• Title/Summary/Keyword: 기반 소설

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Web 2.0 and Web novels -Focusing on Web-based Romance Novels (웹 2.0 시대와 웹소설 -웹 로맨스 서사를 중심으로)

  • Ryu, Su-Yun
    • Journal of Popular Narrative
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    • v.25 no.4
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    • pp.9-43
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    • 2019
  • Web novels are one of the most actively adapted genre novels under a new medium called the Internet. Research on cultural content implemented on top of digital media is naturally closely related to environmental changes in digital media. The same goes for Web novels sparked by the identity of Web platforms. Especially in the case of web novels, the platform itself that provides them has triggered direct changes in genre code and reading patterns. From this perspective, this thesis wanted to examine the formation process and strategic features of web novels, which became content and products on the web platform environment. First of all, through the formation process ranging from communication novels to Internet novels and web novels, I arranged the transition to digital media and the change of genre novel market. This was an attempt to extract that Web novels not only have continuity as genre novels, but also have a turning point as digital content. Web novels are digital content that internalizes the values of the Web 2.0 era. It should also be a core product that grows the pie in the market in its own right. This paper noted that web novels are content that embodies these consumption values. So this thesis considered about what is the visualization and commercialization strategy of the web-based novels that is currently formed, and what is the current status of the web-based romance novels as the content and the product that is driving OSMU most actively in the process of commercialization. Through this process, I found that the greatest characteristic of web novels as genre novels that have evolved into digital content is their division and crack of genre.

Developing Facets for Fiction Retrieval Based on User-generated Book Tags (이용자 생성 도서정보 태그에 기반한 소설 검색의 패싯 유형 개발)

  • Shim, Jiyoung
    • Journal of the Korean Society for information Management
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    • v.37 no.2
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    • pp.225-249
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    • 2020
  • The purpose of this study is to identify and systematize various facet elements required by users in fiction search situations from book tags to improve the fiction search environment. Based on the Ranganathan's PMEST formula, the basic facet system of the fiction was defined as 1) the personality that forms the fiction material, 2) the content and external characteristics that compose the fiction, 3) the reader interaction with books, 4) spatial information related to fiction and reading activities, and 5) time information related to fiction and reading activities. Out of approximately 310,000 tags assigned to 7,174 fiction, 3,730 core tags were selected and content-analyzed. As a result, various attributes were systematized around the top 25 categories of the fiction facets. The results of this study can be applied to facet navigation of OPAC and fiction DB in the future.

A study on game novel (게임소설 연구)

  • Ko, Hoon
    • Journal of Popular Narrative
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    • v.25 no.4
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    • pp.111-134
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    • 2019
  • Since This study is about game novel. I'm going to discuss the flow and features of game novels. Game novels developed in Korea, the game industry developed and made it possible. Fantasy novels, Muhyeop novels, and the generation of games met, so game novels could develop. By looking at the trends of game novels, I want to lay the foundation for the study of popular literature genre. The reason behind the emergence of game novels is the meeting of the game generation and the novel. The types of game novels can be distinguished according to the 'location of the main characters' and 'the narrative style'. It is not the best, but it is the minimum work to identify the genre. The biggest characteristic of game novels is their connection to games. It also uses the system of the real game. Another characteristic is that a variety of variations are possible with other genres. Game novels were influenced by fantasy novels and Muhyeop novels. Game novels now hold a solid place in the realm of popular literature. But the limits are also clear. It is the repeated use of game novel progression. Here are the limitations that game have to overcome. In addition, active research should be carried out. This study is intended to promote research on these game novel genres.

Multi-Modal Recommendation System for Web Novels (멀티 모달 딥러닝을 활용한 웹소설 추천 시스템)

  • Mi Ryeo Kim;Hyon Hee Kim
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.05a
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    • pp.552-554
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    • 2023
  • 웹소설 시장의 성장에 따라 웹소설 추천 시스템의 중요성이 높아지고 있다. 본 연구에서는 작품의 특성 및 선호도를 나타낼 수 있는 다양한 데이터를 활용하여 추천시스템을 구현하고 그 성능을 평가하여 표지 이미지와 작품 특성을 모두 고려한 멀티 모달 추천 시스템이 가장 효율적임을 보여주었다. 연구 결과, 단일 변수 추천에서는 작품 소개글과 표지 이미지 기반 추천이 가장 좋은 성능을 보였고, 멀티 모달 추천 시스템에서는 작품 소개글, 이미지, 키워드 순으로 성능에 좋은 영향을 끼치는 것으로 나타났다. 이번 연구 결과는 한국콘텐츠진흥원에서 조사한 웹소설 이용자 실태조사와는 조금 다른 결과를 보여주었다. 설문조사에서는 인기도를 웹소설 선택 시 가장 중요한 영향으로 봤으나, 본 연구에서는 작품 소개글이 가장 중요한 영향을 미친다는 결과가 나타났다. 이러한 연구 결과는 웹소설 추천 시스템의 개발과 운영에 있어서 중요한 참고 자료가 될 것으로 예상된다.

Storytelling of Korean Virtual Reality Game Fiction (한국 가상현실 게임소설의 스토리텔링)

  • Kim, Hu-In;Lee, Minhee;Han, Hye-Won
    • The Journal of the Korea Contents Association
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    • v.18 no.1
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    • pp.55-63
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    • 2018
  • This study aims to analyze remediation of games and fictions in Korean virtual reality game fictions and to derive the storytelling of virtual reality game fictions through them. The purpose of this study is to explore the possibilities that Korean game fiction based on the web can be expanded as popular literature. The main character of the fiction is a male in his twenties. In the neoliberal society, he is set as a member of the neglected class and lacking privilege. He enters the virtual world because of the deficiency experienced in the real world. It minimizes the mediation process between the real world and the interface. On the other hand, the repetitive actions performed by the protagonist belong to the category of self - destructive labor. As a result, he shows signs of narcissism. In the Korean virtual reality game fiction, the magic circle appears blurred, and the real world and the virtual world are linked. In this process, the virtual world functions as a substitute space to solve the problem of reality. The establishment of such a space, and the resolution of conflicts are merely narrative characteristics of Korean game fictions that are different from North America and Europe.

A Study on Transformed Desire and Narrative Structure seen through Korean Superhero Film : Based on Aristotelian Poetics, and Triangular Desire of Rene Girard (한국형 슈퍼히어로영화 <전우치>에 나타난 변형된 인물의 욕망과 서사구조 연구 분석 -아리스토텔레스의 <시학>과 르네 지라르의 욕망의 삼각형이론을 중심으로-)

  • Hyun, seung-hoon
    • Proceedings of the Korea Contents Association Conference
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    • 2013.05a
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    • pp.81-82
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    • 2013
  • 주로 만화를 기반으로 하는 할리우드 슈퍼히어로 영화는 이미지 위주의 인물서사에 의존하는 경우가 많다. 하지만 이에 반해 소설을 기반으로 하는 슈퍼히어로 영화의 경우, 인물서사 보다는 사건 위주의 서사로 이야기의 흐름이 진행되는 경우가 대부분이다. 이러한 차이는 만화원작의 할리우드 슈퍼히어로 영화와 소설, 특히 고전소설을 원작으로 하는 국내 슈퍼히어로 영화에서 흔히 발견할 수 있다. 이에 본 논문은 국내 슈퍼히어로 영화의 서사구조 특성은 무엇이고 또한 그 한계는 어떠한 것이 있는지, 영화 <전우치>를 통해 분석해 보았다.

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Arts-based research as a valid method for mathematics education research: Fiction writing applied to an activity of designing educative curriculum materials (교육적 지도서 개발 사례에 적용한 소설적 글쓰기 기법으로 살펴 본 예술기반 연구의 수학교육연구 활용 가능성 논의)

  • Suh, Heejoo
    • The Mathematical Education
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    • v.61 no.4
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    • pp.539-557
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    • 2022
  • A research field develops by experiencing several turns of paradigms. Mathematics education research have experienced those turns as well. Still, the dominant perspective is that mathematics education research should be scientific and objective. In this article, I suggest that this need not to be the prime rule to follow and that the mathematics education field will fertile by discussing extraordinary cases which may seem controversal to be recognized as valid research work. To this end, I first briefly describe the necessity of open discussions among researchers for a field to develop. Then, I introduce fiction writing, a resesarch method derived from arts-based research, as an extraordinary case for open discussions. The benefit of Arts-based research is on that it takes an holistic approach to how we know by embracing emotion and emphathy as means for knowing. Because of this trait, arts-based research holds a powerful potential for influencing a wide range of people, both inside and outside of the resesarch field. Following this, I present a fiction about a prospective teacher who participated in an activity for designing educative curriculum materials. By doing so, I sought to provoke discussions among mathematics education researchers about what to include as a valid research work, possible standards for reviewing arts-based resesarch.

A Study on the Concept of the Novel's Filmization as Seen through (<채식주의자(2009)>를 통해 바라본 소설의 영화화에 대한 단상)

  • Lee, Kang-Suk
    • The Journal of the Korea Contents Association
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    • v.20 no.8
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    • pp.645-652
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    • 2020
  • As the times change, the way of enjoying art and the needs of viewers are diversifying, and the filmization of novels that visualize existing works has become a popular genre across the ages. Therefore, this study was conducted with the aim of providing implications for movie works based on novel works by considering the filmization of novels. However, while there are successful works, works that have been filmized without properly understanding the artist's intention or narrative fail in the box office. In this study, focusing on Lim Woo-sung's . The film did not give a clear answer to the important contents of the novel, "The Violence of Young Hye," and what the meaning of "Flower" means to Young Hye. Because of this, Yeong-hye in the film was portrayed only as a victim of violence pursuing a blind artistic desire, but rather a sensational element. Therefore, it suggested that the filmization of novels is needed in the future to make films work as a medium that can add depth of enjoyment by utilizing the media characteristics of films.

Data-driven Persona Analysis for Understanding Web Novel Users: Focusing on Quantitative Behavioral Pattern Data (웹소설 사용자 이해를 위한 데이터 기반 페르소나 분석: 정량적 행동 패턴 데이터 중심으로)

  • Ha, Sangjip;Park, Do-Hyung
    • Knowledge Management Research
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    • v.23 no.3
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    • pp.259-284
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    • 2022
  • In order to help the understanding of web novel users, this study was intended to quantitatively verify the user's behavioral types according to the characteristics of web novels. For this purpose, the direction of the study proceeded as follows. First, the motives of web novel users were investigated by referring to the motives of other digital content users. In addition, specific behavioral types of users were also collected. As a result, the motivation for using web novels was found to be 'interpersonal relationships and information acquisition with others', 'leisure activities', and 'escape from reality/relieve tension'. After that, the groups were classified as to whether there was a difference between groups according to the motives of use. As a result, the 'hobbies' type, a group with a particularly high motivation for using leisure activities, the 'stress relief' type, a group with very high escapism and tension relief characteristics, and a group with high interpersonal relationships and information acquisition with others The 'communication' type was classified as a 'multipurpose' type with high overall motivation characteristics. Then, in order to find out the specific characteristics between the types, personas were constructed based on the different behavior type data. Through this, the theoretical contribution of this study is meaningful in that it revealed the motives of web novel users. As a practical contribution, the persona was formed by combining the users' motives and behavioral patterns and visualized to be close to the actual representative users. These results are expected to help improve the web novel service by providing useful indicators for actual writers, platform managers, and users.

Abandoning Imagination: The Genealogical Aberration in Magical/Realism and Karen Tei Yamashita's Tropic of Orange (상상력의 폐기: 마술적/리얼리즘의 계보와 캐런 테이 야마시타의 『오렌지 북회귀선』)

  • Park, Seonjoo
    • Cross-Cultural Studies
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    • v.42
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    • pp.285-311
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    • 2016
  • This paper examines the constitutive relationship between realism and magical realism using a genealogical approach. Georg $Luk{\acute{a}}cs^{\prime}s$ The Theory of Novel and Gabriel García $M{\acute{a}}rquez^{\prime}s$ One Hundred Years of Solitude, as two founding texts of each genealogy, meet each other obliquely, sharing the most essential features. Even if realism and magical realism appear in opposition to each other in their political, cultural, epistemological outlooks, they in fact constitute the same truth regime in two different guises. Karen Tei Yamashita's Tropic of Orange interrogates this discursive regime of magical/realism, refusing to be contained within it. Her novel de-emphasizes the current idea of solidarity based on identity politics because it cannot resist effectively against the all-reifying power of globalization. Instead, she abandons the idea of imagination itself, and thus, tries to cease the dominant operative of magical/realism. On the temporary vacuum caused from such a conscious act of abandoning imagination, Tropic of Orange posits the urgent need to rethink 'solitude' and 'community', which already have been hopelessly compromised in the history of literary imagination as a global governmentality.