• Title/Summary/Keyword: Dr. Jekyll

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Scientific Revolution in the Lab: Mad Scientists' Labs in Victorian Novels (실험실의 과학 혁명-빅토리아시대 소설에 나타난 '미친' 과학자들의 실험실)

  • Choo, Jae-uk
    • Journal of English Language & Literature
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    • v.58 no.2
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    • pp.305-325
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    • 2012
  • It is by the mad scientists that the ontological and epistemological turn was made in that scientific era. They achieved a scientific revolution although they were regarded as eccentric, comic, unsound, and evil ones in the dark and dismal labs. Likewise, a scientist who would like to create an anomaly, something novel and abnormal, tended to be considered mad and treated as such either because of his scientific theory which differed from those of other scientists or because his obstinate methodology was often blamed for its immorality and profaneness. Despite the fanciful purpose and the anomalous way in which the mad scientists did their experiments, these were attempts to explore new scientific terrain and find something new or unexpected, which often raised controversies between the old paradigm and the new one. As Thomas Kuhn manifests, subsequently, "an older paradigm is replaced in whole or in part by an incompatible new one" and then, "there must be a conflict between the paradigm that discloses anomaly and the one that later renders the anomaly lawlike." In that sense, Frankenstein's, Jekyll's, and Moreau's eerie challenges can be interpreted as efforts to achieve the ambitious goal of solving the scientific mysteries of the world in such unfavorable environmental conditions as specified in the three novels.

An Animated Documentary Study of Korean Youth Culture and Identity (한국 청소년들의 온라인 게임문화와 정체성에 관한 애니메이션 다큐멘터리 연구)

  • Park, Man
    • Cartoon and Animation Studies
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    • s.45
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    • pp.397-415
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    • 2016
  • This paper will investigate how animated practice can be a research form as practice-led research in an ethnography approach. This practice-led research will explore the issue of the construction of contemporary identities (based on the strange case of Dr. Jekyll and Mr. Hyde) and in particular, the Korean youth culture and identity, exemplified, for example, creation of 'avatars' in the virtual characters of animated online games such as Massively Multiplayer Online Role-playing Games (MMORPGs). In this proposed discussion, I will argue that the sudden period of change in contemporary Korea bears some resemblance to the Victorian era as explored in gothic fiction (e.g. Jekyll and Hyde). In this sense, my animation investigates the connection between the fictional Jekyll and Hyde and a real murder incident by a young Korean boy, which actually happened on the 16th November 2010, in SouthKorea.I will, therefore, construct this practice-led research to obtain the primary data consisted of online and offline practices in 'social ethnography'. These practices engage with specific Korean youth identity, comparing the 'avatar' with the real lives of participants. However, this paper will only focus on the (ethnographic) research process and strategy, using animated (visual) practices, rather than giving the meaning of the specific case of 'Korean-ness'. Eventually, I will explore the four different animated representations as it presents the distinctive animated realties or documentaries by online and offline practices. My intention is to visually interpret the issue of 'Korean-ness' within its socio-cultural context, adapting the convention and code of Jekyll and Hyde concept into an animated documentary in the 'virtual' world (auto-animated documentary by recording avatar interviews and online game footages) and the 'real' world (self-created animated documentary, based on real people and events).