Abstract

Relevance of the study. The museum is the place where information turns into a system of codes, signs and symbols, and any thing, getting in our hands, enters into dialogue with us. Main objectives of the study: to trace the dynamics and transformation of the communication model "Man-doll" in the museum space. Methodology: observation, comparative, analytical, structural-functional, hermeneutic. Results: This article is the result of the author's research in the field of theatrical art, collecting theatrical objects (theatrical doll). As a result of our research, we came to the following conclusion: a doll is a universal cultural artifact that exists in different cultural practices: play, therapeutic classes, collections of private and public collections, and of course in the space of the theater. A museum is the place where information turns into a system of codes, signs and symbols, and any thing that falls into the hands enters into a dialogue with us. Scientific novelty: the study was tested in the international project GameHub, the purpose of which was to create interactive dolls, computer heroes and, subsequently, the development of a game scenario to solve conflict situations in the educational process, to improve the quality of education. Analysis of scientific sources. We managed to reveal all aspects of this: Semiotics questions (Lotman); problems of cooperation and communication (J.Habermas); the nature of the doll as an artifact and the possibilities of its use in different cultural spaces -cinema, theater (Vasilkova A);); discussion of the doll as things (Miroslav Petrzhichek, Jan Pyatochka, E. Husserl); and also, looked at such authorities as therapeutic, psychological, Educational. Practical sig:nificance the main provisions and conclusions of the article can be used in scientific and pedagogical work, will be of interest to scientists, researchers from different fields of humanitarian science. This article is a result of the author's research in the sphere of theatre, collecting theatrical items (theatre puppet), that passed a test of the international project GameHub, which purpose was to create interactive puppets, computer heroes and, including the development of a game script for solving conflict situations in the educational process, for improving the quality of education. Conclusion: a pappet is a universal cultural artifact existing in various cultural practices: game, therapeutic activities, private and public collections, and of course in the theater space. Keywords: communication "man-pappet", a theatrical pappet as a text of culture, artifact, a thing in collections, cultural practices.

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