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A Comparative Study on Costume design of Mask Play -Focusing on Korean Mask Play and Italian 'Commedia dell'arte'- (가면극 공연 의상 디자인 비교 연구 -한국 가면극과 이탈리아 코메디아 델 아르떼(Commedia dell'arte)를 중심으로-)

  • Im, Jeong Mi;Soh, Hwang Oak
    • Journal of the Korean Society of Costume
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    • v.64 no.8
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    • pp.124-137
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    • 2014
  • The purpose of this study is to produce an essential guideline for making costumes for traditional Korean mask plays by doing a comparative analysis between traditional Korean mask plays and Italian 'Commedia dell'arte'. The results of this study are as follow. The costumes of Korea's mask plays were mainly used to show difference in social status. Analysis showed that costume features, such as color, fabric, and silhouette, were not important to the traits of the character. On the other hand, the costumes in the Italian 'Commedia dell'arte' were used to express the characters' traits. The colors, fabric and silhouettes were exaggerated compared to everyday wear. This enhanced the looks of the character, and it kept on developing with the demands of the culture consumer. This study was performed to support further development and success of traditional Korean mask plays.

The Heroic Journey in Yeats's Cuchulain Plays

  • Du, Lei;Xiao, Yongmei;Kang, Seung-Man
    • International Journal of Advanced Culture Technology
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    • v.9 no.3
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    • pp.181-187
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    • 2021
  • According to Joseph Campbell, there is always a similar pattern in the hero myth, which is called hero's journey. The legends about Cuchulain, the great Irish warrior, also follow this pattern. W. B. Yeats adapts the legends into his plays with Cuchulain as the protagonist. This paper discusses the protagonist's heroic journey in the five Cuchulain plays written by Yeats. In the five plays, Cuchulain grows, matures, weakens, dies, and resurrects, completing and meanwhile sublimating his heroic journey. In At the Hawk's Well, Cuchulain shows potential qualities of a hero. The Green Helmet displays his self-growth through the depiction of his heroic merits which make him a true hero. In On Baile's Strand, the hero suffers from the major frustrations and tribulations in his heroic journey and is stricken down consequently. The Only Jealousy of Emer reflects the hero's inner struggle and vulnerability. The last play, The Death of Cuchulainn, marks the end and reincarnation of the hero's life. Through the depiction of Cuchulain's heroic journey in the five plays, his heroic qualities are well demonstrated. Meanwhile, Yeats's views of heroism can be found as well.

A Study on the Shifting Identities of Zainichi Koreans' through Jeong Ui Sin's Plays of Ineo Jeonseol and Yakiniku Dragon (정의신의 희곡에 나타난 자이니치 정체성의 변화에 대한 연구 - <인어전설>과 <야끼니꾸 드래곤>을 중심으로 -)

  • Min, Byung-Eun
    • Journal of Korean Theatre Studies Association
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    • no.49
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    • pp.209-238
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    • 2013
  • In recent years, a Zainichi playwright Jeong Ui Sin has been very active in the Korean theatre scene. However, the production of Yakiniku Dragon-first performed in Korea in 2008-which received numerous awards both in Japan and Korea gave him the recognition of Koreans' that was long overdue. In this paper, I will look closely into his two plays-Ineo Jeonseol (1990) and Yakiniku Dragon (2008)-which was written twenty-eight years apart from each other and reveal both similarities and differences between them in terms of the formation of post-colonial Zainichi identities. And to do so, I will utilize various opinions from post-colonial theories, performance studies theories, ethnic studies theories and theories on Zainichi Koreans. In the first, introductory chapter, I will delineate the theories on which this paper is based and some common factors of Jeong Ui Sin's 1990s plays as a point of departure. Then, I will move into the second chapter in which the two plays and actual productions of them will be closely examined to reveal different types of Zainichi identities and their social and cultural place within Japan by using Millie Creighton's concept of uchi others. In the third chapter, the identities of double negative (not not) and nomadic identities that are relevant to three types of Zainichi identity formation will be discussed. The fourth chapter will debate about various scholars' speculations about the future of Zainichi Koreans' identities and, finally, illuminate the changes/shifts that Jeong Ui Sin shows in terms of his stance as a Zainichi subject. In conclusion, even though it is very hard to speculate exactly what will happen to the Zainichi identity and their existence in Japan, the differences between the two plays-especially the endings-can be interpreted as revealing the changes in Jeong Ui Sin's Zainichi identity and it certainly sheds positive light on the future of the Zainichi identity and existence.

Sociocultural perspectives on mathematics learning using computer (컴퓨터를 활용한 수학학습에 대한 사회문화적 관점)

  • 박성선
    • Education of Primary School Mathematics
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    • v.5 no.1
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    • pp.13-20
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    • 2001
  • Interaction through communication plays critical role in the mathematics learning in the sociocultural perspectives. The communication make the students construct shared knowledge, and also plays a role of mediation in making meaning. So, we have to consider sociocultural eprspectives in design of the mathematics leaning using computer. While Computer Assisted Instruction was the one-directional teaching program which proceed from computer to students, mathematics leaning using computer in the sociocultural perspectives have to consider two-directional instruction that proceed from computer to students as well as from students to computer. This interactional activity is the critical thing in the mathematics learning using computer.

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Creative Analysis of Brand Placement in Game Contents

  • Lee, Yong-Jae
    • International Journal of Contents
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    • v.7 no.1
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    • pp.37-44
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    • 2011
  • This research attempts to analyze brand placement in game. Brand placement, being acclaimed as a new beneficiary model in game industry, is raising important mean of advertising. For development of game industry, the interdisciplinary study between game and advertising is indispensible. Therefore, the purpose of this study is to find creative types of brand placement in game for illuminating how advertising works in game contents. The results showed three types of brand placement in game. They are contextual type, prominent type and independent type. Contextual type is one where the brand is present within the game contents without being formally expressed: it plays a passive role. Prominent type is one where the brand is present within the game contents with being formally expressed: it plays an active role. Independent type is one where the brand is present within the game contents with being formally expressed but it is not related with the program: it plays an additional role. The research showed, among these three types, a prominent type is becoming mainstream of brand placement in game. In other words, the prominent type of brand placement is the most effective beneficial alternative in game industry.

Re-made in Korea: Adult Adoptees' Homecoming and Gendered Performance in Recent American Plays (한국인 다시 되기: 최근 미국 연극에 나타난 성인 입양인의 귀환과 젠더 연습)

  • Na, Eunha
    • American Studies
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    • v.43 no.1
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    • pp.25-56
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    • 2020
  • The essay examines two contemporary American plays that portray adult Korean American adoptees' return to South Korea: How to Be a Korean Woman (2012) by Sunmee Chomet and Middle Brother (2014) by Eric Sharp. While the existing scholarship on transnational adoption has discussed homecoming as a predominantly female experience of birth mothers and daughters, Chomet and Sharp suggest the differing ways in which the adoptee subjectivity is re-imagined in particularly gendered ways after homecoming. In these plays, adult adoptees' repeated, mundane bodily performances of Korean cultural norms illustrate how notions of femininity and masculinity are inscribed onto the body of adoptee individuals under the patriarchal system. Such performative construction of Korean-ness departs from the earlier theatrical representations of young, adolescent adoptees' homecoming that served as a symbolic rite of passage, a necessary process through which they would gain cultural hybridity and mature into cosmopolitan American-ness.

Results and Trends of Research on Japanese Traditional Theatre 'Noh' in Korea and China (한중에서의 일본 고전극 노(能) 연구의 성과와 경향)

  • Kang, Choonae
    • Journal of Korean Theatre Studies Association
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    • no.52
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    • pp.189-228
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    • 2014
  • The purpose of this research was to summarize Korea and China's researches on Noh and to examine main domain in this field, by investigating the academic books and articles published in two countries. In 1960s, since Nohgaku has been introduced to China, academic articles on Zeami's theories and aesthetics have emphasized on aesthetic characteristics of Chinese plays and Japanese Nohgaku through the similarities of oriental plays. The number of researches on Kabuki is almost twice as that of researches on Noh in China. While most researches on Kabuki were compared with the styles and music of Pecking Opera and the theatrical theories of liyu[李漁], those on Noh has been highlighted the comparative studies on $Y{\bar{o}}kyoku$[謠曲], Chinese Noh plays. The main difference among the researches on $Y{\bar{o}}kyoku$ in Korea and China was the material regarding characters of Noh. Because song yuanzaju[宋 元雜劇]and Nohgaku in Chinese-Japanese plays were the mature form of the classic plays and those were representative of traditional nation plays, this researches tried to ascertain the cultural origins of two countries regarding the aesthetic characteristics by referencing lyrical and narrative features[曲詞] of yuanzaju[元雜劇]and the classic waka of Nohgaku. While the comparative studies on Noh and song yuanzaju and kunqu[昆劇] in China were prevalent, national researches have emphasized on the inner world of the main character and dramaturgy through the verbal description of Noh. Especially, this research tried to investigate the inner world of the main character and the intention of the writers through the verbal description of Noh authorized in the history of the works. Also, the researches on Buddhism in the Middle Ages and religious background were examined significantly. In addition, the $Y{\bar{o}}kyoku$ has influenced on European modern playwrights and the comparative studies between the materials of $Y{\bar{o}}kyoku$ and Western modern plays were concerned. In Korea, the comparative studies on Noh between Korea abd Japan has been most focused on the origin theory of Noh. The fact that appearance theory of Noh had originated from Sangaku was common opinion among Korean, Chinese, and Japanese scholars. However, they are agree with the opinion that according to the formation of the different genres, Noh's mainstream was different among three countries despite of the same origin. Yuan drama and Noh play have the same origin, but different branch. In relation to the Noh's origin theory, there are literature comparative studies in religious background, the studies presumed the origin of instrumental music related to those in mask plays, and the comparative studies between Korean mask plays and $ky{\bar{o}}gen$ of Nohgaku. Kyogen is the Comedy inserted among the stories in Nohgaku performed in just one day. Therefore, $ky{\bar{o}}gen$ must be discussed separately from the relations of 'shite[任手]'s inner action veiled with masks. This research figured out that the lacking points of the two countries' researches were the acting methods of Noh. Academic articles written by foreign scholars studying Korean and Chinese theatres should be included when this issue will be dealt with. In Korea and China, translation studies and writings regarding Nohgaku have studied by those who are major in Japanese literature or oriental literature. This case is the same in Korea in that scholars whose speciality is not theatre, but Japanese literature has studied. Therefore, this present study can give a good grasp of whole tendency on Nohgaku's research in theatre fields.

An Ethnographic Study on CosPlay Group in Korea I - Analysis on CosPlay Groups in Korea - (한국 코스프레 집단의 문화기술지적 연구 I -한국의 코스프레 집단의 분석 -)

  • Koh Ae-Ran;Shin Mi-Ran
    • The Research Journal of the Costume Culture
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    • v.13 no.6 s.59
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    • pp.919-933
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    • 2005
  • This study goes into the field of CosPlay that takes place in Korea, and directly observes the people who engage in CosPlays. Based on in-depth interviews, this research identified the reasons why the CosPlay aficionados participate in this practice and their cultural preferences. Ethnography methodology was used to understand the behavior of the cultural entities of CosPlays. Moreover, this research attempted to understand their daily formalities through their own perspective and language instead of superficial language. In general, CosPlay form that they manifest is classified into two main categories: those who enjoy posing by becoming their favorite characters and those like to wear the clothes of their favorite characters and go up on the stage to perform an act of animation or game where the applicable character appears. Some of these groups are: 1) 'Bishojo CosPlay' that CosPlays mostly Bishojo cartoon characters and wants to just stand out, 2) 'Aekyo' group that CosPlays merely for the sake of the enjoyment of wearing costumes instead of having the mania-like characteristics, 3) 'CosPlayer Group' who enjoy doing organized team CosPlay in order to present a performance, 4) 'J-Rock CosPlay' group that CosPlay Japanese visual rock groups and prepare to be among a professional CosPlay team, and 5) 'People related to Cospre.com' who try to make CosPlay rooted in as one of new cultures.

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The Impact of Coffee Shop Franchise CEO Leadership on Innovation Performance: Mediating Role of Organizational Trust (커피프랜차이즈 최고경영자의 리더십이 혁신성과에 미치는 영향: 조직신뢰의 매개효과)

  • Kang, Tae-Won;Yang, Hyun-Keun
    • The Korean Journal of Franchise Management
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    • v.7 no.2
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    • pp.37-45
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    • 2016
  • Purpose - This study aims to examine the impact of leadership on organizational trust and innovation performance, and to identify whether organizational trust plays a mediating role in the relationship between leadership and innovation performance. Also, this study attempts to find out how to improve organizational efficiency and effectiveness based on leadership-based or trust-based strategies. And, this research proposed that organizational trust plays a core mediating role in the relationship between transactional and transformational leadership and innovation performance. Research design, data, and methodology - In order to test the hypotheses of this study, the survey was conducted towards franchise coffee shop employees between November 7 and 18, 2016. We contacted top executives of coffee shop franchise headquarters and explained the purpose of this study. Among 150 questionnaires distributed, 123 were collected. Of these collected questionnaires, 102 questionnaires were coded and analyzed for further analysis. In order to test the unidimensionality and reliability of the factors, factor analysis and reliability test were performed using SPSS/PC+ 22.0. And, the hypotheses were tested using hierarchical mediated regression analysis. Result - The results are as follows. First, transactional leadership, and intellectual stimulation, motivation of transformational leadership had significant impacts on organizational trust. Second, organizational trust, transactional leadership, and influence of transformational leadership had significant impacts on innovation performance. Third, the mediating test of organizational trust showed that transactional leadership plays a partial mediator, and intellectual of transformational leadership plays a full mediator in the relationship between leadership and innovation performance. Conclusions - The implications of this study are as follows. First, the top management should provide their organizational members incentives or rewards based on their performance. Second, top management should identify and express a clear vision and desirable organizational goals for the future, present an idealized vision, and communicate to organizational members that the vision is achievable, also have organizational members to think creatively and find optimal solutions to difficult problems. In sum, this study revealed the important role of leadership in embedding organizational trust in and improving innovation performance of coffee shop employees and the mediating role of organizational trust in the influence of leadership on innovation performance.

A Study on the Interactive Game for Traditional Culture Plays to improve the Adaptability of the Elderly (고령자를 위한 쌍방향 전통문화게임 개발에 관한 연구)

  • Cho, Dong-Min;Jung, Sung-Hwan
    • Journal of Korea Game Society
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    • v.8 no.3
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    • pp.15-22
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    • 2008
  • Recently, Our average life span of korean people is extended and fast-growing an elderly population caused by Being Improved our living conditions and medical science level. Our another problems which being faced by an aging population are that marked psychological and social changes of the aged. The psychological changes of the aged is related to how they make their living and it strong influences on their successful aging process. For health of the aged, there is an urgent need of recreation which can be social activities to void decline their own process of thinking and the executive ability to adapt for controlling health. Therefore, thepurpose of this recreation Courseware program is to help the alienated minorities to achieve the optimal health and best quality of life based on the knowledge of the social-activities and to understand the korean traditional culture plays. Finally, This study could contribute it as a baseline model for the empirical study and to develop further recreation program for the elderly social activities and sufficient for needs of understanding our traditional culture plays.

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