• Title/Summary/Keyword: 신화(神話)

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디지털시대 새로운 비즈니스 신화의 조건

  • Kim, Won-Je
    • 프린팅코리아
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    • s.17
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    • pp.98-101
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    • 2003
  • 21세기 디지털 패러다임은 우리 기업으로 하여금 '한강의 기적'에 이어 '디지털 신화'라고 하는 새로운 '기적'을 향해 나아가도록 몰아붙이고 있다. 어떻게 이러한 기적을 이룰 것인가. 소니(Sony)를 추월해 세계를 놀라게 한 삼성전자의 사례를 통해 그 가능성을 타진해 보자. 지난해 <뉴스위크>, <포브스> 등 유수 언론들은 삼성전자의 눈부신 성장을 대서특필했다. 세계 초일류 브랜드의 상징으로 글로벌 시장을 석권했던 소니를 삼성전자가 앞섰다는 점을 집중부각하면서, 소니가 아날로그 시대의 강자였다면 삼성전자는 디지털 강자라고 평가했다.

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Behind Story-일본 벤처신화 호리에의 몰락!

  • Kim, Hong-Guk
    • Venture DIGEST
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    • s.94
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    • pp.30-31
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    • 2006
  • 공격적인 인수∙합병(M&A)을 통해 30여 개의 계열사를 거느리며 일본 신(新)경제의 상징으로 부상했던 라이브도어그룹. 그러나 호리에 대표가 일군‘호리에몬 성공신화’는 주가조작과 분식회계의 덫에 걸려 10년 만에 막을 내리고 말았다. 정도경영만이 세계적인 기업을 만든다는 진리를 다시 확인시킨채….

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A Criticism of John Hick's Copernican Revolution (존 힉의 코페르니쿠스적 혁명 비평)

  • Je, Haejong
    • The Journal of the Korea Contents Association
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    • v.14 no.8
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    • pp.494-504
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    • 2014
  • This is a study of Hick's self-described Christological 'Copernican revolution.' Since Hick as a former Christian theologian did not want to reject one of the core Christian doctrines(incarnation), he presented his copernican revolution in terms of Agape Christology, an inspiration Christology and myth Christology through his Christological reinterpretation. Thus Hick's Christologies that are developed gradually are discussed and evaluated chronologically. First, agape Christology understands that the incarnation is taking place all the time in different degrees everywhere. As a result agape Christology makes Jesus as a mere human being. Second, an paradox of grace or inspiration Christology views the incarnation as the Spirit of God enabling people to fulfill the will of God by their free responses. This Christology assumes that divine incarnation can occur anywhere and anytime in any person. Thus, according to this, Jesus is not literally God incarnate as Christian claims. Third, myth Christology views that the incarnation is not literal but mythological. Though he prefers to use metaphor in his later writings because it has a more positive connotation than myth, myth and metaphor have one thing in common: they are neither literal nor historical. Hick's mythological Christology implies the denial of Jesus Christ as God incarnate. Accordingly, the researcher must conclude that Hick's Christology as copernican revolution cannot said to be a perfect solution for today's religious situation, even though it was a sincere try to communicate with pluralistic world.

Image Analysis of Looking's Taboo & Looking Back (시선의 '금기'와 '돌아보기'의 이미지 분석)

  • Kim, yang-ho
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.895-900
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    • 2009
  • Myth is defined as hidden rules or practices in a particular group universally represented in the overall society. The implied meanings in the myth is the result of reflection of culture, and the understanding of the reflection seeps into the society, making cycle structure. In many mythological stories, an act of looking has broad meanings. For example, in the story of Orpheus, Medusa and Tiresias, the act of looking brought about misfortune. The implication of these stories is that it pushes 'what should be not done' rather than 'what should be done', highlighting taboos across the society. This study seeks to present a case of image analysis by interpreting the image of current commercials through the relationship between looking back and taboos among acts of looking in mythological stories.

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Analysis on Starcraft Focused: Narratives and Mythologies (서사와 신화론을 중심으로 한 스타크래프트 분석)

  • Kim, Seo-Young;Park, Tae-Soon
    • The Journal of the Korea Contents Association
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    • v.8 no.4
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    • pp.117-129
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    • 2008
  • This analysis is intended to approach a computer game in the context of cultural-study theories. The semiotics can be applied to various area, and it is assumed to also applied to computer games. In semiotical background we tried to analyze the mythology of Starcraft mainly by using Propp's narratives theory and Brathes' mythologies theory. In the narratives of Starcraft, we fouind some simplified functions which penetrate the internal structure. And while most of the games having paradigmatic flow in narratives, Starcraft has syntagmatic flow mainly because of the function of network. With these conditions, we could find some mythologies in Starcraft : (1) naturalization of discipline and control, (2) time and space as resources, (3) deprivation of values of object.

A new viewpoint to regulate foundation myth as Akijangsu legend narrative's antistructure (건국신화를 아기장수설화의 서사각색으로 보는 새로운 관점: 건국시조의 사회부조화성(社會不調和性)과 분리(分離)·이주(移住)의 문제)

  • Kwon, Dokyung
    • Cross-Cultural Studies
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    • v.34
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    • pp.173-199
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    • 2014
  • This study was attempted to suggest a new viewpoint to regulate foundation myth as Akijangsu legend narrative's antistructure. The problem is that Akijangsu legend has been regulated as reversed narrative of foundation myth in precedent research history. Following this viewpoint, it is impossible to explain context that Gangchaeyoon's Akijangsu narrative is collected in Sejong's sovereign myth. But Gangchaeyoon is changed as helper to found ideology order and his Akijangsu narrative is collected in sovereign myth's context. Therefore in this point it is necessary to sound out foundation possibility of new thesis the found myth is reversed narrative of Akijangsu legend. Choosing this standpoint, it is possible to regulate Sejong's sovereign myth as narrative dramatization of successful Akijangsu legend. At the same time it is possible to regulate Cheongkijun as Akijangsu that was situated in Sejong's sovereign myth as antagonist, competing and failing with Sejong to replace existing order by own ideological order. This study investigated that found myth is reversed narrative of Akijangsu legend.

The research of China ancient mythical image's kindhearted and vicious role designs in the Role-playing game (롤플레잉게임에 등장하는 중국고대신화의 선악(善惡)캐릭터 디자인 연구)

  • Zhang, Zhile;Kim, Se-Hwa
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.903-908
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    • 2009
  • In this research, is take the foundation at deity appearing in China ancient mythology symbolic, the ideology of kindhearted and vicious to them is classified, and take the kindhearted and vicious role of the game at present compares. Pass such analysis, combine deity appearing in the mythology symbolic with tales of marvels, apply to role's design current situation of the present game, hope to find out the key element of succeed in designing the game role with culture intension.

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Le Moi naturel et la cosmogonie chez Paul Valéry : au point de vue de la mythologie indienne (폴 발레리Paul Valéry의 본성적 '자아'와 우주 발생론 : 인도 신화를 중심으로)

  • JEANG, Kwangheam
    • Korean Association for Visual Culture
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    • v.23
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    • pp.463-524
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    • 2013
  • En exprimant 'la découverte de l'homme', Valéry, dans la Philosophie de la danse, représente «un plaisir qui allait jusqu'à une sorte d'ivresse, et si intense parfois, qu'un épuisement total de ses forces, une sorte d'extase d'épuisement pouvait seule interrompre son délire, sa dépense motrice exaspérée». Dans le même sens du plaisir, Jayadéva, dans son dithyrambe du Gîta-Govinda, représente la danse de Harî, une des nombreuses formes de Vichnou. Excités par le brûlant désir des jeux de la volupté, Hari et son amante Râdhâ cherchent au cours de la danse Râsa l'énergie vitale. Voilà la source du plaisir mystérieux valéryen. Ensuite l'eau, «élément essentiel de toute vie», est la mesure du temps de même que le soleil, l'eau est le principe de l'harmonie comme celui du monde. Finalement, chez Valéry, sous les diverses infleunces de l'eau mythique, la mer devient l'Océan de lait, soit le lieu de naissance, soit la substance maternelle, soit l'essence da la création universelle. Or tout au long de 「La Dormeuse」, Valéry évoque l'image de 'Vichnou-Narayana' sous l'influence de la mythologie indienne. Et sous une autre influence de Flaubert, Valéry évoque « d'étranges mondes abstraits». Malgré tout, Valéry crée lui-même, dans 「La Dormeuse」, une nouvelle image d'un monde abstrait : 'Vichnou-Narayana' couché sur un lit de lotus, porté par les replis du grand serpent Ananta, qui élève au-dessus du dieu endormi méditant, ses sept têtes formant une éspèce de dais - du sein de Narayana, richement décoré d'un collier d'étoiles et d'une couronne de pierres précieuses en forme de disque, croit un lotus qui porte Brahma dans son calice ; Lakchmi est aux pieds de son divin époux. L'épisode des dieux indiens est à un stade encore plus avancé de la destruction du symbole. Ils sont réduits à des formes symboliques obscures, non commentées et même difficilement identifiables. Le dieu rose qui mord son orteil dans une attitude à la fois mystérieuse et grotesque, c'est Vichnou qui a, selon le vichnouisme, le premier rôle dans la création du monde. Il flottait avant la création sur les eaux, couché sur une feuille de figuier, sous la forme d'un jeune enfant qui porte son pied vers sa bouche. Cette scène évoque la méditation et le repli sur soi de la divinité avant le commencement. Valéry désigne la cosmogonie particulière d'une religion bien déterminée(le vichnouisme) sans la nommer et en la vidant de son sens pouratnt capital, laissant subsister un symbole guetté par le grotesque, un dieu en enfance ; d'autre part, cette cosmogonie est télescopée et intégrée par une cosmogonie d'origine différente : le désemboîtement des trois dieux renvoie à la théorie sivaiste du Lingam, l'arbre de vie. Les dieux de la tirinité iendienne se détachent les un après les autres et il ne reste plus que la fleur sous la garde de Vichnou. Le désemboîtement des dieux paraît bien se référer à cette conception, malgré l'absence du lingam. Enfin toute la forme veille ; et tous les yeux sont ouverts.