• Title/Summary/Keyword: traditional play

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A Study on Stage Costumes Using Traditional Hanji - Focus on the Theater 'Long Long Time Ago Whuo-ee Whuoee' - (전통한지를 이용한 무대의상 연구 - 연극 '옛날 옛적에 훠어이 훠이'를 중심으로 -)

  • Kim, Young-Sam;Kim, Jang-Hyeon
    • Journal of the Korean Society of Clothing and Textiles
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    • v.34 no.2
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    • pp.336-344
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    • 2010
  • Stage costumes are characterized by the importance as a medium of total visual expression on a synthetic art and need to be designed more effectively. This study followed the stage costumes of the play 'Long long time ago whuo-ee whuoee' which participated in the China-Japan-Korea University Theatre Festival. By consisting of the framework of a Korean story that tells and expands the visual expression province by the access method of a producer, the unique costume in the play was created by the dyeing of the traditional hangi. First, the use of hanji in theater represents originality and a fresh variation with the formative beauty of stage costumes in accordance with hanji that conforms to the recreation of tradition. Second, the dip dyeing technique made it possible to express colors limitlessly and the airbrush dyeing technique along with dyeing twice could account for the weak points of the color. As a result, the color brought effect as expected. Third, the weak points were supported by a Jumchi technique that created the fibroid material tangled with stronger adhesion in the creation of a hangi costume. In addition, dyed hangi was attached to the outer fabric. It allowed the costume to have a unique texture that was both soft and tough. This enforced the visualization of the costume and durability to prevent possible damage by the performers. Forth, pieces of hanji were attached to the damaged parts of the costume after re-visiting the dress rehearsal. As a result, the stage costumes represented the shabby clothes that express the social class of the characters. A new understanding of the excellence of traditional hanji was found and confirmed the possibility of it as a material for stage costumes through the study.

A Study on the Relation between the Community and the Mask dramas of Korea southeast region (한국 동남부 탈놀음과 공동체와의 상관성 고찰)

  • Chung, Sangbak
    • (The) Research of the performance art and culture
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    • no.32
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    • pp.7-30
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    • 2016
  • The inter­relationship of Korea southeast region community related to a mask dramas in depth. The Folk mask dramas are, for traditional community members to live well and enjoy cultural practices in society. Even if a mask drama would be performed in the 21st century, it would be the one of traditional society. It shows the life of traditional society and proposes the issue of traditional society. The thing is handed down well with technology of a mask drama assigned as intangible cultural asset. The Korea southeast region, Kyongsang Provinces, or Yeongnam area has been handed down several kind of mask dramas. These are Byeolsingut Talnori with religious, the Ogwangdae of wandering play team, the Ogwangdae of local residents, and the Dulnorum of local residents. The mask dramas of Korea southeast region are specified as intangible cultural asset, many traditional mask play were restored. The restoring is imitation. These things are difficult to assigned as the intangible cultural asset. But though it is the imitation of the mask dramas, it is culture phenomenon. So we need to make the fostering system.

A Study on the Narrative Structures of Korean Traditional Performing Arts - Gwanno Mask Dramas - (한국 전통연희극의 서사구조 연구 - 강릉관노가면극 중심으로 -)

  • Pyo, Won-Soub;Lee, Don-Yong
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.2
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    • pp.67-77
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    • 2019
  • There are many eyes that recognize Korean traditional performing arts as low, unorganized, and not a play. However, there is clear in the Korean traditional performing arts have a story with a perfect narrative structure. From the Miyal which accepts the Western tragedy theory to the Gangneung Gwanno Mast drama which contains the love story of the comedy, many Korean traditional performances contain the elements of narrative even though the contents are very simple. It is true that there are very few things with perfect narrative structure among the Korean traditional performance that has been passed down so far. It is the responsibility of the researchers to unearth and restore these, and it is the task of the creative artists to create new ones according to contemporary philosophy. If these two fields communicate smoothly, we will be able to look at the future of our traditional performing arts more brightly than now. As a result, it will also be a challenge to solve the problem of letting Korean traditional plays penetrate ing the world market.

A Design and Development of Korean Traditional Board Game on Android Environment (안드로이드 환경에서 한국전통 보드게임 설계 및 개발)

  • Kim, Yang-Jib;Kang, Seung-Woo;Song, Teuk-Seob
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.10
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    • pp.2294-2300
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    • 2013
  • As smartphones have become widely used, topics of smartphone become a hot research subject in IT technologies. Many applications have been developed for the smartphone and the application market has become more and more increasing. However here are few studies or application developments on Korea's traditional games. In this paper we developed Korea's traditional board game Gonu. People who are young or old can play the game. We expect that many applications which related with Korean culture are developed on the smartphone environment.

The Analysis of Present State and Improvement Way according to the Installation of Electric or Plumbing Equipments of Traditional Folk Houses - Focused on Yongdong, Gangwon Province - (전통민가의 전기 및 설비시설 설치에 따른 실태분석과 개선방안 - 강원영동지역을 중심으로 -)

  • Jin, Jae Hyung;Choi, Jang Soon
    • Journal of the Korean Institute of Rural Architecture
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    • v.14 no.3
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    • pp.25-32
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    • 2012
  • Traditional folk houses in Yongdong, Gangwon province play important roles in figuring out natural, human, and social value in the past time including housing life. However, according to the introduction of electric or plumbing equipment in housing life styles, many conventional architectures have been changed by installations of new electric or plumbing equipment, convenience facilities, and etc. Therefore, this study aims to make basic data to prepare for standardized installations of the electric or plumbing equipment, and convenience facilities by surveying of the present installation status, such as electric lights, outlets, switches, wiring, pipe laying, or monitoring devices for crime, disaster prevention facilities, and home appliances etc. Additionally, this paper is related to the meaning and usage, which are connected with the electric or plumbing equipment installations of the traditional folk houses to be prepare for the proper solutions between preservations of the original form and convenient lives for residents.

Action Research on the Effective Direction of Three-year-old Children's Drama Activities (만 3세 유아 동극 활동의 효과적 운영방안에 대한 실행연구)

  • Jang, Hyun Jin;Hong, Yong Hee
    • Korean Journal of Child Studies
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    • v.34 no.2
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    • pp.63-81
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    • 2013
  • The purpose of this study was to investigate and conduct effective schemes to direct drama activities for three-year-old children and to examine its influence on them. This research subjects comprised 23 three-year-old children and 2 teachers attending classes at Gureum at SanDeul kindergarten in Seoul, Korea. The researcher first recognized that problems existed in the ways in which children's leading roles were limited by the actor's roles themselves and they therefore were constrained in their use of dramatic expressions while performing drama activities. The researcher also recognized that children's drama activities integrated with traditional culture were largely deficient. For more effectively direction of children's drama activities, action research method was conducted over two sessions. First, certain factors of plays and traditional culture were incorporated within children's drama activities. Second, certain factors of Madangguk and traditional culture were also incorporated within children's drama activities. Through undertaking this research project, children were given the opportunity to actively participated in drama activities, trained their range of imaginative expressions, improved their cooperation with peers and enhanced their interest in traditional culture. The research suggests that children's drama activities when integrated with plays and Madangguk could effectively enhance children's artistic and educational skill.

A Comparative Study of Feature Extraction Methods for Authorship Attribution in the Text of Traditional East Asian Medicine with a Focus on Function Words (한의학 고문헌 텍스트에서의 저자 판별 - 기능어의 역할을 중심으로 -)

  • Oh, Junho
    • Journal of Korean Medical classics
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    • v.33 no.2
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    • pp.51-59
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    • 2020
  • Objectives : We would like to study what is the most appropriate "feature" to effectively perform authorship attribution of the text of Traditional East Asian Medicine Methods : The authorship attribution performance of the Support Vector Machine (SVM) was compared by cross validation, depending on whether the function words or content words, single word or collocations, and IDF weights were applied or not, using 'Variorum of the Nanjing' as an experimental Corpus. Results : When using the combination of 'function words/uni-bigram/TF', the performance was best with accuracy of 0.732, and the combination of 'content words/unigram/TFIDF' showed the lowest accuracy of 0.351. Conclusions : This shows the following facts from the authorship attribution of the text of East Asian traditional medicine. First, function words play an important role in comparison to content words. Second, collocations was relatively important in content words, but single words have more important meanings in function words. Third, unlike general text analysis, IDF weighting resulted in worse performance.

Developing Traditional Handcraft Villages: The Determinants of Lending Decision from Binh Duong Province's Banks in Vietnam

  • LE, Man Thi;LE, Dong Nguyen Thanh
    • The Journal of Asian Finance, Economics and Business
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    • v.7 no.2
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    • pp.151-156
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    • 2020
  • Small and medium enterprises (SMEs) play a very important role in developing countries. In Vietnam, SMEs operating in the field of handicrafts, besides contributing to the economy, also tasked to maintain and develop traditional handicrafts. However, accessing loans from banks of SMEs faces many difficulties. This study explores the determinants of bank lending decision for SMEs, particular, in traditional handicrafts business. Using dataset based on a survey conducted in Binh Duong province, Vietnam, we investigated to what determinant effects for loan approval. The analytical methods used include descriptive statistics for overall assessment, principal component analysis and regression to examine determinants of lending decisions. The results indicate that company's collateral was the most positive determinant to bank lending decision, follow by company's business plan. The role of company's leader is very important for banks considers to approve credit because company's leaders experience and relationship with stakeholders as well as banks have positive relations with bank's lending decision. Agreed with previous studies, the company's financial statement and company's credit history with banks are also significant determinants for lending decision. Whereas, the business environment seam unaffected lending decision as their relations is not significant..

Study of Effect of Information Representation Learning in Middle-School with Play Activities Materials on the Learning Achievement (놀이 활동 교육 자료를 활용한 중학교 정보 표현 학습이 학업성취도에 미치는 영향)

  • Nam, Dong-Soo;Park, Jin-Hwa;Seo, Soon-Shik;Lee, Tae-Wuk
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.12
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    • pp.157-165
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    • 2011
  • As the contents of information were reinforced the rules of computer science, it was necessary to develop the new teaching and learning plans and various education materials that encourage students and easy to access. So, in this study developed a wide ran of play activities and educational materials without using a computer for the area of information representation and applied to 68 students, second grade of middle school for 4 weeks. After the class, the effect on the learning achievement was verified by the t-test. As a result, it was shown that there was a significant difference between learning with play activities materials and the traditional lecture-type. It means that learning with play activities materials in the information representation influences a positive effect to the learning achievement.

A Study on New Gameplay Experience Based on Brain-Computer Interface (BCI를 기반으로 하는 플레이어의 새로운 게임플레이 경험 연구)

  • Ko, Min-Jin;Oh, Gyu-Hwan;Bae, Kyoung-Woo
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.31-44
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    • 2009
  • BCI (Brain-Computer Interface) is a way to control computer by using the human brain waves. As the hardware using brain wave technologies has developed, former expensive and big sized brain wave measuring devices have recently become much smaller and cheaper in their prices, making it possible for the individuals to buy them. This predicts them to be applied in various fields of multimedia industry. This thesis is to give an insight into whether the BCI device can be used as a new gaming device approaching it in a game designing point of view. At first, we proposed game play elements that can effectively utilizing the BCI devices, systematize, and produced a game prototype adopting the BCI device based on such game play elements. Next, we verified it with statistical data analysis to show that the prototype adopting the BCI device gives more clear and efficient controls in its game play than a game of only adopting keyboard & mouse devices and analysis verified that BCI-based game play elements provide users with a more intuitive and interesting experience than traditional non-BcI-based game play elements. The results will give a guideline for effective game design methodology for making BCI based games.

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