• Title/Summary/Keyword: Characteristics of Representation

Search Result 736, Processing Time 0.027 seconds

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

  • Park, Seh-Hyuck
    • Cartoon and Animation Studies
    • /
    • s.28
    • /
    • pp.27-53
    • /
    • 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.

Building Participatory Digital Archives for Documenting Localities (로컬리티 기록화를 위한 참여형 아카이브 구축에 관한 연구)

  • Seol, Moon-Won
    • The Korean Journal of Archival Studies
    • /
    • no.32
    • /
    • pp.3-44
    • /
    • 2012
  • The purpose of the study is to explore the strategies to build participatory digital archives for documenting localities. Following the introduction of the chapter one, the chapter two deals with categorizing participation types of persons and organizations for documenting localities, analysing characteristics and benefits of each type, and listing up the requirements of participatory archives based on literature reviews. The chapter three focuses on the analyses of digital archives especially based on the participation of organizations such as collecting institutions and community archives in USA, Canada and UK. The cases of participatory archives are divided into two types; i) digital archives based on archival collections of institutions such as libraries, archives, and museums, ii) digital archives mainly based on various community archives. Online Archives California(OAC) and Calisphere of University of California, MemoryBC of British Columbia of Canada, and People's Collection Wales of UK as the first type cases, and Connecting Histories of Birmingham, 'Community Archives Wales(CAW), Cambridgeshire Community Archive Network(CCAN), Norfolk Community Archives Network(NORCAN) as the second type cases are selected for comparative analyses. All these cases can be considered as archival portals since they cover collections from various organizations. This study then evaluates how these digital archives fulfill the requirements of participatory archives such as : i) integrated search of archives that are to be distributed, ii) participation of individuals and organizations, and iii) providing broader contextual information and representation of context as well as contents of archives. Lastly the final chapter suggests the implications for building participatory archives in Korean local areas based on following aspects : host organizations and implementation strategy, networks of collection institutions and community archives, preserving and reorganizing contextual information, selection and appraisal, and participation of records users and creators.

The Discourse on Girls and the Comics in the 1970s Magazine, Schoolgirl - A Forced Model and the Invented Cheerfulness (1970년대 잡지 『여학생』의 소녀 담론과 만화 -강요된 모범과 만들어진 명랑)

  • Kim, So-Won
    • Journal of Popular Narrative
    • /
    • v.27 no.3
    • /
    • pp.13-51
    • /
    • 2021
  • The aim of this essay is to illustrate Sunjung Manhwa in the 1970s which has been alienated in comics studies. This essay analyses the articles and the serial comics in Schoolgirl, the magazine in the 1970s, and examines the ideal representations of the girls at that time. Sunjung Manhwa is really different between the 1960s and 1970s. It cannot be explained on this gap just by analyzing Sunjung Manhwa in book form alone. Even though the censorship on comics was the element that has hampered the development of comics as a whole, the slumps of Sunjung Manhwa in the 1970s were very excessive compared to other comics genres. This article can gain the answers to the reason of the changes of Sunjung Manhwa by studying the magazines which was the main mass media aimed at girls with Sunjung Manhwa. While the articles in magazines show the editing direction and its characteristics, they reflect the values and ideologies at that time. The same is true for the comics in the magazines. Especially, the comics in the magazines was relatively free from the censorship. This essay examined how the articles and the comics in the girls' magazine in the 1970s represented the images of girls at the time by focusing on feature articles and comics in the magazine, Schoolgirl. This article explored Um, Hee-Ja's Blue Zone and Bang, Young-Jin's Mini March among a full-length serial comics in the magazine, Schoolgirl. Both Blue Zone and Mini March reveal the images of an ideal girl that has been emphasized by the articles in Schoolgirl. Blue Zone draws the appearances of an earnest and obedient daughter, and Mini March represents the figures of a cheerful and bright girl. Through this study, it can be recognized that the magazines in the 1970s highly appraised girls who are obedient to a given society and serve to a harmonious family as ideal ones, and it might be guessed that the ideal images of girls that was characterized ceaselessly by the magazines were the standard of the censorship on comics and its creativity and had also a huge impact on the contents and the expressions of a great deal of works. The 1970s was the times when its importance has been lost in the history of the comics studies by the censorship on the comics and the monopoly of "Hapdong(합동) publisher." The limits of expression in terms of censorship were awfully distinct, so its result was few of good works in quality, and there are still many blanks in the study on 1970s' comics. This study has a meaning which fills up a blank in the comics studies.

A Cross-Sectional Study of Students' Conceptions on Evolution and Characteristics of Concept Formation about It in Terms of the Subjects: Human, Animals and Plants (설명대상에 따른 학생들의 진화 개념과 진화 개념 형성의 특성에 관한 횡단 연구)

  • Ha, Min-Su;Lee, Jun-Ki;Cha, Hee-Young
    • Journal of The Korean Association For Science Education
    • /
    • v.26 no.7
    • /
    • pp.813-825
    • /
    • 2006
  • The purpose of this study was to identify students' conceptions and their conceptualization traits in terms of the explanation of subjects: human, animals, and plants. A questionnaire was specially developed to make sure students' conceptions of evolution, students' explanation patterns with the five evolutionary explanations: creationism, internal will explanation, theological explanations, use and disuse explanation and natural selection after mutation and perceived ideas of evolution in terms of the genetic characters of human, animals and plants. 1,540 elementary, middle and high school students participated in responding to the questions. The data was collected and analyzed cross-sectionally by age. Results showed that students' evolutionary explanations were different among each subject: human, animals and plants. Students had concentrated with more 'theological explanations' than 'internal will explanation' and 'use and disuse explanation' about plant evolution. 'Natural selection after mutation explanation' was less represented in explaining human characters. This result showed that the anthropocentric thoughts had influenced students' evolution conceptions. Accordingly, as student's age, 'theological explanation' and 'internal will explanation' became least used in explaining the theory of creation. 'Use and disuse explanation' attained more representation in their explanation. In addition, the diversity of students' evolutionary explanations was getting less attention as age increases. Among youngers, 'theological explanation', 'internal will explanation' and 'use and disuse explanation' showed an even number of responses. The elders responded with more 'use and disuse explanation'. This result let us infer that 'use and disuse explanation' was strongly adhered to by student cognitive structures. Many students recognized that evolution was a kind of scientific hypothesis with little evidence. They have had a little interest in evolution and conceptualized it through informal educational sources. This study mentions that to teach evolution more effectively, teachers should make 'use and disuse explanation' adhere strongly to students' cognitive structure.

A Study on the Design of Memorial in the Design Competition for Donghak Peasant Revolution Memorial Park (동학농민혁명 기념공원 설계공모에 나타난 메모리얼 설계 경향)

  • Lee, Jin-Wook;Sung, Jong-Sang;Son, Yong-Hoon
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.45 no.3
    • /
    • pp.66-79
    • /
    • 2017
  • In 2014, a Donghak Peasant Revolution Memorial Park design competition was held with various forms and techniques to convey mourning. This is a process of the reconsideration of memorial projects that are used to stimulate the collective memory and it is a meaningful resource for examining the consciousness of contemporary designers in regards to the memorial designs that are currently under planning in Korea. This study investigated the background of the Donghak commemorative projects that took place at the same site in a timely manner and analyzed the design competition through the existing literature research. Through this, it was seen that the memorial, which was formed by means of past political purposes, has changed into a way to collect various opinions and forms through open design competition. A framework of analysis prepared through multi-layer analysis is daily use, interaction and spontaneity, abstraction, temporality, locality, integration and harmony with surroundings. The results of this study are as follows. First, in order to convey memorial commemoration in everyday life, the projects organized scattered memorial spaces with special characteristics and linked them with daily activities program. Second, the projects used direct participation and emotional experiences to interact with monuments. Third, color, vertical elements, clustering, and park frame manipulation were used for abstract reproduction. Fourth, the projects introduce architecture and furniture that can be changed and plants for temporal change. Fifth, the previous terrain was restored and the setting of the scene was reproduced in order to make the site a space with place. Sixth, to improve the connection with existing monuments, the projects used techniques such as relaxation and the reinforcement of circulation lines and axes. Seventh, a path and a building conforming to the terrain were arranged for harmony with the surroundings.

A The Visualization of Semantic Context in the Film (영화 <이다>에 나타난 의미적 맥락의 시각화)

  • Kim, Tae-Kyue;Kim, Kyu-Nam
    • Journal of Korea Entertainment Industry Association
    • /
    • v.15 no.8
    • /
    • pp.145-159
    • /
    • 2021
  • is a contemporary experimental film that forms ambiguity in the narrative and the psychological motivation of the characters, destroys linear temporality, and reminds of manipulation possibilities in digital images through varied techniques, and it carries implication by the fact that the transformation process of human subjects and self-awareness are connected to social trauma and makes way to infer by comparing it to the historical contexts of other nations or societies. centers on the space outside the screen, absent space, and the intrinsic meaning within the space and the frame and shares the information in the visible space and the space outside the screen and arouses an active perceptual process so that the audience can deduce the information that is not presented. The film visualized the historical meaning without describing the background of the times in detail and aimed to express the conflicts and worries between the god, a transcendental existence, with humans, which are marginal beings, within the conflicting structure among humans. Moreover, attempted to resolve the sadness of loss and absence through the spatial aesthetics and the film presented the progression of the situation through the contrast of the characters and also the comparison between light and darkness. This study intends to make an attempt of interpreting the realm involving personal (characters) stories and the social and historical backgrounds together with the religious sphere and discuss the visualization of the semantic context. In addition, this study analyzed the sequence of the scenes in , which reconstructs identity and historical cases and religious values to observe the meaning and characteristics and closely analyze the general meaning pursued by the film. discussed the issues of trauma that individuals, regions, and nations confront as a representation and interpretation of the trauma connoted in the film, and consideration can be provided about the implication concerning the situation and context in South Korea. Furthermore, the film placidly discusses the growth and agony in humans and the society without expressing it excessively, so it will be a valuable research result to inspire the trend of creating films that incorporate new imaging technology and original visualization techniques.

Narrative Composition and Visual Representation of Alternative History in FPS Game Trailer -By focusing on (FPS 게임 트레일러 속 대체 역사적 서사구성과 시각적 재현 - <울펜슈타인: 더 뉴 오더>를 중심으로)

  • Choi, Do-Won;Lee, Hyun-Seok
    • Cartoon and Animation Studies
    • /
    • s.41
    • /
    • pp.253-277
    • /
    • 2015
  • When was launched in 2014, it was immediately ranked 2nd in English gross sales record in the first half of 2014, attracting huge attention from avid game users. Colin Moriarty(2014) states that the worldwide popular game, , lies on the alternative history assumption, 'what if Nazi Germany won the second world war? In regard to this, this research addresses how the characteristics of alternative history was adopted and visually represented in FPS game trailer. In terms of research method, firstly, literatures will be reviewed about definition of alternative history and some of the previous examples where alternative history was applied in novels, films and games. Secondly, narrative composition of alternative history is categorized as three sequential phases, (1) borrowing real history material, (2) connection between real and fictional history and (3) reconstruction of history through reinterpretation. Thirdly, the live-action game trailer will be analysed by three sequential phases of narrative composition, and CG game character and background will be analysed by spatial background, characters and props. The phase of 'borrowing' has used the historic images related to the World War II, and the phase of "connection' has composited by "connection through circumstantial events". The phase of 'reconstruction' has unfolded its fictional narrative in the form of "limited fictional history" In addition to this, has constructed dystopia world through composing of historic images and CG characters by SF design. In the light of this, the narrative composition of alternative history successfully extends to game area.

Presenteeism in Agricultural, Forestry and Fishing Workers: Based on the 6th Korean Working Conditions Survey (농업, 임업 및 어업 종사자에서의 프리젠티즘: 제6차 근로환경조사를 바탕으로)

  • Sang-Hee Hong;Eun-Chul Jang;Soon-Chan Kwon;Hwa-Young Lee;Myoung-Je Song;Jong-Sun Kim;Mid-Eum Moon;Sang-Hyeon Kim;Ji-Suk Yun;Young-Sun Min
    • Journal of agricultural medicine and community health
    • /
    • v.49 no.1
    • /
    • pp.1-12
    • /
    • 2024
  • Objectives: Presenteeism is known to be a much more economically damaging social cost than disease rest while going to work despite physical pain. Since COVID-19, social discussions on the sickness benefit have been taking place as a countermeasure against presenteeism, and in particular, farmers and fishermen do not have an institutional mechanism for livelihood support when a disease other than work occurs. This study attempted to examine the relationship between agricultural, fishing, and forestry workers and presenteeism using the 6th Korean Work Conditions Survey. Methods: From October 2020 to January 2021, data from the 6th working conditions survey conducted on 17 cities and provinces in Korea were used, and a total of 34,981 people were studied. Control variables were gender, age, self-health assessment, education level, night work, shift work, monthly income, occupation, working hours per week, and employment status. Results: As a result of the analysis, farmers and fishermen showed the characteristics of the self-employed and the elderly, and as a result of the regression analysis, when farmers and fishermen analyzed the relationship with presenteeism tendency compared to other industry workers, farmers and fishermen increased by 23% compared to other industry groups. Conclusion: This study is significant in that it has representation by utilizing the 6th working conditions survey and objectively suggests the need for a sickness benefit for farmers and fishermen who may be overlooked in the sickness benefit.

A Comparative Study on the Design Element in Traditional Palaces Korea, China and Japan (한 중 일 의장 문화 비교 연구 - 궁궐전출을 중심으로 -)

  • Lee, Hyun-Jung;Park, Young-Soon;Choi, Ji-Young;Hwang, Jung-Ah
    • Archives of design research
    • /
    • v.18 no.4 s.62
    • /
    • pp.277-286
    • /
    • 2005
  • The purpose of this study is to ascertain the design element in traditional palaces of Korea, China and Japan. It takes threesteps to proceed this study. Firstly, it needs to be established the analysis framework from the documents. In second step, the design elements - the form, the material, the pattern and the color - should be collected and investigated through the observation of the actual traditional palaces the Changduckung, the Forbidden City, the Nijo castle. The third step is the analysis of the results of the investigation of the design elements from step two. To sum up similarities and dissimilarities among the design element in traditional palaces of Korea, China and Japan is as the following It is to be noticed that the mainly common characteristics of the artistic design are 'naturalism', 'harmonious ideas' and 'confucianism'. But the representation style of the design element is differed from the country. : The typical features of China are symmetry, glassy surface by artificial process, the meandered curve, the magnificent pattern and the constrable color. In Japan, the mathematical asymmetry, made-up rough surface by artificial skill, decorativepattern with abbreviation and achromatic color are important feature of the design element. While the major features of Korean design element are asymmetrical balance with nature, rough surface by natural process, moderate pattern and harmonious color.

  • PDF

A Comparative Study on the Pattern Design Element in Traditional Palaces of Korea, China, and Japan (전통궁궐 건축에 나타난 한중일 문양 비교 연구)

  • 박영순;이현정;이경미;황정아
    • Archives of design research
    • /
    • v.17 no.2
    • /
    • pp.311-322
    • /
    • 2004
  • The purpose of this study is to ascertain pattern design element in traditional palaces among those in the neighboring three nations of East Asia, notably Korea, China and Japan. The basic assumption underlying this study is that these northeastern Asian states have been developed a unique inter-cultural ties over long periods of time in history, culminating in their respective design cultures. Undoubtly the ultimate goal to be pursued, by so doing, has to be inquiry into the identical prototype of Korean pattern design element. In the West, the pattern is appreciated by an aesthetic level, but the East Asian pattern is a symbolic alphabet deeply rooted in religious and folk beliefs. The difference of the respective country comes from the expression style of the pattern the Chinese express the magnificent pattern with various color, the Korean do the moderate pattern with harmonious color with the nature and the Japanese do the stylized pattern with the material color. To sum up similarities and dissimilarities among the design element in traditional palaces of Korea, China, and Japan is as the following : It is to be noticed that the mainly common characteristics of the artistic design are 'naturalism', 'harmonious ideas 'and 'confucianism'. But the representation style of the design element is differed from the country.

  • PDF