• 제목/요약/키워드: historical age

검색결과 354건 처리시간 0.022초

TV 사극 드라마에 나타난 조선전기 갑주의 특성에 관한 연구 - 용의 눈물과 대왕세종을 중심으로 - (A Study on the Characteristic of the Helmet and Armor in the Early Days of the Joseon Dynasty Appearing in TV Historical Drama - Focusing on the Tear of Dragon and King Sejong -)

  • 김은정;조미숙
    • 복식
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    • 제61권2호
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    • pp.32-46
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    • 2011
  • 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.

복식사 연구에서의 타학문과의 연계성의 현황 (The Present Position of the Interdisciplinary Approach of Historical Clothing and Textiles)

  • 정미진;정홍숙
    • 복식
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    • 제52권4호
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    • pp.15-23
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    • 2002
  • 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.

TV 사극 연개소문과 태왕사신기에 표현된 갑주유형 분석 - 고구려시대 갑주를 중심으로 - (An Analysis of the Types of Panoplies in the TV Dramas Yeongaesomun and Taewangsasin-gi - Focusing on the Panoplies of the Goguryeo Dynasty -)

  • 조미숙;김은정
    • 복식
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    • 제60권5호
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    • pp.35-50
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    • 2010
  • 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.

The Emotional Dimensions of North Korean Politics through the Lens of Historical Institutionalism

  • Kim, Hwajung
    • Journal of Contemporary Eastern Asia
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    • 제21권2호
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    • pp.13-26
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    • 2022
  • 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.

한반도 고산습지의 식생환경과 역사시대 기후변화 (The Climatic Change during the Historical Age inferred from Vegetation Environment in Alpine Moorsin the Korean Peninsula)

  • 윤순옥;김민지;황상일
    • 한국지형학회지
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    • 제21권4호
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    • pp.69-83
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    • 2014
  • 점봉산 습지를 포함하여 정족산 무제치늪, 대암산 용늪, 오대산 질뫼늪, 지리산 왕등재늪 등 한반도 고산습지의 화분조성에서 고산 지역의 식생변천과 기후변화를 검토하였다. 약 2,000년간의 역사시대 동안 고산습지에서는 충적평야에 형성되는 저층습원과 달리 인간의 간섭이 적었다. 이들 다섯개 고산습지의 화분분석에서 Pinus와 Quercus 우점시기, 화분조성과 역사서에 근거하여 약 2,000~1,000년 BP, 약 1,000~400년 BP, 그리고 약 400년 BP부터 현재까지의 세 시기별 식생변화와 기후변화를 논의하였다. 약 1,000~400년 BP에 가장 온난했으며, 약 2,000~1,000년 BP보다 고온이었다. 약 400년 BP 이후에는 역사 시대에 가장 한랭했던 소빙기의 특징을 보인다. 역사시대 한반도 고산습지의 화분조성과 식생환경의 특징은 다음과 같다. 첫째, Quercus 속이 우점한다. 둘째는 NAP/AP 값이 지속적으로 낮아서 삼림이 울창하였다. 셋째, 해안충적평야에 비해 화분대 구분이 뚜렷하게 세분된다. 넷째, 식생에 대한 인간 간섭이 400년 BP 이후 본격적으로 이루어졌으며, 저층습원에 비해 적어도 1,500년 내지 2,000년 늦었다.

역사소재 기반 디지털게임의 발전과정 및 기획요소 연구 - 동.서양 5개국의 역사소재 게임을 중심으로 (Development of Digital Games Based on Historical Material and its Design Components - With History Based Games of 5 Countries)

  • 문만기;김태용
    • 방송공학회논문지
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    • 제12권5호
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    • pp.460-479
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    • 2007
  • 문화가 산업의 영역으로 들어온 이후 세계 각국에서는 자국의 문화콘텐츠를 다양한 매체를 통하여 교육적 또는 상업적 목적으로 활용하기 위한 노력을 해 왔으며, 다양한 문화 및 역사가 이 분야의 주요 배경 및 소재로 인식되면서 역사학 등을 전공하는 많은 학자들의 역할도 증가되고 있는 추세이다. 그 중 에서도 특히 게임분야는 관객이 직접 참여하여 스토리텔링을 완성해 간다는 인터페이스 특성상 문화전파와 학습효과가 매우 높은 매체로 인식되고 있다. 이러한 측면에서 인간의 단순한 놀이로 인식되고 있는 디지털게임에서 현재 세계 각국이 제작하여 전 세계에 전파하는 역사게임의 소재 및 세계관등을 비교 분석하는 것은 매우 중요한 일이다. 본 논문은 1980년부터 2005년까지 한국에서 서비스된 약 70여 편의 역사소재게임 중 대표적 제작 및 보급 국가인 한국, 미국, 일본, 대만, 독일, 총 5개국의 역사소재 게임 68편을 무작위로 선정하여 각국이 제작한 게임의 배경시대 및 기획의도 등을 분석하고 역사원형이 게임 시나리오 및 세계관, 배경으로 등장하는 사례를 비교하여 각국이 선호하는 시대와 장르 및 문제점을 도출하여 향후 우리의 발전적인 역사소재게임의 기회방안을 제시하였다. 역사게임에 적용된 세계관 및 등장인물 분석에서는 각국의 역사게임에 적용된 실존인물, 실제역사 및 역사소설로 나누어 비교하였으며, 그 결과 총68편 중 실존인물을 게임에 적용한 사례는 총 8편으로 전체의 11.8%에 해당하였다. 또한, 과거의 실제 역사 및 배경을 게임의 소재로 적용한 사례는 37편으로 전체의 54.4%를 차지한 것으로 조사되었다. 각국이 선호하는 역사게임의 주 소재는 인물보다는 실제의 배경이 주무대가 된다는 것을 알 수 있었으며, 한국은 고대 고구려를 중심으로 한 삼국시대, 미국은 1,2차 세계대전, 독립전쟁, 일본은 중세 일본 전국시대, 독일은 고대 유럽역사 등 각 국이 선호하는 역사적 배경은 그 나라가 역사적으로 자랑스럽게 생각하는 역사적 시점이 역사게임의 주 배경이 된다는 결과를 얻었다 게임의 주 배경이 되는 시대로서는 고대가 37편으로 54.4%를 차지하여 각국에서 제일 선호되는 시대로 조사되었으며 그 다음은 근 현대가 18편으로 26.47%, 중세 7편 10.3%, 선사시대 5편 7.35%, 상고시대가 1편으로 1.47%로 나타나 고대 중세, 근 현대 순으로 선호하는 것으로 나타났다.

역사도시 공주의 건축문화 콘텐츠개발에 관한 연구 (A Study on the Development of the Contents in Architectural Culture of the Historical City, GongJu)

  • 이호정
    • 한국농촌건축학회논문집
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    • 제10권2호
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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)

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상인 연령별 영업환경만족도 영향요인에 관한 연구: 종로구 역사문화거리를 중심으로 (A Study on the Factors Influencing Satisfaction of Business Environment by Merchant Age: Focusing on the Jongno-gu Historical and Cultural Street)

  • 문해주;이명훈
    • 한국산학기술학회논문지
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    • 제18권10호
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    • pp.559-568
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    • 2017
  • 그 동안 서울시 종로구 역사문화거리는 북촌, 서촌, 인사동, 삼청동을 중심으로 전통 및 골목상권에 진입하고 있는 대형유통시설과 대규모 민간 투자로 인하여 월 임대료가 급속도로 상승하였고, 상인은 경제적 부담으로 인하여 영업환경이 점점 악화되고 있다. 이에 상인들의 영업환경을 유지하기 위해 입지적, 경제적, 문화적, 정책적 환경을 개선하여 기존 상권의 문제점을 보완하고, 잠재적 가치를 발굴하여 지역 상권의 역할을 수행할 수 있도록 해야 한다. 본 연구는 종로구 역사문화거리를 중심으로 상인의 연령을 30-40대, 50대, 60대 이상으로 구분하고, 입지적, 경제적, 문화적, 정책적 환경을 고려하여 영업환경만족도 영향요인을 분석하였다. 주요 분석결과를 살펴보면, 30-40대 상인은 타 연령층과 비교하여 교통 접근성, 상권 내 유동인구, 권리금, 월 임대료에 대한 만족도가 높을수록 영업환경만족도가 증가하였다. 50대 상인은 타 연령층과 비교하여 문화단체 및 예술가 활동, 커뮤니티 지원시설 확대, 프랜차이즈 선별적 입지불허에 대한 만족도가 높을수록 영업환경만족도가 높았다. 60대 이상 상인은 타 연령층과 비교하여 보행 접근성, 월 매출액, 상인 공동체, 역사문화보존, 정부의 상권보호에 대한 만족도가 높을수록 영업환경만족도가 높은 것으로 나타났다.

TV사극 드라마 의상의 고증에 관한 연구 (A Study on the Historical Inquiry of TV Historical Drama Costumes)

  • 봉현숙;이상은
    • 한국의상디자인학회지
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    • 제2권2호
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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.

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역사콘텐츠의 긍정평가에 영향을 주는 내러티브 정체성과 역사적 노스탤지어 효과와 유도 요인 연구 (Effects of Narrative Identity and Historical Nostalgia and Inducing Factors on Historical Contents Evaluation)

  • 임아영
    • 산경연구논집
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    • 제10권9호
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    • pp.25-36
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    • 2019
  • 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.