The study researched the characteristic of helmet and armor reflecting Joseon Dynasty by focusing on the helmet and armor appearing in dramas, the Tear of Dragon and King Sejong, whose common point is the historical background, the early Joseon Dynasty, among the historical dramas, which are manufactured on the basis of historical person or age. First, the helmet and armor appearing in historical drama was reproduced on the basis of historical record depending on age. In the early Joseon Dynasty, helmet was classified into cheomju and wonju and armor was classified into chalgap, swaejagap, gyeongbeongap, dujeonggap and dudumigap. In drama, the Tear of Dragon and King Sejong, for helmet, cheomju and wonju were used and for armor, chalgap, dujeonggap and dudumigap, whose type and manufacture method were similar to that of historical record, were reproduced. Second, the helmet and armor appearing in historical drama searched for function. In drama, the Tear of Dragon, rather than heavy iron, plastic and textile were used and the metal scale inside armor was removed. In drama, King Sejong, the weight of armor was decreased by removing the metal scale inside armor and easy wearing was secured by using velcro. Third, the helmet and armor appearing in historical drama expressed various dramatic interpretations. In drama, the Tear of Dragon, the same color as that of armor was adopted for helmet to provide stable and unified feeling. Visually splendid display was added to armor by matching powerful prime color and glossy metal. In drama, King Sejong, modem sense was added to helmet and armor by actively using pastel color reflecting modem fashion.
The purpose of this study was to pave the way to improve the quality of historical clothing and textiles and to search for the advisable direction of future studies by examining and analyzing the interdisciplinary approach of historical clothing and textiles related articles published in The Korean Society of Costume. For this analysis, the data were included 124 historical clothing and textiles research articles published in The Korean Society of Costume from 1980 to 2001 March. The followings show the results of this study. 1. The five dominant interdisciplinary fields of historical clothing and textiles were Identified : anthropology, art history, pop music, archaeology, sociology 2. The interdisciplinary research has been actively approached in historical clothing and textiles. 3. The most frequently approached field of the interdisciplinary researches of historical clothing and textiles was art history 4. The period that has most variety interdisciplinary fields was the present age. The studies of future historical clothing and textiles should be approached in more diverse areas of interdisciplinary way and time periods.
The purpose of this study was to know how helmet and armor was reinterpreted in historical play by considering general concept and type of old helmet and armor from the aspect of costume history and comparing the helmet and armor types of TV historical plays, Yeongaesomun and Taewangsasingi, whose historical backgrounds were based on the age of Goguryeo. The helmet and armor type shown in Yeongaesomun was reinterpreted as the one, which is close to historical investigation, by reappearing lamellar armor and jongjangpanju(helmet made of slim, long plate) shown in Goguryeo wall painting. The helmet and armor type shown in Taewangsasingi expresses fantastic helmet and armor by adding fantastic factor regardless of historical investigation. The study result reveals that there are several common characteristic factors between the helmet and armors of two historical plays. First, there was a classification in the display of character and story. The helmet and armor type shown in Yeongaesomun classified color and detail design depending on lamellar armor or character. In Taewangsasingi, the helmet and armor was manufactured depending on character's nature and the chain armors, which are lighter than existing helmet and armors, were usual. Second, they escaped from the historical investigation about traditional helmet and armor. In Yeongaesomun, myeonggwangae(a type of armor), which might be popular, was not expressed and Taewangsasingi is free from an imperative idea of historical investigation by manufacturing helmet and armor referring to that of ancient Rome age. The modern sense was reflected to increase dramatic effect. The helmet and armor of Yeongaesomun provides modern feeling by using stainless steel material and modern color arrangement and that of Taewangsasingi is designed in modern, splendid way as it aimed at game development from the planning step.
This study explores the following research question to address issues linked to emotions, identity, and institutions: how has the cult (institution) of the three Kims affected North Koreans' strong sense of nationalism (emotion), which is based on their Juche ideology (identity)? This paper investigates four fundamental elements of historical institutionalism: time boundedness, path dependency, institutional changes, and the shadow of the past. First, time boundedness illustrates how culture and education have been used to build trust and loyalty in the general public to construct individual and family cults. Second, path dependence reveals how the Songbun system has resulted in strong nationalism throughout Rodongdang's institutionalization. Third, institutional changes highlight the significance of age divides, as different age groups do not always support the three Kims' cult. Finally, the shadow of the past helps us understand the primary processes for generating mass ardent nationalism in the form of powerful impulses for self-sacrifice.
Journal of The Geomorphological Association of Korea
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v.21
no.4
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pp.69-83
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2014
This study examines vegetation and climate changes from pollen compositions of alpine moors in the Korean Peninsula such as Mujechineup at Mt. Jeongjok, Yongneup at Mt. Daeam, Jilmoineup at Mt. Odae and Wangdeungjaeneup at Mt. Jiri including moors at Mt. Jeombong. It can be found that the alpine moors were less interfered by human than low moors during the past 2,000 years of the historical age. Based on dominant periods of Pinus and Quercus, pollen compositions of the alpine wetlands, climatic environments of vegetation and historical records, vegetation and climate changes during three periods such as approximately 2,000~1,000 yr BP, 1,000~400 yr BP and 400 yr BP~present are examined. It was warmer during the period of 1,000~400 yr BP than 2,000~1,000 yr BP. The period of approximately 400 yr BP indicate the coldest climate of Little Ice Age. This study finds dominances of Quercus, low NAP/AP ratios, obvious divisions of pollen zones and human interference after 400 yr BP from pollen compositions of the alpine moors during the historical age. Human interference in the high moors becomes obvious after approximately 400 yr BP, indicating that there is a time lack of approximately 1,500~2,000 years between the alpine and low moors.
When culture took large part in industrial area, every country has tried to utilize own cultural contents for educational or commercial purpose and the various cultures and histories are recognized as a main concept or subject so that a number of scholars who study history increase. In video game field, special characteristics of interface that audiences participate in the game to complete story-telling is considered as efficient material for learning process. As observed above, it is important to analyze the games that every country makes and export to the world in which the video games is understood as a play of human in general. This Paper has firstly analyzed the most favorite historical games developed in Korea, the USA, Japan, Taiwan and Germany from 1980 to 2005 and secondly, compared that wars and historical origin appears in game scenario, a world view and background story and finally after point out the preferable era and genre of the countries then propose the promising way of design for historical video games. In the process of analysis of a view and heroes in historical games, we compared the real persons, the real historical events and novel in which 11.8% only employed the real persons in 8 out of 68 games. Also the real history and background story are appeared in 37 games which is 54.4% of them. We discovered that the main material that is popular for each country is the historical backing rather than real persons where the favorite historical background is chosen at which they are proud of; 3-Throne era with strong ancient Gogurye for Korea, the 1st and 2nd World Wars and the Independence War for the USA, the tide of war around Middle age for Japan, ancient history of Europe for Germany. The favorite age for video games is Ancient times with 37 games for 54.4%, Middle Age with 7 games fer 10.3%, the prehistoric age with 5 games for 7.35%, remote age with 1 for 1.47%, while current historical games favor Ancient or Modern Age.
Journal of the Korean Institute of Rural Architecture
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v.10
no.2
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pp.9-16
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2008
GongJu is a historical city. There has been scattered Baekje, Chosun and modern cultural heritages in GongJu. Cultural heritages in Baekje is simply preserved in their current condition. Chosun and modern cultural heritages have left their traces only, so that faded from the memory of the world. We must not lose the historical interconnectedness that is created by these heritages. This study is to analyze the architectural culture contents and its practical use program in urban side, and search for the strategy. The purpose of this study is as follows: The first is to retrieve the scattered heritages according to the age and area(as a spot). The second is to improve the street landscape through the linear linkage connecting from spot to spot.(as a line) The last is to create the image of historical city through the regional development.(as an area)
Journal of the Korea Academia-Industrial cooperation Society
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v.18
no.10
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pp.559-568
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2017
recent times, the monthly rent in the Jongno-gu Historical and Cultural Street in Seoul has rapidly increased, because of the presence of large-scale franchises and the entry of private investment into the traditional and local businesses focusing on Bukchon, Seochon, Insa-dong, and Samcheong-dong. As a result, the business environment for these merchants has worsened, due to the increasing economic burden. In order to maintain the business environment of the merchants, it is necessary to evaluate the potential for establishing a regional commercial area, in order to resolve the problems of the existing commercial areas and to improve the locational, economic, cultural and political environment. This study analyzed the factors influencing the merchants' satisfaction with the business environment as a function of their age, by considering three age groups, viz. 30-49, 50-59, and more than 60, considering the locational, economic, cultural and political environment of the merchants. Among the factors influencing the satisfaction with the business environment, the merchants in their 30s and 40s placed more emphasis on the traffic accessibility, floating population, store premium and monthly rent than the other age groups. Among the factors influencing the satisfaction with the business environment, the merchants in their 50s placed more emphasis on the cultural organization, artist activities, expansion of community support facilities, and banning of franchises in certain locations than the other age groups. Among the factors influencing the satisfaction with the business environment, the merchants over 60 years old placed more emphasis on the walking accessibility, monthly sales, merchant community, preservation of historical and cultural landscape, and commercial protection of the government than the other age groups.
Journal of the Korea Fashion and Costume Design Association
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v.2
no.2
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pp.113-136
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2000
Problems and improvemental measures for the historical inquiry of TV drama costumes and for the reproduction of them were investigated. For this study, the MBC historical drama 'The way of the Great King' started on march 24 in 1998 and ended on september 26 in 1998 was selected as the subject. The reasons why the drama was selected are as follows. First, the historical background was the time of King Young & drama introduced various kinds of costumes Joungjo, which is the starting era of traditional costumes peculiar to Korea. Second, the based on the historical inquiry of that time. There is a limitation in the process of historical inquiry about the costumes of that time because we don't have enough research data such as relics, remains, references, literary works, pictures, etc. Although, in some cases, exact historical inquiry about the costumes were made, they could not be reproduced in the original forms due to several reasons: the absence of the materials of that time, structural changes including length and size for convenience of action, alterations of the manufacturing method for the reuse, addition of the gorgeous and various olors for the enhancement of image quality, variations in colors according to the actor's character, modulations of the structures and colors by the producer's intention, and the restraints in time and money for manufacturing. In view of these situations, it seems to be difficult for us to settle the problems occurring between the historical inquiry about the traditional costumes and the reproduction of them in drama. However, the costumes presented in historical drama have the meanings to provide informations of that time with TV audience. Therefore I think that it is necessary to narrow the gap between the historical inquiry of TV drama costumes and for the reproduction of hem, First, It should be restrained that each broadcasting stations show the costumes under the similar situations of the same age in different ways. Second, We need to unify the inquiry systems concerning historical drama costumes, In addition to this, it is also necessary for broadcasting stations to establish internet sites of traditional costumes for communication.
Purpose - Consumers have memories of their past time that they have not experienced. So consumers want to experience the past time and get pleasure through historical contents such as movies or dramas. This is because the re-created the past time sets the identity of the consumers who live today, and in the process, it give consumers emotional comfort. Consumers do not remember and sympathize with all of their historical time. In general, consumers remember the time that their communities are proud of. As s result, historical content is seen as a hero, and through that, consumers can check their identity. Also consumers experience positive emotions such as self-esteem, gratitude and pride through identification with heroes. That is, through historical contents, consumers can identify themselves and replace the current negative emotions with positive ones. Therefore, this study presents narrative identity and historical nostalgia that can affect positive evaluation of historical contents and suggest the factors the can induce such effects. This study was conducted to explain what the consumption effect of historical content is from a marketing perspective and what constitutes a component of historical content as a factor driving this effect. Research design, data, and methodology - This study has developed a questionnaire with 8 Hypotheses. The Films ('Masquerade(2012)', 'Roaring Current(2014)', 'Assassination(2015)', 'The Age of Shadow(2016)') and dramas('Six Flying Dragon(2015-2016)', 'Mr. Sunshine(2018-2019)') were used as experimental contents. 268 college students participated in this empirical study, and structural equation model was used to verify hypotheses. Results - Frist, narrative identity affects positive evaluation of historical contents. Nostalgia affect positive evaluation of historical contents. and narrative identity affects positive response of historical nostalgia. Second, character act relevance, circumstance similarity, and character attractiveness have positive influence upon response of narrative identity. Lastly, empathy for story and vividness of representation have also positive influence upon response of historical nostalgia. Conclusion - This study contributes to the theoretical and managemental development of historical contents. This study shows that narrative identity and historical nostalgia are important for success of historical contents. In order for historical content to be successful, it must manage elements of character act relevance, circumstance similarity, and character attractiveness, empathy for story and vividness of representation.
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