• Title/Summary/Keyword: Heroes

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Archetype and Adaptation of the Heroic Narrative Structure in NHK Drama Yoshitune -Focused on Hero's Journey by Joseph Campbell (NHK드라마 「요시쓰네(義經)」에 나타난 영웅 서사구조의 원형과 변용 -조셉 캠벨의 영웅서사를 중심으로-)

  • Choi, Jung-Eun
    • The Journal of the Korea Contents Association
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    • v.12 no.2
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    • pp.163-172
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    • 2012
  • The hero is in the TV drama's long. TV drama Heroes historical blip on the public's desire to delegate to the body and its functions as an intensive, which have a specific period drama that soars like a hero's welcome and it is the communication between the viewer a sense of contemporary popular devices that can be separated. This study today, the various cultural areas which are becoming popular in Japan's historical hero 'Yoshitune' a heroic drama, the hero's narrative research stories In the analysis occupies an important place in the Joseph Campbell's 17 steps of heroic narrative, based on analysis achetype and adaptation. Campbell, 11 of the 17 stage dramas to apply different levels, and the omission of two steps, and shows a variation of the four stages, in order to relaunch the popular culture as the content selection and a constant strain was able to find out that you need.

A Study on the Characters and Costumes in Fantasy Movies - With a Focus on the Mythic Characters - (판타지영화 캐릭터와 의상에 관한 연구 - 신화적 캐릭터를 중심으로 -)

  • Kim, Soo-Kyong;Lee, In-Seung
    • The Research Journal of the Costume Culture
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    • v.18 no.5
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    • pp.1031-1047
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    • 2010
  • This study examines the conceptual characteristics of fantasy movies. It also studies the process of socio-cultural changes of the mythical images such as heroes, goddesses and the devil that have often become the centre of fantasy movie characters. This study further examines the features of each character that correspond to specific mythical images. The purpose of this research is to suggest the conceptual and aesthetic characteristics of fantasy reflected in the characters and the costumes of fantasy movies, which were released since the year 2000. The followings are the results of the research: The conceptual characteristics of fantasy reflected in the characters and the costumes of fantasy movies are summarized as representation of reality, allegory and symbols, horror, desire, deconstruction and metamorphosis, otherness and counter-cultural sentiments. The aesthetic characteristics of the costumes of fantasy movies are defined as typicality and symbolism, grotesqueness, sensuality, hybridization, and otherness. These characteristics are very interconnected. The costumes of heroic characters appearing in fantasy movies show strong side of standard while the costumes of the evil characters revealed the limit of dualistic point of worldview centered on West. Heroic characters show realistic and human side that reflects the ethos of the time. Negative characters such as the devil or witches, which were created in human imagination and emotion, become the dynamic force of fantasy movies through their deviant actions. Their clothes, with variety and hybridization, become the source of creativity expected in present society.

Architectural Embodiment of National Identity: Finnish National Romanticism around 1900 (민족 정체성의 건축적 구현: 1900년 전후의 핀란드 민족낭만주의 건축에 관한 고찰)

  • Kim, Hyon-Sob
    • Journal of architectural history
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    • v.14 no.4 s.44
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    • pp.59-72
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    • 2005
  • Architectural embodiment of a national identity has long been a significant topic in Korean architectural circles. For this reason, it must be helpful to examine the so-called, 'National Romanticism' of Finnish architecture around 1900 in that Finnish architects of the time struggled to embody their national identity through their projects. Considering the historical and linguistic affinities between Finland and Korea, the Finnish architectural situation draws . our additional attention. This paper aims at showing its historical background, the meaning of each type of buildings in the stream, and limitations it implies. The atmosphere of Finnish nationalist movement, which was provoked by [Kalevala] publications (1835; 1845) and shown in Karelianism, was heightened by Tsarist Empire's Russification programme of Finland in the late 19th century Architecture was one of the most important genres expressing her national identity. Finnish national romantic architecture could be divided into three. The first is a log house style for artists' studio house, motivated by the Finnish vernacular farmstead - especially by Karelian farmhouse. This type of building signifies the Finns' will to return to their motherly soil. The second is a stone architecture style for public buildings, inspired by Finnish church or castle of an early medieval time. By using roughly-cut granite as the main exterior material, buildings of this type symbolise the toughness of legendary heroes and Finns' desire for national Independence. The third type of building was based on both of the former or more dependent on architects' Imagination and creativity. However, Finnish national romantic architecture has been criticised by some critics owing to its decorative, eclectic and self-indulgent characteristics. Probably, it was not really national but rather inter-national because of the Influences of English Arts and Crafts Movement, the American Richardsonian architecture and the continental Art Nouveau. And the negative images of 'national' and 'romantic' made some historians coin other terms like 'national realism' or 'material realism'. As another limitation, one raises the low degree of its contribution to the entire architectural history. Despite these criticisms, however, this paper argues that Finnish national romantic architecture is meaningful in itself, particularly because it illustrates vividly Finns' struggle to search for their national identity and, after all, their craving for national independence.

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Comparative Analysis for Educational Puzzle Game Development (교육용 퍼즐 게임 개발을 위한 비교)

  • Shin, Yongwoo
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.7-14
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    • 2014
  • Since educational and fun elements coexist in an educational game, it is important to come up with standards that can elicit fun with the game as well as educational standards. Many of the existing developed educational games have received low marks in the characteristics of entertainment and game design. Thus, how to make up for their entertainment characteristics is important. This paper analyzes gaming elements of puzzle games that were released for smart phones and gained massive popularity from their users and will apply them to educational games. Such games that have gained popularity and won a commercial success include Anipang, Anipang 2, Candy Crush Saga, Farm Heroes Saga and Pokopang. This study will analyze gaming elements of these games. By analyzing the educational games, it is applied to the game elements of casual games. In addition, we have proposed a element that can enhance the immersive. Game design elements that can improve entertainment characteristics include game rules, stages and missions. Elements that can increase immersion include items, background maps and new learning environments. This paper has significance in that it analyzes entertainment characteristics, which mean the fun of games through those that have been a commercial success and applies them to educational games.

A Study on Spatial Characteristics in the Paintings of Johannes Vermeer (요하네스 베르메르 회화에 나타난 공간적 특성에 관한 연구)

  • Kim, Jong-Jin
    • Korean Institute of Interior Design Journal
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    • v.17 no.2
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    • pp.22-29
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    • 2008
  • Johannes Vermeer is one of the masters in the 17th century Dutch Genre Painting. Genre Painting represented the mundane everyday life and humble domestic spaces of the time. It was so unique in the history of western art. Most common subjects of the medieval art had been myths, historical heroes, and the christianity up to that time. However, Dutch Genre Painting that was originated from the 16th century Flandre art has fundamentally changed perception of art. Genre Painting was related to the prosperous development of civil society and early capitalism in the Netherlands of the time. In the paintings of Vermeer, there are unique spatial characteristics. This study aims to 'spatially' analyze the representation of everyday space perceived by the painter himself. Three analytical elements were chosen: light, space, and geometry. These elements have crucial roles to construct a space together within which Vermeer tried to express his discoveries as well as perception of the world. Four paintings were selected to be further analyzed in detail: $\ulcorner$A Maid Asleep$\lrcorner$ (1656-57), $\ulcorner$The Little Street$\lrcorner$ (1658-60), $\ulcorner$The Music Lesson$\lrcorner$ (1662-1665), and $\ulcorner$Young Woman with a Water Pitcher$\lrcorner$ (1662). It has been found that there are distinct spatial aspects in his paintings: Structure of Frontal Layers, Diffusion of Light, and Subtle Geometrical Tension. It is hoped that this sort of interdisciplinary research could enrich the related studies in the field of architecture & interior design, and could help to rediscover the everyday world that we live in here and now.

A Study on Female Hero Characters in Animation According to the Feminist Cultural Theory - Focusing on Korean·American·Japanese Animation - (여성주의 문화이론에 따른 애니메이션의 여성 영웅 캐릭터 비교 분석 - 한·미·일 애니메이션을 중심으로 -)

  • Kim, Juna;Chung, Eunhye
    • Cartoon and Animation Studies
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    • s.36
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    • pp.91-119
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    • 2014
  • This paper analyzed and compared the storytelling of female characters in Korean, American, Japanese animations and revealed the ideal image of woman of each culture. Chapter 2 analyzed the superficial images of the female characters and figured out how these images reflected awareness of a reality. This paper revealed that female characters act as a representative cultural symbols and embodies the paradigm and the order of those cultures. In Chapter 3, this paper analyzed and compared how the female characters solve the dramatic events in the entire narrative structure, and revealed the cultural implications of their action and these events. Korean characters were imitating the idols as an extension of the real world, and American characters were drawn as unreal Super Heroes who were utilized to enhance the order of the world if the United States. Japanese characters, the magical girls are led to create a magic circle and then become surreal goddesses. In this way, this paper revealed that female characters in animation reflect the male-centered ideology of each culture according to the awareness of a reality and cultural paradigm.

The Influence of Digital Content Reflected in Social Media (소셜 미디어로 본 디지털 콘텐츠의 영향)

  • Lee, Suhyun;Kim, JeongYeon
    • The Journal of Society for e-Business Studies
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    • v.23 no.4
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    • pp.127-136
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    • 2018
  • With the increased value in digital contents, the influence of social media has increased exponentially over the past years. Focused around those in their teens and twenties, social media has spread its influence to people regardless of one's age or gender. This increased attention is reflected by the public's interest in pets, especially those dealt with in the personal media sector. This paper will focus on the two most popular Korean cat youtube channels called "CreamHeroes" and "SuriNoel." By analyzing the top thirty most viewed videos on each channel, real time streaming, goods based on the cats starring on the channel, and comments left by the channels' subscribers, it can be concluded that people watching videos categorized as "Viewnimal" derive surrogate pleasure from their viewings. The following creates the potential for increased conversation regarding the subject of shelter animals and animal abuse.

A Case Study of Sandplay Therapy for a Boy in an Elementary School with Social and Emotional Difficulties (사회성과 정서에 어려움이 있는 초등학생 남아의 모래놀이치료 사례연구)

  • Kim, Shin Hwa;Sim, Hee-og
    • Human Ecology Research
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    • v.56 no.6
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    • pp.589-601
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    • 2018
  • This study explored the internal world through sandplay therapy for an elementary school boy who had social and emotional difficulties of poor peer relations, anxiety and withdrawal. This study examined the changing processes of sandboxes, how a boy expressed his internal world by the content themes in sandplay according to Turner (2009) based on analytical psychology and sandplay theories. There were 72 sessions. The initial phase was 1-6 (The beginning of war) expressing confusing wars as the start of a long internal journey. The intermediate phase was 7-55 (Struggle), dividing by phase I 7-18 (Hero's fight I), phase II 19-36 (Hero's fight II), phase III 37-48 (Seeking for a male identity), and phase IV 49-55 (Centering). The client identified himself as a teenaged hero and expressed the conflict between good and bad, between death and rebirth and struggled for seeking treasures in the fight of heroes. He found identity as a male by finding a sense of existence, establishing order in the middle of confusion, and expressing strong and rational masculinity. The final phase was 56-72 (The winner of the struggle). In the fights repeating, he expressed an adventurous and positive male energy such as racing, speed contests and a union in the opposites of hero and heroine as well as the birth of a new conscious. This study provides a basic knowledge of educational guidance in school and counseling fields by expanding the understanding of a boy's unconsciousness.

Daesoon Jinrihoe as a Nativist Millennialism: A Comparative Study of East Asian New Religious Movements (本土性千禧年運動的建構與轉化: 以韓國大巡真理會為焦點的東亞比較研究)

  • Ting, Jenchieh
    • Journal of the Daesoon Academy of Sciences
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    • v.34
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    • pp.171-202
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    • 2020
  • The nations of East Asia have similar historical backgrounds in terms of going through modernization during the nineteenth century. All of them commonly experienced socio-political hardships. Three of the most prosperous East Asian new religions, Yiguandao, Tenrikyo, and Daesoon Jinrihoe, all emerged under similar socio-political circumstances during the nineteenth century. There was no mutual interchange, but the cosmological perspectives share some analogous ideology. All of them were types of nativist millennialism. The ultimate goal in all three is redeeming lost elements by magical means-the sudden disappearance of invading forces, the return of mystical heroes or messiahs, and an altered landscape. As Stark said, although it is impossible to calculate the actual rate of success, probably no more than one religious movement out of 1,000 will attract more than 100,000 followers and last for as long as a century. By this standard, these three groups are certainly worthy of being studied. This paper will examine and compare these three groups through four dimensions: the Messiah's eschatology, the re-interpretation of that eschatology after the Messiah's death, the rational transformations of millennial dreams, and the institutionalization of those millennial dreams. Analytically, I could demonstrate the differences among these groups through two dimensions: (1) The dimension of time, which can be conceptualized in terms of this-worldly or other-worldly; and (2) Collective vision, which can be conceptualized in terms of utopia or reform. The cross-classification of these two dimensions is suggestive of the general avenues of Millennialism. Through these comparisons and observations, light will be shed on the essence and dynamics of East Asian Millennialist Thought by exploring deeper cultural implications.

The Significance of Professional Subjectivity of a Specialist in Taking into Account Educational and Civilizational Changes in the Information Society

  • Podkovyroff, Tatiana Sonia Nanouchka;Golubenko, Natalya;Altanova, Alona;Shkodyn, Alona;Bielikova, Valentyna;Pasynchuk, Kateryna;Bida, Olena
    • International Journal of Computer Science & Network Security
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    • v.22 no.10
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    • pp.83-90
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    • 2022
  • A forecast foresight of the conditions for the development of educational affairs in the Information Society of Ukraine is presented, taking into account changes in the technique, technologies, and the socio-social sphere. Unresolved problems in Ukraine regarding the modernization and improvement of the education system by means of informatization are highlighted. The need for further improvement of Ukrainian education by means of informatization is noted. Formulated the main goal of future education. The necessary conditions for the successful development of future education are highlighted. The role and place of the key figure of the teacher in the education of the future is determined. The article highlights the theoretical and philosophical foundations of professional subjectivity of the future specialist. Recently, the world's pedagogical thought has increasingly focused on how to build an educational process so that it brings a sense of happiness to all its participants. It is believed that this is a new management philosophy in general, although its origins are in ancient Greek sources, which claim that only a happy life has meaning and value. It is found out that the professional subjectivity of a specialist is an important professionally significant quality of the individual, which provides a purposeful and optimal implementation of their mental, personal resources for solving professional and life problems, which is manifested in the desire for self-definition, self-determination, self-regulation and self-improvement in professional activities taking into account the information society. The structure of this phenomenon is shown.