석하고자 한다. 이를 통해, 고대의 예술성과 문화가 애니메이션 형식으로 제작되며, 중국의 문화역사에 대한 효과적인 교육적 기능을 하게 됨을 알 수 있다.

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a typographic study on Yi Sang's poetry (이상' 시의 타이포그라피적 해석)

  • 안상수
    • Archives of design research
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    • v.9
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    • pp.601-616
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    • 1994
  • avant garde poet Yi Sang wrote his poetry with architectural and artistic inspirations. his artistic creativity was exploded by typographic expression. he lirerated the !iterated word into visible language also. he played with his-own-created-signs. fighted against the reality, traditions and cliches. his typographic characteristic poetry is an evidence for the lengthening the history of korean modern typography as a pioneer. because his experimental works is the great evident. so we evaluated the worth of it.

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