• 제목/요약/키워드: Dream-fantasy

검색결과 19건 처리시간 0.025초

19세기 영국 판타지소설 연구 -루이스 캐럴과 조지 맥도널드를 중심으로 (A Study of English Fantasy Novels in the 19th Century: Focus on Lewis Carroll and George MacDonald)

  • 양윤정
    • 영어영문학
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    • 제56권5호
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    • pp.999-1026
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    • 2010
  • There was a Golden Age of Fantasy novels in the United Kingdom in the 19th Century, which had the major writers, Lewis Carroll and George MacDonald. These writers pushed the boundaries of imagination and created a new world in which explore their own selves and societies. Fantasy novels flowered in the 1860s when a group of writers including Carroll and MacDonald published their works. These writers used the trait of dream framing to create their own fantasy world in which they took the action against the complicated and oppressive Victorian reality. Carroll's fantasy worlds of Alice in Wonderland and Through the Looking-Glass were an insane and chaotic world where the certainty of the real world was overturned. MacDonald's dream worlds of At the Back of the North Wind and the Princess books including The Princess and the Goblin and The Princess and Curdie were ideal societies in which imaginative characters could create harmony between fantasy and reality. Fantasy writers engaged in making journey to other lands to do philosophical and moral discussion critiquing Victorian society and to find insights into those problems in their works. Thus, their fantasy journey traverses time and place can produce some suggestive answers to the questions that lie in other times and realities as well as theirs.

소아 수면과 꿈의 발달 (Sleep and Dream Development in Children)

  • 홍강의;김수정
    • 수면정신생리
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    • 제3권2호
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    • pp.43-55
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    • 1996
  • Since REM sleep was found to be closely related with dream, efforts have been made to find the neurophysiological mechanism and the psychological meaning of dream. However, since most researchers have paid attention to dreams of adults, there are relatively few studies devoted to those of developing children. In the prevent study, we reviewed the previous studies and hypotheses about sleep and dream in various aspects and summarized the characteristics of sleep and dream of children in developmental domain as followings. (1) Sleep development : Across childhood, sleep architecture and sleep-wakefulness cycles are progressively changed toward the patterns of adult. They become similar to adult patterns only in their adolescence. Thus, the sleep event sconsidered as abnormal in adults may be normal in children. (2) Dream development : First, the content and meaning of the dream change with increasing age and develop in parallel with children's ego function, especially cognitive developmental stages. Second, for the children, the reality and the dream are on the continuous spectrum of 'reality-imitation-play-fantasy-dream'. Third, dreaming is the pure assimilation process for the children and through dreaming they can adapt and accomodate the reality without emotion.

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전자매체예술에서의 '환상적' 측면에 대하여: 바르트, 프로이트, 리오타르를 경유한 접근 (On the Fantastic Aspect in Electronic Media Art : A Preliminary Approach by Way of Barthes, Freud and Lyotard)

  • 김원방
    • 조형예술학연구
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    • 제5권
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    • pp.159-174
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    • 2003
  • 'Fantasy', the central notion of this essay, is discussed here more as a new paradigm in order to describe the structure of a work of art than as a stylistic characteristic proper to a specific genre of art. It means the whole situation and experience produced by two connected terms 'corporeal subject - screen'. Roland Barthes explained the 'semiographic painting' by Andre Masson as a field in which happens a certain connexion between the impulse of subject and the image, which views the painting not as a physical object but as a 'cinematic screen' ; painting may be redefined as a dream or a fantasy of the corporeal subject. And such an idea of 'art as fantasy' is closely related to the recent theoretical attempts consisting in abolishing the vision-centered conception of art since Renaissance. In this essay, the notion of fantasy as an aesthetic model is sketched by means of the Freud's notes on the fantasy 'A child is being beaten' and Lyotard's more advanced analyse on its attributes and operations. In Lyotard's analysis, fantasy is defined as a 'bloc' or a 'matrix-figure' featuring simultaneous conversion between the active and the passive, sadism and masochism, and coexistence of imcompossible meanings. In this sense, fantasy may be given to us as an analogical model from which we can outline the aesthetic characteristics of electronic media art involving virtual reality and interactivity.

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A Study on the Interrelationship Between the Unconscious and Digital Images

  • Choi, Won-Ho
    • Journal of information and communication convergence engineering
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    • 제8권6호
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    • pp.725-728
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    • 2010
  • The subject collects information and constructs the outside world mainly through the sense of sight, though he cannot help but always see things from the viewpoint of the self-aware ego. While we are able to access the unconscious of which the latent desire is reflected in involuntary images and dream images, the substance of desire cannot be easily accessed due to the censorship of the ego and the super-ego, which makes images of the unconscious nonlinear, and allows us to pursue fantasies for pleasure. The original human desire to record and express visual objects has come true with technological fulfillments, and furthermore, digital technology has realized visual pleasure and desire, through simulation. The images that the unconscious produces and the images that digital technology produces are a visualization of objects by the subject's desire, and the subject realizes his pleasure through a visual fantasy. This study, based on the mechanism of the unconscious and the formal stamps of digital images, explores the interrelationship between the unconscious and digital images, both of which seek pleasure and desire.

Walter Van Beirendonck 패션에 재현된 펀 모티프 (Fun Motifs Represented in Walter Van Beirendonck's Fashion)

  • 이상례
    • 패션비즈니스
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    • 제18권5호
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    • pp.171-183
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    • 2014
  • In general, the idea of fun is understood to be associated with interesting things, playfulnesses, joy, pleasure, etc. The "fun culture," which seeks enjoyment and pleasure through life, is a characteristic of elements observed in today's society and culture. This exerts a powerful impacts on the business operation, marketing, and product manufacturing. Moreover, it is accepted as one of remarkable phenomena representing the changing trends of fashion in the 21st century. The objectives of this study were to analyze and categorize the fun motifs observed in fashion designer Walter Van Beirendonck 's collections, to examine their formative characteristics, and to establish academic approaches and analytic framework in studying the fun phenomenon emerging in fashion. As to research methods, this study laid a theoretical ground by reviewing the related literature and previous studies, and conducted a positive case study using the data on Walter Van Beirendonck's collections and exhibitions. According to the results of this study, the fun motifs represented in Walter Van Beirendonck's collections are largely categorized into "deviation from rules," "humorous and obscene graphic images," "introduction and transformation of heterogeneous elements," "women with male gender' etc. On the other side of Walter Van Beirendonck's fashion are sex, sexual humors, sexuality, fetishism, love, form, body, language, social phenomena, harmony between nature and life, consumerism, race, shamanism, tribal rituals, nation, cultural collision, transcendent things, science fictions, cyber Space, dream, alien, future, fairytale, fantasy etc. which are expressed by using fun motifs. Moreover, these themes are led to masculinity and fantasy.

사이버공간과 『구운몽』의 세계 (Virtual Reality and the Space of Gu-Wun-Mong)

  • 전이정
    • 한국콘텐츠학회논문지
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    • 제11권6호
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    • pp.90-97
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    • 2011
  • 최근 통신 기술과 인터넷의 발달로 인해 현대인들의 활동영역이 사이버 공간으로 넓어지면서 사이버공간에서의 자아 정체성과 윤리 문제가 중요하게 부각되고 있다. 이러한 시점에서 가상공간에서의 환몽 체험을 통해서 진정한 자아를 탐색하는 과정을 담은 우리 고전 소설 구운몽 은 현대 네티즌들에게 의미있는 시사점이 될 수 있다. "구운몽"의 주인공인 성진은 환생을 통해서 또다른 욕망의 주체인 팔선녀와 만남으로써 가상 세계를 체험하고 있다. 이를 통해 성진은 '진/가'의 이원적인 세계관을 극복하고 진정한 구도자로서의 자아를 확립하기에 이른다. "구운몽"의 환몽 체험은 현실 세계와 가상 세계를 구별하면서, 성진에게 양소유라는 새로운 자아를 부여한다. 성진은 아바타인 양소유를 통해서 자아의 한계를 초월하여 다중적인 주체로서 자신을 자리매김한다. 이러한 주체의 확장을 통해 결국 성진은 현실과 가상이 모두 깨달음을 위한 주체의 통합 과정임을 인식하게 된다. 이렇듯, "구운몽"은 컴퓨터와 같은 물리적인 매개로서가 아니라 인간의 정신으로 구성되는 가상 체험, 가상 세계를 이야기하고 있는 작품으로 이해된다. 현실 세계와 가상 세계의 대립, 충돌과 욕망의 무한성 속에서 갈등하는 현대 네티즌들에게 자아에 관한 성진의 깨달음은 모순적인 상황을 해결할 수 있는 열쇠가 될 수 있을 것이다.

중세 판타지 게임의 세계관 연구 (The World View of the Middle Ages Fantasy Game)

  • 서성은
    • 한국콘텐츠학회논문지
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    • 제9권9호
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    • pp.114-124
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    • 2009
  • 우리나라 온라인게임 중 약 73%가 중세배경의 세계관을 갖고 있다. 역사에서 암흑과 야만의 시기로 종종 점하되었던 중세 천년이 디지털 가상세계에서 새롭게 부활하고 있는 것이다. 첨단 테크놀로지로 시현되는 온라인게임에서 '중세'라는 전근대적인 세계가 빈번하게 등장하는 현상은 역설적 이며 의미심장하다. 본 연구는 이러한 문제의식에 기반해 온라인게임에서 중세 세계관이 등장하게 된 배경과 구현양상을 살펴보고자 했다. 이에 중세 판타지 게임의 등장은 현대인들의 전근대에 대한 탈출과 동경 때문이며, 이러한 중세 판타지 세계관은 게임 스토리텔링의 기반 서사와 퀘스트 스토리, 캐릭터 설정 등에 많은 영향을 끼치고 있음을 알 수 있었다. 자연과 초자연의 공존이라는 이중 구조는 중세 판타지 게임의 기반 서사를 설정하는데 중요한 축으로 작용하고 있으며, "목표설정-모험과 투쟁-목표달성"이라는 3단계의 추구서사(quest narrative)를 가진 중세 로망스문학은 중세 판타지 게임에 이르러 퀘스트 스토리에 반영되고 있다. 봉건제로 대표되는 중세의 엄격한 피라미드적 위계질서는 캐릭터 디자인에 의미 있는 메타포를 형성하고 있으며, 플레이어들은 이러한 수직적 구조 속에서 동시에 수평적 연대의식을 통해 온라인게임의 커퓨니티를 구성하고 있음을 확인할 수 있었다.

마르셀 반더스의 프로젝트에 나타난 공간디자인의 표현특성에 관한 연구 (A Study on the Expression Characteristic in the Space Design as it Appears in Marcel Wanders's Project)

  • 김정아
    • 한국실내디자인학회논문집
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    • 제19권5호
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    • pp.48-55
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    • 2010
  • Marcel Wanders, one of the greatest designers in the world of contemporary design, was born in the Netherlands. His works run the gamut from interior design to furniture design to lighting design, building a unique world of works. He started to gain fame when he presented "Knotted Chair" at Droog Design in 1996, which was made out of aramid ropes and later became his symbol. In 2000, he established "moooi," a world-renowned design label. By giving characteristic qualities, his works are given meaning, and like a fantastical dream, their images are extremely fantastical and stimulating. As can be seen in his character cover, he puts emphasis on the harmony between minimalism and decoration, establishing his own unique design concept. In this thesis, based on Marcel Wander's design philosophy, his overall design characteristics were classified into theatrical effects and storytelling. Expressive elements depaysement, eclectic mixture, and scale modification were derived from theatrical effects and analyzed; for storytelling, object, semantic cues, and dream and fantasy were derived and analyzed. A distinguishing feature of such analysis is his meaning-centric design approach, the principle by which to form long-term relationships with the users by creating user-centric designs that make them find meaning and values in diverse experiences in their daily routine, giving them familiar yet unique experience.

『홍루몽(紅樓夢)』에 나타난 소상관(瀟湘館)의 의경(意境) 분석 (A Study on Spatial Imagery(Yijing) Analysis of the Weeping Bamboo Lodge(Xiaoxiangguan) in #x300E;A Dream of Red Mansions』)

  • 윈쟈옌;김태경
    • 한국전통조경학회지
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    • 제32권2호
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    • pp.148-158
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    • 2014
  • 본 연구의 목적은 문헌고찰을 통해 중국 청나라 소설 "홍루몽"에 등장하는 가상 정원인 소상관의 의경을 분석하는 것이다. 결론을 요약하면 다음과 같다. 첫째, "홍루몽"에 묘사된 가상 정원은 실제로 재현이 가능한 것을 확인할 수 있다. 둘째, 소상관의 의경 분석을 통해 "홍루몽"은 정원 식물들의 의미를 많이 활용하여 의경을 연출한다는 것을 이해할 수 있다. 셋째, 소상관의 주요 조성 이념은 사법자연(師法自然)이며, 대표적인 공간 구성 원리는 곡경통유(曲徑通幽)와 차경이라고 할 수 있다. 넷째, "홍루몽"과 "원야"에 나타난 전통정원의 조성 이념이 기본적으로 일치하는 것을 발견할 수 있다. 본 연구는 중국 청나라 소설 "홍루몽"에 나오는 소상관의 의경 분석을 통해 정원 의경 분석의 틀을 제시하였고 향후 정원 의경을 분석하는 데 유용한 정보를 마련하였다. 연구 결과를 통해 "홍루몽"은 중국전통정원 연구에 매우 유효한 자료임이 확인되었다.

초현실주의 예술의 조형성과 Schiaparelli 의상디자인 (Surrealist Art and Elsa Schiaparelli's Fashion Design)

  • 장동림
    • 대한가정학회지
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    • 제28권2호
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    • pp.1-14
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    • 1990
  • The purpose of this paper was to examine the relationship between Surrealism and Schiaparelli's fashion design in the 1930s. Surrealism, derived from Dadaism, was based on Freud's analysis of dream imagery and human sexual behavior. Its style was characterized by the partial figure and the dislocation of body part, and the placement of the figure and its part in unanticipated settings. The objective of Surrealism was to exploit the unconsciousness and the interpretation of the body became an abiding. Surrealists were interested in the nature of clothing and in the specific characteristic of fashion, so, they moved into the world of fashion; fashion advertising window display and fashion photograph. The fantasy of Surrealism stimulated Schiaparelli to use wit and shock tactics, bold and unusual combination of colors, striking embroideries with crazy themes like circus and astrology. The character of her clothes was boldness and chic. She created humorous trompe-l'oel sweater, leg of mutton sleeve, tweed evening suit, shocking pink, peculiar accessories such as hats and buttons. She collaborated with many artists like Dali, Cocteau and Berard, and drew on all the latest artistic trends into the fashion arena from Cubism and African Art to Surrealism. Her Surrelist dress provided a play of illusions and affected today;s avant-grade style.

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