• Title/Summary/Keyword: cultural theory

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Mishima Yukio's Spring Snow and classics; Focusing on the reproduction of the world of Miyabi (미시마 유키오(三島由紀夫)의 『봄의 눈(春の雪)』과 고전 - 미야비(みやび)의 재현이라는 관점에서 -)

  • Kim, Jung-hee
    • Cross-Cultural Studies
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    • v.53
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    • pp.25-49
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    • 2018
  • This study describes how Mishima Yukio applied various classical motifs in his novel, Spring Snow, to reproduce the world of "Miyabi" of the Heian era. First of all, the author's perception of Japanese culture, focusing on his various critiques and essays was studied. Based on Mishima's cultural theory, analysis revealed that Spring Snow was not based on specific works of the Heian era, but rather on the use of the story form from that era. The background of this novel was the early Taisho era. This period coincided with Japan's political transformation from military power to democracy, and miyabi, or elegance. Finally, the title of this work, "Spring Snow" is an expression found in Kinotsurayuki' Waka in Kokinshu. It represents not only the vanity possessed by the "Spring Snow" reflected in the novel, but also fascination with the beauty of Tsurayuki' Waka.

Deconstructing the Western Colonial Dichotomy through Paralogy (『직면』(No Telephone to Heaven)의 해체론 독법- 배리(Paralogy)를 통한 식민주의의 이원론 관점 해체)

  • Choi, Su
    • English & American cultural studies
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    • v.16 no.2
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    • pp.111-139
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    • 2016
  • Plato's philosophical importance in western thinking history cannot be understated. Especially his dichotomy system became common to the European traditions of philosophical and scientific discourses by assigning principal value to the presence that is opposed to the absence. Since the ancient Greeks, the concept of presence has been expressed itself in number of ways such as God, Truth, Logos, and center. Derrida called this European thinking "the metaphysics of presence." In order to analyze logocentrism also called the metaphysics of presence in No Telephone to Heaven, I used the term, paralogy that Aristotle did not accept as rules of argumentation but that Lyotard revived it positively as the principle of reason. Lyotard's incredulity towards rationalist theory of modernism is that knowledge can never be certain. Without any ultimate validity, certainty is impossible. Nevertheless, as Fanon said, the colonial world is dominated with a traditional Manichaean world. As a result what remains to the colonized to establish their identities is that of an armed struggle towards the colonizer even though they know it results in the vicious circle of hatred endlessly. Cliff attempted to show this message in her text through the tragic heroine, Clare Savage. Cliff's another critique of modernism's rationalism is shown through the ambiguous sexuality of Harry/Harriot. In this novel, gender plays also a central role by questioning the traditional binary system of sexuality. In this paper, I deconstructed this traditional gender system in terms of Bulter's concept of performitivity. This study will give the text another layer of deconstructive interpretation echoing with the proverb, one tree cannot make a forest.

Ecology of the Lowland: The Representation of the Invisible Slow Violence of Empire (저지대의 생태학: 제국의 비가시적 느린 폭력의 재현)

  • Kim, Heesun
    • English & American cultural studies
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    • v.16 no.2
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    • pp.47-70
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    • 2016
  • Under the inhumane oppression of imperialism, the Third World's political violence has been often represented as an immediate and explosive one with an instant, concentrated visibility. Yet the ecological and psychological exploitation of the Third-World countries by empires, as Rob Nixon insists, shows the relative invisibility of slow violence. This paper is to reveal this slow violence of the marginalized areas symbolized as the lowland. Although Arne Naess' deep ecology promotes the inherent worth of living beings regardless of their instrumental utility to human needs. this paper deals with three postcolonial ecological textbooks which criticize the white-centered deep ecology: Amitav Ghosh's The Glass Palace, Jhumpa Lahiri's The Lowland, and Barbara Kingsolver's The Poisonwood Bible. Through postcolonial critical study, this paper finds out that all these three works have some themes in common. First, these postcolonial works assume a shape of family saga which is parallel to the slow violence of ecological and psychological plundering of empires in the postcolonial countries. Second, like the mangroves which have a tenacious hold on life, these postcolonial people rather overcome the heterogenic challenge with the sturdy and tough mind than defeated. Third, the native people's ethics of earth functions as the stronghold for their respectable lifestyle in their indigenous historicity. Finally, as a big fat brother, the Americanized globalization or neoliberalism is warned as the neocolonialism which is often shown as the disguised pattern of greenwashing. Namely, the people's self-enhancement is always prior to the imperialistic development or neoliberalism in the postcolonial ecological texts which sharply contrast the native's life consciousness and the empire's development theory.

"In the Beginning was the Deed": Sigmund Freud's Auditory Imagination

  • KIM, TaeChul
    • English & American cultural studies
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    • v.9 no.1
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    • pp.113-139
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    • 2009
  • Such is an elective affinity between literary studies and psychoanalysis that the latter sometime serves as a form of literary pedagogy. The affinity mainly consists in their shared concern for language. The signification of language in psychoanalysis is much similar to that of literature. Many of psychoanalytic terms and theoretical tenets bear witness to its dependence clinically on speech phenomena and theoretically on language in general. It is most true of Sigmund Freud, for whom the unconscious is in effect the linguistic unconscious. The Freudian unconscious, compressing and displacing through images and ideas, works as a text for psychoanalysis, which approach has not only paved one of the ways to poststructuralist anti-essentialism but with which literary studies also feel uncanny familiarity. Freudian psychoanalysis, starting empirically from clinical observations, discovers that words exist independent of meanings in the form of things in the unconscious system. Out of the various sensory elements of a word-thing, in psychoanalytic terms, the auditory is central. Now with the auditory imagination cultivated in the clinic, Freud figures out compression and displacement as the chief unconscious works, of which my main argument is that they are based phonetically on heteronym and homonym associations respectively. Compression and displacement work to be masks, which excites Freud's sense of challenge: his is a kind of poststructuralist approach, in the sense that the closed interrelatedness of words without external referents determines the signification in a given situation. But the works of compression and displacement, viewed in auditory terms rather than mapped on to metaphor and metonymy, can provide a new insight for a literary reading of Freud. Pursuing Freud's auditory imagination is not only an attempt to read his writing as literary text rather than for theoretical discussion, but also an experiment with the possibility of literary reading of a theoretical text in the age of after-theory.

'Korean Wave' News Analysis Using News Big Data ('한류' 경향에 관한 국내 언론 기사 빅데이터 분석 연구)

  • Hwang, Seo-I;Park, Jeong-Bae
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.5
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    • pp.1-14
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    • 2020
  • This study conducted a topic modeling and semantic network analysis of 'korean wave' and its meaning in Korean society from 2000 to 2019 by applying an agenda setting theory. For this purpose, a total of 197,992 newspaper articles which reported 'korean wave' issues were analyzed by applying topic modeling and semantic network analysis. As a result, first, the word 'korean wave' mainly appeared in korean-related regions in the korean press. culture and economy. second, a total of 9 topics related to korean wave issues appeared. This was followed by 'broadcast', 'export', 'domestic and foreign affairs', 'education', 'beauty and fashion', 'music and performance', 'tourism', 'media(platform)', and 'region'. Lastly, korean wave was mainly discussed at the cultural and economic ares. In addition, it was clustered into five characteristics: 'cultural hallyu', 'business hallyu', 'education', 'environment', and 'geography'.

Korean Fashion Firms' Entry into Foreign Markets: Empirical Analysis of Determinants of their Choice of Foreign Direct Investment Modes (한국 패션기업의 해외시장 진입방식 연구: 해외직접투자 유형의 결정요인 분석을 중심으로)

  • Kim, Hye-Yeong;Ra, Won-Chan
    • Korea Trade Review
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    • v.42 no.1
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    • pp.189-215
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    • 2017
  • This study analyzes the determinants of the choice of foreign direct investment mode by Korean fashion firms in entering into foreign markets. We have established hypotheses regarding their choice among three classical entry modes including a wholly-owned subsidiary, a joint venture and an M&A based on factors such as the investing firm's size, international experience and international strategy type, host market potentials, cultural distance and foreign investment risk. By conducting multiple logistic regression over secondary data on 100 Korean fashion firms, we found that all variables but cultural distance were statistically significant. The results may contribute to advancing international business theory on the fashion industry and developing fashion firms' global strategy.

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Promoting research integrity in sport and leisure studies: From the perspectives of academia (체육학 연구에서의 연구부정행위 방지를 위한 근거이론적 접근)

  • Lee, Weon-il;Jin, Yeon-Kyung;Yi, Kyoung June
    • 한국체육학회지인문사회과학편
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    • v.55 no.4
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    • pp.227-240
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    • 2016
  • Research misconduct has been a strong societal concern in sport and leisure studies. However, little is known about the complex mechanisms and ways of promoting research integrity. This study aimed at exploring the ways in which research integrity in sport and leisure studies could be established from the perspectives of academia. Employing a grounded theory approach, 13 academics and graduate students were invited to the study. Data were collected primarily through focus group and one-on-one follow-up interviews. Perceived negative factors contributing to research misconduct within socio-political/socio-environmental, socio-cultural, and personal contexts were identified. Three approaches, (a) top-down approach, (b) bottom-up approach, and (c) continuous education, as well as subsequent practical strategies were also suggested for the enhancement of research integrity within the field. This paper provided empirical knowledge regarding barriers to and opportunities for improving research integrity in sport and leisure studies.

A Study on the Spatial Structure Analysis of history museum using the Complex System (Complex system 이론에 따른 역사기념관 공간구성체계에 대한 연구)

  • Lee, Seung Yong;Park, Ji Hun
    • Smart Media Journal
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    • v.11 no.7
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    • pp.85-93
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    • 2022
  • Currently, Korea is achieving cultural, economic, and social growth as a member of the international community along with its social growth. In the 2000s, local communities and local governments made multidimensional efforts with historical and cultural interests. And as part of that, historical museums were built or expanded to increase the quantity in anticipation of citizens' satisfaction and attracting visitors. However, the qualitative effect of the exhibition space is not achieved. Therefore, in this study, the analysis according to the complex system theory on the interrelationship between exhibition planning, space, and spectators was carried out based on the case of domestic historical museums, and future exhibition space planning or movement lines according to the mutual relationship between the exhibition space and the spectators were conducted. The purpose of this study is to conduct research on specific visualization and data derivation regarding spatial density and spatial perception information.

중국인 학습자를 위한 문화교육으로서 한·중 소설 비교읽기 -4.19와 문화대혁명을 중심으로-

  • Jeon, Yeong-Ui;Eom, Yeong-Uk
    • 중국학논총
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    • no.62
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    • pp.85-100
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    • 2019
  • The article purpose is 'Reading Chinese translation text as a Korean integrated education for Chinese students'. Although number of foreign students has increased rapidly to the economic growth of Korea, the influence of Korean Wave, and the popularity of Korean popular culture like K-pop at domestic universities but the problems of their curriculum have been found in many places. Korean literary education through novel text has an important place in Korean studies, but literary education is often excluded in Korean language education as a foreign language education. Chinese students already have background knowledge of Korean translation novels through Chinese novels. They can get the learning effect as the Korean language study. Second, they can compared with Korean national violence and Chinese national violence through 'Red Revolution' and understand about Korean-Chinese understanding of the times, social and cultural phenomena, Third, they are able to study the theory of literature itself. also It was the educational purpose pursued by the humanities. Chinese students develop their Korean language skills by studying the Brothers which are translated into Korean, and we can see the similarities and differences of national violence by comparing Korea's '4.19' with China's 'Cultural Revolution' After comparing people, background, dynamics of the space where they are located, we can raise awareness of the historical and social problems of both countries. It is possible to study subjects' memories of space, change of local meaning, the formation of urban space or individual space in the text in the specific space where national violence occurs. In this way, the method of learning Korean integrated education through Brothers of the Chinese translation novels makes an opportunity to look at national violence in the Korean-Chinese space of the 1960s and 1970s. It has a subjective perspective from subordination to the nationality of the modern nation-state. This is an educational effect that can be obtained through reading a Chinese translation novel as a Korean language integrated education.

VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • U, Tak
    • 한국게임학회지
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    • v.6 no.1
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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