• Title/Summary/Keyword: heroes

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Effects of Narrative Identity and Historical Nostalgia and Inducing Factors on Historical Contents Evaluation (역사콘텐츠의 긍정평가에 영향을 주는 내러티브 정체성과 역사적 노스탤지어 효과와 유도 요인 연구)

  • LIM, Ah-Young
    • The Journal of Industrial Distribution & Business
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    • v.10 no.9
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    • pp.25-36
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    • 2019
  • Purpose - Consumers have memories of their past time that they have not experienced. So consumers want to experience the past time and get pleasure through historical contents such as movies or dramas. This is because the re-created the past time sets the identity of the consumers who live today, and in the process, it give consumers emotional comfort. Consumers do not remember and sympathize with all of their historical time. In general, consumers remember the time that their communities are proud of. As s result, historical content is seen as a hero, and through that, consumers can check their identity. Also consumers experience positive emotions such as self-esteem, gratitude and pride through identification with heroes. That is, through historical contents, consumers can identify themselves and replace the current negative emotions with positive ones. Therefore, this study presents narrative identity and historical nostalgia that can affect positive evaluation of historical contents and suggest the factors the can induce such effects. This study was conducted to explain what the consumption effect of historical content is from a marketing perspective and what constitutes a component of historical content as a factor driving this effect. Research design, data, and methodology - This study has developed a questionnaire with 8 Hypotheses. The Films ('Masquerade(2012)', 'Roaring Current(2014)', 'Assassination(2015)', 'The Age of Shadow(2016)') and dramas('Six Flying Dragon(2015-2016)', 'Mr. Sunshine(2018-2019)') were used as experimental contents. 268 college students participated in this empirical study, and structural equation model was used to verify hypotheses. Results - Frist, narrative identity affects positive evaluation of historical contents. Nostalgia affect positive evaluation of historical contents. and narrative identity affects positive response of historical nostalgia. Second, character act relevance, circumstance similarity, and character attractiveness have positive influence upon response of narrative identity. Lastly, empathy for story and vividness of representation have also positive influence upon response of historical nostalgia. Conclusion - This study contributes to the theoretical and managemental development of historical contents. This study shows that narrative identity and historical nostalgia are important for success of historical contents. In order for historical content to be successful, it must manage elements of character act relevance, circumstance similarity, and character attractiveness, empathy for story and vividness of representation.

The two aspects of a nationalistic art in Greece, 1950 -1960 (그리스 내셔널리즘 미술의 두 얼굴, 1950~1960)

  • Papanikolaou, Miltiades M.
    • The Journal of Art Theory & Practice
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    • no.4
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    • pp.203-239
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    • 2006
  • As it is known, during the Second World War Greece has fought on the side of the allies and the end of the war found the country on the winners' side. However, the struggle for authority right after 1945 was merciless and extremely difficult, as well as dangerous for the course of the country to the future. The political powers were divided between the legal authorities that were represented by the king and formed the exiled government on the one hand and the part of the resistance teams and the rebels of the left that had a soviet friendly direction on the other. Thus, the start of a civil war was just a matter of time. It fin ally started in 1947 and lasted for more than two years. The consequences were disastrous for the country's economy and decisive for the future course of Greece. The national army prevailed with the help of, mostly, the English. Royal parliamentary democracy was established with a clear political turn to the west, as a completion and adaptation of the Agreement of the Great Powers at Yalta. Art had a 'similar' route. Dipolar, contradictory: conservative choices on the one side, and a will for pioneering inspiration and perspective on the other side. The 'dominate' trend was first evident in sculpture and mainly in the public monuments. Their construction aimed mostly at the public propaganda and at the promotion of the sovereign ideology. On the one side we have the public sculptures composed of faces of contemporary heroes or leading figures of the civic war and the national resistance. On the other side we have monumental statues mainly that appeal to a 'public' outside of the country's borders and mostly of the north borders, where there are countries with a communistic regime, like Bulgaria, Serbia and Albania. Their subject is derived from the heroic events of the Balkan Wars (1912-1913) and ancient historical figures like Alexander the Great as the Greek army leader, his father, Philippos II and Aristotle, who was of a north-Greek origin. The political message is twofold: on the one side the 'inner enemy' the communists that were defeated and the promotion of the new liberal social system and on the other side the north neighbours, which not only represent the East Block, but they also conspire the history and the culture of the Greeks. This is the way how the 'Cold War' was resulted in a full and totalitarian expression in art.

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Expression Factors of Pace and Dynamics in Drawing Animation - Focused on Japanese Hero TV Animation Series - (드로잉 애니메이션에서 속도감과 역동성의 표현 요소 연구 - 일본 초인물 TV 애니메이션 중심으로-)

  • Kim, Hyun-Woo;Kim, Jae-Woong
    • Cartoon and Animation Studies
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    • s.40
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    • pp.109-137
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    • 2015
  • As Digital technology developed, drawing animation, using traditional production method which expresses many feelings with drawn lines loses the youth group, the primary audience, to the realism of the digital cinema. Drawing animation, which drew attention of the youth by the spectacles in the film such as hectic pace, dynamics and punch, declined for a while. However, it has been developed a way to express pace and dynamics of its own by establishing an effective directing method, which combines digital technology as it is needed. This study has a purpose to investigate what causes the dynamics and feeling of fast movement of the character in Japanese limited animation. Though some action-animated films that heroes with supernatural powers take the leading role that feeling of velocity and dynamics are emphasized we compare the directing method before and after the introduction of the digital technology. This research reaches the conclusion by factoring each Bergson and McLuhan's discussion to the intervention of indexical signs and the audience's participation according to skipping technique. This study has a significance of researching the element of drawing animation that maximizes the expansion of the senses by defying the limitation of the law of physics through its unique way of directing together with growth of the hero films, which will continue.

The Effects of Multimedia Fairy Tale and Narrative Fairy Tale Lectures on Children's Language Expression Ability and Drawing Representation Ability (멀티미디어 동화수업과 구연동화 수업이 유아의 언어표현력과 그리기 표상능력에 미치는 영향)

  • Kim, Jeongkyoum;Byun, Jeong-Sook
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.3
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    • pp.1404-1413
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    • 2014
  • The purpose of this study is to figure out the effects of multimedia fairy tale and narrative fairy tale lectures on children's language expression ability and drawing representation ability. To achieve this, this study was conducted from March to April, 2011 with 50 five-year-old children(25 children in the experimental group and 25 children in the comparative group) in K and S kindergartens at D metropolitan city. The results were as follows. First, the score of children's language expression ability was higher in the multimedia fairy tale lecture group than in the narrative fairy-tale lecture group. Second, the score of children's drawing representation ability was higher in the multimedia fairy tale lecture group than in the narrative fairy-tale lecture group. As for findings stated above, educational activities with multimedia were important in early childhood education. Consequently, children can better understand stories through multimedia fairy tales and various language activities, and improve their language expression ability and drawing representation ability through the process of exploring and drawing heroes in fairy tales. However, they have more need of educational activities, which are complementary to the merit of narrative fairy tale, than educational activities for only multimedia fairy tale lecture.

The Sublime in Tarsem's Films : Focused on (타셈 싱의 영화에 나타난 숭고 연구 : <더 폴>을 중심으로)

  • Lee, Youn H.
    • Cartoon and Animation Studies
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    • s.32
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    • pp.245-261
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    • 2013
  • This paper analyzes films by director Tarsem Singh in relation to the theory of the sublime. The medium of film works in dimensions of both spectacle and narrative. Tarsem's strength mainly comes from spectacle. The visual style of Tarsem is unique and undeniably beautiful, but in a strange and magnificent way, rather than sweet and pleasant. If you accept the premises of Kant and Lyotard that the beautiful is a positive pleasure and the sublime is a negative pain, Tarsem's spectacle is certainly closer to the sublime than the beautiful. The Fall proves the director's ability in both spectacle and narrative. The spectacle of this film is so overwhelmingly huge, and vivid, it easily surpasses spectators' maximum capacity of imagination, which leaves the spectators in awe. Spectacle tends to hinder thinking thus obstruct the flow of narrative, but at the same time it blocks rational suspicion about the narrative. The spectacle of the Fall works as the power to immerse the spectators into the internal logic of the film. Since the spectators are deeply moved by the spectacle, they willingly follow the narrative of the film, the tragic adventure of the heroes which again gives the audience deep catharsis.

VENGEANCE, VIOLENCE, VAMPIRES: Dark Humour in the Films of Park Chan-wook

  • Hughes, Jessica
    • Cross-Cultural Studies
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    • v.28
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    • pp.17-36
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    • 2012
  • This essay places the South Korean film Thirst (2009) within Park Chan-wook's oeuvre as a filmmaker notorious for graphic depictions of violence and revenge. Park's use of dark humour in his films, which is emphasized in Thirst perhaps more than ever, allows for a more self-aware depiction of violence, where both the viewer and the protagonist are awakened to the futility of revenge. This ultimately paints his characters as fascinatingly crazy - simultaneously heroes, villains, and victims. Film theorist Wes D. Gehring's three themes of dark humour ('man as beast,' 'the absurdity of the world,' and 'the omnipresence of death') become most obvious in Park's most recent film, which pays closer attention to character development through narrative detail. Rather than portraying the characters as sentimental, dark humour depicts their misfortunes in an alternative way, allowing for consideration of such taboo subjects as religion, adultery, and death/suicide. These issues are further tackled through Thirst's portrayal of its vampire protagonist, which ultimately de-mystifies the traditional vampire figure. While this character has more often been associated with romance, exoticism and the mystical powers of the supernatural, Thirst takes relatively little from the demons of Nosferatu (Murnau, 1922) and various other Dracula adaptations, nor the romantic figures of Interview with the Vampire (Jordan, 1994), and Twilight (Hardwicke, 2008). Instead, it is part of a much smaller group of contemporary vampire films, which are rather informed by a postmodern reconfiguration of the monster. Thus, this paper examines Thirst as an important contribution to the global and hybrid nature of those films in which postmodern vampires are sympathetic and de-mystified, exhibiting symptoms stemming from a natural illness or misfortune. Park's undertaking of a vampire film allows for a complex balance between narrative and visuals through his focus on the Western implications of this myth within Korean cinema. This combination of international references and traditional Korean culture marks it as highly conscious of New Korean Cinema's focus on globalization. With Thirst, Park successfully unites familiar images of the vampire hunting and feeding, with more stylistically distinct, grotesque images of violence and revenge. In this sense, dark humour highlights the less charming aspects of the vampire struggling to survive, most effective in scenes depicting the protagonist feeding from his friend's IV in the hospital, and sitting in the sunlight, slowly turning to ash, in the final minutes of the film. The international appeal of Park's style, combining conventions of the horror/thriller genre with his own mixture of dark humour and non-linear narrative, is epitomized in Thirst, which underscores South Korea's growing global interest with its overt international framework. Furthermore, he portrayal of the vampire as a sympathetic figure allows for a shift away from the conventional focus on myth and the exotic, toward a renewed construction of the vampire in terms of its contribution to generic hybridization and cultural adaptation.

An Animated Study Based on Games - based on the 12 Stages of Christopher Vogler's heroic journey

  • Kim, Tak Hoon;Jeon, Cheon Hoo
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.175-184
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    • 2018
  • The commercial success of the game has also led to animation of the original game, especially the live version of The Street Fighter II in 1994 and a variety of videos of the game-based version, 2D Animation and 3D Animaion until now. But animations are not always successful because they are based on popular and commercially successful games. That's because when the original game was remade into an animation, the difference between the narrative structure of the original game story and the setting of the game and animation is striking. Nevertheless, a feature-length animation based on the Angry Birds game, which was released on May 19, 2016, has also been a huge commercial success, with this paper analyzing the case applied to the 12th stage of Christopher Vogler's hero's journey, Aengibird the Movie, and discussing the way in which the animation developed based on the game compared with other animations. Christopher Vogler, a Hollywood playwright, analyzed the structure of popular-loved movies based on the common narrative of the myth as the main motif of the mythologist Joseph Campbell. His narrative style is a hero's journey, using a total of 12 stages of epic narrative structure to help the protagonist find himself and achieve what he wants. Foreign heroes, adventure films as well as animations from big studios like Disney, Pixar, and Ghibli are using the story-development method of this Christopher Vogler.

The History and Performative Aspect of Bhutan Paro Tshechu (부탄 파로 체추 <참>의 역사와 연행양상)

  • Jeon, Kyung-Wook
    • (The) Research of the performance art and culture
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    • no.37
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    • pp.327-363
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    • 2018
  • Bhutan's mask dance drama, Cham is performed in the festival of Tshechu. Originating from the 17th century, Tschechu is a religious ritual as well as a traditional festival held to commemorate the birth of Padmasambhava, who spread Buddhism in the kingdom of Bhutan. Bhutanese Cham and Tibetan Cham share similar traits in their content of , , and in their characters of Pawo and Pamo. Meanwhile, , , , , , , , are distinctive performances of Bhutanese cham. Moreover, the clown character Atsara in Bhutanese cham is a character that does not appear in the Tibetan Cham. Atsara, a humorous character, can be identified by its use of a long phallus ornament on the head or by a distorted face mask with a phallus in its hand. Bhutanese Cham, originally from Tibet, is a religious mask dance drama handed down in Lamaism temples. In later generations, new performances reflective of Bhutan's history, myth, legends, and religion were added in large amount. Thus, the Cham of Bhutan now has very independent and characteristic aspects.

Phases of the Discourse Through the Way of Remembering the Japanese Invasion of Korea in 1592 (기억방식을 통해 본 임진왜란의 서사 양상)

  • Eum, Yeong-Cheol;Park, Eun-Mi
    • The Journal of the Korea Contents Association
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    • v.18 no.11
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    • pp.161-170
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    • 2018
  • In this paper, the aspects of recollection discourse during the Japanese Invasion of Korea in 1592 are discussed. As a research method the dialectic of oblivion is used. The results of the study are like these: first, the hero discourse of Lee Soon-Sin was the center of the discourse of the Japanese invasion of Korea in 1592 until the 20th century. In the two books Jingbirok and A War Diary written at that time, the subjective and objective description of the war was essential. However, it has a limit that it can't describe the real situation of the war that the people and the soldiers went through, as it focuses on Lee Soon-Sin's inner thoughts. Second, in the 21st century The Song of Sword written by Kim Hoon deals with the inner mind of Lee Soon-Sin in monologue unlike the usual hero discourse. Although as we can see in the records about the marine righteous army, people centered discourse description of the war shows a different way of discourse about the Imjin War. The movie, Myeongryang directed by Kim Han-Min tries to modify the way of remembering the war and presents the real heroes were the people and Lee Soon-Sin was a additional character in the war by showing a lot of battle scenes in the sea. The truth of history can't be found by only researching the recorded materials. As cultural texts dealing with the way of remembering the war, the novel shows a struggling individual not a hero and the movie focuses on that people's active participation led the victory of the war.

"Main Enemies" in the Posthuman Era: Monsters in Three Spanish Films (포스트휴먼 시대의 '주적(主敵)'들의 재현: 스페인 영화와 괴물들)

  • Seo, Eunhee
    • Cross-Cultural Studies
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    • v.50
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    • pp.53-75
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    • 2018
  • It is commonly emphasized that the metaphor of the monster is a rhetoric universally used to identify the "main enemy" of a society, for its effective function is seen as useful for the uniting of citizens to bend together to survive or succeed before the external threat. The problem of this metaphor is that it homogenizes and dehumanizes the heterogeneous individual members of the subsequently identified enemy group. This study emphasizes the importance of some traits of the posthuman subject, such as the flexibility and the multiplicity of consciousness, to overcome the otherizing binary perspective which is commonly held regarding the concepts of good and evil. To observe specific dimensions of the posthuman consciousness, we analyze three films based on Spanish history and reality: The Spirit of the Beehive, The Day of the Beast and Pan's Labyrinth. All of these films progress around the figure of the enemy-monster(s), showing how to transgress the dichotomous structure of consciousness that defines the self/good dividing it from the other/evil. The heroes in the films seek to overcome the fear about the monster, and approach him to discover new ethical horizons, that can emerge only when an individual's consciousness chooses to stay on the border between the established beliefs and the unfamiliar voice of the dangerous stranger(s).