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Come From Away에서 외부의 집단기억을 통해 회고된 9/11
김재경(Kim, Jae-kyoung) 한국현대영미드라마학회 2021 현대영미드라마 Vol.34 No.1
This paper explores 9/11 and collective memory from abroad in Irene Sankoff and David Hein’s musical, Come From Away (2013). As a musical written in a verbatim style, it stresses its distinct feature of being based on the true story of people who experienced 9/11 in Gander, Newfoundland. Sankoff and Hein edited, rearranged, combined, and recontextualized the interviews, which they collected in 2011, and used them to create a moving communal story with verbatim spoken text and music. In this process, the selected interviewees’ individual stories are staged from multiple perspectives and then merged into a communal experience, creating emotional support. Through Avishai Margalit’s collective memory theory, this paper examines how individual memories based on fear from terrorism turn into collective memory with humanistic caring. Using an examination of the universal trauma spread through the media during 9/11, this article traces individual traumas of the American come-from-aways by focusing on how their private and fragmentary memories represent the voices of a particular group of people in America and analyzes the screech-in ritual that motivates people to create collective memories and shared strength to overcome trauma. Focusing on the come-from-aways’ traumas and collective memories of the 9/11 attacks and how these memories are recreated through the authors, I argue that Come From Away stresses that solidarity beyond nationality can overcome terrorism through humanism.
김재경(Kim, Jae-kyoung) 한국현대영미드라마학회 2018 현대영미드라마 Vol.31 No.2
Jeanine Tesori and Lisa Kron’s Fun Home, a musical adaptation of Alison Bechdel’s graphic memoir Fun Home: A Family Tragicomic, has established an impressive performance history as the first Broadway musical with a lesbian protagonist. As an attempt to find the reason for its success, this article compares the focus of Fun Home, the musical heroine Alison’s gender identity, to the primacy of the father/daughter relationship in Bechdel’s graphic memoir. Both trace Alison’s past memories starting from her childhood to her college days, concentrating on two topics: her father Bruce’s life as a closeted gay and Alison’s discovery of her own sexuality as a lesbian. Despite sharing the same story, the graphic memoir emphasizes Alison’s unresolved relationship with Bruce, repeating the moment of his death, while the musical puts more emphasis on Alison’s growing understanding of her own sexual identity by staging three Alisons at different ages. Psychoanalyst Jessica Benjamin’s relation theory, especially intersubjectivity, is applied through the analysis of both works because each fundamentally presents intersubjective relations (either between Alison and Bruce or between the three Alisons) based on love and mutual recognition. In the graphic memoir, Bechdel, through her narration in the caption, reminisces about her flawed relationship with Bruce, portrays his death in relation to her coming-out, and at last reaches a degree of self-recognition. Meanwhile, in the musical, Tesoori and Kron focus on the three Alisons’ mutual recognition and understanding beyond their different ages and maturities by visualizing the interaction between these three. As Benjamin argues that the power of domination and patriarchal gender relationship can be overcome by recognizing the other subject, the interaction among the three Alisons shows that the dualism of subject and object, father and daughter, and heterosexual and homosexual no longer exists in this musical. In short, the expansion of intersubjectivity from father and daughter to pluralized lesbian protagonists helps the audience to reconsider a lesbian heroine as a more approachable and universal character freed from the extant sense of difference and prejudice.
혈당조절 양호군, 불충분군, 불량군간의 당뇨병 자가간호행위 관련요인 비교
김재경(Kim, Jae-Kyoung),구미옥(Gu, Mee Ock) 기본간호학회 2016 기본간호학회지 Vol.23 No.3
Purpose: This study was conducted to compare self-care behaviors and self-care behavior related factors for groups of patients with good, inadequate and poor glycemic control. The study was based on variables of the Theory of Planned Behavior by Ajzen, habit and family support. (1991). Methods: Participants were 134 patients with type 2 diabetes (good glycemic control group: 57, inadequate glycemic control group: 40, poor glycemic control group: 37). Self-care behaviors, intention to self-care behavior and self-care behavior related variables (attitude, subjective norms, perceived behavior control, habits and family support) were measured. Data were collected from August 12 to September 25, 2014 and were analyzed using χ²-test, Fisher"s exact test, ANCOVA, and logistic regression with SPSS/WIN 21.0. Results: Among the three glycemic groups, there were significant differences in self-care behavior, subjective norms, perceived behavior control, family support, and habits. Multinomial logistic regression showed that poor blood glucose probability was associated with duration of diabetes mellitus, method of DM therapy, perceived behavior control and habits. Conclusion: The study findings reveal the important role of self-care behavior, subjective norms, perceived behavior control, family support, and habits in blood glucose control in adults with type 2 diabetes.
Design and Development of Gesture Interface for Arcade Games
김재경(Jae Kyoung Kim),박진완(Jin Wan Park) 한국컴퓨터게임학회 2018 한국컴퓨터게임학회논문지 Vol.31 No.2
아케이드 슈팅게임은 과거 1970년대 후반부터 1990년 후반까지 대중적으로 큰 인기를 끌며 게임시장을 주도했다. 하지만 2000년대 이후 많은 PC와 콘솔의 보급으로 아케이드 게임이 급속도로 쇠퇴하기 시작했다. 하지만 최근 국내에서 하락세를 보였던 아케이드 게임이 크게 상승세를 보였고 앞으로도 점점 상승할 가능성이 높아 보인다. 따라서 본 논문은 아케이드 게임의 특징인 빠른 손동작을 최신 기술과 접목시켜 새로운 입력 방식을 개발함으로 더 높은 효용성을 끌어내어 검증한다. 기존에 슈팅게임에서의 제스처 인터페이스 사용은 이미 그 효용성이 검증되었다. 다만 좀 더 복잡한 완성형 게임에서의 적용하기엔 미흡한 부분들이 있다. 이에 슈팅게임들의 요소를 좀 더 세분화하여 분석 후 각 요소들을 제스처에 매핑하였다. 기존 게임에선 조이스틱을 손으로 흔들며 진행하는 게 일반적인 방식으로 본 게임에선 사용자가 직접 손을 상하좌우로 움직여 조작한다. 또한 진행에 필요한 스킬과 이벤트들을 각각의 매핑 된 제스처 로 인터랙션 한다. 개발된 인터페이스는 슈팅게임 Cure 에 적용하여 G-Start, HCI creative Award 등에서 전시되었다. Arcade shooting games have been popular in the late 1970s and late 1990s, leading the game market. However, since the 2000s, the spread of PCs and consoles has led to the rapid decline of arcade games. However, arcade games, which had recently declined in Korea, showed a significant uptrend and are likely to increase gradually. Therefore, this paper draws out the validity by applying new handwriting which is characteristic of arcade game with new technology and developing new input method. Previously, the use of gesture interface in shooting games has already been verified. However, there are insufficient points to apply in a more complicated game. Therefore, the elements of the shooting games are further subdivided and the elements are mapped to the gestures. In traditional games, it is a common practice to wiggle the joystick by hand. in this game, the user moves hands up, down, left and right to operate. It also interacts with each mapped gesture with the skills and events needed to progress. The developed interface was applied to the shooting game Cure and displayed at G-Start and HCI creative award.