• Title/Summary/Keyword: 세계관

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The 21-century Techo-Scientific Predicaments and Its Call for Post-anthropocentric Worldviews: Luth Ozeki's A Tale for The Time Being (21세기 기술과학적 곤경과 탈인간중심주의적 세계관의 요청: 루스 오제키의 『시간존재를 위한 이야기』)

  • Lee, Kyung-Ran
    • English & American cultural studies
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    • v.17 no.1
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    • pp.129-162
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    • 2017
  • Ruth Ozeki(Japanese-American female novelist)?s recent novel, A Tale for the Time Being (2013) draws our attention because the fiction shows very interesting fictional experiments, especially in terms of post-humanism. Indeed, the novel is not a science fiction at all which has been, and still is, the typical fictional field employed in the discussion for the transhumanism and posthumanism. It also does not include any cybogs, robots, or aliens which provoke the posthumanism-related issues like mind/body, human/nonhuman, nature/culture relations. Indeed, it seems "merely" represent realistic day-to-day lives of ordinary people living in contemporary Japan and Canada, and in very minute and particular details at that. Indeed, the central action of the main characters of the novel seems very traditional, that is on the one hand writing a diary by a teenage girl who is counting the days and weeks before her suicide and on the other hand reading it by a female novelist who happens to find her diary several years later. Nevertheless, I would like to suggest that underneath this traditional narrative surface are simmering post-humanist and post-anthropocentric worldviews beyond liberal Humanism which takes human beings to be exceptional against human or non-human others. Not only in narrative contents and characterizations but also through narrative structure and strategies, the novel enacts post-humanist and post-anthropocentric worldviews which are interestingly drawn from both age-old Buddhist ideas and modern eco-philosophy and quantum physics. I would like to stress that what triggers the author's fictional experiments helping our rethinking and redefining "what human beings are" and "what the relation between humans and nonhumans" is not merely intellectual interests but her keen and passionate response to the heart-breaking pains and sufferings of human and nonhuman beings caused by the contemporary natural-artificial catastrophes and techno-scientific predicaments.

How does the world in the game reveal the end of the century? -Analysis on the method of the representation of the end of the century in the game : With focus on Resident Evil 3, Parasite Eve 2, Silent Hill 3- (게임 속의 세계는 세기말을 어떤 방식으로 드러내는가? -게임 속 세기말의 구현 방식에 관한 분석 : Resident Evil 3, Parasite Eve 2, Silent Hill 3 중심으로-)

  • Ok, Seon Young
    • Journal of Korea Game Society
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    • v.21 no.1
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    • pp.3-24
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    • 2021
  • This paper deals with on the game's way of embodying the society at the end of the century. Resident Evil, Parasite Eve, and Silent Hill are the targets of the analysis. First, I examine the world view of each game and its own language that conveys its contents. Second, I analyze the specific parts of reality that the three games imitate and the way they are represented. Third, I consider the connection between the real world and the world embodied in the game. Fourth, I suggest the possibility of providing an 'alternative perspective' of game media that reveals the hidden aspects of reality in a way of representation. In conclusion, the image of the game becomes 'the eye' that complements our perspective, captures the hidden aspects of reality, obtains a meaningful part, and even presents its blueprint.

An Analysis of the Meaning of Laughter by Comedians Hee-Gap Kim, Bong-Seo Koo and Young-Chun Seo : focusing on Korean Comedy Movies in the late 1960s (코미디언 김희갑, 구봉서, 서영춘의 웃음 의미작용 분석 : 1960년대 후반기 한국 코미디영화를 중심으로)

  • Seo, Kok-Suk
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.8
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    • pp.75-89
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    • 2021
  • In this paper, the results of analyzing the meaning of laughter in comedy movies of the late 1960s, focusing on comedians, Hee-Gap Kim, Bong-Seo Koo and Young-Chun Seo, are as follows. First, the narrative laughter of the comedians represents the generational conflict between the lower class and the upper class, the gender conflict between men and women, and the frustration of reality. Second the mechanism of creating laughter of the comedians shows ridicule of the conservative older generation, revelation of the immoral upper class, and caricature of the frustrated lower class. Third, the practical aspect of the comedians' laughter reveals cracks in tradition and modern, gaps in economic inequality, and expression of prohibited desires. Therefore, comedians Hee-Gap Kim, Bong-Seo Koo and Young-Chun Seo in comedy movies of the late 1960s show the semantic effect of laughter of internal/external boundaries and optimistic world views through the closed opening of informal culture and the conflict of characters/performers.

Beyond Armageddon: Is the Jehovah's Witnesses' Paradise Earth Conceivable? (아마겟돈을 지나서 - 여호와의 증인이 말하는 지상낙원은 상상할 수 있는 것인가? -)

  • Chryssides, George D.
    • Journal of the Daesoon Academy of Sciences
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    • v.32
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    • pp.237-267
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    • 2019
  • The article considers the problems of envisaging a paradise on earth, with special reference to Jehovah's Witnesses. After an explanation of their relationship to the Christian Protestant tradition, particularly Adventism and American fundamentalism, some key doctrines of the Watch Tower organisation are identified, with particular reference to their belief in a coming earthly paradise. Jehovah's Witnesses are a restorationist movement, seeking a restored paradise on earth, and endeavouring to restore authentic Christianity in what they take to be its original form. Discussion is given to the possibility of physical accommodation on the earth, the position of animals, family life, language, and technology. Finally, brief comparison is made with the expected paradise of the Daesoon Jinrihoe, which is based on a radically different worldview. It is concluded that such differences help to explain why Jehovah's Witnesses have limited success in Korea, as compared with indigenous Korean new religions such as Daesoon Jinrihoe.

An Interpretation of Human View in Daesoon Thought: From the Perspective of Mircea Eliade's New Humanism (엘리아데의 관점으로 본 대순사상의 인간관 연구)

  • Ahn, Shin
    • Journal of the Daesoon Academy of Sciences
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    • v.33
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    • pp.1-30
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    • 2019
  • There have been three trends in the study of the view of humanity in Daesoon Thought: insider theology, outsider theology, and religious studies. This article is intended to interpret the view of humanity in Daesoon Thought from the perspective of Mircea Eliade's New Humanism. We find similarities between Daesoon Thought and Eliade's New Humanism. Daesoon Thought deals with the complexities of life as being labyrinth-like and puts Jeungsan's view of humanity at the center of a Daesoon worldview. Jeungsan examines the existential problems which humans face in the Former World, and gives the religious remedies of Haewonsangsaeng (the resolution of grievances for mutual beneficence) and Boeunsangsaeng (the grateful reciprocation of favors for mutual beneficence) to transform humanity's worldview for usage in the Later World. Jeungsan suggests a way of peace instead of the revolution of Donghak. Through the Reordering Works of Heaven and Earth, Jeungsan changes the mutual contention of the Former World into the mutual beneficence of the Later World. The cosmology of Daesoon Thought recovers the relationship between divine beings and human beings in the three realms, and proposes a system of ethics that promotes virtue and reproves vices and human-centericism. In conclusion, the view of humanity in Daesoon Thought is an unapologetic view of homo-religiosus from within a new humanism.

Lee Geun-sam and Ideology of North Korea's Performing Arts (이근삼과 북한공연예술의 이데올로기)

  • Shim, Wooil
    • (The) Research of the performance art and culture
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    • no.42
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    • pp.23-45
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    • 2021
  • In the 1980's, Lee Geun-sam wrote critiques that analyzed North Korea's performing arts and ideology. In the critiques, he posits the following characteristics of North Korea's performing arts. First, the works are designed in such a way to befit the purpose of the authorities' policy. Second, the works embrace political ideology whose purpose concerns class struggle. During the critique process, Lee Geun-sam compares the "freedom" of the performing arts activities in South Korea and the "regulatory" aspect of North Korea's performing arts activities and reveals implicitly the superiority of South Korea's system. In addition, Lee Geun-sam criticizes the political ideology of North Korea's performing arts and objects to viewing the concept of ideology from a Marxist viewpoint. According to Lee Geun-sam, an ideology is explained as an idea system representing an artist's conscious/unconscious worldview. Also, he contends that arts should distance itself from political ideology.

Public Practice and Christian Education for Covid-Generation: Uncanny and Incarnational Solidarity (코로나세대 공적 기독교교육의 방향성 연구 : 언캐니(Uncanny)와 성육신적 연대)

  • Yunsoo Joo
    • Journal of Christian Education in Korea
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    • v.74
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    • pp.33-55
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    • 2023
  • This study aims to explore the direction of Christian public practice in the post-COVID era, seeking to overcome the uncanny feeling caused by increased division and exclusion during the pandemic period. Firstly, we will investigate the unequal impact of COVID-19 on the labor market and examine ways to achieve economic justice in the post-COVID era. Subsequently, we will deliberate the role of Christianity in establishing publicness in the digital world and virtual spaces. Finally, viewing COVID-19 as a catastrophe caused by an anthropocentric worldview and exploitation driven by greed, we will explore the tasks of Christianity to overcome the crisis of the Anthropocene. Christian public practice should fulfill its mission of care and stewardship not only in social context but also in an ecological dimension. The author proposes "planetary citizenship education" for a harmonious relationship between human species and the Earth they inhabit.

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

  • Moon, Man-Ki;Kim, Tae-Yong
    • Journal of Broadcast Engineering
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    • v.12 no.5
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    • pp.460-479
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    • 2007
  • 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.

A Study on Repetition and Multiplicite of Superhero Comics (슈퍼히어로 코믹의 반복과 다양체적 형식에 관한 연구)

  • Park, Seh-Hyuck
    • Cartoon and Animation Studies
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    • s.28
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    • pp.27-53
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    • 2012
  • American superhero comics are being produced in numerous different forms for multiple, and cross-platform media. In cinema, films based on superhero comics top the list of all time box office records. The same phenomenon of the 'Invasion of Superhero' is duplicated in Korean box office 2012, however, the korean fans are not familiar with the superheroes from the publication which provides the original source of characters and stories for other superhero related media products. Based on observing the multiple and vastness of world building characteristics of superhero comic, this paper attempts to associate the continuous creative nature and the infinite repetition of superheroes and comic texts with the identity of superhero on ontological level. First, chapter 2 examines how one superhero exists in multiple and different worlds individually by utilizing the concept of 'multi-universe' or 'multiverse' in comic texts. Initially, duplicating a superhero on multiple settings and series destroyed continuity and allowed contradiction and paradox confused narrative as a whole, but it also gave chances for comics to be more vibrant and experimental with their stories and characters. Chapter 3 analyzes the superhero comic texts in the light of repetition, concept developed by french philosopher Gilles Deleuze, and make the argument that the superheroes and texts are not repeated to generate surplus of source for economic utilitarian purposes, but it is, first and foremost, a repetition of creativeness and capability. Many concepts introduced by Deleuze in his early masterpiece, $\acute{e}$rence et R$\acute{e}$p$\acute{e}$tition> are taken to support this argument. Mainly, his critical views on generality of the identity and his effort to replace the Plato's system of representation with vibrant creative, and renewal energy of r$\acute{e}$p$\acute{e}$tition. According to Deleuze, repetition is similar concept, if not identical, to what Nietzsche called the 'eternal return' which allows the return of the Overhuman or the Superhuman, and he extends his idea that the returning Overhuman is the singular simulacre which opposes the generalization of identity, in the likes of Plato's Idea. Thus, the superhero's identity is ever changing, ever returning, and ever renewing Overhuman. The superhero must be repeated to fully actualize his/her existence. Also, based on Deleuze's reading of Bergson's texts on the Virtual, the superhero, for example Superman, is actualization of his/her multiplisit$\acute{e}$, the internally multiple, and differentiated variations from itself. These every Supermans' multiplisit$\acute{e}$ shares common memory, past, and duration, thus the Virtual of Superman. Superman becomes himself only by actualizing the movement and differentiation from these multiplisit$\acute{e}$ in his virtual on the surface of reality. On chapter 4, a popular Korean comic book character Oh, Hae-Sung's r$\acute{e}$p$\acute{e}$tition and multiplist$\acute{e}$ are analyzed, and makes comparison to that of Superman to distinguish the repetition from r$\acute{e}$p$\acute{e}$tition, and multiplicit$\acute{e}$ from diversity.

A View about Li(理) and Ki(氣) of Hayasi Razan(林羅山) (하야시 라잔(林羅山)의 이기관(理氣觀))

  • Lee, Yongsoo
    • The Journal of Korean Philosophical History
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    • no.31
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    • pp.347-374
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    • 2011
  • Along with Hujiwara Seika(藤原惺窩), Hayashi Razan(林羅山) is called the founder of the Japanese Confucianism in the Eto(江戶) era. And it is necessary for us to grasp that how Razan understand the theory of I-Ki(理氣論), then we can investigate the characteristics of his thought. In ordinary, people understand that the theory of I-Ki, as a completed view of the world, is integration of the structure of theory of the neo-Confucianism. So a certain thinker's ideological attitude is determined according to how people understand the theory. And then we can grasp the structure of his view of the world and human. Therefore, the purpose of this paper is to study how Razan had understanded the I(理) and Ki(氣). In spite of a scholar of Zhu Xi(朱熹), Razan didn't accept Zhu's view of I-Ki, he seem to lean toward the view of Wang Yangmings'(王陽明) in the his early learning days. But that doesn't mean he is a scholar of doctrine of Wang Yangming. When he meets the logical contradiction under the process of investigating the problem of Sein and Sollen, he just only to explain it with logic of Ki(氣) which is closed by mind. Meanwhile if we suppose I(理) is pure goodness and there is no things outside of I(理), if so Razan doubts about that where is the root of evil and he try to investigate the answer. In his latter years, Razan takes Zhu Xi's doctrine again get out of the mental attitude to the view of I-Ki(理氣). The outcome of precedent study about Razan points a fact that Razan needs a little more digging into the ieda of 'Fact and Sollen' which had been the reason of ideal confusion of him. But his ideal confusion is not the point of issue. Point is that Razan had understanded I-Ki(理氣) with monistic of Shim(心) in his early years. As a result, that bring about the outcome which exclude ontological thinking, and had come to grips with aspects of Sollen of all things in understanding of the doctrine of Zhu Xi. And I think that is the clue to understanding of Razan's learning.