• Title/Summary/Keyword: 장르 다양성

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The Compensation of Oppression, Ginyeo(妓女) & Ginyeo-sijo(妓女時調) (억압의 보상, 기녀(妓女)와 기녀시조(妓女時調))

  • Kim, Sang-Jean
    • Sijohaknonchong
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    • v.43
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    • pp.95-122
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    • 2015
  • This paper is based on the compensation of the literature. In other words, the problem of affection Ginyeo & Ginyeo-sijo would review that to be considered compensation of the literature. Specifically, the relationship between maternal oppression and Ginyeo & Ginyeo-sijo. Prior to the detailed discussions looked at the relationship between women and motherhood, through the overall Classic-siga(古典詩歌). As a result, it took the theme of motherhood from a variety of genres, as it were, Hyangga(향가), Goryeo-Sokyo(고려속요), Gasa(가사), Folk songs etc. But Ginyeo groups position was different. The Ginyeo groups was limited or no chance of maternal expressions. This also affects creative Sijo. So the Ginyeo-sijo has a few characteristics. In terms of the compensation of oppression, characteristics of the Ginyeo-sijo can be categorized into three types. These are dedication of a plaintive love, bold expression of desire, wittily linguistic playfulness. Dedication of a plaintive love is a very passive, and the general pattern of the Ginyeo-sijo. Bold expression of desire, this is the love the theme is the same. But this is a positive. And then, wittily linguistic playfulness is a rhetorical expression. It was used as a method of ambiguous and homophone. In short, for Ginyeo groups would have been a chance of roused to action(發憤), that is oppression of motherhood. And this would contribute to the development of Ginyeo-sijo. As the experience of exile literature developed in isolation of the Scholar-official(사대부).

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A Study of Black Comedy and Creativity Elements in Joon Ho Bong's Films -With Emphasis on - (봉준호 감독 영화에 나타난 블랙코미디 요소와 창의성 연구 - 영화<기생충>을 중심으로 -)

  • Kim, Seong-Hoon
    • The Journal of the Korea Contents Association
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    • v.21 no.11
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    • pp.243-256
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    • 2021
  • is a film that lifted Director Joon Ho Bong and Korea to the world-class level. A number of researchers have released findings of studies on based on their own interests and perspectives. The current study discussed the historical facts of black comedy in film and how black comedy from play has been used for epic characteristics and formal measures, although it was not a specific rule, through the perspectives of contemporary writers, such as Beckett, Ionesco, Durrenmatt, and Brecht. Some tools used for comedies and tragedies shared the same concept with black comedy in film and black comedy was a unique characteristic of film. The study analyzed how black comedy was signified in for paradox and nonalignment of purpose/intent and consequences as epic characteristics and parody, grotesque, and coincidence as formal measures. It also discussed the meaning of Director Bong's black comedy in and how the audience accepted it. Both the contemporary writers and Director Bong has a compassionate perspective, but the his was different from the work of other contemporary writers. Therefore, the study discussed his creativity behind .

TV Anytime and MPEG-21 DIA based Ubiquitous Consumption of TV Contents in Digital Home Environment (TV Anytime 및 MPEG-21 DIA 기반 콘텐츠 이동성을 이용한 디지털 홈 환경에서의 유비쿼터스 TV 콘텐츠 소비)

  • Kim Munjo;Yang Chanseok;Lim Jeongyeon;Kim Munchurl;Park Sungjin;Kim Kwanlae;Oh Yunje
    • Journal of Broadcast Engineering
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    • v.10 no.4 s.29
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    • pp.557-575
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    • 2005
  • Much research in core technologies has been done to make it possible the ubiquitous video services over various kinds of user information terminals anytime anywhere in the way the users want to consume. In this paper, we design plototypesystem architecture for the ubiquitous TV program content consumption based on user preference via various kinds of intelligent information terminals in digital home environment, and present an implementation and testing results for the prototype system. For the system design, we utilize the TV Anytime specification fur the consumption of TV program contents based on user preference in TV programs, and also use the MPEG-21 DIA (Digital Item Adaptation) tools which are the representation schema formats in order to describe the context information for user environments, user terminal characteristics, user characteristics for universal access and consumption of the preferred TV program contents. The proposed ubiquitous content mobility prototype system is designed to make it possible to seamlessly consume contents by a single user or multiple users via various kinds of user terminals for the TV program contents they watch together. The proposed ubiquitous content mobility prototype system in digital home environment consists of a home server, a display TV terminal, and an intelligent information terminal. We use 42 TV programs contents in eight different genres from four different TV channels in order to test our prototype system.

Mapping Experiential Context factors on the Website Use Experience : through analysis of practical use cases (웹 사용 경험의 정황 요소 매핑에 관한 연구 : 실증적 사례 분석을 중심으로)

  • 김현정
    • Archives of design research
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    • v.17 no.1
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    • pp.265-276
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    • 2004
  • User experience in web site is beyond Usability, and should be understood in a context. However, the concrete contextual factors of web site experience is not systematically established enough. Therefore, the objective of this research is to establish a framework of mapping experiential context factors with analyzing real web site use cases, and to propose how it is can be applied in the process of web site contents planning. First of all, theoretical framework for the web experience and contextual factors was prepared by secondary research. Second, user experience on music casting sites was collected through web diary method, self-video recording method, and group interview. Then, collected experience was re-constructed with scenarios. Scenarios are analyzed into contextual factors and these factors are categorized, given hierarchies and located into context map. Third, the possibility of applying the context map of web site experience was discussed. The systematical and concrete sample of context map based on practical use cases can be applied in the innovative and cross-genre web contents planning process.

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A Study on Creativity in the Funk Drumming: Focused on David Garibaldi (펑크(Funk) 드럼 연주기법에 나타난 창의성에 대한 연구: 데이비드 가리발디(David Garibaldi)를 중심으로)

  • Kim, Kwan-jin;Cho, Tae-seon
    • Journal of Digital Convergence
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    • v.19 no.9
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    • pp.217-228
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    • 2021
  • The purpose of this study is to analyze drum performance techniques, focusing on the representative artists of funk music, who had a revival starting in the 1970s. The purpose of this study is to analyze the creativity shown in David Garibaldi's playing technique, which had a great influence on drum majors with his funk drum playing technique. As a research method, 'James Brown', 'Earth, Wind & Fire' and 'Tower of Power' with David Garibaldi as drummer were selected as representative bands. For the study period, the drum performance was examined by selecting two representative songs from among the songs released between 1965 and 1975, when the development of the corresponding funk music began. David Garibaldi's creative performance in this study is as follows. First, we tried to create a new rhythm in the form of changing the beat or resting the beat out of the frame of contemporary drum performance. Second, the 'Paradiddle', 'Accent', and 'Swiss Army triplet' rudiment techniques were applied to the entire drum kit, bringing innovation to the rhythm. Third, the samba pattern of Latin rhythm and the form of 'Afro-Cuban' were grafted onto funk music. Fourth, the idea of Unison Rhythm obtained from the structure of Latin music was applied to funk music. Based on this study, it is hoped that research on drum performance techniques of various genres will be conducted.

Development and Application of a Science History Role-Playing Game for High School Students' Understanding of Nature of Science: Focus on Storytelling of the Continental Drift Theory (고등학생의 과학의 본성 이해를 위한 과학사 롤플레잉게임(SHRPG) 개발 및 적용 -대륙이동설 스토리텔링을 중심으로-)

  • Shim, Eun-Ji;Choe, Seung-Urn;Kim, Chan-Jong
    • Journal of The Korean Association For Science Education
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    • v.39 no.1
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    • pp.45-57
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    • 2019
  • NOS education through the history of science is regarded effective. However, science teaching has been criticized for not considering the interest of the learners enough and providing the context of learning themes that hinder the understanding of NOS. This study intends to convey the NOS element through the rich context of storytelling. The theme of the story is the history of continental drift, in which, the debate of many scientists and Wegener's creativity are prominent. Of the various media that deliver storytelling, the most powerful medium that leads to personal immersion is computer games, and among many kinds of games, the main genre of storytelling is role-playing games (RPGs). We developed the science history role-playing game (SHRPG) focusing on continental drift. The game development procedure followed Kim's 4F process (2017), which consists of the Figure Out, Focus, Fun Design, and Finalize. The story was constructed based on the NOS elements of Lederman et al. (2002), namely creativity and imagination demand, subjectivity, socio-cultural personality and tentativeness, which are all present in the story of the continental drift theory. The mechanics and rules of the RPG included quests, rewards, quizzes, NOS scores, and rankings. In the final phase of development, the game developed was pilot tested four times. The results of the tests showed that students' understanding of NOS through SHRPG has increased, especially in the creativity domain. The students' satisfaction with the fun, sympathy, and immersion during the game was very high.

A Study on Construction of Digital Museum Archiving Regarding Dance Costume (무용공연작품 의상을 위한 디지털 뮤지엄 아카이빙 구축)

  • Jeong, Yu-Jin;Yoo, Ji-Young;Baek, Hyun-Soon
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.1
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    • pp.81-88
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    • 2019
  • This article aims to identify the characters and theme shown in dance costume and utilize them from an educational perspective by constructing digital museum archiving, which can be systematically collected, classified and stored from dance costume. It deals with definition of digital museum archiving as theoretical background and examples of how to create digital museum archiving as research content. The role that archiving plays in digital museum and effectiveness have been demonstrated. Archive is a term used to indicate extensive material and its storage and referred to as an integrative model of display in the computer-generated space. When it comes to producing dance costume as a form of digital museum, the museum is to be made in the computer-generated area of dance costume. The museum shows each division of major, medium and minor classification. The major classification divides genre of dance performance into Korean dance, modern dance and ballet. The middle involves choreographers, costume designers. The minor categorization includes newspaper, interviews, performance pictures, and programs. Digital museum has the value of space utilization, creation, culture, utilization of multiple educational programs, offering of digital museum content, two-way communication, and program development of the new display form.

The Correlation of the Diction of Korean Lyrics Employed by Bilingual Users and the General Diction of K-Pop Lyrics : Focusing on a Korean-American Hip-hop Singers in the 1990s (이중언어 사용자와 K-Pop 노랫말 딕션과의 연관성 : 90년대 후반 재미교포 힙합가수를 중심으로)

  • Seo, Keun-Young
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.267-280
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    • 2019
  • The hybrid phenomenon of pronunciation of K-Pop lyrics, which is the diction fusion phenomenon of lyrics, is not a strategic measure for an overseas expansion but a natural formation in the course of history of K-Pop. With the debut of Seo Tai-ji and Boys in 1992, the course of K-Pop changed and settled from ballad to dance music. After three years, the success of a hip hop dance music, 'Come Back Home', opened up a door to Korean Americans who ascertained the potential competitiveness of a hip hop music in K-Pop market. And the writer insists that such advance of Korean Americans into K-Pop market is the origin of the bilingual usage and diction fusion phenomenon of K-Pop lyrics. Therefore, this research will look into the pronunciation system of Korean and English in order to understand the bilingual pronunciation system shown in the lyrics sung by Korean American hip hop singers in the 1990s. Moreover, through Korean pronunciation system, this analysis will discover the main cause of continual acceptance and application of Korean American's broken Korean in the diction of lyrics. Last but not least, this exploration will show the correlation of English pronunciation method of Korean lyrics appeared in K-Pop and the diction of Korean lyrics used by Korean American hip hop singers in late 90s. This research will identify the primary cause of the diction fusion phenomenon in the course of history of K-Pop.

Modernist painting style in Disney animation (디즈니 애니메이션에 나타난 모더니즘 회화스타일 : 색, 형태, 공간을 중심으로)

  • Moon, Jae-Cheol;Kim, Yu-Mi
    • Cartoon and Animation Studies
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    • s.33
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    • pp.31-53
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    • 2013
  • In the early twentieth century, history of animation began by modern artists, they produced various experimental images with the newly invented film and cameras. Artists in the field of movie, photography, paintings and others manipulated images in motion. But as some animated movies won industrial success and popularity, they became the trend but experimental style of early animation preserved by so-called non-mainstreamers or experimental animators, counteracting commercialism. Disney animation also followed the trend by applying realistic Hollywood film style, the worse critics placed a low value on the animation and it tarnished the image, although it was profitable investment from a business standpoint. To make images realistic, they opened a drawing class that animators developed skills to imitate motions and forms from subjects in real life. Also some techniques and gizmos were used to mimic and simulate three dimensional objects and spaces, multiplane camera and compositing 3D CG images with 2D drawings. Moreover, they brought animation stories from fairly tales or folk tales, and Walt's personal interest in live-action movies, they applied Hollywood-film-like narratives and realistic visual, and harsh criticism ensued. On the surface early disney animations' potential seems to be weakened, but in reality it still exists by simplifying and exaggerating forms and color as modern arts. Disney animation employs concepts of the modernism paintings such as simplified shapes and colors to a character design, when their characters are placed together in a scene, that visual elements cause mental reaction. This modification gives a new internal experience to audiences. As conceptual colors in abstract paintings make images appeared to be flat, coloring characters with no shading make them look flat and comparing to them, background images are also appeared to be flat. On top of that, multi-perspective at background images recalls modernist paintings. This essay goes in details with the animation pioneers' works and how Disney animation developed its techniques to emulate real life and analyses color schemes, forms, and spaces in Disney animation compared with modern artists' works, in that the visual language of Disney animation reminds of impression from abstract paintings in the beginning of the twentieth centuries.

The development and current status regard to Sijo-chang時調唱 (시조창(時調唱)의 전개(展開)와 현황(現況))

  • Moon, Hyun
    • Sijohaknonchong
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    • v.42
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    • pp.29-68
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    • 2015
  • This article focused on the development and current status of Sijo-chang, the Korean classical vocal genre, which is the text as a fixed form of Korean classical poems. Historically, Sijo-chang has originally emerged from Hyangga鄕歌 during Silla period (BC. 57- AD. 935). However, the current Sijo-chang has been developed from the latter of Joseon朝鮮 period(AD. 1392-1910) in 1800s. Since 1800s, Sijo-chang derived from the Gyeong-je Pyeong sijo京制 平時調, which was established in Seoul, was able to accelerate its musical types and regional characteristics among the Korean peninsula. By setting a clear division of two time periods between 1800s and those periods since 1900s to today, this article mainly explains how Sijo-chang has been developed historically. First of all, in order to appraise the musical styles and characteristics of Sijo-chang in 1800s, comparing the current musical types of Sijo-chang and those printed old score books which has its historical musical characteristics during 1800s is necessary. Secondly, this paper concentrated on the transmitted lineages of representative vocalists among the regional-based Sijo-chang from 1900s to today. During those periods, the Sijo-chang has formed its particular regional-based musical characteristics among the Korean peninsula such as Yeong-je嶺制 of Gyeongsang province慶尙道, Naepo-je內浦制 of Chungcheong province忠淸道 and Wan-je完制 of Cheolla province全羅道. Although it was not a type of regional-based Sijo-chang, as a creation with reference based on certain regional types of Sijo-chang in 1960s, this paper introduced the inheritance process of Seogam-je石菴制 which was made by Jung Gyeong-tae鄭坰兌 named Seogam石菴 as his pen name. Since Seogam-je has been singing as the most influential musical types of Sijo-chang through the mainly southern region of Korean peninsula and even in Seoul, it was highly significant to research it. In addition, this paper elaborately highlighted the developments of various Sijo-chang based on its historical performances, studies, and the composed pieces from the early 1900s or the mid-1900s. In conclusion, in order to set a vigorous development of Sijo-chang, this paper raised several concerns among the future of Sijo-Chang and the significance of its traditional value.

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