• Title/Summary/Keyword: 전쟁 시/소설

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What do you think of including the Fire on the Concrete Structure in a Major Load of the Structural Design\ulcorner (콘크리트 구조물의 설계시 내화설계를 고려해야)

  • 홍경옥
    • Magazine of the Korea Concrete Institute
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    • v.14 no.1
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    • pp.6-8
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    • 2002
  • 2001년 9월 11일 2대의 점보기에 의해 미국 경제 중심의 상징인 세계무역센터가 붕괴되었다. 소설 속에서나 나옴직한 방법을 사용하여 최강국의 심장 한복판에 뛰어 들어 전 세계를 흥분과 공포의 도가니로 빠져들게 하였다. 이 사건으로 말미암아 세계 경제는 극도로 악화되었으며 곧 뒤따른 전쟁으로 한치 앞을 내다보기가 힘든 상황이었다. 다행스럽게 지금은 전쟁이 마무리되어 가고 있으며 세계 경제도 세계무역센터 붕괴의 영향을 조금씩 벗어나며 회복의 기미를 보이고 있다.(중략)

An Interpretation on the Philosophy of Mozi School in the Movie Battle of Wits (<묵공>에 반영된 묵가철학의 의의와 한계)

  • Lee, Jong-sung
    • Journal of Korean Philosophical Society
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    • v.137
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    • pp.409-438
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    • 2016
  • The movie, Battle of Wits which is based on the cartoon by Morihideki(森秀樹) is directed by Zhang Zhiliang(張之亮), a director from Hong Kong. Morihideki's cartoon is based on the novel by Sakemikenichi(酒見賢一). The movie represents a successful one-source multi-use case. Battle of wits, which deals with the Mozi's propaganda against war, presents the thought of Mozi School(墨家) in spring, autumn, and warring states. The movie criticizes aggressive war by powerful nations. Aggressive war is an extreme form of brutality and worthless action without any benefit. Aggressive war represents 'never each love(buxiangai, 不相愛)' and 'never each benefit(buxiangli, 不相利)' as understood by Mozi. The main character of the movie endeavors and successfully defends the enemy's attack as Mozi did. It is due to the propaganda of Mozi School 'not to attack(feigong, 非攻)' that they can defend themselves from the attack from a powerful nation. It means that 'the universal love(jianai, 兼愛)', the ideology of Mozi, is concretely actualized. The philosophy of Mozi School in the Battle of Wits has its limits as follows: the thought of Mozi School is just suitable during times of war and unnecessary in times of peace, the contradiction between universal love and hatred for one person; the Mozi School's faith in the nature of human beings to confront betrayal. This limit was also proposed in the movie. However, the movie presented how the masculinity of Mozi School, supplemented by the feminity of Daojia(道家), can succeed in achieving genuine communication. When focusing on this point, the movie can be interpreted as biased towards the philosophy of Daojia.

Authors Under the Service of the Army in the Korean War (한국전쟁기 육군종군작가단의 작품 활동)

  • 신영덕
    • Lingua Humanitatis
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    • v.1 no.2
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    • pp.197-217
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    • 2001
  • The literary products of Authors Under the Service of the Army during the Korean War have been neglected on the whole because of the perception that they were little more than war propaganda. The majority of the works (poetry, serial novels, and short stories) Published by these authors in various Army publications such as Junsunmunhak (Literature of the War Front) and Comet, as well as in regular literary periodicals, supports this perception. Most of these works convey simplistic emotions and stereotypes that project untroubled patriotism and strongly antipathetic sentiments against to the Communist North. The appointed leader of this group, Dock-Kyun Choi regarded the pen as another form of weapon to be used against the Communists in the North, and did not shy away from describing in graphic details the atrocities committed by his enemies. But what truly deserves our attention is the fact that many of the same authors who wrote highly propagandistic works also wrote works that can only be described as antiwar. In these works are depicted as faithfully as possible the human sufferings of the war. These works resist and even question the very ideologies that have brought about the conflict, focusing instead on the dark side of the war -the horrifying deaths, the separation of families, and the displacement of people from their homes, How we are to interpret this ambivalence in many of these authors is a task that remains to be carried out. We must approach these works with more seriousness and begin by comparing them with similar products from authors under the service of the Navy and the Air Force during the Korean War.

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6·25 Special Play Study (6·25 특집극 <최후의 증인> 연구)

  • Song, Chihyuk
    • (The) Research of the performance art and culture
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    • no.42
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    • pp.47-75
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    • 2021
  • This thesis looks into the interpretation of the Korean War and mystery genre in Korea in the 1970s by analyzing the special drama , in which the theme was directly related to the Korean War, airing through MBC in 1979. It begins by finding the change in direction in the 1970s when the world of TV was dictated through the heavy censorship and the memory of the war by the government. It also looks at the intentions of the producer who was taking in the new way and the viewers who also accepted this drama and its reflections. In order to gain some insights into these issues, it compares between the drama "The Last Witness" and the original novel by Seong-jong Kim who holds the same time to see the way in which this is dramatized. The drama, "The Last Witness", was produced with a plan to generate a high-quality special drama which combined both artistry and sense of purpose. Nevertheless, as watching TV became a leisurely past-time during this period, TV dramas become more aggressive and suggestive in order to attract viewers. This ultimately was encored with obstacles due to the regime and the heavy censorship at the time. The genre of special drama that is well known in South Korea, is designed as an art form to satisfy both their unique artistry and its purpose. The conflict is seen between the key elements of the artistic drama crated by the producers and the 'encouraged' elements that often are needed to engage the viewers. Thus, more often than not, special dramas defeat the original intention of national harmony, encouraged by the regime. This is due to the 'novelty' aspect which grows from the effort of bringing enjoyment to viewers whilst also trying to achieve the artistic drama to life. Alongside this, crime element in this drama is designed in a way that visually embodies the process of deduction, becoming a new possibility to secure the reality of the times. However, it was also a paradoxical existence since it was indicated as an example of unrefined culture that lost its original intention. In that way, it is worth to think that detective suspense stories, which were not popular in Korea, influenced viewers as a tv drama series in the 1970s through the various elements that compose the genre. They went through a process of transplantation and acceptance whilst also attempting to satisfy the viewers and their encouraged elements to engage them. As is well known, crime drama in Korea has its own style by mixing anticommunism and detective reasoning. This combination is found in the way in which the genre naturally forms through the elements selected and excluded in the dramatization of "The Last Witness". The point is that the special drama "The Last Witness" can be seen as an intermediate form that shows the tendency of transformation from the detective reasoning form alongside the crime aspects as TV dramas began to include anticommunism messaging and investigation in the 1970s. In conclusion, when the detective reasoning is used as an element in a TV drama, it shows the trust of the public system and it constantly seeks the possibility of circumventing the political interpretation. The memories of the war is seen as a tool that neutralizes the dismal imaginations inscribed on the dark side of society and the system. As a result, "The Last Witness", broadcasted at the end of the Yushin regime in Korea, is a strange result which combines the logic of a special drama and the encouraged characteristics of television dramas. The viewers' desire which is the discussion about the hidden traces from the texts needs to be restored again.

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
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    • v.12 no.5
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    • pp.460-479
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    • 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.