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Study on the Bijombon Haerampeon Written by Eonjin Lee (우상 이언진의 비점본 「해람편」 연구)

  • Kang, Soon-Ae
    • Journal of Korean Society of Archives and Records Management
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    • v.7 no.1
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    • pp.83-109
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    • 2007
  • This paper focuses on the Bijombon Haerampeon written by Lee Eonjin The analysis of the paper is associated with the following: i) the career of Lee Eonjin ; ii) the manuscripts and collected works of Lee Eonjin ; iii) Haerampeon ; iv) Lee Yeonghyu and Nam Ok ; v) and the comparison of the Bijombon Haerampeon and Haerampeon carried in Songmokkwanjip and Songmokkwansinyeogo. Lee Eonjin(1740-1766) was a great poet and better known as one of the four great interpreters in Chosun dynasty. Woosangingbok was the only manuscripts handed down up to now among the works of Lee Eonjin. Woosangingbok ran the Bijombon Haerampeon, 6 pieces of itinery, 3 pieces of poem, 5 pieces of letter. Lee Eonjin visited Japan from the 6th of October, 1763 to the 20th of June in 1764 as a member of Tongsinsa in attendance upon Cho Om. He wrote Haerampeon vividly with five characters what he observed during his stay in Japan. It was composed on board of Ilkido from the 28th of May to the 8th of June in 1746. After Lee Yeonghyu and Nam Ok reviewed Haerampeon, Lee Yeonghyu placed a blue point and circle and Nam Ok placed a red point and circle. Ultimately the result raised the value of Haerampeon. Haerampeon is to be divide into four parts. Four parts are described below: the first part, the geographic features and products of Japan; the second part, the grow of Osaka city and the cityward tendency of world products; the third part, the racial prejudice, religion, and life; and the fourth part, the good neighborly relations with Japan. Finally, as compared with the proofing and difference of three kinds of text, namely, the Bijombon Haerampeon and Haerampeon carried in Songmokkwanjip and Songmokkwansinyeogo, it is approved that the Bijombon Haerampeon is the most correct text and has the value of cultural properties as a national treasure. The Result of this research will be contributed for research Lee Eonjin and utilized as information resources in the field of bibliographic science, Korean language and literature, and historical studies, etc.

The Understanding for Acceptance of Kitsch and Vernacular concepts in Product Design (키치와 버내큘러 개념의 제품디자인 수용을 위한 이해)

  • Ryu, Seung-Ho;Moon, Charn
    • Archives of design research
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    • v.18 no.3 s.61
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    • pp.199-208
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    • 2005
  • This study analysis if the concepts of kitsch and vernacular remains as cultural elements for product design. Because their function and aesthetic value have vivid possibilities for general product design fields. For the purpose, this study limits its range within post modernism, kitsch, and vernacular, and analyzes their relationships. Against functionalism, post modernism had cultural pluralisms to approach into popular styles, and some of them was amusing design. That post modernism designs stimulated human beings' emotion by decorations or some symbolic forms from specific objects is similar to the symbolism, regionalism, or pluralism of kitsch or vernacular. Kitsch is a free style that is not limited in any specific trends. It is a Meta culture that has influenced into various fields including design, so kitsch does not have a parallel position with a product or design. In product design, kitsch is the behavior and result of imitating existing objects' images. It could have amusement according to which objects are imitated. So if human beings feel amusement by kitsch, it could be same as the direction of post modernism. Kitsch is determined by design atmospheres. They cannot be specified abjectly, and can be different according to people. With symbolism and regionalism, kitsch and vernacular appeared according to people's needs. While kitsch is consumer's tastes-oriented, vernacular is cultural tradition-oriented. Kitsch has symbolism that specifies products' functions or design concepts, and it is a communication method between human being and products. Because vernacular is province-oriented, it has a lot of styles according to regional living environments and cultural differences. So vernacular design reflects continued traditional lifestyles. By restorative memory, regionalism, cultural pluralism, amusement, and symbolism, kitsch and vernacular could be understood the sub or parallel concepts of post modernism. They might be easily miss-understood mixed concepts that have western and national characters. But in kitsch and vernacular concept, modernizing pas by using the pluralism of post modernism should be considered positive. So, the range of the further study is also supposed to be focused on more widened fields to, to establish cultural identification in design.

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Costume Consumption Culture for Costumeplay (코스튬플레이 의상 소비문화)

  • Jang, Nam-Kyung;Park, Soo-Kyung;Lee, Joo-Young
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.203-212
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    • 2006
  • With interests and participation in the costumeplay that mimics characters appeared on carton or animation in recent days, the costumeplay becomes one of cultural phenomena. Using a qualitative research method, this study identified costumeplayers' costume consumption pattern and explored its meanings from the perspective of consumption culture. Indeed, this study intended to help for understanding costumeplayer group as a consumer, and to provide basic knowledge about new market analysis related to fashion design and marketing. The results from the analyzing participant observation and in-depth interviews data are as follows: first, costumeplayers usually begin costumeplay by friends' invitations or by themselves and then continue on participating. Through the costumeplay, participants have benefits such as fun, departure from the daily life, and social interaction. Second, participants acquire costumes through purchase, rent, producing or combination of daily wear, but both purchase and rent account high. Third, the meanings of consumption culture in costumeplay include consumption behavior repeating possession and disposal. Also, costumeplayers concerns efficiency when purchasing or renting the costumes, and internet is a place where information search, comparison, and actual purchasing are occurred. Based on the results, fashion design and marketing implication, limitation of this study and further research ideas were suggested.

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