• Title/Summary/Keyword: 실존 인물

Search Result 28, Processing Time 0.02 seconds

The Existential Conscience and Steadfast Spirit of Characters in Nada and Writing on Blank Paper (6·25 동란 후의 소설 『백지의 기록』과 스페인 내전 후 소설 『무』의 등장인물들의 실존의식과 현실극복의지)

  • Song, Sun-ki
    • Cross-Cultural Studies
    • /
    • v.33
    • /
    • pp.121-141
    • /
    • 2013
  • The purpose of this paper is to establish a methodology useful for identifying links between the postwar novels of Spain and Korea. We analyze the lives and actions of the characters from Nada by Carmen Laforet, and Writing on blank paper by Oh Sang Won. The characters in these novels demonstrate the challenge of adapting to the harsh reality of life because of the psychological or physical scars of war: characters such as Jungsub and Jungseo in Writing on blank paper and Juan and Andrea in Nada finally overcome their difficulties thanks to a shared sense of existential conscience and a steadfast fighting spirit; others, like Jungyun and Roman, surrender to the struggle and commit suicide, tragically succumbing to the bitter harshness of reality. Through the analysis of these novels' characters, we can empathize with the common tragedy of war-time life and death; we gain perspective on the destruction of both society and people caused by war.

Character Analysis of the Movie "THE HANDMAIDEN" (영화 [아가씨]의 악인형 분석)

  • Jeong, Moun-Kwon
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.1
    • /
    • pp.413-420
    • /
    • 2019
  • The purpose of this study is to analyze the main character characters of the movie [THE HANDMAIDEN]. All four characters in the movie [THE HANDMAIDEN] have in common is that they all have seen 'the Existence' and have the factors behind the villainous figure. Kozuki and Hideko had clear and typical symptoms, have been diagnosed as a structural layer of perversion and neurosis by Lacan's psychoanalysis Methodology. On the other hand, since Sook-hee and Ko-pandol have the nature of being a criminal, they have long been faced up to the existence. It was difficult to approach to the structural layer of psychoanlysis Methodology. Therefore, the PCL-R diagnosis used to analyze the personality type of Sook-hee and Ko-pandol and add structural analysis again. As a result, Kouzuki had an Sadist, Hideko had an obsessive compulsive and Sook-hee had an anti-social lifestyle, but she was in a normal emotional category. It was noted that the Ko-pandol was a potential Sadist and part of a sociopath.

Actor Gang Ho Song's Realistic Character and Acting ; Based on the film (2017) (배우 송강호의 사실적인 캐릭터와 연기 ; 영화 <택시운전사>(2017)를 중심으로)

Development of Digital Games Based on Historical Material and its Design Components - With History Based Games of 5 Countries (역사소재 기반 디지털게임의 발전과정 및 기획요소 연구 - 동.서양 5개국의 역사소재 게임을 중심으로)

  • Moon, Man-Ki;Kim, Tae-Yong
    • Journal of Broadcast Engineering
    • /
    • v.12 no.5
    • /
    • pp.460-479
    • /
    • 2007
  • When culture took large part in industrial area, every country has tried to utilize own cultural contents for educational or commercial purpose and the various cultures and histories are recognized as a main concept or subject so that a number of scholars who study history increase. In video game field, special characteristics of interface that audiences participate in the game to complete story-telling is considered as efficient material for learning process. As observed above, it is important to analyze the games that every country makes and export to the world in which the video games is understood as a play of human in general. This Paper has firstly analyzed the most favorite historical games developed in Korea, the USA, Japan, Taiwan and Germany from 1980 to 2005 and secondly, compared that wars and historical origin appears in game scenario, a world view and background story and finally after point out the preferable era and genre of the countries then propose the promising way of design for historical video games. In the process of analysis of a view and heroes in historical games, we compared the real persons, the real historical events and novel in which 11.8% only employed the real persons in 8 out of 68 games. Also the real history and background story are appeared in 37 games which is 54.4% of them. We discovered that the main material that is popular for each country is the historical backing rather than real persons where the favorite historical background is chosen at which they are proud of; 3-Throne era with strong ancient Gogurye for Korea, the 1st and 2nd World Wars and the Independence War for the USA, the tide of war around Middle age for Japan, ancient history of Europe for Germany. The favorite age for video games is Ancient times with 37 games for 54.4%, Middle Age with 7 games fer 10.3%, the prehistoric age with 5 games for 7.35%, remote age with 1 for 1.47%, while current historical games favor Ancient or Modern Age.

A Study on the Aesthetic Characteristics of the Digital Rotoscoping Images in Jonas Odell's Animations (요나스 오델(Jonas Odell)의 작품 세계에 나타난 디지털 로토스코핑 이미지의 특성)

  • Kim, Young-Ok
    • Cartoon and Animation Studies
    • /
    • s.39
    • /
    • pp.111-132
    • /
    • 2015
  • Although Rotoscoping technique has been used for a long time to mimic the natural and smooth motion since the early 20th century, its artistic value was devalued as tricks because it traces the already recorded images. But the fact that the rotoscoping images can cross the boundaries between animation and live action in an infinite integral freedom in the digital era became rather expansive new aesthetic possibilities of representation of the reality. In addition, Jonas Odell's animations such as (2010), (2008), (2006) are good example to prove that the rotoscoping images also can serve as means to enhance its narrative. This study is to analyze how rotoscoping images act as a unique role in relation with the narrative based on the said person's real stories and realistic images. I argue that his animated films constantly contain these three characteristics -Images to mediate Auditory sensitivity as a record of inner metaphysical reality, anonymous images to represent a specific existential character, and images that act as physical representation that holds the physical space/time and related memory. This reveals that rotoscoping images in this digital era went beyond reproduction for natural movements or special type of style. It rather suggests new layers of experience, and acquires new value in animation. I hope that this study could serve as a foundation to rediscover and re-position the value of rotoscoping images as well as good opportunity to introduce very talented swedish animation artist who already received global attention with his unique philosophical and aesthetic style.

What We Want for Virtual Humans: Classification of Consumer Expectation Value on Virtual Influencer by Age Based on Q-methodology (가상 인간에 대한 우리들이 원하는 모습: Q방법론을 기반으로 한 연령대에 따른 소비자 기대 가치 분류)

  • Ji-Chan Yun;Do-Hyung Park
    • Knowledge Management Research
    • /
    • v.24 no.2
    • /
    • pp.137-159
    • /
    • 2023
  • This study focuses on consumers' perceptions of virtual influencers, which many companies recently used for marketing. This study uses the Q methodology to derive what kind of perception consumers have about virtual influencers who work with various appearances, background stories, and worldviews as components. In addition, we want to see how the expected value of virtual influencers differs by age group. To this end, 34 statements were produced through preliminary interviews and literature reviews. This study showed that some consumers preferred appearances similar to humans, despite recognizing that virtual influencers are fictional characters. Some other consumers preferred to feel like a fictional character by maintaining virtuality, confirming that there are both opposite consumers. In addition, consumers expect virtual influencers to have consistency and expertise in the content field covered, and some consumers do not prefer to show an overly commercial appearance. This study will likely provide implications for companies that want to utilize virtual influencers in considering which ones to use for target customers in marketing activities.

Directorial Characteristics Depicting Nietzschean Nihilism in Animation: A Focus on 'Attack on Titan' (니체의 허무주의가 재현된 애니메이션의 연출적 특성 -<진격의 거인>을 중심으로)

  • Kim Jiwoong;Lee Hyunseok
    • The Journal of the Convergence on Culture Technology
    • /
    • v.10 no.3
    • /
    • pp.413-420
    • /
    • 2024
  • After Friedrich Nietzsche's advocacy of nihilism, many literary works, dramas, and films have depicted aspects of human psychology associated with nihilism. Animation, too, has been used to convey nihilism, with narratives infused with nihilistic themes produced as both TV series and theatrical animations. Particularly, animation, as a visual medium capable of realizing any imaginative image unlike other media, possesses distinctive characteristics from live-action cinematography and differs from comics in its temporal properties. Hence, this study aims to analyze how Nietzsche's defined three stages of nihilism are represented within animation characters and how they construct various scenarios, using the anime "Attack on Titan" as a case study. The research unfolds by first examining Nietzsche's types of nihilism and the three stages through a review of literature, while also investigating the portrayal of nihilism in mass media and considering the unique attributes of animation. Secondly, building upon the literature review, the analysis interprets the narrative and constructed world of the chosen case study from a nihilistic perspective, examining four major characters through the stages of passive nihilism, active nihilism, and eternal recurrence. The findings demonstrate that the anime conveys two messages regarding negation and affirmation of one's life and existence, thereby offering viewers an opportunity to deeply contemplate human existence. This study is considered significant as it examines how Nietzschean nihilism is portrayed within the popular entertainment medium of animation.

A Study on the Optimization of Semantic Relation of Author Keywords in Humanities, Social Sciences, and Art and Sport of the Korea Citation Index (KCI) (한국학술지인용색인(KCI)의 인문학, 사회과학, 예술체육 분야 저자키워드의 의미적 관계 유형 최적화 연구)

  • Ko, Young Man;Song, Min-Sun;Lee, Seung-Jun
    • Journal of the Korean Society for Library and Information Science
    • /
    • v.49 no.1
    • /
    • pp.45-67
    • /
    • 2015
  • The purpose of this study is to analyse the semantic relations of terms in STNet, a structured terminology dictionary based on author keywords of humanities, social sciences, and art and sport in the Korea Citation Index (KCI) and to describe the procedure for optimizing the relation types and specifying the name of relationships. The results indicate that four logical criteria, such as creating new names for relationships or limitation of typing the relationship by the appearance frequency of same type, consideration of direction of relationship, reflection to accept the existing name of relationships, are required for the optimization of the typing and naming the relationships. We applied these criteria to the relationships in the class "real person" of STNet and the result shows that 1,135 out of 1,743 uncertain relationships such as RT, RT_X or RT_Y are specified and clarified. This rate of optimization with ca. 65% represents the usefulness of the criteria applicable to the cases of database construction and retrieval.

The arts as means of absolute royal authority through the movie Le Roi danse (영화 <왕의 춤>을 통해서 본 권력 수단으로서의 예술)

  • KANG, Zeeone
    • Trans-
    • /
    • v.3
    • /
    • pp.137-162
    • /
    • 2017
  • This is a study about the arts as political tools by absolute royal authority in time of Louis X IV through the movie Le Roi danse(2000). The King, Louis X IV was an enthusiast of Arts. During the during the reign of Louis X IV, French Baroque art was blossomed exuberantly. the movie shows how the King uses the arts as a tool of his absolute authority. there are artists, Jean Baptiste Lully and Moliere, and while the movies shows how these artists could get the King's confidence and the king manipulate the arts for strengthen his authority as an absolute royalty.

  • PDF

Venerable Kim Ji-jang's Process of Becoming Ksitigarbha Bodhisattva (신라승 김지장(金地藏)의 지장보살화(地藏菩薩化) 과정)

  • An, Yang-gyu
    • Journal of the Daesoon Academy of Sciences
    • /
    • v.38
    • /
    • pp.153-182
    • /
    • 2021
  • The Buddhist monk, Kim Ji-jang (金地藏), a native of Silla, is still revered as Ksitigarbha Bodhisattva in China. In Chinese Buddhism, Kim Ji-jang's becoming Ksitigarbha Bodhisattva is unique in at least two ways. First, it is said that his becoming the bodhisattva originated not in Silla, but in China, a foreign country. Second, it is said that the historical person became regarded as a mythical being, Ksitigarbha Bodhisattva. The process of Kim Ji-jang's becoming Bodhisattva can be divided into three periods. The first period is the period of entering and practicing at Mount Jiuhua in China, and this also includes the period wherein he was first revered as Ksitigarbha Bodhisattva. The second period begins immediately after Kim Ji-jang's death and ends three years later. In this period he became regarded as Ksitigarbha Bodhisattva. The third period spans three years after his death to the present age. His status as Ksitigarbha Bodhisattva carries on at present. There are two main causes for Kim Ji-jang's transformation into the bodhisattva. The first is an internal bodhisattva process. According to Ksitigarbha Bodhisattva's main vow, Kim Ji-jang's practice and edification impressed the public. The second is an external bodhisattva process. The miracles that appeared at the time of his death or the manifestation of the incorruptible relics three years after his death played a decisive role in the process of Kim Ji-jang becoming a bodhisattva. In line with the public's devotion, the Chinese imperial family repaired and supported the temple that enshrined the relics of Kim Ji-jang. Various factors could be analyzed in the process of Kim Ji-jang's becoming Ksitigarbha Bodhisattva, but more than anything else, it was Kim Ji-jang's severe ascetic practices and his virtuous edification of others.