• Title/Summary/Keyword: psychological character

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Study on Features of Software Cyborg in the Virtual Game -PS4 ocusing Game- (가상게임에 나타나는 소프트웨어 사이보그특징에 대한 고찰 -PS4 <언틸던> 게임을 중심으로-)

  • Kim, Dae-Woo
    • Cartoon and Animation Studies
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    • s.41
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    • pp.279-306
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    • 2015
  • This paper is a study of the changing nature of software for virtual Cyborg self and the virtual body that occur in the game from a philosophical point of view. Looking broadly, the cyborg concept refers to the combination of man and machine. Specifically, there is a hardware cyborg organism to combine human and restoration of machine In addition, there is software cyborg by electronic the human brain of converting a virtual body. Virtual games are cases software-Cyborg applied. In the game , There seems to have characteristics of virtual body and ego that different from general cyborg meaning. To analyze the features, I applied the concept of software-cyborg of Hans morabek and the multiple selves in cyberspace properties of Kim Sun-Hee. generally, software cyborg cloning the brain type tended to invalidate the body due to the nature of the virtual world. But If you look at third-person's view and the game character that made from real actors, it is pursuing the realism of photographic images and it stressed the need for a virtual body in order to maintain the psychological identity of the player. And, The game player crosses the eight characters to choose while completing the mission. This is a big role in the reality ego leads to the desired final ending with the selection and experience to be experienced as self-replication to multiple. These cyber multi-ego looks for an active and positive features compared to the multi-ego in the real world and highlights the advantages of the software cyborg. Game The characteristics of the final result varies depending on the selection of the player. The life and death of a friend is determined by the relationship between the characters friendship. In this case, the virtual self is empirically through trial and error, moral, and try to select the desired setting the standard for intuitive and self own choice. Also It can be fused to the knowledge of multiple selves as one step is formed by a high spiritual introspection. This process is a positive interpretation of the world and their own forms of mental reflection through self-overcoming human, Nietzsche is said that the process is Wibeomenswi.

An Analysis of Three Stages of Desire in S. Kierkegaard : a Study on the Aesthetic Basis of Juvenile Suicide (키에르케고어의 욕망의 삼 단계 분석 : 청소년 자살의 심미적 토대 연구)

  • Kim, Sun-hye;Park, Jung-sun
    • Journal of Korean Philosophical Society
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    • v.145
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    • pp.167-194
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    • 2018
  • According to the result of 2017 youth statistics, the first rank of the death cause of Korean youth is suicide for nine years. The recent study on factors affecting juvenile suicide presents: family factors; character and psychological factors; mental disease factors; suicide-triggering factors; school factors; and protection factors; and so on. What is required to the youth who are vulnerable to the confusion of identity and the adjustment of emotion or impulse is not only drug treatment or mental therapy but also the support of family or society where adolescents are encouraged to be introspective and form their identity in a healthy approach in the diverse humanistic philosophical dimension. This study is going to pay attention to the aesthetic existence of Kierkegaard who provided the foundation of human existential identity centered on three stages of existence. For this purpose, we attempt to search for the philosophical basis for the understanding of juvenile identity centered on the analysis of Kierkegaard's Either / Or Volume I (Entweder - Oder Teil I). Especially, we are going to attempt the understanding of aesthetics of youth through the analysis of three stages of desire (Begierde) suggested in Chapter 2 of this book. Herewith he suggests aesthetic existence through 'desire', and aesthetic existence as the desire again through three stages of 'dreaming ($tr{\ddot{a}}umend$)' desire, 'searching (suchend)' desire, and 'desiring (begehrend)' desire. Based on this analysis of three stages, we plan to graft the roots of sociological factors presented as the cause of youth's suicide onto the analysis of existential philosophy. Through this, we attempt to grope for the diagnostic and healing discourse which Kierkegaard's existential analysis can present in the formation and recognition of youth identity and disclose a factor of the emotion or the disorder of impulse adjustment as well as depression suggested as the main contributing factor of youth's suicide and search for philosophical discourse for the prevention of juvenile suicide.

Three-generation stories of the Joseon Dynasty, A Study on the Aspects of Family Therapy (삼대록계 국문 장편소설에 나타난 가족치료양상 연구 - 보웬의 이론에 근거하여 -)

  • Lee, hui su
    • (The)Study of the Eastern Classic
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    • no.49
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    • pp.393-430
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    • 2012
  • In this paper, Bowen's family therapy from the perspective of the theory, narrative analysis of Korean novels, three Regis - tration Subsection.Bowen's description of the individual's behavior is causing problems within the family of anxiety and self-differentiation using two variables. The home if problems or conflicts expressed in these works, the figures showed that the undifferentiated ego at the center of the problem. Undifferentiated ego character felt extreme anxiety when their alienation from the relationship of the family-oriented jeokjangja Undifferentiated ego to relieve anxiety and to consolidate their position in the family relationship, so people were strongly united with each other. Sohyunseongnok, Chossisamdaerok series structures and patterns of a series of domestic problems occur, "mother and son, self-differentiation self undifferentiated undifferentiated ego and self-differentiation mother son, mother and self-ego undifferentiated undifferentiatedcan be subdivided into the son '.Established a symbiotic relationship between them and the U.S. established the presence of a pattern, healer, depending on the deployment method depends narrative. And is divided accordingly, self-determination and to the Son, a son, a son to be born again through repentance of the execution. Depending on the presence or absence healer than what was described on the deployment structure differs. Undifferentiated ego and self undifferentiated mother son family therapist within the family, the problem is solved. Son, a son to repent and be born again, and that caused the problem. Ego Undifferentiated mother and son self-differentiation, undifferentiated ego and self-differentiation mother son home my healer in the absence son committed suicide and executions each tragedy occurred. Personal level, but occurred at home conflicts or problems about this when analyzing the Three-generation stories of the Joseon Dynasty, by applying the theory of Bowen's Family Therapy view dimension in the relationship between family were. Toughness or desire of any one individual, but serious conflicts and problems within the family, the institution of the family itself is the root cause was. And was able to reveal aspects of narrative flow, depending on the presence or absence of family therapists vary significantly depending on his role in the rest of the family comfort and peace determines whether the Three-generation stories of the Joseon Dynasty, received an important narrative of men and axis formation. In a gauze-like situation of this problem in the Three-generation stories of the Joseon Dynasty, a personal desire or toughness in confined without the dimension of the entire family. And extrinsic psychological approach against the background of the wall in the main narrative of the sufferings of women of Korean novels, approached significance.

A Study on Facial Expression Acting in Genre Drama - with Focus on K-Drama Voice2 - (장르 드라마에서의 표정연기연구 - 드라마 '보이스2'를 중심으로 -)

  • Oh, Youn-Hong
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.313-323
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    • 2019
  • For the actors on video, facial expression acting can easily become 'forced facial expression' or 'over-acting'. Also, if self-restraint is emphasized too much, then it becomes 'flat acting' with insufficient emotions. By bringing forth questions in regard to such facial expression acting methods, this study analyzed the facial expression acting of the actors in genre dramas with strong commercial aspects. In conclusion, the facial expression acting methods of the actors in genre dramas were being conducted in a typical way. This means that in visual conventions of video acting, the aesthetic standard has become the important standard in the facial expression acting of the actors. In genre dramas, the emotions of the characters are often revealed in close-up shots. Within the close-up shot, the most important expressive medium in a 'zoomed-in face' is the 'pupil of the eye', and emotions are mostly expressed through the movements of the eye and muscles around it. The second most important expressive medium is the 'mouth'. The differences in the degree of opening and closing the mouth convey diverse emotions along with the expression of the 'eye'. In addition, tensions in the facial muscles greatly hinder the expression of emotions, and the movement of facial muscles must be minimized to prevent excessive wrinkles from forming on the surface of the face. Facial expressions are not completed just with the movement of the muscles. Ultimately, the movement of the muscle is the result of emotions. Facial expression acting takes place after having emotional feelings. For this, the actor needs to go through the process of 'personalization' of a character, such as 'emotional memory', 'concentration' and 'relaxation' which are psychological acting techniques of Stanislavsky. Also, the characteristics of close-up shots that visually reveal the 'inner world' should be recognized. In addition, it was discovered that the facial expression acting is the reaction acting that provides the important point in the unfolding of narratives, and that the method of facial expression and the size of the shots required for the actors are different depending on the roles of main and supporting characters.

Leisure activity and self-concept of adolescents in cyberspace: With specific focus on elementary school, middle school, high school and university students (청소년 놀이공간으로서 사이버 세계에서의 자기개념: 초, 중, 고, 대학생을 중심으로)

  • Young-Shin Park;Uichol Kim;Soo Yeon Tak
    • Korean Journal of Culture and Social Issue
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    • v.17 no.1
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    • pp.81-113
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    • 2011
  • This study investigates leisure activity, involvement and self-concept in cyberspace of various age groups of adolescents. A total of 1,388 students (elementary school=337, middle school=326, high school=361, university=364, consisting of 696 male and 692 female) participated in the study. The results are as follows. First, although the vast majority of adolescents (96.9%) had a computer at home, majority of adolescents visited Internet cafe. Second, 70.3% of adolescents visited Internet cafe to play Internet games, followed by engaging in information search, chatting, and participated in cyber community. Third, on average adolescents spent 5.43 hours per week playing Internet games, with more males playing Internet games than female adolescents. As for information search, the weekly average was 2.60 hours, with university students spending more time than the other groups. As for chatting, the weekly average was 1.69 hours, with no significant differences among the groups. The weekly average of Internet use was 9.65 hours, with older groups spending more time. The weekly average use of computer was 10.91 hours, with older groups spending more time and more males using more computer than females. Fourth, as for self-concept in cyberspace, elementary and middle school students reported that they had fun, while high school and university students reported that they were the same as in the regular daily life. In addition, adolescents reported that they spent leisure activity in cyberspace and they become a fictional character in cyberspace. Fifth, when they played Internet games, regardless of age and gender, adolescents reported that they had fun, followed by that they were absorbed, that they became aggressive, and that they were the same as in the regular daily life. Sixth, when they chatted on Internet, regardless of age and gender, adolescents reported that they had fun, followed by that they were not interested, that they were the same as in the regular daily life, and that they do not chat on Internet. Seventh, when they interacted with their friends on Internet, regardless of age and gender, majority of adolescents reported that they had fun, followed by that they conversed, that they were the same as in the regular daily life, and that they felt closer. These results indicate that Korean adolescents view Internet as a place to spend their leisure time and that they enjoyed spending time on Internet.

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