• 제목/요약/키워드: creative drama

검색결과 58건 처리시간 0.029초

2000년 이후 TV사극의상 디자인 연구 (A Study on TV Historical Drama Costumes Design after 2000s)

  • 채금석;김은경
    • 한국의류학회지
    • /
    • 제40권1호
    • /
    • pp.158-170
    • /
    • 2016
  • This study analyzes historical drama costumes as a domain of popular culture through an examination of the changing process, factors, and design characteristics of historical drama costumes according to trend changes in historical dramas after the 2000s. Public interest in Korean traditional clothing has grown due to the historical drama fever. Research results are as follows. First, historical dramas are divided into: authentic historical dramas, popular dramas, and fusion dramas. Historical drama costumes show characters' status and roles to help viewers become absorbed in dramas and increase understanding the historical periods and knowledge. Second, the characteristics of TV historical drama costumes (according to changes of the historical dramas according to 2000) brought diversification as they are diversified by period, genre, and character and costumes which are suitable for them additionally resurfaced. Third, as for the design characteristics by type in TV historical costume after 2000s, authentic historical dramas' design was done by comparatively in-depth historical research based on historical materials to help public understand the past. Popular historical drama costumes are based on history, but the forms of costumes were emphasized (or exaggerated); in addition, colors, subjects, and patterns were modified to emphasize image beauty, dramas' atmosphere, and characters by reflecting intention. The fusion of historical dramas' costumes attracted the attention of the public about Korean designs that harmonized tradition with modernity to actively reflect current trends in past periods and show new types of creative design.

프로젝트 기반 조직의 배태성과 공간적 군집화에 대한 시론적 연구 -드라마 산업을 사례로- (Project-based Organization, Embeddedness and Spatial Clustering in the TV Drama Industry)

  • 황은정;이희연
    • 한국경제지리학회지
    • /
    • 제11권3호
    • /
    • pp.442-458
    • /
    • 2008
  • 본 연구는 프로젝트 기반 조직이 활성화되어 있는 드라마 산업을 대상으로 하여 프로젝트 기반 조직 구성과, 조직형성에서의 사회적 배태성과 공간적 특성을 분석하려는데 목적을 두었다. 프로젝트 기반 조직이란 프로젝트 과업 수행을 위한 한시적인 시스템을 포함하는 다양한 조직형태를 말한다. 최근 창조경제가 등장하면서 유연성과 혁신성을 바탕으로 하는 프로젝트 기반 조직에 대한 관심이 높아지고 있다. 프로젝트 조직을 구성, 운영하는데 핵심적 역할을 하는 제작자, 연출가, 작가들과의 인터뷰 결과 프로젝트 조직의 작동원리는 신뢰를 바탕으로 하는 개인적 네트워크와 이전의 프로젝트 참여여부로 나타났으며, 프로젝트 조직에서 사회적 배태성이 상당히 중요함을 알 수 있었다. 또한 드라마 제작을 위한 프로젝트 조직 활동도 특정 공간에 군집해서 이루어지는 것으로 나타났다. 드라마 제작은 주로 독립제작사가 집적해있는 신사동과 청담동을 중심으로 한 강남 일대와 방송사가 입지해 있는 여의도에서 군집하는 것으로 나타났다. 이는 프로젝트 기반조직 운영에 있어서 문화 사회적 자본이 배태되어있는 지리적 클러스터 형성이 매우 필수적임 시사해준다.

  • PDF

Effectiveness Analysis of Computer Science Textbooks focusing on Digital Therapeutics

  • Eunsun Choi;Namje Park
    • 인터넷정보학회논문지
    • /
    • 제25권3호
    • /
    • pp.9-18
    • /
    • 2024
  • Digital therapy has emerged as a novel treatment modality, propelled by advancements in information and communication technology. In the last five years, there has been a substantial surge in research publications addressing digital therapeutics (DTx) interventions, signaling a sustained upward trajectory in this field. The dynamic nature of computer science, marked by continuous innovation and development, underscores the need for agile adaptation to rapid changes. Consequently, computer science education is compelled to offer students insights into the latest trends. This research endeavors to contribute to the evolving landscape by developing textbooks that impart knowledge about DTx, an integration of information technology. The study focuses on the application of these textbooks to elementary and middle school students in South Korea. The instructional materials have been carefully organized to enable students to learn about the principle of Attention Deficit Hyperactivity Disorder (ADHD) DTx at the elementary level and the DTx that can prevent and address the digital drama at the middle school level. Based on the application of the textbook, students who received instruction using the textbook showed statistically significant improvements in all subcategories of creative problem-solving ability, including idea modification, visualization, task focus, analogy, idea generation, and elaboration (p<.01). Additionally, there were statistically significant changes in students' self-efficacy before and after using the textbook, with negative efficacy decreasing, and positive efficacy and social efficacy increasing (p<.001).

비유 놀이를 통한 유아 통합예술교육 가치 제고 (The Value Provision of Early Childhood Convergence Arts Education by Metonymic Activities)

  • 박선민;김미정
    • 디지털콘텐츠학회 논문지
    • /
    • 제16권5호
    • /
    • pp.727-740
    • /
    • 2015
  • 21세기 정보사회에서 창의성이 가지는 부가가치는 더 이상의 논의가 필요 없을 정도로 강조되고 있다. 본 연구는 창의적 인재교육에 근간이 되는 유아 통합예술교육 중 비유 놀이(metonymic activities)를 통하여 창의성을 습득하는 프로그램인 에듀드라마(Edu Drama) 행복한 그림책 여행, 맛을 아는 꼬마철학자를 분석하면서 유아 통합예술교육에서 비유 놀이가 가져 올 수 있는 시사점을 살피고자 한다. 이를 위하여 우리나라 유아통합예술교육의 제한적 현실을 정리하고, 비유놀이를 적용하고 있는 국내외 사례를 통하여 앞으로 나아가야 할 유아 통합예술교육의 바람직한 방향을 제시한다. 기존 예술경영 분야가 선도해 온 우리나라 통합예술교육에 대한 연구는 활발하였음에도 불구하고, 유아를 위한 통합예술교육 연구는 상대적으로 미진한 것이 현실이다. 이에 본 연구는 거시적인 우리 삶의 부가가치는 21세기 창의적 인재에 있다는 가정 하에, 비유 놀이를 통하여 유아기에 이루어지는 통합예술교육이 가져오는 가치를 밝히고자 한다.

캐릭터 웹드라마 요약 분석을 통한 간접광고 제품 추천 시스템 개발 (Recommendation System Development of Indirect Advertising Product through Summary Analysis of Character Web Drama)

  • 이현수;김정이
    • 한국인터넷방송통신학회논문지
    • /
    • 제23권6호
    • /
    • pp.15-20
    • /
    • 2023
  • 본 논문은 캐릭터 웹드라마에 적합한 간접광고 제품을 추천하는 인공지능(AI) 시스템 알고리즘 개발에 관한 연구이다. 본 연구는 웹드라마의 대사 작성에 있어 그에 어울리는 간접광고 제품을 추천함으로써 시청자의 콘텐츠 몰입도를 높이고, 드라마의 스토리를 보다 깊게 이해하는 데 도움을 주는 것을 목표로 한다. 본 연구에서는 자연어처리 모델 인 GPT를 활용하여 대사, 줄거리를 분석하고, 분석 결과를 바탕으로 소품형, 배경형 등 두 가지 유형의 간접광고 제품 추천 시스템을 개발한다. 이를 통해 웹드라마의 스토리에 부합하는 제품을 적절히 배치함으로써 간접광고가 자연스럽게 노출될 수 있도록 하고, 그로 인해 시청자들의 몰입도가 증가하며, 상품 홍보의 효과 또한 높인다. 숨겨진 뜻이나 문화적 뉘앙스를 완벽하게 이해하기 어려운 인공지능 모델의 한계와 학습에 필요한 충분한 데이터 확보가 어렵다는 한계가 있다. 그러나 본 연구는 AI가 창작물 제작에 어떻게 기여할 수 있는지에 대한 새로운 인사이트를 제공하고, 창의적 산업 분야에서 자연어 처리 모델의 활용 가능성을 넓히는 중요한 발판이 될 것이다.

'연극의 작가'로서 연출가의 드라마투르그적 수행 - <죄와벌> 4부작 창작에 관한 '리서치적 실천'과 기록 (Performing dramaturgy of director as a theatrical director : In terms of researching practice and documentation on the creative quadrilogy on Crime and Punishment)

  • 김원석
    • 공연문화연구
    • /
    • 제32호
    • /
    • pp.549-594
    • /
    • 2016
  • 본 연구는 인쇄된 텍스트를 수행자 텍스트로 변환하고, 그것을 바탕으로 하나의 예술적 구성물을 구축하는 연출가의 모든 행위 중에서 '드라마투르그'적 수행에 주목한다. 대상은 도스토옙스키의 장편소설 <죄와벌>을 원텍스트로 무대화 된 4편의 연극이다. 이는 7년간의 장기 프로젝트의 결과로, 한 극단에서 창작되었다는 특징이 있다. 본 연구는 이 프로젝트를 중심에서 이끌었던 연출가에 의해 집필된 것이다. 연출가는 러시아 실험연극의 행보를 이끈 메이에르홀드의 1926년 <검찰관> 공연을 그 이론적 토대로 삼아, 창작에 있어 그의 세 가지 기본 명제를 도출했다. 1. 연출가는 '연극의 작가(автор спектакля)'이다 2. '새로운 연극(новый театр)'은 '문학으로부터(из литературы)' 창조된다. 3. 연극이란 한 편의 희곡이 아니라 '작가의 모든 것(всего автора)' 을 무대화 하는 것이다. 7년간의 프로젝트의 중심에 선 '연출가'가 메이에르홀드의 이 세 가지 명제를 중심으로 창작의 이론적 근거를 마련한 것이다. 본 연구의 목적은 첫째, 메이에르홀드의 연극 <검찰관>을 중심으로 세 가지 명제가 도출된 과정을 추이한다. 둘째, 메이에르홀드의 연출방법론적 명제들을 소설텍스트의 희곡화 과정에 어떻게 적용시키며 '실천'했는가에 대한 기록이다.

Effects of Storytelling in Advertising on Consumers' Empathy

  • Park, Myungjin;Lee, Doo-Hee
    • Asia Marketing Journal
    • /
    • 제15권4호
    • /
    • pp.103-129
    • /
    • 2014
  • Differentiated positioning becomes increasingly difficult when brand salience weakens. Also, the daily increase in new media use and information load has led to a social climate that regards advertising stimuli as spamming. For these reasons, the focus of advertisement-related communication is shifting from persuading consumers through the direct delivery of information to an emphasis on appealing to their emotions using matching stimuli to enhance persuasion effects. Recently, both academia and industry have increasingly shown an interest in storytelling methods that can generate positive emotional responses and attitude changes by arousing consumers' narrative processing. The purpose of storytelling is to elicit consumers' emotional experience to meet the objectives of advertisement producers. Therefore, the most important requirement for storytelling in advertising is that it evokes consumers' sympathy for the main character in the advertisement. This does not involve advertisements directly persuading consumers, but rather, consumers themselves finding an answer through the advertisement's story. Thus, consumers have an indirect experience regarding the product features and usage through empathy with the advertisement's main character. In this study, we took the results of a precedent study as the starting point, according to which consumers' emotional response can be altered depending on the storytelling methods adopted for storytelling ads. Previous studies have reported that drama-type and vignette-type storytelling methods have a considerably different impact on the emotional responses of advertising audiences, due to their different structural characteristics. Thus, this study aims to verify that emotional response aroused by different types of advertisement storytelling (drama ads vs. vignette ads) can be controlled by the socio-psychological gender difference of advertising audiences and that the interaction effects between the socio-psychological gender differences of the audience and the gender stereotype of emotions to which advertisements appeal can exert an influence on emotional responses to types of storytelling in advertising. To achieve this, an experiment was conducted employing a between-group design consisting of 2 (storytelling type: drama ads vs. vignette ads) × 2 (socio-psychological gender of the audience: masculinity vs. femininity) × 2 (advertising appeal emotion type: male stereotype emotion vs. female stereotype emotion). The experiment revealed that the femininity group displayed a strong and consistent empathy for drama ads regardless of whether the ads appealed to masculine or feminine emotions, whereas the masculinity group displayed a stronger empathy for drama ads appealing to the emotional types matching its own gender as well as for vignette ads. The theoretical contribution of this study is significant in that it sheds light on the controllability of the audiences' emotional responses to advertisement storytelling depending on their socio-psychological gender and gender stereotype of emotions appealed to through advertising. Specifically, its considerable practical contribution consists in easing unnecessary creative constraints by comprehensively analyzing essential advertising strategic factors such as the target consumers' gender and the objective of the advertisement, in contrast to the oversimplified view of previous studies that considered emotional responses to storytelling ads were determined by the different types of production techniques used. This study revealed that emotional response to advertisement storytelling varies depending on the target gender of and emotion type appealed to by the advertisement. This suggests that an understanding of the targeted gender is necessary prior to producing an advertisement and that in deciding on an advertisement storytelling type, strategic attention should be directed to the advertisement's appeal concept or emotion type. Thus, it is safe to use drama-type storytelling that expresses masculine emotions (ex. fun, happy, encouraged) when the advertisement target, like Bacchus, includes both men and women. For brands and advertisements targeting only women (ex. female clothes), it is more effective to use a drama-type storytelling method that expresses feminine emotions (lovely, romantic, sad). The drama method can be still more effective than the vignette when women are the main target and a masculine concept-based creative is to be produced. However, when male consumers are targeted and the brand concept or advertisement concept is focused on feminine emotions (ex. romantic), vignette ads can more effectively induce empathy than drama ads.

  • PDF

문화연구에서 길을 잃다: 한 드라마 연구자의 출구 찾기 (Lost in Cultural Studies: Searching for an Exit in Drama/Theatre/Performance Studies)

  • 최성희
    • 비교문화연구
    • /
    • 제21권
    • /
    • pp.189-211
    • /
    • 2010
  • The purpose of this paper is to 1)examine the current state of cultural studies in Korea with a focus on recent discourses about its 'crisis' and 2)attempt to find some ways out of these dilemmas in drama/theatre/performance studies. As Raymond Williams redefined 'culture' as 'a whole way of life,' performance studies has expanded the boundary of 'performance' from traditional performing arts onto almost everything that can be studied and analyzed 'as' performance. Performance is not only the final product on display but a whole process that includes training, workshop, and rehearsal of culture. According to Richard Schechner, workshop and rehearsal are the most critical and creative 'liminal' phases that allow traditional knowledge and alternative challenges to coexist in conflict and intentionally delay the final decision by putting itself in a perpetual process. From this view, this essay attempts to find an-no matter how limited and temporary-answer to or a possible exit from political and theoretical aporias of cultural studies.

중국 대형정경체험극 '우견평요'의 성공요인 분석 (Success Factors Analysis of Chinese Large Scenario Experience Drama:'You Jian Ping-yao')

  • 왕이룬;장혜원
    • 지역과문화
    • /
    • 제8권3호
    • /
    • pp.27-48
    • /
    • 2021
  • 近年来, 中国的旅游演艺进行了一系列新项目的落成, 使旅游演艺产业的票房增加, 经济收入增高, 同时带动了旅游演艺的品牌形成, 而且拥有了一定的良好口碑, 对地域的文化传播, 经济发展都有一定的推动作用, 其中大型情景体验剧就是重点项目之一。大型情景体验剧是一种以模拟真实环境空间设计为空间, 使观众在视觉, 听觉, 嗅觉, 味觉和触觉等多位感官上进行主动式体验, 互动性极强的新戏剧形式。大型情景体验剧根据中国的传统文化, 地域文化, 流传已久的故事进行了改编, 又结合了灯光, 音效, 特效, 3D效果等高科技, 使观众的体验更加真实。《又见平遥》作为中国第一部大型室内情景体验剧, 以新的表现形式和创作手段来体现山西文化的博大精深。以情景体验剧的形式, 使观众更加直观地感受到了"山西人"的"山西情"和"山西德", 推动山西旅游业的发展, 带动山西地区的经济, 逐渐形成了完整的产业链。但也有剧情连接不顺及游客管理不当等局限, 可以通过更多的观众互动及指引完善演出效果。因此可以看出, 大型情景体验剧对地域在传统文化, 价值观的传播上, 旅游产业的发展上, 地域的品牌特色形成以及经济发展上都有很大的推动作用。通过这些, 可以看出大型情景体验剧对实景演出的发展具有创新思维内容, 逐渐形成产业链闭环以及拓宽宣传渠道等启示作用。

TV 사극 <이산>의 현대적 감각의 남자 궁중의상디자인 개발 (The Design Development of Man's Royal Costume in TV Historical Drama )

  • 이금희;이혜란
    • 복식문화연구
    • /
    • 제17권6호
    • /
    • pp.1112-1128
    • /
    • 2009
  • The purpose of this study was to develop royal costume design with contemporary taste depending on the character of hero, Lee San, and time flow of TV historical drama and research design discrimination and creative expression. As study methods, the literature study using books and theses concerning costume, fine art, culture and history were used for theoretical background and the empirical study method manufacturing actual costume on the basis of literature and relic were used for dress manufacture. The design concept of costume was modern & chic & clean. The costume was designed through straight silhouette, clean & bright colors excluding prime colors, style transformed to permanent straight pleats on the basis of chulik, 100% silk material focusing on high quality and pattern & decoration of the age of Three Kingdoms. As results, the designs of princess' official rob, day dress and chulik, and emperor's official robe, chulik, military dress and chun-dam-bok were developed. The design discrimination depending on social status change. In the period of princess, black, white, silver and blue were used but in the period of emperor, red, gold and black were used. It was expressed through dragon pattern and extended length used in cloth. The design discrimination depending on character change was visualized through color. Although it is not consistent with historical investigation, contemporary fashion design elements were added to royal costume through color contrast of black & white, permanent straight pleats, velcore, wristlet, extended length and layered-look.

  • PDF