• 제목/요약/키워드: mythical

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Myths for Kingship of the Ryukyu Kingdom in the 17th and 18th Centuries (17·18세기 류큐(琉球) 사서(史書) 소재 왕통(王統) 시조 신화와 왕권의 논리)

  • Jeong, Jinhee
    • Cross-Cultural Studies
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    • 제35권
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    • pp.123-154
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    • 2014
  • In the 17th and 18th centuries, when the Ryukyu kingdom had been invaded and controlled by Japan, some official texts about 'history' were documented. In that texts, there are some myths about the kings-Syunten(舜天), Eiso(英祖), Satto(察度), Syouhasi(尙巴志), Syouen(尙圓)-who founded dynasties of Ryukyu kingdom. This study attempts to delineate the features and meaning of those founder myths as a polotial discourse for kingship. The results of this study are as follows. 1. The founder myths are discourses to describe the genealogy of the Ryukyu kingdom as the result of Mandate of Heaven(T'ien Ming, 天命). 2. In ancient okinawa, the sun was a symbol of ruler. The king of Ryukyu kingdom was thought as 'son of the sun', 'Tedako(てだこ, 太陽子) in the time of Syou dynasty(尙王朝). But in the founder myths, the only one Tedako is Eiso. 3. In the myths, the 'historical' founders are described as the king for agriculture. They were said to make the farming instruments with iron and rule the spring water for farming. The iron and water for fariming was thought to represent the power of king and the kingship. 4. The writers of myths aimed to be separated from the mythical kingship of past Ryukyu(古琉球). So, they threw the idea of Tedako(=mythical kingship) into the prison of mythical ages by rewriting myth of King Eiso. Instead of it, they built up the new image of agriculture-king who rules and controlls the iron and water for good farming. The meaing of this change, from 'shiny sun' to 'cultural king', is that the abstract and general power of kingship was turned into a concrete and restricted power of kingship. On the bases of it, there was the confucian political ideas from China, T'ien Ming thought(天命論). Under the influence of not only China but also Japan, the writers of myths attempt to find a new way for their kingdom by reconstructing kingship with ruminating over the kingship of past. The myth of founders in the 17th and 18th Centuries shows the aspects of kingship of Ryukyu kingdom and tells us that those myths are the political discourses identifying kingship and Ryukyu kingdom.

Mythical Symbolism through Meaning Action of Roland Barthes -Focus on Image Relationship of Silla Myth and Jeju Myth (롤랑 바르트 의미작용을 통한 우리나라 신화 상징체계 연구 -고대 신라신화와 제주신화의 이미지 관계성 중심으로)

  • Kang, Younsim
    • The Journal of the Korea Contents Association
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    • 제20권12호
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    • pp.82-94
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    • 2020
  • Images play an important role in the symbolic system as they are connected with imagination through the association of language. Through history, we know that Korean people have been a people of strong spiritual unity and unity for thousands of years. I tried to study how the Korean people's unified mental symbol system was utilized and accomplished through mythological images. Our people are recognized as a people of white clothes because they are connected with white clothes, and modifiers such as the country of the east where the sun does not go down are connected with the sun. The Korean people have been handed down according to the times, such as the son of the sky, the Hongik man, the birch tree and the Gyerim of Silla, as a symbol of the myth of Gojoseon, and do not know when it became a country that loved the sun and whether brightness became a symbol. In relation to the spiritual symbolic system of our nation, the mythical image of Jeju musindo embedded in the shamanist ideology was reinterpreted through the meaning of Roland Bart to provide a basis for the study of the spiritual symbolic system of our nation.

Transformation of Ancient Greek Tragedy Revealed in The Killing of a Sacred Deer (<킬링 디어>에 드러난 고대 그리스 비극의 변용)

  • Kwon, Eunsun
    • The Journal of the Convergence on Culture Technology
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    • 제8권3호
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    • pp.393-398
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    • 2022
  • Yorgos Lanthimos' The Killing of a Sacred Deer (2017) uses Iphigeneia in Aulis written by Euripides, one of the three great Greek tragedies writers, as the archetypal narrative. Thus, Lanthimos introduces a mythical world stained with 'blood violence by a divine being' within the cinematic diegesis of a modern American metropolis. And the mythical motifs of curses and scapegoats are varied. This thesis tried to read the scapegoat mechanism, the oldest mechanism of escape from the crisis of collective sacrifice, and the imitative and mutual characteristics of desire and violence through René Girard through the mythical world built in the modern time and space of the film. Martin places a cursed oracle on Steven when his desire to place him in his father's place is thwarted. The 'good' reciprocity between two people is rapidly transformed into a 'bad' reciprocity. The Killing of Sacred Deer is an excellent portrayal of how the scapegoat mechanism works through Steven's family. The selection of the scapegoat by lot gives the sacrificial lamb a sacred character thanks to its divine nature, and the scapegoat becomes a sacred being, and the family order is re-established.

A Study on the Spatial Structure and the Meaning of the Korean Traditional Houses through the Building Rites (건축의례를 통해 본 전통주거의 공간구조와 의미에 관한 연구)

  • 정영철
    • Journal of the Korean housing association
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    • 제12권1호
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    • pp.67-75
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    • 2001
  • There were the rites and customs in building of the traditional houses. The purpose of this study is to search the meaning of the building rites, and to search the spatial structure and meaning of the traditional houses through the rites as establishing the true dwelling. The traditional houses show the oppositional structure of the sacred and profane through the rites and customs of the building as the communication with the gods and men. The traditional houses are the center of which the gods of four sides defined and have the cardinal points and vertical axis which has the mythical and symbolic meaning.

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Revernacularization of Classicism and the Matter of the Constructional Logic - A Study on Gunnar Asplund's Woodland Chapel (1918-20) - (고전주의의 재토착화와 구축적 논리의 문제 - 군너 아스플룬트의 우드랜드 채플(1918-20)에 관한 연구 -)

  • Kim, Hyon-Sob
    • Journal of architectural history
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    • 제20권4호
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    • pp.45-60
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    • 2011
  • The purpose of this paper is to research Gunnar Asplund's Woodland Chapel (1918-20) in terms of the revernacularization of classicism and to investigate into the matter of the constructional logic. The term 'revernacularization of classicism' was used by Alan Colquhoun to explain the process to return to the pure sources of classical architecture, and the case of a successful fusion of classicism and vernacular traditions was suggested by Demetri Porphyrios through Scandinavian Doricist sensibility in the early 20th century. Porphyrios's classicism, not as style but as sensibility, is premised on a constructional logic of vernacular, and is to achieve an aesthetic quality by its mythical elaboration. Woodland Chapel, a representative of the Scandinavian Doricism according to him, illustrates characteristics of the revernacularized classicism as in the fact that it thickly displays vernacular images at the same time as relying on classicism; in the return to primitive simplicity; and in the mythopoeic power. However, the constructional logic of this building was obscured in the capital of the portico columns, the interior dome, and the whole structure of the roof. Confronting this paradox, we have to remember that although Porphyrios emphasized the constructional logic he opened an aesthetic exit of the mythical elaboration, which is in accord with the concept of the tectonic as the poetics of construction. Woodland Chapel assumes atectonic features but is never anti-tectonic. Asplund intensified a poetic effect by setting the myth over construction in the chapel, and so it can be seen as a key example of the revernacularized classicism with the Doricist sensibility.

The Expressive Characteristics of the Posthuman Body in Fashion Illustration (패션 일러스트레이션에 반영된 포스트휴먼의 신체 표현특징)

  • Choi, Jung-Hwa
    • Journal of the Korean Society of Clothing and Textiles
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    • 제35권9호
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    • pp.1085-1098
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    • 2011
  • In the $21^{st}$ century, technology is a tool for the expansion of the five senses and physical ability that works as an element for posthuman identity. This study analyzes and theorizes on the characteristics of the posthuman body in fashion illustration. The method of this study analyzes documentaries about posthuman and fashion illustration. The results are as follow. Posthuman body types are classed as hybrid body, plastic surgery body, and digital body. The characteristics of the posthuman body are categorized as ultra- functional prosthetic, mythical undifferentiated, radical plastic surgery type and post-physical digitization type. The ultra-functional prosthetic type shows a restored body and upgraded functional body through a machine hybrid, cyborg suit and mannequin hybrid. It is a break from classical gender identity to form a nerve sense extension that displays physical and abstract power. The mythical undifferentiated type shows a therianthropic form, parts of an animal body, radical skin and gender bending. It represents the return to an undifferentiated world, the desire of a powerful being and the possibility of radical transformation. The radical plastic surgery type shows a photomontage of an ideal body, transgendered body, grotesque body marking, absence of partial or overall face organ and the expansion of abnormal body organs. It represents the expression of narcissism, unconscious desire, fantasy, fear and suggests an alternative ideality, sexual attachment and ambiguous gender identity. The post-physical digitization type shows an imperfect form or duplicated ego image through the omission of the body silhouette or detailed form, fragmented image using net, representative self like optical illusion using typography, an imperfect vague silhouette and immaterial body outline through the use of virtual light. It represents the lack of desire, narcissism, fluidity in a virtual space, the continued creation of a new self, ambiguous gender identity and the liberation of environment, sex, and race. Likewise, the posthuman in fashion illustration shows the absence of a species boundary, destruction of classical gender identity, a new personality and virtual self image.

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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    • 제18권5호
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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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    • 제27권2호
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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.

Consistency of Tradition and Myth of Place Re-Thinking of a Finit Representation of Ideas and Vernacular Architecture (전통의 현대적 계승과 장소의 신화 사고들의 유한적 표상과 '민속건축'에 대한 소고)

  • Byun, Tae-Ho
    • Journal of architectural history
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    • 제6권1호
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    • pp.67-79
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    • 1997
  • Architecture is a shelter for society whose social pattern requires a specific form to accord with its material and spiritual needs. Providing a truly acceptable architecture requires our deeper understanding of cultural tradition - mythic values - not only because myth is an interpreted and configured form of 'thing' through man's second nature, such as his subjective and objective consciousness -'self-revelation of the absolute'- but also because, in the world of mythical imagination, a fragment of substantial reality -'thing'- becomes an equivalent mode to the signification, and emerges as 'its independent spiritual form' and 'the characteristic force of the logos.' In this sense, myth of place and myth behind tectonic form are the most essential sources for comprehending people's relationship to the world of inner and conscious experience. The recent efforts of modern architects to achieve cultural continuity should begin with re-interpretation and configulation of the myths behind describable material culture, especially artistic imagination inspired by deeper understanding of the myth of place. Myth provide artists with a creative inspiration, as they did in the past.

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The research of China ancient mythical image's kindhearted and vicious role designs in the Role-playing game (롤플레잉게임에 등장하는 중국고대신화의 선악(善惡)캐릭터 디자인 연구)

  • Zhang, Zhile;Kim, Se-Hwa
    • Proceedings of the Korea Contents Association Conference
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    • 한국콘텐츠학회 2009년도 춘계 종합학술대회 논문집
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    • pp.903-908
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    • 2009
  • In this research, is take the foundation at deity appearing in China ancient mythology symbolic, the ideology of kindhearted and vicious to them is classified, and take the kindhearted and vicious role of the game at present compares. Pass such analysis, combine deity appearing in the mythology symbolic with tales of marvels, apply to role's design current situation of the present game, hope to find out the key element of succeed in designing the game role with culture intension.

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