• Title/Summary/Keyword: universal characters

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Faith beyond Religion: A Study on the Faith-based films after 2010s in Hollywood (종교를 넘어선 신념: '영성'을 주제로 한 2010년대 할리우드 영화 고찰)

  • Ahn, SooJeong
    • Cross-Cultural Studies
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    • v.47
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    • pp.163-190
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    • 2017
  • This paper studies the recent surge in the number of faith-based films in Hollywood, with the aim to explore the context and implications of this new trend. By using the theoretical framework of the study of the Tilich and Van der Leeuw, who have explored the relationship between religion, culture and art, this article discusses the meaning of the spiritual theme in the film. A couple of common points can be found among the faith-based films that have been produced since the 2010s. While these films attempt a universal approach to the fundamental theme of spirituality through popular narratives familiar to the audience, they also stress 'historical truthfulness and credibility' by representing the reality, such as a featuring real person or a true story in the film. The main characters are depicted as "victorious losers" that are distinguished from the typical Hollywood superhero and the films repeatedly show the human being constantly 'asking' questions to God. By analyzing these characteristics, the paper demonstrates that recent Hollywood faith-based films have successfully differentiated themselves from existing religious films while symbolizing the universal beliefs and values beyond the religious message so as to attract more audiences to this field. The paper also suggests that despite the advances in modern science and knowledge, the public will always yearn for a spiritual recovery and salvation through the film medium, serving as a potential source that provides an outlet for spiritual experience.

Modern transformation phrase of (<공무도하가>의 현대적 변용 양상)

  • Ha, Gyoung Sook
    • (The)Study of the Eastern Classic
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    • no.43
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    • pp.93-123
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    • 2011
  • is a work of art that was composed through fluid and laminating by being passed down orally for a long time like other ancient songs. As well as, it is given a history of literature's value in the point that it is a Korea's first poetry work, it is considered it casts a long shadow to establishing traditionality of our country's poetry. Even today, has been transformed and recreated into a variety of genres because its literary subject carry the universal emotions and win the sympathy. This manuscript examines modern poetry, modern novel and modern songs that consist of changed ancient song and looks modern writers' perspective about through characteristic that each of works has and then aims checking special situation and meaning that is implicit and recognizing the value of the original. As the has been recreated as modern poetry, it shows the current chaotic situation specifically by embodying it and actively seeks expressing human character, agony and longing, etc, by excluding factor of the original mythical interpretation. Also it rouses situation of reality as detained and repressed. , recreated as modern novel, expands narrative structure and shows portrait of various characters and speaks diverse human condition about reality and suggests plan for dealing with that. Basic emotions of the original is strongly passed to modern popular song . It makes us know that universal emotions which human has across generations can touch people transcending time and space and it is a fresh discovery and possibility that reaffirms the emotion of our people. Ancient song has been studied with emphasis on resignation and grief by focusing on the subject, simply parting and death. But recently, through transformation between a wide range of genres. it carries the spirit of the times that author toward, showing realistic and specific situations. Flexibility of ancient song is expected to continue its vitality transcending generations. Ancient song is assured that it can lead various aspects through active groping in era of change with a various possibility, that the original has, through communication between genres.

Bipeds Animation Blending By 3D Studio MAX Script (맥스 스크립트를 이용한 바이페드 애니메이션 합성)

  • Choi, Hong-Seok;Jeong, Jae-Wook
    • Science of Emotion and Sensibility
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    • v.12 no.3
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    • pp.259-266
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    • 2009
  • Today, the 3D character animation is easily accessible from most of the film such as an actuality film, animation, games, or advertising. However, such a smooth movement of characters is a result obtained by Key Frame operation which skilled animators worked with data obtained through expensive equipment such Motion Capture for a long time. Therefore, to modify or to give other effects is not easy. In some cases, character's action made according to the personal feeling could be different with universal expectations of audiences, because it might be not appropriate to make regulations generalized between character's action by animater's design and emotional reaction of audience. In this research, it is aimed to show the way which is easily to blend and modify 2-3 Biped animation data by offering the operation tools of 3-D rotation using 3D Studio MAX Script. By this tool E.A.M., we can have various researches for quantities relation of between walking and emotional reaction.

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User Authentication System Using USB Device Information (USB 장치 정보를 이용한 사용자 인증방안)

  • Lee, Jin-Hae;Jo, In-June;Kim, Seon-Joo
    • The Journal of the Korea Contents Association
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    • v.17 no.7
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    • pp.276-282
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    • 2017
  • Password-based authentication is vulnerable because of its low cost and convenience, but it is still widely used. In order to increase the security of the password-based user authentication method, the password is changed frequently, and it is recommended to use a combination of numbers, alphabets and special characters when generating the password. However, it is difficult for users to remember passwords that are difficult to create and it is not easy to change passwords periodically. Therefore, in this paper, we implemented a user authentication system that does not require a password by using the USB memory that is commonly used. Authentication data used for authentication is protected by USB data stored in USB memory using USB device information to improve security. Also, the authentication data is one-time and reusable.Based on this, it is possible to have the same security as the password authentication system and the security level such as certificate or fingerprint recognition.

The Knowledge and Power Expressed in the Movie : Focused on the structure of 'binary oppositions' (영화<장미의 이름>에 나타난 '지식과 권력'의 속성 탐색 : 기호학의 '이항적 대립' 구조를 중심으로)

  • Lee, Seora;Jeong, Eui Jun
    • The Journal of the Korea Contents Association
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    • v.15 no.8
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    • pp.194-208
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    • 2015
  • The Power and Knowledge are attractive materials that could be used in all of cultural content genre with storytelling. Because he, whether or not own knowledge, could be an important tool of narrative strategy for popularity keeping with a confrontation and conflict. This study aimed to explore the power and knowledge appearing in . For this purpose, it used the structuralistic methodologies of Saussure and Levi-Strauss, analyzing binary oppositions between the characters mainly connected with the knowledge and power. Three categories was analytic object, 'Place(abbey, book repository)' 'Debate on laughter', 'The argument for heresy.' As a result, we found the three materials had narrative strategy fully following binary oppositional structure. In that movie, which was deployed in a basis with knowledge and power, we eventually found that contemporary reality veiled the truth was paradoxically revealed with these narrative strategy. And we confirmed that it was very important the attribute of knowledge and power in narrative processing.

Contrivance of Integrated Pattern Differentiation Method for Diagnostic Unification of Exogenous Contagious Diseases (다양한 유행성 감염병의 진단 일원화를 위한 통합변증방법 연구)

  • Chi, Gyoo Yong
    • Journal of Physiology & Pathology in Korean Medicine
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    • v.30 no.1
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    • pp.1-6
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    • 2016
  • In recent years, there were frequent exogenous contagious diseases in Eastasia like SARS(severe acute respiratory syndrome), Avian influenza, Swine influenza, MERS etc. But there are various interpretations about their pathological differentiations and lead to controversy to diagnosis and medicinal use. So there needs universal and consistent understanding methods. Several conclusions are obtained from the research on differentiation theories of various epidemic diseases. Essential elements of differential diagnostic system are pathogen, characters and matters of disease and loci, especially three yin and three yang has close affinity with constitutional features or body shape. Binding these 3 categories, an integrated differentiation 3 dimensional coordinates are made. Out of these, each elements of 3 pathogen-axial lines are related with names of exogenous disease, and those of 3 feature-axial lines are related with 8 principal patterns. And those of 3 locus-axial lines implicating therapeutic method are related with steps and location of exterior and interior, 3 yin 3 yang, Defense, Qi, Nutrient and Blood, five viscera and six bowels and tissues. Additionally, 3 lines of each axis consist of factors which have their own affinity each other, so classification of pathogen, feature, locus of disease has layered interconnectedness. This classification system is included in constitutional features of individual patient. Afterwards, these cognitive structure can be used as a general theory guiding method of therapy, prevention and aftercure healthcare.

A Study on Educational Difficulty in the History of Western Education (가르치기 어려움에 대한 교육현상학적 검토 : 서양교육사에서)

  • GOH, Yo Han
    • Philosophy of Education
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    • no.46
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    • pp.45-70
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    • 2012
  • The purpose of this study is researching on educational difficulty in the history of western education. In other words, the goal and significance of this paper lies in knowing the essential meaning of education based on the norms of difficulty. The major method for this study is hermeneutical-anthropological pedagogy. My fundamental claim is the following: the essential nature of teaching is difficulty at any instructional condition and situations. Such a discrete idea was clearly identified and confirmed in the process of pedagogical anthropology. That is, through the consciousness of educational difficulty and critical review for the history of western education, I can cleary define the concept of educational difficulty. Educational difficulty was various ways for understanding by all audiences. Namely, various formulars were developed for understanding it according to the age, cultures, nations, ideology, etc.. But there are continuous characters on the way for understanding on educational difficulty. The results on research are as followings. In the primitive age, fundamental difficulty of education lies in the initiation ceremony. At the classical ancient time, the purpose of education was 'Politai' with politike arete, in this educational conditions, instruction have a complex dimension politically as well as psychologically. At the medieval age, educational difficulty lies in the 'Askese' for instructional methods. In the modern and conventional age, educational difficulty is more and more complex and confused on goals, methods, evaluations, etc.. Most of all, the major or key concept of educational difficulty in this world is the conflict between the two instructional principles, that is, objectivism and constructivism in education. At now, the schoolworks for instruction over all educational situations and conditions have a difficulty of traditional as well conventional dilemma. In conclusion, educational difficulty have formal, natural, original attribute and it is general and universal phenomenon.

Storytelling of K-content <Itaewon Class> and Interculturalism (K-콘텐츠 <이태원클라쓰>의 스토리텔링과 상호문화주의)

  • Jeong Hee Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.135-140
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    • 2023
  • In the era of globalization, universal values and empathy are analyzed as important factors in the success of media content. In this context, the perspective of interculturalism is meaningful in K-culture discourse. The TV drama <Itaewon Class> presented a storytelling structure in which the existing order was overturned and new values triumphed. This concept has led to great success in the global market. First of all, it shows multiculturality through the symbolic space of Itaewon. It reproduces people who have various cultural differences in various standards. Characters with diverse values realize intercultural values through cultural dialogue. Such storytelling is evaluated as something that can be widely accepted by people around the world. Interculturalism enables us to seek the direction of sustainable Korean Wave.

Development of SCAR Marker for Identifying Male Trees of Ginkgo biloba using Multiplex PCR (Multiplex PCR을 이용한 은행나무 수나무 식별용 SCAR 마커 개발)

  • Hong, Yong-Pyo;Lee, Jei-Wan
    • Journal of Korean Society of Forest Science
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    • v.105 no.4
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    • pp.422-428
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    • 2016
  • Ginkgo (Ginkgo biloba L.) is one of the most appropriate roadside trees because of a good transplantation nature and ability to grow well in urban environment. Ginkgo is a dioecious species. Sex discrimination of ginkgo is possible through comparing morphological characters of reproductive organs. However, it needs more than about twenty years for reproductive organs to appear after sexual maturity. Until now, ginkgo trees for roadside plantation have been planted without discriminating the sex because ginkgo trees have been usually planted before sexual maturity. Ginkgo nuts from the female ginkgo trees planted along the roadside emit a foul odor, and make much pollution on the streets. Thus in this study a novel SCAR marker (SCAR-GBM) for the early sex discrimination was developed. Primers were developed on the basis of the sequence of male-specific RAPD variants reported previously. False-negative problem of SCAR marker, probably caused by dominant nature, was resolved by using multiplex PCR using primers of both the SCAR-GBM and a universal primer set of atp1 region in mitochondria DNA, which resulted in improved discrimination efficiency. The results showed that DNA bands of 1,039 bp were commonly amplified by the atp1 primer set in male and female trees, and SCAR-GBM markers of 675 bp were specifically amplified only in male trees. Reproducible and specific discrimination of the multiplex PCR was finally confirmed by applying multiple male and female individuals.

A Study on GUI Design of Online Game Character Customizing (온라인 게임 캐릭터 커스터마이징의 GUI 디자인 분석 연구)

  • Kim, Eun-Ji;Park, Soo-Jin
    • Journal of Korea Multimedia Society
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    • v.14 no.2
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    • pp.307-317
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    • 2011
  • Game character customizing has evolved with the desires of users who want to enjoy the scarcity value; thereby, the category which is subjected to character customizing is extending. However, despite such a great interest, character customizing interface has been created for the sake of the convenience of each game developing company, without proven guidelines. The confusion of designers who create interface is caused by using independently created interface without testing the optimal form of interface according to manipulative activity which integrates game character customizing interface, and this confusion leads to the discomfort of users. All the more, studies on character customizing have been mostly concerned with the preference for certain characters according to user propensity or character producing methods. Therefore, basic research into interface relative to character customizing is insufficient. Accordingly, through the development of universal guidelines appropriate for game character customizing interface. the discomfort of users is to be removed. This paper conducted an investigative analysis of the current interface of games which support character customizing, and classified the type of interface. Then, the paper researched 16 types of games that support character customizing out of games ranked within top 50 in the on-line game ranking. As a result of the analysis, the characteristic feature of every game appeared in the offer of detailed optional factors. Those detailed optional factors could be classified, to some extent; however, their manipulative interfaces were discovered not to be classified into different types. The results of this paper will be used as an analytic system in the preparation of the guidelines of game character customizing interface, down the road.