• Title/Summary/Keyword: Character battle

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Between Destruction and Rebirth: Transformation of Jesus into a Hillbilly of the Graphic Novel, Songy of Paradise (파괴와 부활 사이에서: 만화 『낙원의 쏭이』에 나타나는 예수의 촌뜨기로의 전환)

  • Kim, Hae-Yeon
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.628-633
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    • 2022
  • John Milton's 17th century epic poem, Paradise Regained, is deconstructed or re-birthed in Panter's new graphic novel, Songy of Paradise in 2017, and the most notable change comes from the main character, Jesus. In the original text, Jesus as an "anointed universal King" achieves his greatness in the progress of lonely journey, and is declared as Son of God. Therefore, Panter's description of Songy as hillbilly is quite stunning. Panter's Punk vagabond, however, shares common aspects with Milton's Jesus in terms of his stubborn resistance against Satan's temptation. Jesus and Songy succeeds in the battle against Satan leading their talk into the "failure of a conversation." This study examines how ironically this punk art embraces the original character of the grand epic while destroying it utterly.

The Dramatization of Habitus: A Bourdieun Reading of Pygmalion

  • Hwang, Hoon-Sung
    • Journal of English Language & Literature
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    • v.55 no.3
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    • pp.383-398
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    • 2009
  • Based on the Greek myth of Pygmalion and the fairy tale of Cinderella, Shaw's Pygmalion demonstrates a masterful coalescence of these two narrative motifs into a coherent plot scheme. Even more significant is his keen insight into the conflicts created at the tripartite intersection of human activity concerning language/class/culture, which, as the leitmotif, revolves around lessons in language learning. This play basically deals with human transformation and by its very nature, Higgins's experimentation with transforming Eliza cannot stop at language alone. Her cultural transformation ripples over into the realms of gesture and even a unique way of living (modus vivendi) intimately associated with taste and manners, which Bourdieu terms as habitus. By acquiring a new fashion and language, Eliza is reborn as a new lady aspiring to be filled with a newly acquired habitus. While separating her from her old Cockney style, Higgins inculcates Queen's English in Eliza, in which process her changed speech styles gradually transforms and restructures her deportment and manners, finally generating new practices, perceptions and attitudes. The gist of Pygmalion is however less Eliza's ascent into the middle class than her battle for symbolic capital waged at the level of language. By problematizing his contemporary practice of habitus conventionalized and warped by class distinctions based on economic, social and cultural capitals, Shaw creates a new humanist model of man founded on spiritual and rational virtues. In conclusion, Eliza is not a frigid Galatea but a dynamic character that goes through a brilliant transformation of three stages: 1) linguistic; 2) cultural, and 3) humanist. Finally she is built into a "consort battleship" on an equal standing with her sculptor. The process of her character-building cannot be illuminated without resorting to the dynamic notion of habitus, which highlights the process of inculcation, structuring, generation and transposing. Given the overwhelming weight of the heroine's role and the dynamic process of her transformation as the major plot scheme, this play should be christened Galatea in lieu of Pygmalion.

The Information Worlds of Online Role-Players (온라인 롤 플레이어의 정보 세계)

  • Hollister, Jonathan M.
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.31 no.2
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    • pp.223-266
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    • 2020
  • Massively Multiplayer Online Role-Playing Games (MMORPGs) are played by millions of people around the world. Within MMORPGs, players explore, solve mysteries, craft items, battle against dungeon or raid bosses, or compete against other players, all while using a variety of information and information behaviors. Role-players in MMORPGs develop identities and engage in interactive storytelling with other role-players as their characters. An ethnographic approach combining overt participant observation and engagement, semi-structured interviews, and artifact collection was used to explore and describe the social information behaviors of role-players through the lens of the theory of information worlds. The social types evident in the role-playing community in WildStar, a science fantasy-themed MMORPG, are closely interrelated to and differentiated by social norms and information values that dictate acceptable characters, stories, character actions, and appropriate lore sources as well as how to role-play without violating the boundary between in- and out-of-character information worlds. Role-players maintained the in-character and out-of-character boundary using a set of specific information behaviors to enable engaging and immersive role-playing experiences. Implications of the findings for the theory of information worlds as well as potential applications of role-playing and MMORPGs are also discussed.

An Evolutionary Model for Automatically Generating Artificial Creatures of Various Shapes and Colors

  • Lee, Peisuei;Masayuki-Nakajima
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1999.06a
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    • pp.119-124
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    • 1999
  • This paper proposes an evolutionary model for automatically generating artificial creatures of various shapes and colors according to insect ecology. This model offers a novel way to naturally evolve the shapes and colors of artificial creatures. The evolutionary model used in our research is based on Genetic Algorithms (GA). In this paper, artificial Computer Graphics(CG) creatures develop into various shapes and colors according to the evolutionary model. Later, they can be used as CG animated characters. This model also solves the problem of reducing the time and labor cost for mass production of various characters. It could be used in such areas as the cavalry battle scene in Disney's animation, “Mulan”. Our approach has two steps. At first, artificial creatures move according to information gathered form the five senses. This information is also used for generating the shapes of the five sense organs[1]. Then, based on the GA, evolutionary mode[2], we prepare prototype creatures, which evolve into various shapes and different colors in alternating generations. Finally, our evolutionary model successfully generates various character shapes and colors automatically.

A Historical Study on the Guard System of Shilla (신라시대(新羅時代) 경호제도(警護制度)에 관한 사적고찰(史的考察))

  • Kim, Chang-Ho
    • Korean Security Journal
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    • no.4
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    • pp.65-82
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    • 2001
  • Department of the imperial guard is of the soldiers organization which is formed in the royal power or the absolute near by a king. Thus, department of the imperial guard absolutely is showed it is a soldiers organization for guard a king. We summary the character and the function as followed when we subdivide. 1. The main mission was the guard of the royal palace. As we know from several historical materials, the defense of the royal palace was an fundamental mission. Therefore, department of the imperial guard would take charge of the defense of the royal palace. 2. They would carry out throne of king and the royal family or a battle. As unification, they would carry out guarding for political stability and a suppress probation of internal war in regard to the security and the frequent rebellion in central and locality. 3. They carried out guarding an honored going of a king or the royal family. We know the fact that there was an honored going of the royal family or many attendants on record. When a king or the royal family go, guarding of department of the imperial guard had not only protect them but also show off the authority of the royal family. As a result, when we analysis the substance from studying the guard system of Shilla, though our guard system is imitated the foreign guard system like U.S.A, transcending space-time, the guard system can be found a lot of something common at the guard principle and a rule. Today, in looking about a political system of any countries on the world, a king and a ruler of the country represent their country international, have responsibility of protect their nation and a people internal. Therefore, the guard for a ruler absolutely must carry out at a safety situation. Moreover the guard organ, at the same time is connected directly to a welfare of the nation, so we will have to devote a constant effort.

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A Study of the Costume Used in Peking Opera (중국 경극복식 연구 I)

  • Shin, Kyeong-Seub
    • Journal of the Korean Society of Costume
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    • v.60 no.8
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    • pp.132-150
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    • 2010
  • The purpose of this research was to study the forms and styles of the costumes in the Peking Opera of China and to figure out the symbolism and aesthetic value of the costumes. The research was done using documentary Peking Opera, the costumes can be seen as a special kind of language which audience members can clearly understand it. Therefore, the spectators can understand instantly the sex, age, personality, and position of the character by seeing the style, color, and patterns of the costumes. As a result, one can call the costumes of Peking Opera, "picturizing costumes". The typical costumes are mangpao, pi, kao, xiezi, yi. Mangpao is the ceremonial robe often used by emperors and officials. It can be worn by lao sheng, xiao sheng and wu sheng. Bright yellow and apricot yellow colors are used exclusively by those who play the parts of emperors, foreign rulers, princes and the Monkey King. The next costume style to be discussed is Pi. Pi is the informal dress for the emperor, and young officials that are involved in civilian or military duties. The third costume style to be explored is Kao: the garment that a stage warrior wears when going into battle. This warrior can have three kinds of armor: the hard armor, the soft armor and the newly revised armor. Fourthly, the costume that is the most commonly worn, xiezi, is examined; it is the informal coat for every one regardless of one's age, sex, role, or level of nobility. Finally, the last of the typical costumes is Yi; this costume category includes numerous kinds of costumes, such as kaichang, baguaiyi, fayi, guanyi, yulinjia, kanjian, toupeng, jianyi, etc

Fuzzy Based Selection Technique for Character Action in Came Balancing (Game Balancing에서 Fuzzy를 이용한 캐릭터 액션 선택)

  • Hyun, Hye-Jung;Kim, Tae-Sik
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.1
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    • pp.81-88
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    • 2008
  • In the game balancing. it is so difficult to choose suitable arms among various actions, or arms and to accurately calculate to which level we adjust the balance. The fuzzy method can be properly used in a particular environment which cannot be correctly processed in mathematics or in lessening the time-consuming problems during the accurate number crunching. Because a variety of actions, relations with opponents. previous battle experiences etc. are not easy to be reflected in every occasion, the fuzzy method could be useful in these cases. When the balancing is needed. the data which have been played to that Point are processed by the fuzzy function and calculated to adapt intensity to each action. The ability of characters is regulated in this process. To demonstrate the efficiency of this method. I would like to make clear the excellence of fuzzy method through the following five experiments; a case with invariable ability adjustment, a case adjusted by a randomly chosen action, a case with the strongest weapon selection. a case with the weakest weapon selection and a case with the fuzzy method application.

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A Study on the Period of Commendatorying Jeongnyeo(旌閭) of Yukjeollyeo(六節閭) in Hoengseong-gun and People of Yukjeol(六節) (횡성군 육절려(六節閭)의 정려표창 연기(年記)와 육절 대상인물 고찰)

  • Lee, Sang-kyun
    • Korean Journal of Heritage: History & Science
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    • v.47 no.2
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    • pp.20-31
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    • 2014
  • This thesis aims to how Seo Ye-won(徐禮元) who was the main character of Yukjeollyeo(六節閭) which means tangible cultural properties can receive Jeongnyeo(旌閭) and when he received it clearly. Also this thesis concentrates on why the name of 'Yukjeollyeo' was used even if there are five Jeongnyeos in the Yukjeollyeo. Lastly, this thesis also focuses on the people related to YookJeol. Seo Ye-won passed away with his family in 1593 when he acted as a head of local administration. In that time, the Jinjuseong(晉州城) battle was originated from Korea-Japan war(1592). After his death, Hoengseong(橫城) family(門中) and Confucian scholar made petition for administration in 1811. As a result Seo Ye-won and his wife Lady Lee of the Jeonju-Lee clan(全州李氏) were celebrated as the Jeongnyeo and Jeongyeogak was built in 1817. And his son(Seo Gye-seong:徐繼聖), Seo Gye-seong's wife Lady Noh of the Pungcheon-Noh clan(豊川盧氏), Seo Ye-won's daughter who were not married also could receive Jeongnyeo as Hoengseong family and confucian scholar made additional petition for administration in 1832. For these reasons, Jeongnyeogak(旌閭閣) was called 'Ojeongnyeo(五旌閭)'. After that, Miryang(密陽) family wanted to move it because Seon Ye-won is not the eldest son in the Hoengseoung family. But it could not be enforced and they made a new Yeokak(閭閣) and called 'Yukjeollyeo'. From that time to 1945, the name of Jeongnyeo in the Hoengseong had been still used 'OjeongYeo' and the signboard of Yukjeollyeo was hanged in Jeongnyeo in Hoengseong after 1945. Although there are five people who can get prize of Jeongnyeo, the reason why the name of 'YookJeol' is to memorize the loyalty of Seo Gye-cheol(徐繼哲) who was Seo Ye-won's second son. Hoengseong family made a representation to the government in order to made Seo Gye-cheol receive Jeongnyeo but he could not be celebrated. For these reasons, the loalty of Seo Gye-cheol with five people who received Jeongnyeo has been celebrated as 'YukJeol'. Through this study we could find the record of Yukjeollyeo and historic point clearly.

A Multistage Authentication Strategy for Reliable N-to-N Communication in CGSR based Mobile Ad Hoc Networks (CGSR 기반의 이동 애드 흑 네트워크에서 신뢰성 있는 통신을 위한 노드간 인증 기법)

  • Lee Hyewon K.;Mun Youngsong
    • Journal of KIISE:Information Networking
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    • v.32 no.6
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    • pp.659-667
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    • 2005
  • A Mobile Ad Hoc Network(MANET) is a multi hop wireless network with no prepared base stations or centralized administrations, where flocks of peer systems gather and compose a network. Each node operates as a normal end system in public networks. In addition to it, a MANET node is required to work as a router to forward traffic from a source or intermediate node to others. Each node operates as a normal end system in public networks, and further a MANET node work as a router to forward traffic from a source or intermediate node to the next node via routing path. Applications of MANET are extensively wide, such as battle field or any unwired place; however, these are exposed to critical problems related to network management, node's capability, and security because of frequent and dynamic changes in network topology, absence of centralized controls, restricted usage on network resources, and vulnerability oi mobile nodes which results from the special MANET's character, shared wireless media. These problems induce MANET to be weak from security attacks from eavesdropping to DoS. To guarantee secure authentication is the main part of security service In MANET because networks without secure authentication are exposed to exterior attacks. In this paper, a multistage authentication strategy based on CGSR is proposed to guarantee that only genuine and veritable nodes participate in communications. The proposed authentication model is composed of key manager, cluster head and common nodes. The cluster head is elected from secure nodes, and key manager is elected from cluster heads. The cluster head will verify other common nodes within its cluster range in MANET. Especially, ID of each node is used on communication, which allows digital signature and blocks non repudiation. For performance evaluation, attacks against node authentication are analyzed. Based on security parameters, strategies to resolve these attacks are drawn up.

Girls' Technoscience Story: Reflexivity on Technoscience in Girls' Comics (소녀들의 감성으로 본 과학: 소녀만화에 나타난 과학에 대한 성찰성)

  • Yun, Seon-Hui
    • Journal of Science and Technology Studies
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    • v.14 no.2
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    • pp.281-318
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    • 2014
  • This paper aims to examine women's understanding of technoscience by analyzing girls' comics(少女漫畵, Sonyeo Manhwa). The idea that women were not interested in science was a socially accepted. But this paper reveals that women are interested in science in a different way by analyzing Korean SF girls' comics. By examining an image of science in SF girls' comics in comparison to SF boys' comics(少年漫畵, Sonyeon Manhwa), this paper shows that women look technoscience through 'reflexivity' focused on 'human' and that this special character is derived from the feature of women's culture. SF girls comics have two features. First, girls comics reflect on power made by technoscience rather than describe it elaborately. And the reflexivity is expressed through a mental state, an emotion, and relations between human beings focused on a human nature, an ego, and an identity. It is different from boys comics that give weight to the mechanics and that show simple plot such as utopia or distopia, or a battle of good versus evil. Second, girls comics express technoscience as daily practices. In girls comics, some technosciences are linked to our daily lives and cartoonists and readers consider an 'essence of knowledge' together. It is different from men's view that regards knowledge as power or means.

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