• Title/Summary/Keyword: 신화학

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A Study on the Use of Storytelling in Norse Mythology in Games (게임에서 북유럽 신화의 스토리텔링에 활용에 관한 연구)

  • Hyun, Joon-Sub;Lee, Jong-won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.577-580
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    • 2021
  • 최근 게임에서 '신화'적인 요소가 들어가는 경우는 이름, 고유 명칭만 들어가거나 신화의 이야기를 게임 세계관에 참조만 하는 정도로 그치고 있다. 비교적 최근 북유럽 신화 자체를 다룬 '갓 오브 워'가 나오기는 했지만, 아직도 신화 그 자체를 다룬 게임은 적은 편이다. 그리스 신화, 켈트 신화, 조로아스터교 신화 등 여러 신화가 있지만 그 중에서도 북유럽 신화의 다양한 이야기들을 조사하여 게임으로써 어떤 장르에, 어떤 방향으로 스토리를 적용시켜야 할지 스토리텔링의 방향을 제시하고자 한다.

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A Myth-Making of Homogeneous Ethnicity of Koreans: A Case Study of Teaching Religion (단일민족, 그 신화 형성에 관한 일 고찰: 종교 가르치기의 한 사례 연구)

  • Ha, Jeonghyun
    • The Critical Review of Religion and Culture
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    • no.29
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    • pp.101-133
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    • 2016
  • The term 'myth' is modern terminology. It was introduced to the East Asia from late 19th century to early 20th century. Under the rule of Japanese imperialism, some Japanese historians insisted that Dangun(檀君) has no relation with Kochoson(古朝鮮). Some Korean historians have refuted their conjecture. The arguments between Japanese and Korean historians bring about the motives of making the concept of Shinwa(神話) The purpose of this study is to investigate the historical procedures of making myth of Homogeneous Korean as a case study of "teaching religion". For the scholar the historic beginning is to be distinguished from later myths of origins. The scholars, particularly among the historians of China, Japan and Korea take it as the beginning of the history to investigate myths, for the ending parts of narratives are in themselves involved in a social constructs in order to give legitimacy to the story. It is apparent to satisfy for the current social demands of the nation-states building. It is also an act of casting and projecting their national values into the far distant past which is considered to be authentic and authorative. The western term 'myth' had been made up in Japanese historical context in order to build "nation-state concept". In Korea, the myth of homogeneous ethnicity of Koreans had been also reconstructed as modern myth during the late 19th and the early 20th century. We can call it the invention of the tradition accordingly.

Synthesis of Nitrogen-Doped Graphene by Thermal Annealing of Graphene Oxide with Melamine Compounds (멜라민 화합물을 이용한 산화 그래핀 도핑 및 특성 평가)

  • Kim, Sumin;Kim, Hyun;Kim, So Yang;Han, Jong Hun
    • Korean Journal of Materials Research
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    • v.29 no.11
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    • pp.677-683
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    • 2019
  • In this paper, nitrogen-doped reduced graphene oxide(rGO) is obtained by thermal annealing of nitrogen-containing compounds and graphene oxide (GO) manufactured by modified Hummers' method. We use melamine as a nitrogen-containing compound and treat GO thermally with melamine at over $800{\sim}1,000^{\circ}C$ and 1 ~ 3 hr under Ar atmosphere. The electrical conductivity of doped rGO is measured by 4-point probe method. As a result, nitrogen contents on rGO are found to be in the range of 2.5 to 12.5 at% depending on the doping conditions after thermal annealing. The main doping site on graphene oxide is changed from pyridinic-N and pyrrolinic N to the graphitic site as the heat treatment temperature increases. The electrical conductivity of doped rGO increases as the N doping content increases. As the thermal treatment time increases, the change of both total doping contents and doping sites is slight and the surface resistance is remarkably reduced, which is caused by healing effects of doped graphene oxide at high temperature.

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.