• Title/Summary/Keyword: 오락.문화

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The Image of Changgyeongwon and Culture of Pleasure Grounds during the Japanese Colonial Period (일제강점기 창경원의 이미지와 유원지 문화)

  • Kim, Jeoung-Eun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.43 no.6
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    • pp.1-15
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    • 2015
  • Changgyeongwon emerged as pleasure grounds following the creation of a museum, zoo and botanical garden in Changgyeonggung Palace during the Japanese colonial period. Pleasure grounds offer space for entertainment and have maintained the image of a paradise apart from reality. This study examined the creation process of pleasure grounds within a royal palace and the following spatial changes. By analyzing the image of Changgyeongwon as an artificial paradise, this study explored its landscape and cultural aspects. Literature reviews on the intention and process showed that the Changgyeongwon pleasure grounds were created as a 'royal garden' for the amusement of Sunjong, as well as 'public pleasure grounds' in the process of colonization. It was one of the first public spaces open to everyone who could afford the entrance fee. The layout of Changgyeongwon was studied by a comparison and analyzation of modern plans and photographs. It was composed of the central museum zone, northern botanical garden zone, and southern zoological garden zone. A conservatory and greenhouse to exhibit and maintain tropical plants were intensively built in the botanical garden zone while an aviary was created on the zoo pond. In the vicinity of the aviary a vivarium was constructed. Museum exhibition facilities included a main building as well as existing buildings, and a western flower garden was created between the buildings. Space for children including a playground and horse-riding course were created in the 1930's. The paradisiacal image and pleasure grounds culture of Changgyeongwon were studied as follows. Firstly, it shows that Changgyeongwon's paradisiacal image where rare animals and exotic plants were open to the public was promoted by the zoo and botanical garden. This led to the creation of new popular leisure activities such as flower appreciation and animal watching. Secondly, Changgyeongwon offered an urban leisure space, symbolizing the 'non-urban nature within the city' where the urban residents could escape from the daily routine. Thirdly, Changgyeongwon was known for its 'fantastic night landscape' by its night opening during the cherry blossom season. This cherry blossom viewing at night sadly degenerated by various shows and drinking, and as a result, an image of a deviant paradise was given to Changgyeongwon. Changgyeongwon contributed to creating a new space with its diverse facilities, and the public embraced the urban culture through experiences of pleasure and entertainment.

A Study about character of Post-modernism in Animation (애니메이션에서 포스트모더니즘적 특성에 관한 연구)

  • 김홍산;길형숙
    • Archives of design research
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    • v.14 no.2
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    • pp.77-86
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    • 2001
  • Post-modernism which was generally spread western civilization after World war II and used to a wide area in many fields reflects an aspect of the social and cultural as representative the spirit of the age in the late 20th century The most phenomenon that was appeared a sign of Post-modernism is the spread of popular culture. Animation which is the aim of communicating the entertainment and pleasure has a peculiar position in the result of the popular culture. Neon Genesis Evangelion can be discriminated the existing commercial animation because the process of the story, the characteristic of the work and the expression of an author are demonstrating sufficiently the Post-modernistic characteristic.

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China's Post '80s and '90s Generation and Selective Reception of Foreign Popular Culture: The Case of Beijing (중국 80-90후(后)와 외국 대중문화의 선택적 수용: 베이징 사례)

  • Ahn, Jungah
    • The Journal of the Korea Contents Association
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    • v.14 no.6
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    • pp.34-43
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    • 2014
  • Young Chinese audience can select and watch TV dramas, movies and entertainment programs from many different nations, such as Korea, America, Japan, England, Thailand, India, and so on, through multiple channels, such as online video sites - iQiyi, Youku, LeTV, PPTV, and many others - which were induced by changes in media environment. Various genres of Korean popular culture have recently become popular in China, but this phenomenon differs from the early Korean Wave. During the earlier period (from 1997 to the early 2000s) of the Korean Wave, soap operas were popular among middle-aged women, but now various other genres, such as K-pop, entertainment programs, etc., are also popular in China. The purpose of this study is to explore how young Chinese audiences use foreign pop culture, including their preferred genres, reasons for preferring these genres, and the relationship between the preferred pop culture and national image in Korean, American, and Japanese pop culture were analyzed. According to the study results, similarities and differences between preferred genres and the reasons for preferring these genres, and also a close correlation between preferred pop culture and national image were found. These findings will be fundamental for supporting the continual development of the Korean Wave in China.

Relationship of Leisure Activities' Type, Stress and Happiness among the Student of Middle School (중학생의 여가활동 유형과 스트레스 및 행복의 관계)

  • Kim, kyung-sik;Song, gang-young;Jang, mi-ran
    • Proceedings of the Korea Contents Association Conference
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    • 2013.05a
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    • pp.239-240
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    • 2013
  • 이 연구는 중학생을 대상으로 여가활동과 스트레스 및 행복의 관계를 규명하는데 목적이 있다. 이를 위해 2,833명의 중학생을 표집 하였다. 통계 처리는 SPSSWIN 18.0을 활용하여 F검증을 실시하였다. 결론은 다음과 같다. 첫째, 여가활동 유형에 따라 스트레스는 차이가 있다. 즉, 부모스트레스는 취미 오락활동에서 높고 스포츠 문화관광활동에서 낮다. 성적 학업스트레스는 사회활동에서 높고 스포츠 문화관광활동에서 낮다. 외모스트레스는 휴식활동에서 높고 스포츠 문화관광 활동에서 낮다. 둘째, 여가활동유형에 따라 행복은 차이가 없다.

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Design and Implementation of 2004 MX Flash Contents (2004 MX 플래시 컨텐츠 설계 및 구현)

  • Kim, Myeong-Se;Hong, Sung-Soo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2004.05a
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    • pp.131-134
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    • 2004
  • "사랑은 움직이는 거야" 라는 광고 문구를 보면서 움직임(애니메이션)이 얼마나 중요한가를 단적으로 알수 있다. 이동성이 현대 사회에서 강조되면서 움직임의 패러다임은 인터넷과 홈페이지의 개념을 바꿔 놓았다. 플래시는 이러한 움직임을 기본으로 하고 있다. 플래시의 최대 강점은 애니메이션이며, 애니메이션은 고도의 상품 개발 자유도를 가지고 있고, 감성과정서, 오락과 문화를 제공하는 정보기술 산업 및 영상미디어 문화 산업이다. 특히 온라인 네트웍크, 디카, 컬러폰의 대중화로 애니메이션, 게임 등 문화 컨텐츠를 쉽게 접근 할 수 있는 시대가 도래되었다. 이러한 필요성에 따라서 국내 대학에서는 이와 관련된 학과들이 수없이 많이 생겨나고 있으나 아직 플래시 애니메이션과 게임 제작에 대한 컨텐츠가 미비한 실정이다. 본 논문에서는 학생들이 쉽게 애니메이션과 게임을 제작할 수 있는 "MX 2004 위한 플래시 컨텐츠 제작" 모델을 제안하였다. 제안된 모델은 별도의 패키지 없이 간단하고 용이하게 사용될 수 있다. 전문가들을 위한 3D-MAX, 마야, VRML이 아니라 현재 일반 사용자들이 가장 많이 사용하고 있는 플래쉬를 이용하여 12가지 기본 방법을 제안하고 이를 게임과 애니메이션을 제작할 수 있는 제작방법 등을 수록한 모델을 설계하고 구현하였다.

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Genre Oriented Characteristics of Virtual Reality Programs (가상 리얼리티 프로그램의 장르적 특성)

  • Hong, Sook-Yeong
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.202-212
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    • 2010
  • The purpose of this study is at clarifying what the genre oriented characteristics of virtual reality programs are. For this, the tests of 'We Are Married' being broadcasted in 'Sunday, Sunday Night' Part 1 of MBC from episode 1 to 8. As a result of analysis, this program was mixing together virtuality and reality by placing the image of virtual couple's life and presentness of entertainers existing in reality appearing at the studio. Also, it was forming sympathy with users as it satisfies fantasy and sense of reality toward marriage by the entertainer couples showing love and conflict that may happen between real couples after setting various categories of couple types. Also, through the device for the public space to confess private feelings through television, it shows the boundary between public domain and private domain breaking up. Along with this, it has implemented amusement characteristics by inspiring enjoyment of users by a substituted satisfaction through various forms of impressions presented to spouse such as materials, effort, gesture or language, etc. Accordingly, the virtual reality program shows authenticity, fiction and amusement by being mixed together and we can see that such genre oriented characteristics act as important strategy appealing to users based on breakup of boundary and genre oriented ambiguity.

재택 건강관리 시스템

  • 윤영로
    • 전기의세계
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    • v.53 no.9
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    • pp.43-52
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    • 2004
  • 최근 한국사회는 국민소득향상, 생활수준의 개선, 의학기술의 발달 등으로 평균수명이 크게 연장 되어 고령화 사회로 발전되어 가고 있다. 평균수명이 짧았던 시대에는 고령화 문제가 크게 중요시되지 않았으나 수명이 연장됨에 따라 노후에 대한 경제적, 사회적 보호문제 등이 대두되고 있다. 노인들의 기본욕구는 주로 소득 보건 주택 여가 등에 관한 것으로 노후에도 자신의 능력과 적성에 맞는 일자리를 찾아 경제적 안정을 누리며 소득을 유지하고 의료보장으로 건강한 노후를 보낼 수 있으며, 가족관계가 안정이 되고 자기발전을 기하며, 사회참여와 역할을 지속하며, 휴식과 오락을 즐기고 문화를 창출하며 삶의 보람을 찾을 수 있는가 하는 것이 문제이다.(중략)

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이종격투기도 진화한다 - 젬파이터

  • Jeong, Dong-Jin
    • Digital Contents
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    • no.5 s.156
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    • pp.115-117
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    • 2006
  • '테크노 골리앗'이라고 불리는 최홍만이 이종격투기 선수로 전향한 것을 계기로 현실세계에서는 이제야 하나의 문화상품으로 자리잡고 있는 이종격투기가 게임 계에서는 오래전부터 인기잘르로 각광받고 있다. 오락실에서 <철권>, <버추얼파이터>, <킹 오브 파이터 시리즈> 등은 골수팬들을 양산했으며, 온라인게임에서도 이종격투기 게임의 열기는 이어지고 있다. 이미 윈디소프트<겟엠프드>, YNK코리아의 <이지파이터즈>가 있으며, 지금 소개하는 그래텍의 <잼파이터>도 이종격투기를 소재로 한 게임이다. 포스트 겟앰프트도러 당당히 도전장을 내민 잼파이터에 대해서 살펴본다.

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A Petri Net Representation of an IPTV System (IPTV 시스템의 페트리넷 표현)

  • Yim, Jae-Geol;Lee, Gye-Young;Woo, Jin-Seok
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2012.01a
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    • pp.91-94
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    • 2012
  • 융합 시스템의 표본으로 주목받고 있는 IPTV는 라디오 전파 방송이 아닌 인터넷을 통하여 사용자들에게 멀티미디어 콘텐츠를 제공한다. IPTV 응용 분야에는 VOD(Video On Demand) 서비스, 교육, 문화, 오락 등 다양한 양방향 응용 서비스가 포함된다. 본 연구에서는 이러한 IPTV 시스템을 페트리 넷으로 표현하고, CPNTools를 이용하여 페트리 넷을 분석함으로써 IPTV 시스템이 막힘없이 운행됨을 검증한다.

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A Study of the Regional Economic Multiplier Impacts of Local Cultural Festival : In Case of Jeonju International Film Festival (지역문화축제의 지역경제파급효과에 관한 연구 : 전주 국제 영화제를 중심으로)

  • Kim, Yon-Hyong
    • The Korean Journal of Applied Statistics
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    • v.21 no.1
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    • pp.125-140
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    • 2008
  • The purpose of this study is to analysis the economic impacts of regional cultural festival via using the regional input-output model. In order to achieve this purpose, calculate output, value added and employment multiplier impacts of the Jeonju International Film Festival. The impacts of the JIFF on regional economic follow as ; Output is 112 hundred million won, value added is 53 hundred million won and employes is 254 labors. We need a new following strategies to obtain highly positive impacts from regional cultural festival. It needs to made networks among sight-seeing places, cultural remains, restaurants, hotels and entertainment institutions, in order to made visitors and customers expend much.