• Title/Summary/Keyword: monster

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The Narrative of Catastrophe and the Ethics of Infection in the NETFLIX Drama, The Sweet Home (넷플릭스 드라마 <스위트홈>에 나타난 파국의 서사와 감염의 윤리)

  • Eum, Yeong-Cheol
    • The Journal of the Korea Contents Association
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    • v.21 no.10
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    • pp.138-148
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    • 2021
  • In this paper, the basic narrative of The Sweet Home is the story that the residents of the apartment fight and survive the monsters in the isolated circumstances from the outside. This paper analysed the narrative and revealed the characteristics of the NETFLIX drama, The Sweet Home, and dealt with the ethics of contagion, core issue of the drama. Firstly, in the drama Sweet Home, the boundary between the men and the monsters collapses from the contagion. The drama shows the aspects of the apocalyptical world through the optical images, and reveals the main contagion cause is the desire and fury of the human to dominate the others. In the drama, we can see the duality that the characters sometimes stand in solidarity with, and often abuse the others. This story reflects the times after 2000s that the boundary between the man and the monster eclipses. Secondly, the drama shows that the ethics of the others popping up after the contagion is violent and thus can go to the totalitarianism. When the residents are shot by the troopers of the nation, the governmental authority shows its brutality. In this situation, the residents recognize their past behaviors and embrace the others. However, in the point that the characters' selfless behaviors could cover up the complaints and the fury of young generations after 2000s, The Sweet Home is a problematic drama.

Between Monster and Hero -Characters with Supernatural Powers of Fantasy Dramas (괴물과 영웅 사이 -판타지 드라마의 초능력 인물)

  • Kim, Kyung-Min
    • Journal of Popular Narrative
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    • v.26 no.1
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    • pp.9-39
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    • 2020
  • The aim of this study is to examine how heroic characters with supernatural powers are portrayed, and what shortcomings and desires are present in the societies they are born into, with reference to television series with superheroes such as , , and out of many motifs of Korean television fantasy series. The common feature of the superheroes represented in these three dramas is that they are viewed as monsters symbolizing vigilance and alienation instead of being regarded as typical heroes that are the object of praise and admiration. All three dramas criticize the corruption and limitations of bureaucratic powers such as the judiciary, prosecution, and police. The protagonists showcase their heroics by correcting such problems and helping the weak and the victimized by using their supernatural powers. At the same time, they broach uncomfortable topics, highlight truths that some may wish to hide, and also argue the concept of 'normality' and the 'world of naturalness'. For this reason, they are treated as monsters and alienated. Despite being called upon to solve the problems in reality, the deficiencies and contradictions of our society are also revealed by them. The idea of expressing the repressed desires in reality, is similar to the attributes of fantasy in that it criticizes and overthrows reality in order to meet the desires. This study verified not only the subversive characters of fantasy, but also the limitations when such attributes were combined with the characteristics of the medium of television shows. The significance of this study is to give attention to a genre that had previously been neglected by Korean productions but is now gaining traction, and also to suggest many tasks for researching more subdivided and diversified fantasy dramas in the future.

Induction of insulin receptor substrate-2 expression by Fc fusion to exendin-4 overexpressed in E. coli: a potential long-acting glucagon-like peptide-1 mimetic

  • Kim, Jae-Woo;Kim, Kyu-Tae;Ahn, You-Jin;Jeong, Hee-Jeong;Jeong, Hyeong-Yong;Ryu, Seung-Hyup;Lee, Seung-Yeon;Lee, Chang-Woo;Chung, Hye-Shin;Jang, Sei-Heon
    • BMB Reports
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    • v.43 no.2
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    • pp.146-149
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    • 2010
  • Exendin-4 (Ex-4), a peptide secreted from the salivary glands of the Gila monster lizard, can increase pancreatic $\beta$-cell growth and insulin secretion by activating glucagon-like peptide-1 receptor. In this study, we expressed a fusion protein consisting of exendin-4 and the human immunoglobulin heavy chain (Ex-4/IgG-Fc) in E. coli and explored its potential therapeutic use for the treatment of insulin-resistant type 2 diabetes. Here, we show that the Ex-4/IgG-Fc fusion protein induces expression of insulin receptor substrate-2 in rat insulinoma INS-1 cells. Our findings therefore suggest that Ex-4/IgG-Fc overexpressed in E. coli could be used as a potential, long-acting glucagon-like peptide-1 mimetic.

A Comparative Study of the Usability differences in accordance with Information Architecture in the Social commerce app (소셜커머스 앱에서 정보구조(IA)의 차이에 따른 사용성 비교연구 -쿠팡, 티몬, 위메프 앱을 중심으로-)

  • Oh, Moonseok;Won, Jongwook;Lee, Boyong;Han, Gyuhoon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.3
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    • pp.113-124
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    • 2015
  • As the development of new media and smart phone, more and more people are using social commerce application to shop on-line. Comfort and easiness of the UX design of the application directly affect the social commerce user's searching and buying the merchandise. This study analyzes the effect of social commerce application, especially focusing on the lay-out of the GUI, on the consumer's interest and we suggest an attractive application design of the UX. The material of this study is the lay-out of the GUI of 3 major social commerce - Wemakeprice, Coupan and Ticket monster. We asked questions to the university students who are skillful smart phone users to select frequent on-line shoppers and performed in-depth interview with them to draw a conclusion. As a result of study, differences of main screen layout and information architecture of each social commerce applications has confirmed that indicates a significant difference in usability.

An Analysis on the Purchasing Behavior of the User through the Characteristics of Social Commerce

  • Kim, Jong-Jin;Ku, Hyeon-Ju;Youn, Myoung-Kil
    • East Asian Journal of Business Economics (EAJBE)
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    • v.3 no.4
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    • pp.5-8
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    • 2015
  • In addition to the increased used for smart phones daily, various characteristics and problems for social commerce have been drawn attention recently, and also, have been analyzed by various impact factors which were given to the purchasing behaviors of consumers through social commerce. The study investigated consumers' use of social commerce based on SNS by using articles of Fair Trade Commission, Korea Consumer Agency and so on. As a result, cost reduction characteristics of social commerce, the impulse buy, and to understand in Review effect, latest mobile shopping growth of increases explosively, market by market conditions to move from offline to online, the social commerce it was found to have a significant impact on the time of the purchase of the consumer. In addition, the study has discussed the results of the significance and limitation. With those things, they can be a suggestion for future research. More than half of the consumers were satisfied with social commerce. The consumers made use of social commerce 1 or 2 times a month and when they were watching banner advertising. In detail, food and beverage tickets such as restaurants, café and bars occupied 35%, and they showed the highest. 'We-make-price', 'Ticket Monster' and 'Coupang' were used to investigate as representative social commerce companies.

Cyborg Image Expressed in Fashion Illustration (패션 일러스트레이션에 표현된 사이보그 이미지)

  • Kim, Soon-Ja
    • Fashion & Textile Research Journal
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    • v.13 no.6
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    • pp.866-876
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    • 2011
  • We find ourselves living in a post-human era when technology and images coexist with humans. A cyborg, a combination of an organic body and a machine could be called a human fused with a machine. It could be understood as a new species where humans and machines have combined rather than simple protoplasm or an organic body. The purpose of this study is to demonstrate that a concept of a body in post humanism era is finding expression in fashion illustration through cyborg images. The concepts of post humanism and cyborg are analysed by means of research into literature and characteristics in which cyborg images as post humans are expressed through art, and images of a cyborg body in fashion illustration and their meanings are explored with the foregoing as a framework of reference. Cyborg image reflects new images and concept of a human in post humanism. The cyborg body images in fashion illustration are expressed through the addition of mechanical images, digital virtual body, monster image by means of hybrid combination, distorted physical transformation and fragmented body and body absence. And cyborg image in fashion illustration shows the extension of body concepts through the technology and uncertain and ambiguous identity.

A Study on the Realization of a Map Simulator Reflecting Propensities of Gamers (Focused on Korean Style MMORPG) (게이머의 성향을 반영한 맵 시뮬레이터 구현에 관한 연구 (한국형 MMORPG게임을 중심으로))

  • Kim, Jung-Hyun;Kim, Kyung-Sik
    • Journal of Korea Game Society
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    • v.7 no.1
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    • pp.3-10
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    • 2007
  • The maps in the world of the role playing games provide not only areas for motions and actions of player characters, but also worlds of totally included monsters and NPC(Non Player Character). However, the design of maps and monsters in them could not be tested for their balances until the games had been developed quite a bit. So they need additional expense of extension period of developments. In this paper, we have designed and developed a map simulator to expect the popularities of the maps in the early stage of the game planning in order to prevent inefficient concentration of users on some maps by expecting the popularities of the maps in the early stage of game planning and by setting the parameters of monster arrangements in the map.

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A Study on the Symbolical Charactor of Western Heraldry (서양 문장의 상징성에 관한 연구)

  • Choi Young-Ok
    • Journal of the Korean Society of Clothing and Textiles
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    • v.14 no.3 s.35
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    • pp.196-207
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    • 1990
  • The western heraldry influenced by the style of periodic art, the lion and the eagle charges were expressed simply and laconically in Romanesque period, laconically but forcibly in Gothic period, and elegantly and elaborately in the period of the Renaissance. The symbolical character of each charge expressed in the heraldry in the process of the changes of the times can be summarized as follows: 1) The ferocious beast like the eagle or the lion in the heraldry is symbolic of a majestic appearance of sovereign's. 2) The legendary or mythical monster in the heraldry is the symbol of holding sacred the heraldry owner endowed superhuman ability from him, or the symbol of coercion or menace to the other party on the appearance of being sized with fear. 3) The domestic animals or the poultry in the heraldry are chiefly symbolic of intrepidity, bravery, sacrifice, or faithfulness, which can be supposed a subject's loyalty to his sovereign. 4) The lamb or the cross in the heraldry is the charge concerned with Christ who brought a fundamantal thought in the middles ages. So they can be said the symbol of Christianity.

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The Analysis of Freaky Pattern Expressed on Modern Man's Wear - Focusing on Freaky Pattern of Modern Man's Wear in Edo Period - (현대 남성복에 표현된 기괴적(奇怪的) 디자인 분석 - 에도(江戶) 시대 남성복의 기괴적 문양을 중심으로 -)

  • Yeo, Seungwha;Lee, Sang-Eun
    • Journal of the Korea Fashion and Costume Design Association
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    • v.18 no.4
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    • pp.117-124
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    • 2016
  • This study considered about freaky design of men's wear in Edo period, and also compared and analyzed it to modern men's wear. The purpose for this study is to contribute to the development of modern men's wear by this analysis. Edo period was a male dominated period, so culture of showing off their powers appeared in their fashion as symbols of skulls, monsters or tattoos. Kabuki culture used this kind of social background and it incited the actors roles and clothes to become more famous. 2016-17 F/W, 2017 S/S modern men's wear expressed more various freaky design, so it was able to be classed as shapes, pattern, materials and total coordination. Edo period just expressed freaky design by symbols however, freaky design in modern men's wear is showing more various expressions. This study can conclude that freaky design usually shows weird, peculiar, scary and dampish images. Also freaky design showed in the persuit of various choices including parade of power in modern men's wear.

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A Study on MMORPG Factors in Game User's Motivation : A Game User's Desire Perspective (MMORPG 사용자의 동기유발에 영향을 미치는 요소 : 게임사용자의 욕구 관점에서)

  • Yun, Jae-Sun;Lim, Chan
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.47-56
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    • 2010
  • This study analyzes MMORPG in user's desire perspective and tried to find specific motivation factors. In research result, character has been separated in user character, another user character, boss monster and support character. And character's factor analysis yielded three factors: visual attraction, psychological propensity and competence. The result of the regression analysis about character's motivation factor show that it is significantly different that motivation level and motivation factors from each character. This finding implies that specific motivation factors can serve to make strategy for motivate user's game playing.


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