• Title/Summary/Keyword: Mythical Symbolism

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Interpretation of Images and Symbols from Greek and Roman Mythology in Contemporary Fashion - Focused on Durand's Classification of the Imaginary - (현대패션에 나타난 그리스.로마 신화의 이미지와 상징 해석 - 뒤랑(G. Durand)의 '상상계 이미지들의 동위적 분류도'를 중심으로 -)

  • Rhew, Soo-Hyeon;Kim, Min-Ja
    • Journal of the Korean Society of Costume
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    • v.61 no.2
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    • pp.131-151
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    • 2011
  • The study alms to identify how the symbols and images of Greek Roman myths in contemporary fashion have been reflected in respects of meaning and forms, and to find out the organic course from meaning to forms by using Durand's classification. The results define the significance of Greek Roman myths in contemporary fashion, and systematically suggest a direction of imagination for more creative design. In the diurne regime, the symbolism of purity, heroism and fear appeared. In the nocturne regime, the symbolism of maternity and sensuality appeared. In the dramatic regime, the symbolism of androgyny appeared. The characteristics of designs contained in each symbolism are common. In this regard, it is possible to trace organic relationships in the creation of images through the verbal scheme. In addition, the verbal scheme creates archetypal images that lead to images and symbols in the socio-cultural context, so it is possible to analyze the relationships between archetypal images and the format of garments. The study examined how the archetypal images that appeared in the mythical images were expressed in garments through the verbal system.

A Study on Meaning Analysis of Game Skill Visual Effects -focused on world of warcraft- (게임 스킬 비주얼 이펙트의 의미 분석 -월드 오브 워크래프트를 중심으로-)

  • Kang, Yoon-Hee
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.751-759
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    • 2022
  • Game graphics provide players with a sense of immersion, leading to active participation. This paper aims to analyze the mythological meaning for symbolic design of game skill visual effects that reproduce the narrative and the worldview of games borrowing myths. The research method classified the visual effect image into a symbol of the form of a universal archetype representation and a symbol of color expressing the narrative in the game, and analyzed it by applying Roland Barthes' semiological scheme. Through this study, it was possible to analyze the meaning of visual effects as a mythical meaning that can be universally sympathized and an implicit meaning that symbolizes the narrative of the game. The symbolic expression of the visual effect, which reproduces the narrative of the game reflecting the myth, can induce players to engage and participate, and the design direction was intended to provide the visual effect to have a unique symbolism that reflects the game's mythical worldview of the game.

Mythical Symbolism through Meaning Action of Roland Barthes -Focus on Image Relationship of Silla Myth and Jeju Myth (롤랑 바르트 의미작용을 통한 우리나라 신화 상징체계 연구 -고대 신라신화와 제주신화의 이미지 관계성 중심으로)

  • Kang, Younsim
    • The Journal of the Korea Contents Association
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    • v.20 no.12
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    • pp.82-94
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    • 2020
  • Images play an important role in the symbolic system as they are connected with imagination through the association of language. Through history, we know that Korean people have been a people of strong spiritual unity and unity for thousands of years. I tried to study how the Korean people's unified mental symbol system was utilized and accomplished through mythological images. Our people are recognized as a people of white clothes because they are connected with white clothes, and modifiers such as the country of the east where the sun does not go down are connected with the sun. The Korean people have been handed down according to the times, such as the son of the sky, the Hongik man, the birch tree and the Gyerim of Silla, as a symbol of the myth of Gojoseon, and do not know when it became a country that loved the sun and whether brightness became a symbol. In relation to the spiritual symbolic system of our nation, the mythical image of Jeju musindo embedded in the shamanist ideology was reinterpreted through the meaning of Roland Bart to provide a basis for the study of the spiritual symbolic system of our nation.

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.

A study on the jewelry design inspired by birds in Chinese Sanhaeyeong (중국 산해경에 나타난 조류를 모티브한 주얼리 디자인 개발 연구)

  • Ming He;Soi Moon;Jeongwon Seok
    • Journal of the Korean Crystal Growth and Crystal Technology
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    • v.34 no.1
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    • pp.22-29
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    • 2024
  • Artworks inspired by birds have consistently enjoyed popularity, both in the past and present. Designs featuring birds from mythology have particularly garnered significant admiration. Therefore, this study aims to develop into the jewelry design with bird motifs from "Sanhaegyeong", a representative work of Chinese mythology. The research analyzes the characteristics of birds depicted in "Sanhaegyeong" and investigates design cases inspired by these birds. Birds in "Sanhaegyeong" are broadly categorized into divine birds and monstrous birds. Divine birds are predominantly represented with diverse color combinations and unified tones, while monstrous birds are primarily expressed in contrasting colors such as red, green, and white. The study further scrutinizes the forms, colors, and symbolism of jewelry inspired by birds in "Sanhaegyeong". These works predominantly utilize various colors, green, and red. By integrating shapes and patterns relevant to the era associated with the origin of "Sanhaegyeong", designers applied them in the designs, taking into consideration the contextual background and the relevance of design forms. It is anticipated that these research findings will be valuable to designers intrigued by mythical bird designs.

Textile Design for Children Applying Korean Prehistoric Petroglyphs (한국 선사시대 암각화를 응용한 아동용 텍스타일 디자인 연구)

  • Jang, Kyung Ah;Park, Eun Kyung
    • Journal of the Korean Society of Costume
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    • v.64 no.2
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    • pp.135-149
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    • 2014
  • This study attempts to adapt and develop Korean prehistoric petroglyphs into textile design for children. For this purpose, literature review was conducted to understand the plasticity and symbolism expressed in Korean prehistoric petroglyphs. Also this study conducted textile design development as follows: First, the figures and faces in petroglyphs were selected because children can easily recognize them. Second, two groups of different ages (7-9 and 10-13) were allowed to freely draw the selected motifs. Third, some of the motifs created by the children were selected that show children's individuality and also keep the features of the original motifs. The children's motifs were developed into textile design using Texpro and Photoshop. Then digital textile printing and 3D mapping program were used to make pajamas (5 types), umbrellas (3 types), and simulate bedding sets (2 types) for children. This research's results are as follows: First, petroglyphs are symbolic language of human's oldest art form, and related to religious and mythical belief. Korean petroglyphs have plasticity showing the development steps in technique and expression, with various shapes such as animals, human figures, faces, masks and abstract figures. Third, children showed their interests in various human figures and faces of the petroglyphs, and it was easy to draw those motifs in their own way. Fourth, 10 design motifs were selected from the children's work and used to create textiles considering materials and colors for children. Total 10 items were made and presented. This study confirmed the usefulness of applying prehistoric petroglyphs to children's textiles designs. These designs may grow as a kind of cultural product for children who know about and like petroglyphs. They can be a niche market items too, made to order for children with individuality and who favor originality.

A Study on the Types of Love in and : Focusing on Plato's Theory of Eros (<센과 치히로의 행방불명>과 <하울의 움직이는 성>에 나타난 사랑의 유형에 대한 연구: 플라톤의 에로스론을 중심으로)

  • Kim, Min-Kyu
    • Cartoon and Animation Studies
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    • s.43
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    • pp.1-22
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    • 2016
  • So far, the Studio Ghibli's major masterpieces, and have been studied extensively from mythical and psychological perspectives due to the films' intrinsic symbolism within their characters and events. However, there have been insufficient in-depth research on the types of love the two works have. Therefore, this study will focus on how the types of love in the two animations mirror the concept of love in Plato's theory of Eros through the analysis of two films' characters. The desire for memory and recovery can be seen in , and glimpses of each phase of aim towards changes in physical appearance can be shown in . These describe the function and the purpose of Eros that Plato states in Socrates' terms in Phaedrus and Symposium. Plato ultimately defined Eros as a spirit that leads to the world of Ideas and suggested the five stages of love that are divided in accordance with the ultimate purpose and attitude of mankind towards Eros. The cognition area, changes in appearance of the characters and spatial ranks in and critically reveal such core concepts of the theory of Eros. It is noteworthy that the two works show the origin of the most universal ideology of the West. These two animation films are particularly significant in terms of that they reflect the western epistemology while covering exclusive and covert ethnic emotions.