• Title/Summary/Keyword: Buddhist Cultural Content

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A Study on Puzzle Game-based Learning Content for Understanding Mandala

  • Lim, Sooyeon;Kim, Youngduk;Kim, Kyungdeok
    • International Journal of Advanced Culture Technology
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    • v.8 no.2
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    • pp.34-41
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    • 2020
  • This study proposes the development of 'Mandala 37', a puzzle game based content that learns the principles of 37 Honored Ones within the Diamond World Mandala. The proposed game is a new type of learning content that combines the development process of 37 Honored Ones with the characteristics of the puzzle game. It aims to increase the understanding of Buddhist content by inducing learners' interest and increasing their concentration. Learners can learn and understand the principles of the emergence of 37 Honored Ones naturally through the rules of the game. This study introduces the implementation process of the proposed game and explains how learners perceive the principle of 37 Honored Ones within the Diamond World Mandala through the game.

Implementation of Digital Contents of the Ten Kings of Hell according to Keyword (주제어에 따른 시왕의 디지털 콘텐츠 구현)

  • Kim, Kyungdeok;Kim, Youngduk
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.530-539
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    • 2020
  • In this paper, we implement a digital content that visualizes the ten kings of Hell kings appearing in Buddhist myths according to their keyword. The ten kings of Hell are called ShiWang, and can be found in ordinary temples as tangible cultural Heritage such as paintings of the Buddha. ShiWang is a great king who controls the underworld and has been passed on in various forms in shamanism and Buddhist culture. We analyze the ShiWang, who appears in ancient literature, analyzes its features by hell and categorizes keywords. When the public chooses keywords of interest from implemented digital content, digital content represents the ShiWang and Hell image and descriptions associated with the selected keywords. Applications of the digital content are as follows; development of games and cultural characters, digital storytelling using traditional culture, teaching Buddhist culture and doctrines, games, etc.

Visualization pursuant to Developing 37 Honoured Ones within The Diamond World Mandala (금강계만다라 37존의 전개에 따른 시각화)

  • Kim, Kyungdeok;Kim, Youngduk
    • Journal of Korea Multimedia Society
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    • v.18 no.10
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    • pp.1241-1250
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    • 2015
  • In this paper, we describe visualization pursuant of developing 37 Honored Ones within the Diamond World Mandala. “The 37 Honored Ones” are a collective term for 5 Buddhas and 32 Bodhisattvas that were built on the basis of Vajrasekhara Sutra. Also, as core values of Buddhism, they represent ideas of Esoteric Buddhism systematically and symbolically. “The 37 Honored Ones” are completed by the development of 4 Buddhas from Vairocana and their interaction with 16 Great Bodhisattvas and 16 Offering Bodhisattvas that were also developed from Vairocana. So, in this paper, we analyze and visualize the development of “37 Honored Ones.” This line of research is significant because it aims to convert narrative structure of the conventional Buddhism scriptures into various types of digital contents. Also, applications of the implemented visual digital contents can be as follows; educational service for Buddhist doctrines, development of the various Buddhist cultural contents, etc.

Manufacturing Technique of the Avalokitesvara Bodhisattva Mural Painting in Geungnakjeon Hall, Daewonsa Temple, Boseong

  • Yu, Yeong Gyeong;Jee, Bong Goo;Oh, Ran Young;Lee, Hwa Soo
    • Journal of Conservation Science
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    • v.38 no.4
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    • pp.334-346
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    • 2022
  • The manufacturing technique was studied through the structure and material characteristics of the walls and the painting layers of the Avalokitesvara Bodhisattva mural of Geungnakjeon Hall, Daewonsa Temple. The mural is painted and connected to the earthen wall and the Junggit, and the wall is composed of wooden laths as a frame, the first and middle layers, the finishing layer, and the painting layer. The first layer, middle layer, and finishing layer constituting the wall were made by mixing weathered soil and sand. It was confirmed that the first layer had a high content of loess below silt, and the finishing layer had a high content of fine-sand and very fine sand. For the painting layer, a ground layer was prepared using soil-based mineral pigments, and lead white, white clay, atacamite, minium, and cinnabar (or vermilion) pigments were used on top of it. The Avalokitesvara Bodhisattva mural was confirmed to belong to a category similar to the soil-made buddhist mural paintings of Joseon Dynasty. However, it shows characteristics such as a high content of fine sand in the finishing layer and overlapping over other colors. Such material and structural characteristics can constitute important information for future mural conservation status diagnoses and conservation treatment plans.

The Research and the Development Case of Smart phone based Serious Gamed Application with traditional cultural materials : Focused on the game "Find the wrong picture on Sacheonwang(四天王)" (문화원형을 활용한 모바일 기능성게임 개발에 관한 연구 : 사천왕(四天王)을 틀린그림찾기를 중심으로)

  • Lee, Young-Suk
    • Cartoon and Animation Studies
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    • s.35
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    • pp.271-289
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    • 2014
  • This study produced the serious game based of Sacheonwang for the smart phone. The popularization of smart phone has expanded the contents market. However the game content made of various Korean traditional cultures is just few. According to this problem, it considered Sacheonwang (Dongbang Jigukcheonwang, Bukbang Damuncheonwang, Namban jungcheonwang, Seobang Gwangmokchoenwang) and tried to develop the serious game application of smart phone based on the Korean traditional culture. It modernized the 4 types of Sacheonwang analyzed the characteristics, and it was created to super deformed characters. It suggested the production and development of game using Sacheonwang character and the Buddhist image. This study looked at the contents of the Buddhist and developed the Buddhist civilization and applied on the game contents to extend Korean traditional culture and interact Korean traditional culture. This study, therefore, will develop the Korean traditional characters and the game content using the research of the Buddhist cultural elements.

Analysis of Narrative for Mobile e-book Applications with Haeinsa Buddhist Tales

  • Lee, Young-Suk;Kim, Sang-Nam;Lee, Jong Dae
    • Journal of Korea Multimedia Society
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    • v.18 no.3
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    • pp.429-436
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    • 2015
  • This study describes the humanistic perspective inherent in Korean Buddhism. It is based on a narrative of the establishment of Haeinsa Temple, which is one of the three major Korean traditional temples, and represents the heritage of Korean Buddhism. With this narrative, we developed and implemented mobile content for Android devices titled "Treasures from the Palace of the Dragon King". Its scenario, which is a folktale of the establishment of the Haeinsa Temple, was created using A.J. Greimas' Actantial model as the research method. As a result, the content developed by the reconstruction of the scenario consists of mini-games and animations offering an intuitive user experience (UX), which is implemented in a compound E-BOOK for mobile devices. We aim to promote Korea's traditional culture throughout the world, using this content as a starting point for the future.

Non-destructive Analysis of Bronze Bell in the Heungguksa Temple (흥국사 동종의 비파괴 조사 분석)

  • Hong, Jong-Ouk;Lee, Jea-Jin
    • 보존과학연구
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    • s.31
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    • pp.131-140
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    • 2010
  • This study shows the comparison of chemical compositions of main component with other bronze bells after the research on the component analysis by non-destructive XRF analysis. There are shrinkage cavities caused by the shrinkage defect and pores with pollutants on Bronze Bell of Heungguksa Temple with gamma radiation images and 77.3% of copper, 8.4% of tin and 10.9% of lead were determined as the main components of it with XRF analysis The tin content of Brozen Bell of Heungguksa Temple is less than those (11~18%) of other bronze bells but the lead content of that is higher. The lead content of it shows 10.91% which is quite high while generally the lead contents of other bells were controlled lower than 2.1%. Buddhist bells have the different lead content according to the period. The lead content was low until Silla Dynasty and Unified Silla period but it has been getting higher since some point of Koryo Dynasty. It is assumed that expensive copper and tin were replaced with lead.

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Visualization of 33 Avalokitesvara-Bodhisattva according to the Wishes (기원에 따른 33관음의 시각화)

  • Kim, Kyungdeok;Kim, Youngduk
    • The Journal of the Korea Contents Association
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    • v.18 no.9
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    • pp.240-247
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    • 2018
  • In this paper, we implement a digital content that visualizes 33 Avalokitesvara-Bodhisattva according to the wishes of the public. The 33 Avalokitesvara-Bodhisattva is described in the Avalokitesvara-Bodhisattva tale that is found in the ancient literature "Memorabilia of the Three Kingdoms" as Tangible Cultural Heritage. Also, it is easily found in a wall painting of traditional Buddhist temples. The 33 Avalokitesvara-Bodhisattva is the saint of mercy that transforms into 33 various forms according to the wishes of the public. The Avalokitesvara-Bodhisattva tales deal with differences in the types of wishes of the public, and the tales have been speeded like wildfire among the people. So, in this paper, we classify them into 4 groups by the wishes (healing, security, academic achievement, disaster relief) of the public, and then analyze its symbolism and activity of the 33 Avalokitesvara-Bodhisattva. Also, we implement a 2D digital content that represents visually it according to the wishes of the public. Applications of the implemented visual content are as follows; development of character, game, and digital storytelling associated with traditional culture, education service for Buddhist doctrines, etc.

Micromorphological Characteristics of Buddhist Temple Woods Treated with Eire-retardant (방염 처리 고목재의 미생물 분해의 미시형태적 특징)

  • Wi, Seung Gon;Kim, Ik-Joo;Park, Young Man;Kim, Yoon Soo
    • 한국문화재보존과학회:학술대회논문집
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    • 2001.11a
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    • pp.27-34
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    • 2001
  • Following the recommendations made by the cultural authorities the wooden cultural properties (WCP) had been treated with fire-retardants for fire protection. However, visual inspections of some of the WCPs treated with fire-retardants showed microbial decay. The work was extended to examine the micromorphological characteristics of the WCPs in a Buddhist temple which had been treated with fire-retardant. Microscopic examination showed the presence of typical soft rot cavities along the length of microfibrils in the secondary wall. Bacterial attack was also observed by scanning and transmission electron microscopy. It is interesting that the decay patterns observed in the Buddhist temple were very similar to those observed in the waterlogged woods. Presumably chemicals in the fire-retardants used rendered the wood susceptible to attack by soft-rot and bacterial decay by causing an increase in the moisture content of wood. Further studies are needed to investigate the effect of fire-retardants used currently on the hygroscopicity and the strength of wood materials in the WCPs. Microbial attacks caused degradation of the secondary cell walls and in some cases also of the middle lamella. In addition, the cell walls in the outer parts of wood were also degraded due to weathering, and cell separation occurred from total disintegration of the middle lamella.

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The investigation on the actual conditions and the conservation on the countmeasure paper cultural properties stored in Kirimsa temple (경주 기림사 소장 지류문화재의 보존실태 및 대책)

  • Han, Sung-Hee;Lee, Kyu-Shik;Chung, Young-Jae
    • 보존과학연구
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    • s.19
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    • pp.75-107
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    • 1998
  • The cultural properties of paper made from 11 to 16th century of the Kirimsa temple were found in Birozana Buddhist Statue which was made from 15 to 16th century. These have been stored and exhibited in the exhibition showcase. To examine the environment of conservation and the state of paper, we investigated the temperature and the relative humidity in the inside and outside of the Kirimsa museum and examined the external form and the internal state (water content, acidity and whiteness) of paper. During the investigation period from 27 Aug. to 30 Aug. 1997. The average of temperature and relative humidity were $28.2^{\circ}C$, 67% in the outside and $27.1^{\circ}C$, 73% in the inside, respectively. These indicated the air conditioning was wrong. Among the cultural properties of 79 papers stored in the Kirimsa museum, 37 cases had been repaired but 42 cases not. From the result examining the external form, 20 cases needed to repair. In the internal state of the cultural properties of paper, the water contents were from 11.9% to 16.5%, the average was 15.7%, the acidities from pH 5.7 to pH 6.2 and the whiteness from 37 to 45. From these results, we could see the cultural properties of paper stored in the Kirimsa museum was damaged by the several factors (hydrolysis by fungi, repeated elongation and retraction of cellulose) caused mainly by the high temperature and relative humidity. Therefore, for the conservation of the cultural properties of paper stored in the Kirimsa museum, it need to control the temperature at $18~20^{\circ}C$ and the relative humidity at $55\pm5%$ by the appropriate air conditioning. In order to sterilize fungi occurred to the surface of paper, the cultural properties of paper needed to fumigate. The fungi occurred on the surface of paper were wiped out by using of 70%solution dissolved thymol in ethyl alcohol.

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