• Title/Summary/Keyword: 통합예술

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Evaluation of thermal environment in large scale indoor space of the nation museum of korea (국립중앙박물관의 대공간 열환경 분석)

  • 황원택;조춘식
    • The Magazine of the Society of Air-Conditioning and Refrigerating Engineers of Korea
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    • v.28 no.1
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    • pp.16-24
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    • 1999
  • 박물관은 인류가 이룩한 물질문명과 정신문화의 집적을 특정한 주제를 중심으로 표현하는 문화공간으로서 한 나라의 문화수준을 측정할 수 있는 장소이며, 역사적으로 가치 있는 조형예술을 보존하고 계승할 수 있다는 점에서 중요한 의미를 지닌다. 현대사회에 들어오면서 박물관은 사회적 변화에 따른 가치관의 변화와 함께 관람자의 시각적 및 행태적 기능과 사회 문화적이고 사회 교육적인 기능을 통합하는 방향으로 나아가고 있다. 이에 대하여 자료를 가장 최적의 상태로 보관, 전시하여 보존에 가장 유리한 환경을 조성함과 동시에 이를 관람하는 사람들이 유물의 특성을 쾌적한 상태에서 쉽게 파악할 수 있는 환경을 조성해야 한다.

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The Dialectic of Immersion and Fire in Traditional Puppetry : Focusing on Brecht's Theory of Effectiveness (전통인형극 <꼭두각시놀음>에 나타난 몰입과 소격의 변증법 -브레히트의 소격효과이론을 중심으로-)

  • Choi, Bae-Suk
    • The Journal of the Korea Contents Association
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    • v.19 no.3
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    • pp.197-212
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    • 2019
  • This study points out how the two conflicting elements of empathy and estrangement that constitute the dual structure of are incorporated by dialectic; finally, this paper explores the spontaneous estrangement effects' meaning and value on the point of view of reception aesthetics. As results of these studies, First, the Brechtian set of estrangement effects techniques showed that in it could function as an empathy technique for audiences. Second, the role of Sanbazi to increase the audience's participation was to produce both the immersion effect and the estrangement effect simultaneously. These double features of Sanbazi are dialectically incorporated and simultaneously bring about both the social reality reflection and enjoyment of the audience. Third, the puppetry is valid as not a way to describe reality but one of the ways to look at social reality. Conclusionally, in terms of producing counter-discourse, the puppet show has more extensible than any other form of performance with regard to expression.

How to use Board Games in the Early Childhood Education Field - Based on the 2019 Revised Nuri-curriculum (개정 누리과정에 기초한 유아교육현장의 보드게임 활용 가능성)

  • Kim, Tae-Yeon
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.5
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    • pp.147-158
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    • 2020
  • The aims of this study were to examine the grounds for the appropriateness of board games in daycare centers and kindergartens based on the child-centered, play-centerd activities of revised Nuri-curriculum and provide basic resources by the case studies of board game activities in each area of the Nuri-curriculum. For these aims, it suggested the rationale of board game use in early childhood education field: first, the value as an activity with concrete objects based on developmentally appropriate practice (DAP), second, children's voluntary participation and immersion due to the competition and rewards in gamification, third, integrated experience across all areas of the Nuri-curriculum. Also, it provided various samples of the integrated board game activities for children, and reviewed the precaution, pros and cons that emerged during the play. This study discussed the possibility and direction of board game activities in early childhood education and provided implications for organizing board game activities in the education field and developing new board game contents.

Exploring the Inherent Trait of Music Giftedness of the Disadvantaged Gifted in Music (국내 사회통합범주 음악영재의 내재적 특성 탐색)

  • Kim, Sunghye
    • Journal of Gifted/Talented Education
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    • v.24 no.6
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    • pp.1073-1097
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    • 2014
  • The working concept of the disadvantaged gifted is meant by those who hardly can have a chance to develop one's own gifts because of the environmental conditions and factors. The main purpose of this study is to explore the inherent trait of the music giftedness, which is composed of musical ability, creativity, and task commitment. Grounded upon the phenomenal research, this study purposefully samples ten disadvantaged students who participated in the arts gifted camp hosted by Korean National Research Institute for the Gifted in Arts. Thus, it explores the inherent traits of the disadvantaged gifted by coding, segmenting, and analyzing the interview with ten disadvantaged, and the evaluation reports of the expert group. The inherent trait of music giftedness of the disadvantaged gifted is shown as this: the inherent trait of the disadvantaged gifted in music is closely interrelated with one's own concept of giftedness. Whereas they show the high motivation and task commitment, they are hardly observed to have the creativity in their musical activities and learning. Finally, this study give a proposition for the strategy to stimulate and improve the inherent trait of the disadvantaged gifted in music: the importance of parents education and parent screening, meta-cognitive skills, the leaning-based creativity education, and the significant role of intrapersonal catalyst.

A Study on the External Form Characteristic Depicted on the Deconstructional Fashion (해체주의 패션에 보여진 외형적 양식의 특성에 관한 연구)

  • 김혜정
    • Archives of design research
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    • v.13 no.3
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    • pp.271-280
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    • 2000
  • This is the deconstruction of functionism and means the complex phenomenon of disharmony such as the reputation of purity, search for history, irony and so on. The perceptional system of post modernist and deconstructionist philosopy, that allow us to have the critical angle of view such as the deconstruction of the existing foundation and the absence of the meaning of the reasoncentered thinking of the west, is shown to be grafted into design, fashion and so forth. These elements are taking root as the style of the end of the 20th century. The deconstructional fashion revolting against the existing regime has been reconstructed and created a innovative aesthetic sense by going so far as to address the way that doffing is formed, the way to handle materials and physiological and psychological elements. The deconstructional fashion depicted on new interpretation of the body proportion with planeness and specificity while ignoring three-dimensionality , structuristic rationality

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The Mobility and Career Pathes of Alumni of Whose Major in Library and Information Sciences in Korea (문헌정보학 전공자의 경력개발 경로를 통한 유동성 실태연구)

  • Ahn, In-Ja
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.21 no.4
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    • pp.133-147
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    • 2010
  • With the start of knowledge based society, there has been extinction of traditional librarian jobs, new kinds of jobs are created, differentiated, and joined. As so there has been a great change in career paths. This study is a basic research of career parhes of library and information sciences alumni to adapt field work and build powerful workforce. Through the research of 5 Universities and 190 career routes, the movement of the library information and science majors' career has been unveiled. The majority of the library and information science majored career was jobs based on culture and arts, education and researches, economy and planning related ones, marketing and sales respectively. Particularly, except the librarian, there were just few careers in artistic cultural field. Further more, because there is a great impact in career tendency based on his education, the library information and science has drawn the report that the future of career and knowledge which is demanded in working field.

Analysis on Video Image Effect in , China's Performing Arts Work of Cultural Tourism (중국의 문화관광 공연작품 <장한가>에 나타난 영상이미지 효과 분석)

  • Yook, Jung-Hak
    • The Journal of the Korea Contents Association
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    • v.13 no.6
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    • pp.77-85
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    • 2013
  • This study aims to analyze the effects that video image in Seo-an's , claiming to China's first gigantic historic dance drama, has on the performance; it focuses on investigating which video image is used to accomplish the effects in showing specific themes and materials in . Image is meant by 'reflection of object', such as movie, television, dictionary, etc, with its coverage being extensive. The root of a word, image', is founded on imitary, signifying specifically and mentally visual representation. In other words, video image is considered combination of two synonymous words, 'video' and 'image'. Video is not just comprehension of traditional art genre, like literary value, theatrical qualities, and artistry of scenario, but wholeness as product, integrating original functions of all kinds of art and connecting subtle image creation of human being. The effects of video image represented in are as followings; first, expressive effect of the connotative meaning, reflecting the spirit of the age and its culture. Second, imaginary identification. Third, transformation scene. Fourth, dramatic interest through immersion. Last but not least, visual effect by dint of dimension of performance.

The Characteristics and Settlement of Drama Education in German School - Focusing on Drama Class of Secondary School- (독일학교 연극교육의 정착화와 연극수업의 특징 -중등학교 연극수업을 중심으로-)

  • Lee, Won-Hyeon
    • The Journal of the Korea Contents Association
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    • v.16 no.6
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    • pp.114-122
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    • 2016
  • For the correct settlement of 'drama' subject mentioned as a new art subject within school education of Korea, this paper deals with the relevant contents by using German drama education equipped with the systematic educational system in the world as an objective model. First, analyzing the historical correlations between German school and drama education, this paper refers to the settlement process of drama education in German school after the enforcement of educational reform policy in Germany of 2009, and also the direction and characteristics of drama class. Such a research background contains the objectives to directly/indirectly verify the suitability of drama education for the suggestion of convergence(integrated) education and increase of creativity required for the current Korean school education, and also to be helpful to the establishment of institutional directions for Korean culture & art education in the future.

A Study on a Conceptual Taxonomy of Author Keywords of Humanities, Social Sciences, and Art and Sport in the Korea Citation Index (KCI) by Analysis of its Meaning and Lexical Morpheme (한국학술지인용색인(KCI)의 인문학, 사회과학, 예술체육 분야 저자키워드의 의미적, 형태적 분석에 의한 개념범주 텍사노미 연구)

  • Ko, Young Man;Kim, Bee-Yeon;Min, Hye-Ryoung
    • Journal of the Korean Society for Library and Information Science
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    • v.48 no.4
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    • pp.297-322
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    • 2014
  • The purpose of this study is to analyse the meaning and lexical morpheme of author keywords of humanities, social sciences, and art and sport in the Korea Ciation Index (KCI) and to propose a conceptual taxonomy of the author keywords. Four top-level concept categories such as 'Substance, Abstraction, General/Common, and Object' are replaced by seven more concrete categories such as 'object, action/function, property, theory/method, format/framework, general/common, and Instance'. In the middle and lower-level concept categories, the hierarchical structure is simplified and the unbalance of term distribution is reduced by creating, subdivision, integration, elimination, and movement of the categories. The result of the test based on the STNet shows that the replaced taxonomy of concept categories has the effects of making the term allocation more balanced and properties of terms more detailed.

Research on the Attributions of Digital Game Using AHP (AHP를 활용한 디지털 게임의 속성에 관한 연구)

  • Kwon, Yong-Man
    • Journal of Digital Convergence
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    • v.14 no.7
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    • pp.431-437
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    • 2016
  • Since the game is industrialized in the 1970s, efforts to study attributions throughout the definition of the game has been continued. This study analyzed the importance of 7 attributions including rule, goal, conflict, activity, decision-making, voluntary, art that were collectively organized by Katie Salen & Eric Zimmerman using AHP. For this, we analyzed the data after subjected to pair-wise comparison survey through the gaming industry experts, and the result was confirmed that match the analysis model comparing with the survey of game players. In this analysis of the importance, Goal(24%) is the greatest important in the seven factors mentioned above. Art(16%),Voluntary(15%), Rule(13%) followed after it. So, We can find out which attributes are considered important in the game development process through this Research.