• Title/Summary/Keyword: heroic

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Culture Contents Adaptational Aspects of Jeju Myth "Chasabonpuri" (제주신화 <차사본풀이>의 문화콘텐츠 변용 양상)

  • Kim, Jin-Chul
    • The Journal of the Korea Contents Association
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    • v.15 no.8
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    • pp.85-95
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    • 2015
  • This study examined adaptational aspects by analyzing culture contents, which use Jeju myth "Chasabonpuri" as a writing material. "Chasabonpuri" has a heroic narration of Ganglim, who becomes the grim reaper by solving the serious problem through a journey to the world beyond. Also, it has a value as an archetypal narration because of its reflection on Korean world view of afterlife. Culture contents, which use "Chasabonpuri" as a writing material, have features of 'accurate reproduction of heroic narration' (Ganglim who becomes the grim reaper), 'tragic conversion of narration through humanization' (The way home), 'extension of narration through merging with traditional and modern elements'(Together with God), 'Unique view of the world that reflects the contemporary trend' (Ghost Messenger).

A Study on the 1950s and 1960s T-Shirts Design′s Influence of Actor′s Image (1950-1960년대 남성 영화배우들의 티셔츠 이미지 연구)

  • 정은숙
    • Journal of the Korean Society of Costume
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    • v.54 no.6
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    • pp.91-100
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    • 2004
  • The purpose of this study is to evaluate the influence of T-shirt as a movie costume on the modem mass fashion. The way of study is to analyze the changes of men's image with T-shirt as Hollywood actors costume in 50's and 60's. The costumes create the characters with meanings and symbols moreover they lead fashion as well as promoting artistic value of films. At the end of the 19th century, this shirt learnt the ropes in the U.S. Navy well before it won the hearts of sportsmen and workers alike, with its twin virtues of comforts and hygiene. When American soldiers returned home after World War II showing their T-shirts in the sweltering heat of the Tropics, their shirts were as heroic as they were. Furthermore the new stars of Hollywood, going by such names as Marlon Brando and James Dean, gave the T-shirt its rebel cachet and showed the whole world. Be it tom open on Marlon Brando's torso in Elia Kazan's 'A Streetcar Named Desire', or peeping out dazzlingly white from under James Dean's red jacket in 'Rebel Without a Cause', the T-shirt flaunted its sexuality and emanated the sweet smell or revolt. It would be the banner of rebellion for a whole generation. The T-shirt had finally found its way into the history of fashion and was there to stay.d was there to stay.

The Aspects of Sex Identity Expression in Contemporary Mens Fashion (현대 남성패션에 나타난 성 정체성의 표현양상)

  • 송명진;채금석
    • Journal of the Korean Society of Clothing and Textiles
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    • v.25 no.2
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    • pp.327-338
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    • 2001
  • The purpose of this thesis is to study the aspects of sex identity in the contemporary mens fashion expressed through sexual image and taste in the half of twentieth century. The aspects of sex identity expression in the contemporary mens fashion can be classified by image, that is, homosexual, heroic, bisexual, and fetish. 1. The homosexual image has shown the tendency to emphasize the masculinity since 1950.60s. It can be found in \"Cowboys costume\" which is typical of American traditional fashion, and jeans and underwear fashion expressed by muscular men has homosexual characteristics which contain narcissism. 2. Based on mens traditional gender role, the heroic image emphasizes mens physical characteristics and expresses tough and offensive masculine beauty in mens suit which is free from the authority and formality. 3. The bisexual image denied the division of gender role by costume and destroyed the traditional sex model by resolutely applying womens costume such as skirts to mens fashion. 4. The fetish image is similar to bisexual image in that they wear womens costume, but different in that it expresses sexual desire or fantasy. It is expressed through brilliant color, leather and metal ornaments, and sensual element of women which emphasizes \"body\". This shows the sex identity of contemporary men who want more sensible and free life.sible and free life.

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Reading the World of Congreve's The Way of the World: Mirabell, Is he a Hero? or a Rake? (콩그리브의 『세상만사』 속 세상 읽기: 미라벨, 그는 영웅인가? 난봉꾼인가?)

  • Jang, Keum-Hee
    • English & American cultural studies
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    • v.14 no.1
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    • pp.193-218
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    • 2014
  • This essay explores Congreve's last play The way of the World in terms of English new identity of the gentry represented by Mirabell in political, social and historical context of the Bloodless Revolution. Particularly, this essay focuses on behavioral differences between Mirabell and Fainall as characters who manage a certain type of acceptable Englishness through their heir. The acceptable Englishness separates what the differences are between two rakes from the outside of normative principle. The Way of the World reflects Lockean republican ideology in personal and familial relationships. Mirabell as a heroic rake represents new expectations for Englishmen who rejects absolute sovereign contrasted by Fainall's foreign tyrannical ways of domesticity. The Foreignness of Fainall's in the play is displaced by corollary change in the new model of English identity exemplified by Mirabell. Through the play, Congreve tends to satirize repressive morality of Hobbesian extremism and emphasizes the Revolution settlement based on consent sand trust instead. Mirabell's normative will harmonizes individual desire for happiness with social demand. In a sense Congreve's The Way of the World is a play reaching typical Restoration ending of intrigue and conspiracy through two rakes's interaction. Accordingly, this essay tries to show what separates the heroic rake from tyrannical libertine through their way of love, money, compromise and negotiation, which is their way of life.

Study of Hero-storytelling Model in Console Games (게임에서의 '영웅 스토리텔링' 모델화 연구)

  • Choi Young-Mee;Bae Ju-Young
    • The Journal of the Korea Contents Association
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    • v.6 no.4
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    • pp.109-116
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    • 2006
  • This study is to present 'game-storytelling' is based on 'hero-storytelling' and to transform the basic pattern which is extracted from 'heroic-storytelling' so that it can be applied to 'game-storytelling'. 'Game-storytelling' has the similar foundation as 'heroic storytelling'. It begins with an extraordinary birth, introduction to the strange world, exploration, adventure, birth of a hero and finally return of a hero. The most distinctive feature of stages is the conquest of outer and internal limitation. Each stage goes through the process of compensation and outer, internal acknowledgements. These processes are the structural core of game storytelling. Generally, stage 1 to 5 includes background stories, stage 6 to 9 are the progress of game, and stage 10 to 12 are the transformation of game with rules and genre.

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The Structure and the Effect of Crisis Storytelling (위기상황에서 스토리텔링의 구성방식과 효과에 대한 분석)

  • Hong, Sook-Yeong;Cho, Seung-Ho
    • The Journal of the Korea Contents Association
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    • v.14 no.12
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    • pp.683-693
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    • 2014
  • This research examines a storytelling of a crisis presented in news coverages about Asiana Airline accident happened at San Francisco airport on July 6th, 2013. and investigate how the storytelling affects public's image toward an organization. To answer the research questions, qualitative content analysis of news articles (n=101) and survey (n=125) were employed. The subjects for the content analysis were Chosun Daily Newspaper and Hankyoreh Daily Newspaper, and the period of news articles is range from June 6th, 2013 to June 12th, 2014. The results showed that 10% out of total news articles was positive description toward stewardess who handled the crisis well in emergence situtation. The major expressions of depicting the stewardess's heroic activities in the news articles were tears, composure, hero, quick response, sacrifice, sorry, and so on. The online survey was conducted from Nov. 15, 2013 to Feb. 14, 2014 and found that the stewardess heroic activity influenced positively public's evaluation on Asian airline's crisis management and image of the company.

Application of Fashion Design to Mobile-Phone Game Character's Dress Design (모바일폰 게임 캐릭터 의상 디자인을 위한 패션 디자인 활용연구)

  • Lee, Min-Sun
    • Journal of the Korean Society of Costume
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    • v.57 no.3 s.112
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    • pp.63-77
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    • 2007
  • The purpose of this study is to apply fashion design to developing dress design of mobile-phone game characters. As for the research methodology, first, market research has been carried out to extract main images from dress designs of game characters and to understand their socio-cultural meanings. Second, the fashion design, which ran be compared to the extracted images of game characters were selected. Third, analyses were done to find out the gap between the game character's dress designs and the fashion designs. The main images of game characters are revealed as erotic, romantic, heroic, grotesque. These images have been formed by psychological and socio-cultural effects such as stimulation, empathy, compensation, increase of female game player. The differences between the game character's dresses and the fashion designs are as follows; With regard to style, game dresses have silhouette distinguished from background, but fashion collection have blurred silhouette. In the aspect of color, while strong colors are mainly used in game dress, neutral rotors are preferred in fashion collection. As for texture, the expression of 'textures in game character's dress is so far limited due to the insufficient level of the concerned technology. However, the fashion design applying drape of fabrics are well-developed. Mobile-phone game players want reality in game design. Therefore, the effort to overcome the gaps between game dress and fashion design can contribute to the growth of game character design.

A Study on the Characters and Costumes in Fantasy Movies - With a Focus on the Mythic Characters - (판타지영화 캐릭터와 의상에 관한 연구 - 신화적 캐릭터를 중심으로 -)

  • Kim, Soo-Kyong;Lee, In-Seung
    • The Research Journal of the Costume Culture
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    • v.18 no.5
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    • pp.1031-1047
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    • 2010
  • This study examines the conceptual characteristics of fantasy movies. It also studies the process of socio-cultural changes of the mythical images such as heroes, goddesses and the devil that have often become the centre of fantasy movie characters. This study further examines the features of each character that correspond to specific mythical images. The purpose of this research is to suggest the conceptual and aesthetic characteristics of fantasy reflected in the characters and the costumes of fantasy movies, which were released since the year 2000. The followings are the results of the research: The conceptual characteristics of fantasy reflected in the characters and the costumes of fantasy movies are summarized as representation of reality, allegory and symbols, horror, desire, deconstruction and metamorphosis, otherness and counter-cultural sentiments. The aesthetic characteristics of the costumes of fantasy movies are defined as typicality and symbolism, grotesqueness, sensuality, hybridization, and otherness. These characteristics are very interconnected. The costumes of heroic characters appearing in fantasy movies show strong side of standard while the costumes of the evil characters revealed the limit of dualistic point of worldview centered on West. Heroic characters show realistic and human side that reflects the ethos of the time. Negative characters such as the devil or witches, which were created in human imagination and emotion, become the dynamic force of fantasy movies through their deviant actions. Their clothes, with variety and hybridization, become the source of creativity expected in present society.

The General Plan of Reconstruction of Pyongyang and the Role of Kim Jung-hee: Myths and History (건축가 김정희와 평양시 복구 총 계획도: 신화와 역사)

  • Park, Dongmin
    • Journal of architectural history
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    • v.27 no.2
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    • pp.125-138
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    • 2018
  • During the 1950s, the North Koreans rebuilt their capital-Pyongyang-as a modern city under the principle of Soviet urban design. One North Korean architect, Kim Jung-hee, has been widely credited since the late 1980s as the master architect of the General Plan of the city's reconstruction. While Kim Jung-hee played a crucial role in its reconstruction, his heroic image as the founding architect of Pyongyang is considerably attributed to North Korea's mythical narratives rather than his historical activities. This paper argues that Pyongyang's postwar urban design was not a work made by a single actor, Kim Jung-hee; rather, it was a long-term collaborative project in which a team of North Korean architects and Soviet technical advisors took their respective roles. Beginning in the late 1980s, North Korea, which had been struggling with economic decline and an increasing sense of lagging behind in its rivalry with its Southern counterpart, used heroic narratives during the 1950s' postwar reconstruction period as an important propaganda tool for their regime. In this mythical narrative of Pyongyang's reconstruction, massive economic and technical aid from other communist countries has often disappeared, and the memory of the architects who contributed greatly to the reconstruction but later purged in North Korea have also completely vanished. Kim Jung-hee, meanwhile, remained in this epic as the founding architect who rebuilt the city in faithful accordance with the leadership of Kim Il Sung.

Spectator's Value Cognition and Expected-benefit Factors on Professional Baseball Sportstar (프로야구 스포츠스타에 대한 관람자의 가치인식과 추구혜택)

  • Lee, Jong-Young;Ko, Jung-Hee
    • 한국체육학회지인문사회과학편
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    • v.51 no.3
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    • pp.79-88
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    • 2012
  • The purpose of this study was to find spectator's value cognition and expected-benefit factors on professional baseball sportstar. Purposeful Sampling method was used to select among fan club leaders and people who had watched baseball games over ten years 8 informants who watched more than 4 times in 6 baseball games in 2011 Lotte Card Professional Baseball League. Data collection relies on focus group interviews and in-depth interviews. Text analysis was attempted to adopt the A-R-C needs theory proposed by Thomson(2006) for spectator's value cognition and the metaphors for consuming by Holt(1995) for expected-benefit factors. The research summary is as follow: Spectator's value cognition on professional baseball sportstar were an object of entertainment-oriented value, a major figure for social relationship-oriented and an object of identical. Spectator's expected-benefit factors on professional baseball sports tar were confirmation of values and heroic orientation. Meanwhile, spectator who had entertainment-oriented value cognition on professional baseball sportstar expect heroic orientation, who recognize professional baseball sportstar a major figure for social relationship-oriented and an object of identical pursue confirmation of values.