• Title/Summary/Keyword: mythology

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Analysis on the Sexual Expression in related to Children's Social Development (<만화로 보는 그리스 로마 신화> 속 아동의 사회학습과 연관된 만화의 윤리적 표현 분석)

  • Park, Keong-Cheol;Jung, Sun-Jin;Jeong, Sun-Mee
    • Cartoon and Animation Studies
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    • s.30
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    • pp.113-137
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    • 2013
  • The accessibility and effect of cartoon on children are very significant. Since cartoon is a medium of conveying information through text and pictures, it has a characteristic of being easily approached by children than any other medium. Its accessibility to children is inevitably more exceptional than any other medium in the sense that it is a method of not only telling or reading stories but also showing stories. The main audience of is children. It has a characteristic of being easily accepted by children since it's mythology seen in cartoon than read in text. However, gods conducts are full of unethical expressions. Sexual expressions of intermarriages between mother and son, between brother and sister and between uncle and niece, as well as extramarital intercourse are very unethical that could have negative effects on children. This study analyzed the unethical expressions of gods that could have negative effects on children at current point in time. Zeus was often unfaithful to his wife with many stories about the children of Zeus that were created from extramarital intercourse. Standard of value on rational decision has been established for adult readers, but children can readily accept things since they lack their own rational decision on what's right and wrong. As an alternative to children's uncritical observatory study, there is a need for author's intervention to help children form desirable values. The purpose of this study is to analyze the sexual expressions of Zeus and gods in that could affect children's social study.

A Study on the storytelling strategy of Animation Studio using Mythology - Based on the comparative analysis of Disney and Dream Works (신화를 활용한 애니메이션 스튜디오의 스토리텔링 전략 -디즈니<미녀와 야수>와 드림웍스<슈렉>의 비교분석을 중심으로)

  • Lee, Hye-Won
    • Cartoon and Animation Studies
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    • s.49
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    • pp.25-52
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    • 2017
  • As the expansion of the cultural industry expands, various competitive structures are formed and the methodologies for producing commercial success are being discussed. Among them, Hollywood studios use political relationships and apply ideologies that can produce the best interests. Also, they use a structure that can convey this ideology, which is a mythology. The myth has satisfied the public for a ling time. Campbell suggested that strategies come from the myth, and the ideology emerged as a result of what mythology has to do with existing powers. Disney and Dream Works use the mythology and combine their own values into ideology. Disney and Dream Works choose conflicting ideologies in a different growth background. If Disney is recognized as an educational animation by the ruling class, Dream Works are supported by the public for their actions against Disney. Disney has conservative and patriotic personality, Dream Works is more liberal and progressive. Disney's structure came out first, and Dream Works parodied it. So we can compare Disney and Dream Works with similar myths to create a storytelling structure that embodies ideology. As a result, Disney and Dream Works have been choosing the 9 stages the key of Ideology form the 17 stages of the mythology and reduced them to the introduction, growth and completion. In the first units of the introduction, Disney dealt with the subject of social leaders who sacrificed to the ruling class and Dream Works hinted at the overthrow of the ruling class through the irony. If Disney had deployed colored races in the main characters, Dream Works used a variety of races from the main characters to others. In the second units of growth, Disney organized the process of accepting the value of the ruling class, and Dream Works showed the individual values, not the values of society. In the third units completion, Disney showed the main character who live in the world of the ruling class rebuilded, and Dream Works removed the ruling class and went back to the Individual life. Through the structure of Disney and DreamWorks, we learned how to utilize the mythical structures that transform according to ideologies. The right way to organize works will require the strategic approach to storytelling.

Analysis on the Comparison of Cartoon and Satirical Cartoon for Signification of Sign (카툰과 만평의 유머와 풍자 비교 분석)

  • Park, Keong-Cheol
    • Cartoon and Animation Studies
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    • s.31
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    • pp.91-116
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    • 2013
  • The accessibility and effect of cartoon on children are very significant. Since cartoon is a medium of conveying information through text and pictures, it has a characteristic of being easily approached by children than any other medium. Its accessibility to children is inevitably more exceptional than any other medium in the sense that it is a method of not only telling or reading stories but also showing stories. The main audience of is children. It has a characteristic of being easily accepted by children since it's mythology seen in cartoon than read in text. However, gods conducts are full of unethical expressions. Sexual expressions of intermarriages between mother and son, between brother and sister and between uncle and niece, as well as extramarital intercourse are very unethical that could have negative effects on children. This study analyzed the unethical expressions of gods that could have negative effects on children at current point in time. Zeus was often unfaithful to his wife with many stories about the children of Zeus that were created from extramarital intercourse. Standard of value on rational decision has been established for adult readers, but children can readily accept things since they lack their own rational decision on what's right and wrong. As an alternative to children's uncritical observatory study, there is a need for author's intervention to help children form desirable values. The purpose of this study is to analyze the sexual expressions of Zeus and gods in that could affect children's social study.

Analysis of the History of the Game Based on the Historical Facts - Focusing on the game "The Mythology of a Thousand Years" - (역사 사실을 기반으로 한 게임의 역사 사실성 분석 -게임 천년의 신화를 중심으로-)

  • Choi, Min-Seok;Lee, Dong-Yeop
    • Journal of Digital Convergence
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    • v.15 no.6
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    • pp.361-368
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    • 2017
  • Recently, the historical displeasure of celebrities caused a problem that the people were scolded by the people. On the other hand, people's historical consciousness is rising for a series of broadcasts organized by a famous entertainment program. We are now in the idea of our country people like this in history when history will not be left unsaid thing about realism. Inmates because there is a powerful force that is, that media is the 'immersion' players are interested more in the game, it is important to do it. Therefore, the history of games are made based on players to attract attention and interest or historical fact and to make a feature of the game and character.Does not occur to production. So correct history can have a sense of history the players are in fact this study, based on the development called an 'the mythology of the millennium' in 'hq team', manufactured. Choose the game. Scenario is based on thorough historical facts of the game 'the mythology of the millennium' authority order to conduct verification of the historians made it. These production process to appear in the game 'King Gwanggaeto,', 'Geunchogo of Baekje' and 'muyeorwang' design and comparative analysis to the historical facts.

The Appropriation of East Asian Mythology and Literature in Jeungsan Theology (동아시아 신화와 문학의 증산 신학적 전개 - 상상력의 법술(法術)과 전유(專有)의 신학-)

  • Jung, Jae-seo
    • Journal of the Daesoon Academy of Sciences
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    • v.35
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    • pp.1-37
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    • 2020
  • In this paper, we investigated the principle of appropriation by which mythology and literature were accepted in the unique religious context of The Canonical Scripture (Jeongyeong 典經). First, we knew that almost all of the gods that appeared in the discourse of Kang Jeungsan (姜甑山) were related to Eastern Yi (東夷) mythology and deeply rooted in folklore. This is because the cultural tendency and historic consciousness of Kang Jeungsan was influenced by Danhakpa (the Danhak School 丹學派). Secondly, when we investigated the acceptance of literature into The Canonical Scripture, we discovered that Tang Poetry (唐詩), Romance of the Three Kingdoms (Sanguoyanyi 三國演義), and Journey to the West (Xiyouji 西遊記) were widely accepted in Kang Jeungsan's discourse. These works were used in diverse ways such as predictions, healing, and meditation. We knew that popular classical work like these were religiously appropriated in the context of The Canonical Scripture. Lastly, we investigated the mechanisms by which mythical and literary imagination was transformed into the Jeungsanist religious movements. Those mechanisms included the magical power of letter and images, sense-cognition of poetry, and the representational ability of mimesis. In conclusion, mythical and literary imagination helped Jeungsanist religious movements gain popularity and spread Kang Jeungsan's soteriology. This is especially true of how it transformed into unique religious techniques which functioned as key elements of the Reordering Works (公事).

A Study on Meaning of the Water and Water space in western (서구건축공간에서 물과 수공간의 의미에 관한 연구)

  • 이영호;김행신
    • Journal of the Korean housing association
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    • v.13 no.3
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    • pp.11-20
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    • 2002
  • The purpose of this study is to find out the meanings of water and water spaces in the Western architecture. The meaning of water is investigated by means of mythology and literature studies. It is found that water has ambivalent meanings, i.e. life and death, creation and destruction, chastity and sensuality. The meanings of water spaces in the Western architecture are dramatic, secret and dynamic, and represent publicity, verticality, formality in addition to desire for authority and realization(embodiment) of paradise. Water space is an essential component of beautiful and dynamic spaces and is used to revitalize dreary spaces.

The History for Pharmacy in Korea (한국약학사)

  • Shim, Chang-Koo;Nam, Young-Hee;Chung, Sung-Wook;Hwang, Seong-Mee
    • YAKHAK HOEJI
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    • v.51 no.6
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    • pp.361-382
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    • 2007
  • The history of pharmacy in Korea from the era of 'Dangun Mythology' to today was reviewed briefly with special emphases on the beginning of pharmacy education, introduction of modern pharmacy education, establishment of modern educational institutions, and the evolution of the education system to a new 6-year pharmacy program.

Study on the game graphic contents of the China's MMORPG (중국 MMORPG 그래픽 콘텐츠에 관한 연구)

  • Ning, Shu-jia;Kueng, Byung-Pyo;Ryu, Seuc-ho;Lee, Wan-bok
    • Proceedings of the Korea Contents Association Conference
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    • 2010.05a
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    • pp.37-39
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    • 2010
  • China's online games have been developed a decade, the online game development is very fast. The last monitoring from "gameScan$^{TM}$" shows that there are 6 local manufacturing MMORPG games in the top 20 in march 2010 of china.Through research top 4 MMORPG games, their graphic content is too similar. All of them are the subject of Chinese Martial-Arts and Chinese Mythology, the graphic design elements all from China's traditional culture. This phenomenon will be two defects, the first if the design follow the trend, it can reduce the risk of failure, but it'll lack of competitiveness also. The second is it can meet the needs of Chinese culture for the game players in china, but the complex Chinese mythology and the culture of Martial-Arts are not easy to be accepted for foreigners. There are many European and American games failed in China, because of the differences cultural, the Game players can't understand the history, religion and culture. so, we can get some experience from the successful game cases of Korea and Japan. Use of common cultural elements combined with some Chinese traditional culture to create a new fantasy world. And try some now contents about future or science fiction.

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Semiotic Analysis and Myth Studies of Madonna Fashion Images -A View Fashion Image from the Year of 2005 to 2011- (Madonna 패션이미지의 기호학적 분석과 신화연구 -2005~2011년 패션이미지 중심으로-)

  • Park, Young-Jin;Yim, Eun-Hyuk
    • Journal of the Korean Society of Clothing and Textiles
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    • v.35 no.10
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    • pp.1161-1174
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    • 2011
  • An approach method of the semiotics theory is analyzing fashion: the look is that a sign represents one character and the image is interpreted as the destination of the changes. The fashion image interpretation by semiotics is possible because the fashion phenomenon by society has been accumulated in their abbreviation code. It is not possible to produce contradictions of the human imagination coined solution. The myth relieved to people, allowanced a meaning in the world and explained it have been unable to explain and protect us. Today's role of the world myth becomes the star's future. Public resting star's fashion image analysis promote that we understand the inherent desire. Madonna probably is one of the world's most famous women. To Create Madonna's own mythology staged image in various attire reveals symbolism. In this study, Madonna's fashion images, the myth 8 analysis of semiotics represent publicity. Madonna's album jacket 8 analysis of the myth. The fit and the relationship between the star and myths closely is obvious. The Madonna fashion image investigate that so forth implied myth into duality of feminine, upset of gender roles, upset of sexual roles, object of worship. In addition to the creation of these myths are based on sensuality heterosexual fashion images, body-conscious look, lingerie look, Androgynous Look, Dominatrix Look in the fashion style of the images, fashion items made to body suit, bra top, black panties, black boots, long gloves, pink, red, gold, satin, and leather; the addition, there are exaggerated props and accessories. These use such as the human body building wave blond hair. This study through Madonna's fashion image, semiotics analysis is acquainted with suitable means of myth.

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.