• Title/Summary/Keyword: 주체의 해석학

Search Result 87, Processing Time 0.021 seconds

We-Human -Being Together of the Lives (우리 - 사람 -생명들의 더불어 있음에 관해서)

  • Kim, Yeran
    • Korean journal of communication and information
    • /
    • v.70
    • /
    • pp.132-164
    • /
    • 2015
  • The formation of knowledge of the people of Korean society is the social practices of collective subjectivity. Subjectivity is the truth of the self, which is incessantly created, questioned and modified in the milieu of self-reflection. In an attempt to examine the hermeneutics of the subject of Korean society, a conceptual framework is proposed, which, with the notion of life embedded, consists of a historical sequence of the popular, minjung, multitude, people and community. The period of 1960s saw the ambiguous mass of lifes floating, the individual with his/her own interior world of consciousness emerge. The ideological solidarity is formed in the the next two decades, in contestation with immediate and physical threatening such as poverty and dictatorship. The democratization of Korean society and the global expansion of neoliberal regime gave a re-birth of multitude and people which is characterized with their pursuit of the co-existence and co-realization of singularity and universality on the ethical principle of the open and communicative radicality.

  • PDF

구조생성기호학적 관점에서의 디지털게임의 의미생성방식 연구 - 스타크래프트, 리니지, 스페셜포스에 대한 분석을 중심으로 -

  • Park, Tae-Sun
    • 한국게임학회지
    • /
    • v.6 no.1
    • /
    • pp.41-43
    • /
    • 2009
  • 게임에서의 텍스트를 추출하고 이를 분석하고자 하였다. 기본적으로 그레마스의 구조생성기호학을 활용하여 텍스트를 분석하고자 하였는데, 연구방법론에서는 현상학, 해석에서는 정신분석학의 이론에서도 도움을 받았다. 구체적인 분석대상으로는 온라인게임인 스타크래프트, 리니지, 스페셜포스를 선택하였다. 연구문제는 이들 세 게임의 의미생성방식에 대한 탐구로 구성되었다. 각 게임의 의미생성방식은 구조생성기호학의 세 가지 층위에서 구분되어 연구되었다. 즉, 심층구조, 기호-설화구조, 담화구조의 세층위로 전환, 발화되면서 점진적으로 의미가 풍성해지는 과정이 탐구되었다. 각 게임의 차이, 나아가 게임 장르간의 차이는 주로 심층 수준의 차이에서 기인한다고 보인다. 이들 게임의 주요 공통점이자, 다른 매체와의 차이점은 행동자 모델에서 두드러지는데, 바로 이용자가 스스로 주체의 위치를 점하게 되는 것이다. 상호작용성으로 대변되는 게임의 특성은 이용자의 텍스트로의 적극적인 개입을 할 수 있게끔 한다. 이러한 적극적인 개입은 이용자가 스스로 텍스트의 주체가 되도록 허용하는데, 주체가 된다고 함은 곧 스스로의 욕망을 직접 대상에 투사하면서 텍스트를 창출함을 의미한다. 바로 이러한 점이 게임의 의미생성방식의 큰 특징이며 다른 매체들과의 주요한 차이점이기도 하다. 더불어 게임이 우리 문화와 사회에 커다란 영향을 미칠 수 있는 기제임이 입증되는 것이기도 하다.

  • PDF

The Importance of Kant's 'Sensus Communis' in the Contemporary Practical Philosophy : Focused on the Relation between Autonomy and Solidarity (현대 실천철학에서 칸트 공통감 이론의 중요성 - 자율성과 연대성을 중심으로 -)

  • Kim, Suk-soo
    • Journal of Korean Philosophical Society
    • /
    • v.123
    • /
    • pp.57-86
    • /
    • 2012
  • Many contemporary philosophers argue that modern philosophy is only the philosophy being imprisoned in subject and consciousness without communicating other subjects with language. They criticize that it is solipsistic. Today, those who are taking part in the communication theory, hermeneutics, and de-constructivism are trying to overcome this problem. The practical philosophers, especially those who advocate communintarianism criticize that modern libertarianism is not free from the isolated autonomy and breaks the solidarity of the traditional community with treating formally others. They criticize Kant's philosophy in the same way. But it is unreasonable. Because Kant was not the philosopher who pursued the same philosophy of subjectivity and liberalism as the earlier modern philosophers pursued. He tried to criticize its limits and overcome them. Especially he did not remain within the modern subjectivity, but rather tried to come up with the inter-subjectivity communicating between subjects. He showed this side through the 'sensus communis'. He thought of a judgement of taste as an effect resulting from the free play between imagination and understanding, and postulated the 'sensus communis' as a ground of the universal validity of this judgement. Therefore this 'sensus communis' is the subjective principle of a judgement of taste. Furthermore, he did not treat this 'sensus communis' merely as a self-relation of a subject, but rather developed it into an communicative relation among subjects. This position of Kant enables us to seek the harmony between the aesthetic sphere and social-moral sphere, and to overcome the conflicts between the autonomy of the liberalism and the solidarity of the communitarianism. Especially, his 'sensus communis' can be developed into the 'critical hermeneutics' and the 'relational autonomy'. Therefore his 'sensus communis' has the possibility to overcome the negative points of the traditional community and the modern community, and to overcome the conflicts among the isolated selves occurring in today's society. Hence Kant's 'sensus communis' has still the important values in the contemporary philosophy, especially in the practical philosophy being now discussed over the relation between autonomy and solidarity.

Analysis of the Meaning of through the Application of Semiontics (기호학 적용을 통한 의 의미 분석)

  • Gwak, E-Sac
    • Journal of Korea Game Society
    • /
    • v.14 no.5
    • /
    • pp.15-24
    • /
    • 2014
  • Semiotics studies the structures and systems of all signs related to human life, thus being capable of analyzing games. "Playing games" can be deemed as an act of reading or interpreting games semiotically, which makes game producers "senders," games "texts," gamers "receivers," and gamers playing games "contexts." Since most games are in the multi-variable narrative format, however, it is not a frequent case that gamers interpret games in the ways intended by producers. This study thus set out to analyze and interpret the console game (2001) remembered as the same evaluation by many gamers in the way intended by the producer. For analysis, the study defined its story program by analyzing the plot and sequence. For semantic analysis, the study applied the Actor Model and the Semiotic Square Model to interpret . The process identified such codes as confrontation, assistance, collaboration, and control and confirmed that Ico and Yorda, non-subject characters, were transforming into subject ones. That is, tells a story of the main characters that used to lead a non-subject life earning lives of their own.

A Theoretical Investigation on Agency to Facilitate the Understanding of Student-Centered Learning Communities in Science Classrooms (학생 중심의 과학 학습 공동체 이해를 위한 행위주체성에 대한 이론적 고찰)

  • Ha, Heesoo;Kim, Heui-Baik
    • Journal of The Korean Association For Science Education
    • /
    • v.39 no.1
    • /
    • pp.101-113
    • /
    • 2019
  • This study aims to explore which aspects of student agency have previously been studied and the ways agent practices have been investigated in learning communities in research on science education. Results reveal five aspects of agency related to students' actions in a learning community: epistemic agency, transformative agency, educated action in science, disciplinary agency, and material agency. We delineated how agency is captured in epistemic practices, as described in the literature on each of the aforementioned aspects. We also probed into the three approaches by which previous research has examined the practices of students as agents that construct learning communities. These approaches are (a) the investigation of students' actions as representative of the agency of an entire learning community, (b) the exploration of the effects of focused student action on the structure of activity, and (c) the investigation of interactions between students as agents. We discussed the implications of previous research on the basis of each approach to understanding the diverse features of student-centered learning communities. The present work contributes to the exploration and support of students' practices as agents in the learning communities in science classrooms.

Hermeneutical Philosophy and Philosophical Hermeneutics (해석학적 철학과 철학적 해석학)

  • Lee, Kyeong-bae
    • Journal of Korean Philosophical Society
    • /
    • v.142
    • /
    • pp.165-192
    • /
    • 2017
  • The purpose of this thesis is to explain the difference between Heidegger's hermeneutical philosophy and Gadamer's philosophical hermeneutics. The difference is to say that Heidegger's philosophy begins with Aristotle's theory of category and transcendental philosophy. On the other hand, the beginning of Gadamer's philosophical research is Plato's dialog, philosophy and Hegels dialectic. 2. Heidegger regards humanism as a variant of the modern ideal of human beings. On the contrary, Gadamer understands humanism as a place where romantism leads to the ideals of human education. 3. Heidegger says that the hermeneutical circle is still a logical and existential structure of the circle. On the contrary, Gadamer understands the circle as a circle between the whole and the part. This circle is the law of traditional hermeneutics derived from the tradition of rhetoric. 4. Heidegger says Plato's philosophy is the first beginning of the substance metaphysic, Hegel's philosophy the end of the subject metaphysic. On the contrary, Gadamer says the hermeneutical understanding and the hermeneutical interpretation is endless. 5. Heidegger's ontology is as Sein zum Tode a future oriented and eschatological. On the contrary, Gadamer's hermeneutic is as Sein zum Text always the way to a past, the infinite openness.

A Study on the Spatiotemporal Interpretation of Derek Jarman's Garden (데릭 저먼의 정원에 대한 시공간적(時空間的) 해석)

  • Yun, Jiayan;Zoh, Kyungjin
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.44 no.1
    • /
    • pp.66-79
    • /
    • 2016
  • This study looks at spatiotemporal theories regarding the pluralism of time inherent in garden space, and attempts to establish spatiotemporal theories suitable for garden spaces. Based on the established theories, this study analyzes the intimacy of garden spaces by focusing on the objective and subjective time of garden spaces in Derek Jarman's garden through a literature review. The sense of time inherent to a garden space was divided into objective and subjective time. The former refers to ecological time that is quantified and has durability, while the latter indicates time that changes according to the consciousness of the human subject. It also includes time that is emotionalized by the sense of the human subject. This study first interpreted Jarman's garden space from the perspective of objective time. The garden transforms itself into a sensitive space according to Jarman's personal emotions in the current space within objective time, showing the multilayered attributes of space. Therefore, a garden space that exists in objective time is ultimately not objective, and is transformed according to the active reception of the human subject. Next, this study examined Jarman's garden space from the perspective of subjective time. The garden space lost in Jarman's memories and the one in his future illusion turn into a space that connotes abundant meaning according to Jarman's imagination or perception. Therefore, in subjective time, garden space is transformed according to Jarman's consciousness. This study verified that garden space, regardless of whether time is objective or subjective, can create infinite space according to the consciousness or emotions of the human subject beyond the existence of physical space. Since garden space has a unique intimacy unlike urban space, this study presented the uniqueness of garden space with an approach that differs from previous studies on gardens.

Analysis of "abjection" appeared in the animation (애니메이션 에서 나타나는 'abjection' 분석)

  • Lim, Woon-Joo
    • Journal of Digital Convergence
    • /
    • v.10 no.10
    • /
    • pp.517-522
    • /
    • 2012
  • The work to be analyzed in this study is an animation showed in 2006, which was made by Director Satoshi Kon on the basis of a Japanese SF novel written by Yasutaka Tsutsui. The key point is to create a new meaning through showing imaginative power of audiences from the world flying across the borderland between reality and fiction. It regarded suitable for analysis of the borderland appearing in the unconscious world of dream and reality through "abjection". Therefore, this study intends to analogize the conclusion through analysis of the animation focusing on the theory of Julia Kristeva. Abject appears as the phenomenon which cannot be disappeared and the one threatening to disunite which the subject had already organized in the symbolic. The self-feeling of characters is not stable and it keeps watch constantly on the one which may neutralize his caution. They are looking for the power to strengthen the life granting to the subjecthood by chora as the resisting power against the symbolic order. That is, the dreaming space where revengeful power of primitive libido is working and shows mother as Paprika as well as enters through DC mini, works as the semiotic chora as "maternal body". The healing of mental lack in the symbolic caused from here is connected on the borderland to divide between meaning and meaningless as well as normality and abnormality in the semiotic and this is the maternal power of the semiotic. Therefore, "abjection", "abject" and "chora" as well as care and healing of the other self appearing in the subjectivization process in the can be regarded as the one caused from the love towards the subject to be analyzed.

COVID-19 Pandemic Era, Practice Style for Ethical Life in Individualistic Society: Focusing on Foucault's 'care of the self' (코로나19 팬데믹 시대, 개인주의 사회의 윤리적 삶을 위한 실천양식: 푸코의 '자기 배려'를 중심으로)

  • Choe, Hee-Jin
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.3
    • /
    • pp.43-53
    • /
    • 2022
  • The purpose of this study was to derive ethical life skills in the era of the COVID-19 pandemic from the 'care of self' that Foucault highlighted in . Care of self extends to the relationship one has with oneself and one with others. care of self is a practical ethic that realigns relationships with others and changes society through self-transformation. This study tried to derive specific practices for a life of care of self that individuals can realize against another rule of neoliberalism. Its specific practice style is keeping one's distance from dominant thoughts, forming oneself through practice and writing of subjective thinking, practicing knowing in everyday life, and practicing 'looking down'. These modes of self-care include the other and the world into consciousness in self-examination and transformation. Therefore, through care of self, individuals in the pandemic era can be reborn as members of society who change their lives while building a self-centered life that is faithful to themselves.

A Study on The Self-identity in Role-playing Games - Focused on Lacan's Psychoanalysis (롤플레잉 게임에서의 자아 정체성에 관한 연구 - 라캉의 정신분석학을 중심으로)

  • Xiao Zhongyi;Choi Won-ho
    • The Journal of the Convergence on Culture Technology
    • /
    • v.10 no.3
    • /
    • pp.475-487
    • /
    • 2024
  • As today's "ninth art", role-playing games recognized by most players due to their surreal themes and sustained reflection on social diseases. Through precise control of story-telling and game visuals, players develop an avatar identification during role-playing game. Based on Lacan's mirror stage theory, a new self-identity mechanism is established under the guidance of role-playing games. As a "player", the subject's interpretation of himself is shifted by the game order, and the subject identifies with the role-playing game while at the same time being structured by the desire of role-playing game. The immersive experience and emotional guidance of role-playing games all point to the most instinctive human desires. The psychoanalytic theory from Lacan's perspective explains the source of players' desire, and the expression of players' desire in the game. It also plays an important role in the emotional rendering and identity aspects of role-playing games. This paper is to establish that role-playing games do have an impact on the player's self-identity through a Lacanian psychoanalytic reading of role-playing games.