• Title/Summary/Keyword: Character& #39;s Role

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A Comparison between the Religious Ethics of Christianity and Daesoon Jinrihoe: 'Love Your Enemies' versus 'Grievance-Resolution for Mutual Beneficence' (기독교와 대순진리회의 종교윤리 비교연구 - 원수사랑과 해원상생을 중심으로 -)

  • Cha, Seon-keun
    • Journal of the Daesoon Academy of Sciences
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    • v.40
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    • pp.39-76
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    • 2022
  • The two religious ethics, Christianity's 'love your enemies' and Daesoon Jinrihoe's 'grievance-resolution for mutual beneficence', can be misunderstood as similar. The misunderstanding arises from these religious ethics having something in common that specifically points to a particular object, called an enemy, and contains instructions to treat that object altruistically. However, from the perspective of Religious Ethics, the two teachings are not the same. The beliefs they are based upon are different, the religious character they pursue is different, and their processes of obtaining legitimacy, logic, and implementation are different. The most distinct difference between these ethics is that the Christian ethic focuses on a victim's role whereas Daesoon Jinrihoe ethic emphasizes the roles of both victims and perpetrators. In case of 'love your enemies,' if a perpetrator turns away from a victim and believes that they would be forgiven for their sin, the victim is unlikely to practice the teaching 'love your enemies.' Accordingly, to avoid criticism over cases wherein love of an enemy is nothing but a shallow grace, the roles of the two sides should be more highlighted than that of the absolute being. As for grievance-resolution for mutual beneficence, this teaching encourages victims to resolve their grievance with a goal of mutual beneficence. The perpetrator should likewise resolve the grievances and grudges of their victim with the aim of mutual beneficence. Jeungsan especially stressed that perpetrators have to resolve 'Cheok (慼: the resentment and grievances that someone holds against the one who victimized them)' through the ethic of grievance-resolution in order for living well. In other words, 'the ethic of Cheok-resolution' is an ethic wherein the perpetrator also plays an important role in the implementation of grievance-resolution for mutual beneficence.

A Study on the Cognition and Practice of the Delivered Woman and Her Husband for the Fetal Education (산모와 배우자의 태교인식과 실천에 관한 연구)

  • Mun, Hee-Soo;Choi, Euy-Soon
    • Women's Health Nursing
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    • v.8 no.4
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    • pp.583-594
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    • 2002
  • The purpose of this study was to perform the fetal education effectively for the delivered woman and her husband. This study was conducted by the questionnaire survey on 199 delivered women and their 171 husbands at several hospitals located in Seoul and Kyonggi Province from February 28 to March 26, 2002. The contents of questionnaire included the purposes, the cognition and the practice of fetal education. The SAS program was used for the statistical analysis of the data. The character of subject was analyzed by the percentage. The difference between the cognition and practice of fetal education was analyzed by t-test, ANOVA, Wilcoxon rank sum test. The factor analysis affected on the practice of fetal education was adopted by Multiple regression. The results were as follows; 1. In the purpose of fetal education, the well- balanced emotion showed the highest mark. The cognition of fetal education(woman:$4.39{\pm}0.52$, husband:$3.88{\pm}0.70$) and the practice (woman:$3.88{\pm}0.60$, husband:$3.83{\pm}0.70$) showed the relatively high mark, but the score of cognition showed higher than that of practice. 2. In the comparison of the cognition between the delivered woman and the husband for the fetal education the item of the mental or health state would affect unborn baby, which occupied the highest mark in both woman and the husband(woman:$4.81{\pm}0.44$, husband:$4.81{\pm}0.50$). But they were prohibited to eat the deformed food, which showed the lowest mark(woman:$3.19{\pm}1.12$, husband:$3.21{\pm}1.29$). 3. In the comparison of the practice for the fetal education between the delivered woman and the husband, the practice for the healthy baby showed the highest mark in woman ($4.51{\pm}0.71$), which had a statistically significant difference(P=0.025), compared with that of the husband($4.13{\pm}0.99$). 4. In the comparison of cognition and practice for the fetal education, the general character was associated with the duration of marriage, the satisfaction with marriage and the support of husband on pregnancy. The mark was associated with the age of woman, the level of education and the first birth. 5. The significant factors influencing on the practice for the fetal education were connected with the cognition of fetal education, age, satisfaction with marriage, the support of husband on pregnancy, the type of family, the experience of delivery and the state of health during the period of pregnancy. etc. In conclusion, it is indicated to make effort for transforming and developing the traditional fetal education in accordance with the modern fetal education. And it is suggested that the fetal education might be recognized by all members of family, and the importance of husband's role for the fetal education should be informed as well as that of woman's.

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The Strategic Collaborative Plans for Mobile Game : Focused on The Case of Collaboration (모바일 게임에서의 문화융합 사례 연구 - 콜라보레이션 활용 사례를 중심으로 -)

  • Baek, Jae-Yong;Kim, Young-Mann
    • Cartoon and Animation Studies
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    • s.39
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    • pp.365-391
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    • 2015
  • The purpose of this study is to comprehend the characteristics of collaborative examples in mobile games by analyzing the types of cultural fusion and their utilization in mobile game industry. The major examples of collaborations include the collaborative works utilizing artists, characters, and products by examining the practical collaborations within international mobile games between the years 2010 to 2014. The most typical kind of collaboration among them is the utilization of characters, composed of using characters between games, applying animation characters, borrowing cartoon or web-cartoon characters, hiring famous celebrities, or even including great men in their games. Therefore, the characteristics of mobile game's collaborative types are confirmed as below by studying the above examples. (1) There are many examples of collaborating between different types of businesses defined as 'conversion type fusion.' (2) The character utilization is the most sought after type of collaboration. (3) The applied content's target audience seems to share the same age groups of the game's audience. (4) The game industry always adopts the components that could be recognized instantly. (5) The status and influence of mobile game have risen greatly. Consequently, this research has important role in establishing the strategic collaborative plans for mobile game business by expanding the prospects of game related researches and industrial and academic theories.

A Study on the Aesthetic Characteristics of the Digital Rotoscoping Images in Jonas Odell's Animations (요나스 오델(Jonas Odell)의 작품 세계에 나타난 디지털 로토스코핑 이미지의 특성)

  • Kim, Young-Ok
    • Cartoon and Animation Studies
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    • s.39
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    • pp.111-132
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    • 2015
  • Although Rotoscoping technique has been used for a long time to mimic the natural and smooth motion since the early 20th century, its artistic value was devalued as tricks because it traces the already recorded images. But the fact that the rotoscoping images can cross the boundaries between animation and live action in an infinite integral freedom in the digital era became rather expansive new aesthetic possibilities of representation of the reality. In addition, Jonas Odell's animations such as (2010), (2008), (2006) are good example to prove that the rotoscoping images also can serve as means to enhance its narrative. This study is to analyze how rotoscoping images act as a unique role in relation with the narrative based on the said person's real stories and realistic images. I argue that his animated films constantly contain these three characteristics -Images to mediate Auditory sensitivity as a record of inner metaphysical reality, anonymous images to represent a specific existential character, and images that act as physical representation that holds the physical space/time and related memory. This reveals that rotoscoping images in this digital era went beyond reproduction for natural movements or special type of style. It rather suggests new layers of experience, and acquires new value in animation. I hope that this study could serve as a foundation to rediscover and re-position the value of rotoscoping images as well as good opportunity to introduce very talented swedish animation artist who already received global attention with his unique philosophical and aesthetic style.