• Title/Summary/Keyword: 인간의 욕망

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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.

The Symbolic Meaning of the Imaginary Characters in the Movie "Beautiful Mind" (영화 <뷰티플 마인드> 환상인물의 상징의미)

  • Kim, Seong-Hoon
    • The Journal of the Korea Contents Association
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    • v.13 no.10
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    • pp.113-122
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    • 2013
  • The movie "Beautiful Mind" directed by Ron Howard is about a genius global mathematician, John Nash's life. In the movie, the main actor, John Nash is a schizophrenic patient who suffers from hallucination and delusion, and his illusion appears as three distinct characters. Each researcher has had a different opinion on the interpretation of these three characters, but many parts of their opinions are losing consistency. Especially the girl is assumed to be a character from the main actor's hallucination because she is ageless or there is no interpretation of the girl. Although the director Ron Howard did not adopt Aldous Huxley's theory "the more you know the more you see" for the movie, he analyzed the characters in the way of his own with thinking that he can analyze them in accordance with the knowledge level of audience. The imaginary characters come out from John Nash's head and who he wants to be. They are the basic human needs, earthly desire, sexual desire and the desire for honor. John Nash minutely reflects these three kinds of desires in an imaginary world through the three characters. This thesis is to newly suggest the symbolic meaning of the imaginary characters in the movie by clearly analyzing the meaning of the controversial three characters.

The Evolution of Cyber Singer Viewed from the Coevolution of Man and Machine (인간과 기계의 공진화적 관점에서 바라본 사이버가수의 진화과정)

  • Kim, Dae-Woo
    • Cartoon and Animation Studies
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    • s.39
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    • pp.261-295
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    • 2015
  • Cyber singer appeared in the late 1990s has disappeared briefly appeared. although a few attempts in the 2000s, it did not show significant successes. cyber singer was born thanks to the technical development of the IT industry and the emergence of an idol training system in the music industry. It was developed by Vocaloid 'Seeyou' starting from 'Adam'. cyber singer that differenatiated typical digital characters in a cartoon or game may be subject to idolize to the music as a medium. They also feature forming a plurality of fandom. therefore, such attempts and repeated failures, this could be considered a fashion, but it flew content creation and ongoing attempts to take advantage of the new media, such as Vocaloid can see that there are expectations for a true Cyber-born singer. Early-Cyber singer is made only resemble human appearance, but 'Sciart' and 'Seeyou' has been evolving to becoming more like the human capabilities. in this paper, stylized cyber singer had disappeared in the past in the process of developing the technology to evolve into own artificial life does not end in failure cases, gradually led to a change in public perceptions of the image look looking machine was an attempt in that sense. With the direction of the evolution of the mechanical function to obtain a human, fun and human exchanges and mutual feelings. And it is equipped with an artificial life form that evolved with it only in appearance and function. in order to support this logic, I refer to the study of the coevolution of man and machine at every Bruce Mazlish. And, I have analyzed the evolution of cyber singer Bruce research from the perspective of the development process since the late 1990s, the planning of the eight singers who have appeared and design of the cyber character and important voices to be evaluated as a singer (vocal). The machine has been evolving coevolution with humans. cyber singer ambivalent development targets are recognized, but strive to become the new artificial creatures of horror idea of human desire and death continues. therefore, the new Cyber-organisms are likely to be the same style as 'Seeyou'. because, cartoon forms and whirring voice may not be in the form of a signifier is the real human desires, but this is because the contemporary public's desire to be desired and the technical development of this type can be created at the point where the cross-signifier.

The Necessity of Education and Understanding about Evil: with thought of Sunja and Hannah Arendt as the central figure (악(惡)에 대한 이해와 교육의 필요성 - 순자와 한나 아렌트의 사유를 중심으로 -)

  • Jeon, Sun Suk;Kim, Young Hoon;Shin, Chang Ho
    • (The)Study of the Eastern Classic
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    • no.48
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    • pp.253-287
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    • 2012
  • This research aimed to discuss the necessity of education and evil through perspective of Sunja and Hannah Arendt. In case of Sunja, it was reviewed by his opinion about Sunja as the central figure. As for Arendt, it was researched with "Eichmann in Jerusalem" as the central figure which she wrote participating in the trial process of Eichmann who was a war criminal of Nazi. Sunja thought evil as the nature of people and understood that they all are originally selfish, envious, and seeking desire. Therefore, Sunja thought it is important to properly seek human desire. He claimed Haw Seong Gi Wi(化性起僞, changing evil human nature into goodness through manner) which changes human nature from evil to goodness. A teacher who leads evil into goodness is surely needed in the process of Haw Seong Gi Wi. At the same time, in the dimension of educational content it put stress on the role of Ye(禮, manner) which lets them realize discernment so that they properly seek human desire and Ak(樂, harmony) which harmoniously controls human emotion, and key point on education regarding Ye and Ak. As for Arendt, however, she recognized evil as normal one. Even though he thought that conforming the order of superior authority was the best value and then took evil of killing many Jews in thoughtlessness, Eichmann maintained that he did not take evil but only conformed the order. This way, people could take evil in thoughtlessness in totalitarianism, and it makes circumstance that they could not take goodness. Therefore they could take evil in thoughtlessness and experience the radical evil and the banality of evil. Accordingly, political praxis which guarantees people's plurality as the words and praxis is needed. It is named natality because the truth that they are born in this world is a starting point, and makes the essence of education. In this process, teachers have to be a representative of this generation for children as new social members, and be able to keep children's newness. Sunja and Arendt have the same equality and difference in that they referred to the necessity of education to overcome human evil. It is the same quality that goodness could recover the function of community and the practice of education is considered important in the goal of education and the dimension of directivity. It is different in methodical characteristic of education that Arendt, however, suggests praxis as the way that they express themselves in totalitarianism while Sunja thought that continuous practice piling up virtue for goodness is important.

A Study on the Modern Understanding of SimChong-Jeon and its Storytelling Strategy in the Movie (심청전에 대한 현대적 상상력과 스토리텔링 전략 - 영화 <마담 뺑덕>(2014)을 대상으로 -)

  • Shin, Horim
    • (The)Study of the Eastern Classic
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    • no.66
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    • pp.303-330
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    • 2017
  • The purpose of this article is figuring out the modern understanding of SimChong Jeon's narrative and its storytelling strategy in the movie (2014). In the movie, there are three steps which are based on the temporal flow of narrative. shows the web-like structure of desire especially by focusing on the male character Sim Hakkyu. The relationship among characters in is gradually broken because of the desire. Moreover, the desire pushes Sim Chong who is Sim Hakkyu's daughter into the sacrifice. This part seems similar with the narrative of SimChong-Jeon which has been transmitted since 18~19 century in Choson dynasty. However, also tells a different story which describes the progress of Sim Hakkyu's seeking the real relationship filled with love. This difference is able to make people read with the 'stroytelling' point of view. All the lack or problem in is closely related to the desire of Sim Hakkyu. His narrative is something different from the typical story of SimChong-Jeon. A new narrative of Sim Hakkyu is not Sim Chong centered story but rather the anti of it. 'The other narrative' in seems social practice of storytelling in order to break down the preconception of SimChong-jeon called 'cannon'. This is the storytelling strategy of and it suggests the another way of creating new narrative which is based on the classical cannon.

Titre- l'économie trans libidinale-homo surplus (트랜스 리비도 경제학 - Homo surplus)

  • Yun, Ji-yeong
    • Journal of Korean Philosophical Society
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    • v.126
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    • pp.191-212
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    • 2013
  • Cet article consiste ${\grave{a}}$ critiquer $l'{\acute{e}}conomie$ libidinale, $subordonn{\acute{e}}e$ ${\grave{a}}$ l'ordre phallique qui coupe les flux libidinaux. La notion lacanienne du $d{\acute{e}}sir$ qui est $focalis{\acute{e}}e$ sur le manque, ne pourrait prendre en compte la dimension $cr{\acute{e}}ative$ et productive du $d{\acute{e}}sir$ qui est $li{\acute{e}}e$ ${\grave{a}}$ la perspective deleuzienne et guattarienne du $d{\acute{e}}sir$. La $possibilit{\acute{e}}$ de la $d{\acute{e}}rive$ et de la $d{\acute{e}}stratification$ des flux libidinaux pourrait se mener vers la notion du "homo surplus", laquelle est la notion $in{\acute{e}}dite$ que j'ai $cr{\acute{e}}e$. Le surplus est ce qui $d{\acute{e}}passe$ la logique phallogocentrique par son $immensurabilit{\acute{e}}$ et sa surabondance. Dans cette perspective, la critique virulente de la notion du plaisir $cantonn{\acute{e}}$ dans la partie $g{\acute{e}}nitale$, $s^{\prime}op{\grave{e}}re$ avec l'analyse de la jouissance qui est non phallique; Cette jouissance non phallique est $li{\acute{e}}e$ ${\grave{a}}$ l'agencement non $lin{\acute{e}}aire$ et multiple des pratiques sexuelles $in{\acute{e}}dites$ et radicales.

A Comparative Study of Zhuxi and Jeungsan's Theories of Sangsaeng (주자와 증산의 상생이론 비교 고찰)

  • An, Yoo-kyoung
    • Journal of the Daesoon Academy of Sciences
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    • v.38
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    • pp.83-114
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    • 2021
  • This paper identifies what the theoretical similarities and differences are in the concept of Sangsaeng held by Zhuxi (1130~1200) and Jeungsan (1871~1909). Human beings cannot live alone. For humans to survive, they must live with others. However, humans have an infinite desire not only for survival but also for material things, honor, and power. In other words, humans, on the one hand, seek harmony and symbiosis for survival, and on the other, constantly confront, conflict and compete with one another to satisfy their infinite desires. Thus, human-to-human interrelationship is not a co-prosperity that creates partnerships for harmony but one of adversaries within competition that must be fought and defeated. At the same time, humans can achieve harmony and cooperation by overcoming their infinite desires and realizing morality. Therefore, various social problems that originate from competitive structure, which are dominated by confrontation and conflict, can be solved through human effort and reflection, so that humans can focus on solving social problems by mobilizing their own wisdom. Jeungsan emphasized Sangsaeng as mutual beneficence and it became one of the creeds of Daesoon Thought. In the Neo-Confucianism of Zhuxi, there is an ideology of Sangsaeng as co-prosperity and this is comparable to mutual beneficence in Daesoon Thought. In Zhuxi's terminology it is called 'In (仁), humanity.' In Neo-Confucianism, a harmonious world is achieved by loving people and caring for and nurturing all things when the principles of humanity are realized. This means that when the principle of co-prosperity is realized in Daesoon Thought, there will be no conflict or grudges, and only an acquired vision of reconciliation and mutual beneficence will be achieved. Zhuxi also emphasizes the realization of humanity (cheonli) by eliminating self-interest. At this time, the relationship between humanity and 'self-interest' is similar to the relationship between the mutual beneficence and grievances in Daesoon Thought. Just as the principle of 'In' fosters love among people and the benefit of things immediately after self-interest is removed, the principle of mutual beneficence is realized immediately after grudges are resolved. This achieves an endless of paradise on earth.

Characteristic of the Human Cloning Motif in Feature 〈Blueprint〉 (영화 〈블루프린트〉 속에 투영된 인간복제 모티프의 특성)

  • Jung, Won-Sik
    • The Journal of the Korea Contents Association
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    • v.11 no.1
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    • pp.123-133
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    • 2011
  • Rapid development of life sciences about human cloning in real world is reflected alternately ahead and behind in the movies and it brings up the conversation topics about the scenario of diverse human life in the near future. This study is the consideration of the characteristic of the human cloning motif in movies, focused on the feature film which consider human cloning a philosophical point of view. The emergence and evolution of somatic cell cloning conclude the problem of philosophical anthropology. And identity and un-naturality of human clone boils down to desire and dilemma of character in . The dramatize to the exclusion of genre's attribution and the setting of twofold relationship between original and clone as well as real mother and daughter prove the critical mind of as stated above. This study also reported it reinforces the characteristic of the human cloning motif in movies that plotting with parallel narrative and the consistent attitudes with various cinematic expression and techniques.

Mode-Design, auf erotischer Expressions Ebene (에로티시즘표현의 의상디자인에 관하여)

  • Yang, Ri-Na
    • The Journal of Natural Sciences
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    • v.6 no.1
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    • pp.89-102
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    • 1993
  • Das ursprngliche menshiche Verlangen nach Erotik hatte trotz der Unterdruckung und des Verbots seit der Anfang der Zeit bis heute stets das menschliche Interesse auf sich gezogen. Diese Erotik drckte nicht nur die knstlerische Handlung aus, sondern sie hat auch eine enge Beziehung zur kubischen Darstellung von Mode. Sie beschreibt die innere menschliche Welt und ist der Motor der individuellen Mode. Die Erotik entsteht wesentlich aus der Tiefe der menschlichen Psyche, ist sowohl erzeugende und starke schpferische Krfte als auch der Antrieb zur Annhrung der unsterblichen Welt. Darberhinaus ist sie auch der Wunsch jedes Individums, sich selbst zu entdecken. Diese Erotik beruht sich in unserem Unterbewutsein und Sie bricht nur dann aus, wenn der Mensch von der rtselhaften Leidenschaft beherrscht wird. Dardurch werden gewisse Krfte frei und sie motivieren den Menschen durch verschieden knstlerische Darstellung diese Erotik auszudrcken. Dieser ganz natrliche Ausdruck menschlicher Begierde wurde durch Kleidung nach Auen signalisiert. Damit drckte der Mensch seine Individualitt aus, und versuchte sich den anderen gegenber so reizvoll wie mglich zu zeigen und wirkte sehr anziehend. Schlilich hat er sich als Sex-Appeal zur Schau gestellt. Solches menschliche Sehnsucht nach Erotik wurde seit dem Altertum bis heute durch verschiedene erotische Kieidungen zum Ausdruck gerbracht.

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Analysis of Ontological Representation of AOS Game Character - focused on - (AOS 게임 캐릭터의 존재론적 재현 양상 분석 - <리그 오브 레전드>를 중심으로 -)

  • Han, Hye-Won;Koo, Hye-In
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.185-198
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    • 2015
  • The purpose of this study is to analyze representation of characters of AOS online-game in order to find out the meanings of ontological game characters. This study selects characters of on-line game to analyze representations of game characters by Pierre L$\acute{e}$vy's ontological theory. The characters which represented in on-line games reproduced by costume play in off-line world reflect human desire and construct human existence. Online game character is an existing substance, which could expand human experiences by crossing virtual game world and reality in digital era.