• Title/Summary/Keyword: 미하일 바흐친

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Social Reflection of Director Choi Donghoon -based on the Theory of Carnival of Mikhail M. Bakhtin (최동훈 영화의 사회반영성 -바흐친의 카니발 이론을 중심으로-)

  • Lee, Minho;Yi, Hyoin
    • The Journal of the Korea Contents Association
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    • v.13 no.6
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    • pp.125-136
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    • 2013
  • Director Choi Donghoon is the most famous director in Korea as a box office successor, especially (2102) has gained No. 1 box office attraction in Korean film history. However some critics have criticised the works of Dr. Choi because of their plebeianness. This paper focused on the reason of interaction with audiences through the theory of carnival of Mikhail M. Bakhtin. Because the theory of carnival is not only the adapted method to account for the power of popular culture to M. Baktin but also the useful method to understand the keys of interaction of Dr. Choi's films. It's not difficult to find the esthetic elements of carnival theory example for 'dethronement & coronation', 'overturn & ridicule', 'image of feast', 'language of square' in the films of Choi which are The Big Swindle(2004), Tazza: The High Rollers(2006), Woochi(2009), The Thieves(2012). Therefore this paper has endeavored that the box office attraction and success of communication with audiences is due to the realistic attitude and social reflection of Choi's films.

A critical analysis of M.M. Bakhtin's Dialogics: A pragmatic and semiotic approach (미하일 바흐친의 대화이론에 대한 분석적 비평: 화용론과 기호학적 접근을 중심으로)

  • Lee, Noh-Shin
    • English Language & Literature Teaching
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    • v.16 no.4
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    • pp.223-238
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    • 2010
  • This article analyzes and discusses M.M. Bakhtin's dialogics with the perspectives of what it emphasizes and how it makes the Russian Formalism and the Marxist literary theory together in his dialogics. This article considers conversion in the literary texts the central idea of dialogics, and it takes place through satire and parody. As Bakhtin stresses in his works, this article also examines the novel as the dominant genre in the nineteenth and twentieth centuries. Such satire and parody shows the ambivalence of the Russian Formalism and the Marxist literary theory. Bakhtin states that novel per se is very conversing. It has turned over the position that has been occupied by epics (poetry) and play for thousands years, and taken it over in the nineteenth century. Thus, novel is a literary genre in which a variety of conversing struggles occur throughout the texts, which makes it different from epics and play. Throughout such analyses and discussions, this paper considers Bakhtin's dialogics a complex of semantic, pragmatic, and semiotic elements.

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Case Study for Interactive Artwork Based on Monophony and Polyphony by Mikhail Bakhtin (인터랙티브 예술 작품에서 바흐친의 단성성과 다성성 사례 연구)

  • Oh, Je-ho
    • The Journal of the Korea Contents Association
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    • v.22 no.8
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    • pp.191-199
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    • 2022
  • This paper proposes a new aesthetic methodology analyzing the objectives and activity of audience members through the application of the concept of monophony and polyphony to interactive artwork. Monophony and polyphony were new methods for analyzing the voices of speakers in literature as Mikhail Bakhtin, a Russian aesthetic theorist, proposed. This paper proposes a new methodology for analyzing structure and the elements of monophony and polyphony in interactive artwork based on previous studies. Through this new methodology, I have analyzed a total of 9 interactive artworks. As a result, I have found detailed elements of monophony and polyphony in those artworks. This paper also proposes new findings: non-controlled types and controlled types appeared in the interactive artwork under the concept of polyphony. Through these new findings, artists and researchers can apply objectives and activities in interactive artwork through the participation of audience members, thereby leading to new aesthetics in interactive artwork.

Reading Luces de Bohemia with Carnivalism (카니발리즘으로 읽는 『보헤미아의 빛』)

  • Kim, Seon-Uk
    • Iberoamérica
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    • v.21 no.2
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    • pp.25-52
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    • 2019
  • Esperpento denotes a literary style in Spanish literature first established by Spanish author Ramón María del Valle Inclán that uses distorted descriptions of reality in order to criticize society. And esperpento's narrative strategy is similar in many ways to Mikhail Bakhtin's carnivalism. Especially Valle Inclán's first esperpentic theatre, Luces de Bohemia contained various carnivalistic elements of Bakhtin. The various techniques of Valle Inclán's esperpento used in Luces de Bohemia can be explained by Bachchin's carnivalist techniques. Therefore, this paper aims to re-examine the esperpentic techniques in Luces de Bohemia of Valle Inclán in terms of Bakhchin's carnivalism. Because the esperpentic tecniques of this play pursue the subversion of power or authority through the carnivalistic aspects such as polyphony, subversion of seriousness, parody, grotesque realism, plaza, ambivalence, anomalous structure of space, time and plot, etc. Esperpento and carnivalism serve as a tool to interpret the social reality, beyond criticism and satire of Spanish society. The characters act passively on all the external factors that determine human destiny, rather than actively carving their own destiny like the classic heroes. Modern man cannot defy or control the external situation of the modern civilization. So they are tragic. In this situation, the protagonist of the tragedy who challenges reality disappears and a puppet figure like Max Estrella, the protagonist of the Luces de Bohemia, takes his place on a satirical level. This is the satire and the true meaning of carnivalistic humor that Valle Inclán tried in his play.

Characteristics of Fashion Memes in Vetements based on the Playfulness of Mikhail Bakhtin's Carnival Theory (미하일 바흐친(Mikhail Bakhtin) 카니발이론의 유희성을 중심으로 본 베트멍(Vetements)의 패션 밈 특성)

  • Yun, Jiae;Park, Hyewon
    • Journal of Fashion Business
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    • v.25 no.2
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    • pp.1-17
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    • 2021
  • The development of the Internet has led to the emergence of an internet meme culture using duplication. This phenomenon has appeared in the fashion field as 'fashion memes' and its playful expression has helped it to spread. Vetements is one of the well-known brands that actively incorporates fashion memes into their fashion. The purpose of this study was to examine the playfulness of Mikhail Bakhtin's Carnival Theory and identify the playful identity, design characteristics, and implications of Vetements' fashion memes in light of Bakhtin's playfulness. The research methods were literature research and collection case analysis, and empirical content research was conducted in parallel. The scope of this study was fashion memes shown in the products from 2017 S/S to 2019 F/W. The study results showed that Bakhtin's playfulness could be divided into "playfulness in the destruction of hierarchy", "playfulness in grotesque imagery" and "playfulness in the emphasis on the lower bodily stratum". Based on these findings, the playful identity of Vetements' fashion meme images can be described as follows. First, it breaks down the existing order of fashion brands like the destruction of hierarchy in Bakhtin's theory. Second, it is grotesque; it is strange, eerie, yet ridiculous at the same time. Third, it is a playful metaphor of contamination, filth, and lower stratum. The modes of embodiment of such identity include Vetements' collaboration with famous brands, the use of cheap items, and the expression of genderless ideas.

Cultural Politics of Transgredience and Transition : "people-image" in Bakhtinian Thought (탈경계와 이행의 문화정치학 - 미하일 바흐친의 민중-이미지 -)

  • CHOI, Jin Seok
    • Cross-Cultural Studies
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    • v.35
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    • pp.35-58
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    • 2014
  • This article aims to explain the 'people-image' of Bakhtin's works in the light of "Transgredience" and "Transition." According to Bakhtin, the real core of every culture is the people. But he did try to answer the question "what is the people?" I think, the secret of Bakhtinian thought is located in the people-image, because it is the one of the territories that have not been explained. For this purpose, we have to examine four images represented by Bakhtin, - rogue, clown, fool, thief. These images are the concrete and individualized images of people, who can characterize the power of transgredience and transition. They commonly act for changing ordinary borders of identities formulated with nationality, property, status, classes, sex and so forth. In this sense, Bakhtin thinks that the masks are the real nature which can show the mutational power of Being. That is the kernel of Bakhtin's people-image that makes and changes every cultural world. When we accept and practise this perspective positively, we will realize that Bakhtin's position is close to the cultural politics, because a practical power of thought cannot help but being political. That's why we have to investigate Bakhtin's people-image from a vantage point of "Transgredience" and "Transition."

A Study on the Chronotope of Mobile Game (모바일 게임의 크로노토프 연구)

  • Lee, Jin
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.29-36
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    • 2018
  • The purpose of this paper is to examine the temporal and spatial characteristics of mobile games through Mikhail Bakhtin's chronotope concept in order to examine the changes of mobile games and gaming. Based on chronotope, a concept that refers to the inner relation between time and space reproduced in the novel, I examined the inner relation between the space - time experience in the mobile game platform and the reconstruction of the mobile game text. The mobile game builds the present-here world based on the player's will while superimposing the act of playing through the mixed platform of existence based on the player with the time and space of everyday life. The chronotope of a mobile game with players as platforms is created in the current space of now-here rather than connecting to the virtual world. In this paper, I review the role of chronotope reproduction in mobile games, focusing on role-playing games and location based games. In the mobile role-playing game, an unhistorical chronotope appears in which the player has a loose sense of distance around the automatic combat system, while the narrative and relational experience is weakened. In a location-based game, a chronotope of player-driven generation that generates amusing meanings through the overlap of the virtual world and the real world appears.