• Title/Summary/Keyword: Creative Play

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A Study on Acting Approaches based on Characteristics of Zoom Theater - Focused on the Production Process of Project, Hong-Do 2020 (줌(Zoom)연극의 특성에 따른 배우의 연기 접근 방법 연구 - 프로젝트, 홍도(2020)의 제작 과정을 중심으로)

  • Jung, Eunyoung
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.842-854
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    • 2021
  • Performing industries in Korea and abroad have been attempting a wide range of artistic experiments utilizing online platforms ever since the Covid-19 pandemic. Accordingly, this study will shed light on the functional characteristics of Zoom, which was used as a creative tool for theater performances. At first, after examining theater performances presented in Korea and abroad using Zoom and their characteristics, the production stage of the Zoom play will be analyzed by dividing it into following stages; a research-based pre-production stage, a scene workshop stage that composes each scene based on the script, a recording stage filming each scene on Zoom, and Streaming stage for presenting the show. Furthermore, the actor's approaches to acting in this production process was presumed to be separation of gaze, re-recognition of space, utilization of expressive gestures, and reaction as an active action. As a result, it proposes the possibility of ongoing development of theatrical work using Zoom and the evolutionary aspect of actor's acting approaches in accordance with theatrical work via Zoom.

The studies on preservation and transmission of Jing-Ju - focused on the 'China Jing-Ju Yinpeixiang project' (중국경극(京劇)의 보전(保全)과 전승(傳承) - '중국경극음배상공정(中國京劇音配像工程)'에 대하여)

  • Oh, Kyung-Hee
    • Cross-Cultural Studies
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    • v.25
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    • pp.421-452
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    • 2011
  • This writing is about an effort to try to preserve and transmit the materials related to Jing-Ju(京劇) who is the Chinese traditional theatrical art. The plan to preserve the materials of performing arts is very important because its collection and preservation about them are much more particular than other genres. China got the great results in this field because of China Jing-Ju Yinpeixiang (中國京劇音配像) project. Jing-Ju Yinpeixiang project is a kind of project to restore and preserve the materials which reproduced Jing-Ju repertoire by inserting the performance method of Yinpeixiang (音配像: put together images to sounds) by later actors and actresses of Jing-Ju in recordings of 1950s to 1960s by remained famous ones. Also, this is the large scale culture project that more than 170 institutions and more than 3000 persons participated in during the total 21 years that it first started in 1985 and was completed in the end of 2006. Thanks to this project, China got to have the almost perfect materials which reproduced live performances to add the images of junior actors and actresses who accurately imitated performances of 115 famous actors and actresses including each type of role, schools and great actors from 1907 to the end of 20th century in their voices. This is the only method to restore the materials in this world and very creative. It's been 15 years since TV broadcasting first showed its fruition to Chinese people. The Chinese government gave the positive judgement on this project and prepared to hold the big event which celebrated itself this year. But very little is known of this process and there is no any study in Korea. This writing tried to clarify what Jing-Ju Yinpeixiang project is, what it has meant to Chinese people and what results it has gotten after it's been 15 years since the first show was on TV.

A Case Study on Early Childhood Coding Education Program for Convergence of Human Resources (융합인재를 위한 유아 코딩 교육 프로그램 사례 연구)

  • Lyu, Ji-Hyun;Kim, Seung-in
    • Journal of the Korea Convergence Society
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    • v.10 no.8
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    • pp.129-135
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    • 2019
  • The purpose of this study is to propose the future development direction of the program which can apply the fusion education in the fourth industrial revolution era to the class and achieve creative problem solving ability. As a research method, we investigated cases of overseas coding education and conducted in - depth interviews with infants and parents. The results of the case study and in-depth interviews were as follows: First, the children were able to do their own preliminary and reviewing at home. Second, to provide an interesting play program for the young children to participate. Third, It is important that parents and children learn together. In future research, it is anticipated that there will be a positive effect by concrete proposal to secure the weaknesses and to combine existing coding education with interesting education in accordance with domestic characteristics.

A Case Study on Public Building Construction Method by Public-Private Partnership in Japan (일본의 민관협력에 의한 공공건축 조성방식 사례 연구)

  • Youm, Chirl-Ho
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.34 no.12
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    • pp.3-12
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    • 2018
  • The purpose of this study is to draw implications for revitalizing public-private partnership system that can reduce the financial burden of the government and utilize the creative know-how of the private sector by analyzing the cases of public building construction projects by public-private partnership method in Japan. In this study, first of all, I looked at the current state of public-private partnership policy in Japan and then selected 8 representative projects as an analysis target. Next, in order to grasp the specific situation that is aimed at securing publicity and revitalizing private participation, I analyzed the role sharing between public and private sectors in the maintenance and management of public buildings, and examined the conditions for private revenue facilities. As a result of the analysis, the following implications were drawn. First, the methods of public building construction by public-private partnership in Japan are largely divided into BTO method based on the PFI method, and the method of installing public facilities and private revenue facilities based on the term leasehold rights system. Second, measures were taken to mitigate the burden of the state and local governments in establishing public facilities. Third, the public has delegated to the private sector actively about the role that the private sector can play, expanding the role of private sector widely from design to operation in the public building construction projects. Fourth, in order to actively participate in private sectors and promote regional revitalization, private profit-making projects are widely accepted, but consideration has been given to guarantee a certain level of publicity.

Information-Based Urban Regeneration for Smart Education Community (스마트 교육 커뮤니티 정보기반 도시재생)

  • Kimm, Woo-Young;Seo, Boong-Kyo
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.34 no.12
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    • pp.13-20
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    • 2018
  • This research is to analyze the public cases of information facilities in terms of central circulations in multi level volumes such as atrium or court which provide visual intervention between different spaces and physical connections such as bridges. Hunt Library design balances the understood pre-existing needs with the University's emerging needs to create a forward-thinking learning environment. While clearly a contemporary structure within a traditional context of the NCSU campus, the Hunt Library provides a positive platform for influencing its surroundings. Both technical and programmatic innovations are celebrated as part of the learning experience and provide a versatile and stimulating environment for students. Public library as open spaces connecting to an interactive social domain over communities can provide variety of learning environments, or technology based labs. There are many cases of the public information spaces with dynamic networks where participants can play their roles in physical space as well as in the intellectual stimulation. In the research, new public projects provide typologies of information spaces with user oriented media. The research is to address a creative transition between the reading space and the experimental links of the integration of state-of-the-art technology is highly visible in the building's design. The user-friendly browsing system that replaces the traditional browsing with the virtual shelves classified and archived by their form, is to reduce the storage space of the public library and it is to allow more space for collaborative learning. In addition to the intelligent robot of information storages, innovative features is the large-scale visualization space that supports team experiments to carry out collaborative online works and therefore the public library's various programs is to provide visitors with more efficient participatory environment.

Analysis of User Transfer of Successful Battle Royale Games - From Player Unknown's Battleground to Fortnite (성공적인 배틀 로얄 게임에서의 사용자 이동 원인 분석 - 배틀그라운드에서 포트나이트로)

  • Song, Doo Heon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.1
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    • pp.71-76
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    • 2020
  • A battle royale game is a multiplayer video game genre that blends the survival and exploration with last-man-standing gameplay. The genre has been hot in recent years and the 'Player Unknown's Battleground' produced by Korean enterprise PUBG had been the hottest during 2017 and the first half of 2018. However, a similar battle royale game 'Fortnite' became the game of the year in 2018 and the Player Unknown's Battleground sustains the predominance only in Korea and China. In this paper, we investigate the game structure of those two games on combat, survival, farming and charging elements, We also conduct a user survey on what might be the weak point of the Player Unknown's Battleground and why they choose Fornite among users played both but currently play Fortnite. The result shows that the Player Unknown's Battleground sustains the advantage on battle elements but creative charging policy and the efficient survival elements are the reasons of choosing Fortnite between the two.

Classification of fun elements in metaverse content (메타버스 콘텐츠의 재미 요소 분류)

  • Lee, Jun-Suk;Rhee, Dea-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.8
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    • pp.1148-1157
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    • 2022
  • In 2019, COVID-19 changed many people's lives. Among them, metaverse supports non-face-to-face services through various methods, replacing daily tasks. This phenomenon was created and formed like a culture due to the prolonged COVID-19. In this paper, the fun elements used in the existing game were organized to find out the fun factors of the metaverse, and the items and contents were reclassified according to the metaverse with five experts. Classification was classified using reproducibility, sensory fun [graphic, auditory, text, manipulation, empathy, play, perspective], challenging fun [absorbedness, challenging, discovery, thrill, reward, problem-solving], imaginative fun [new story, love, freedom, agency, expectation, change], social fun[rules, competition, social behavior, status, cooperation, participation, exchange, belonging, currency transaction], interactive fun[decision making, communication sharing, hardware, empathy, nurturing, autonomy], realistic fun[sense of unity in reality, easy of learning, adaptation, intellectual problems solving, pattern recognition, sense of reality, community], and creative fun[application, creation, customizing, virtual world].

The Implications of the Chinese Cultural Industry in the Stage of an IP Acrobatic Stage Drama 'Mongjiryeo' (IP곡예 무대극 '몽지려(梦之旅)'를 통해 본 중국문화산업의 함의)

  • Jiao, Shan;Fang, Xiu-Qing
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.8
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    • pp.35-48
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    • 2020
  • This study aims to find out the implications of the Chinese cultural industry by analyzing the successful factors of the IP acrobatic stage drama "Mongjiryeo," which was well received through internal and external performances by creating acrobatics repres enting traditional Chinese culture as a stage play that conforms to the trend of modern society. Th e findings are as follows. First, China's cultural industry grew and developed quantitatively and qualitatively based on the government's active promotion policy and the huge domestic market. Second, through challenges and changes to traditional culture such as acrobatics and costumes, creative standard presentation and practical experience were attempted as modern stage plays. Third, Oriental humanities ideas and emotions were introduced amid the reform and innovative changes of traditional culture. The results of this study will enable various free interpretation and expansion from a humanities perspective. And it could be used as a reference material for the study of the creation of new culture utilizing the analysis and approach of the traditional Chinese cultural archetype.

A Study on Application of the Aesthetic Characteristics of Psychedelia in Art Mask Design (사이키델릭의 미적특성을 응용한 아트마스크 디자인 연구)

  • Yoon, Hee
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.6
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    • pp.15-22
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    • 2021
  • This study is aimed at suggesting a direction for the development of sensuous and creative art mask design by making art masks rooted in the aesthetic characteristics of psychedelia. The conceptual definition and characteristics of psychedelia were identified on previous studies, specialized books and works of art. The characteristics of psychedelia based on theoretical research were limited to illusionism, abstraction, play, and dynamism, which are often used in researcher's work, and four research works were produced by combining them with art mask design. By trying to diversify works regardless of form or tradition, this study could make the infinite creation of art mask possible and transform that into a new modern beauty. In addition, by expressing internal meaning along with external characteristics in the design of works, it could bring the establishment of a new perception and value of art mask. In the future, it is hoped that this study will be used as basic data for follow-up research related to art mask design and be helpful in the development of art mask design.

A Study on the Narrative Structures of Korean Traditional Performing Arts - Gwanno Mask Dramas - (한국 전통연희극의 서사구조 연구 - 강릉관노가면극 중심으로 -)

  • Pyo, Won-Soub;Lee, Don-Yong
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.2
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    • pp.67-77
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    • 2019
  • There are many eyes that recognize Korean traditional performing arts as low, unorganized, and not a play. However, there is clear in the Korean traditional performing arts have a story with a perfect narrative structure. From the Miyal which accepts the Western tragedy theory to the Gangneung Gwanno Mast drama which contains the love story of the comedy, many Korean traditional performances contain the elements of narrative even though the contents are very simple. It is true that there are very few things with perfect narrative structure among the Korean traditional performance that has been passed down so far. It is the responsibility of the researchers to unearth and restore these, and it is the task of the creative artists to create new ones according to contemporary philosophy. If these two fields communicate smoothly, we will be able to look at the future of our traditional performing arts more brightly than now. As a result, it will also be a challenge to solve the problem of letting Korean traditional plays penetrate ing the world market.