• Title/Summary/Keyword: 소설

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Case Study for Interactive Artwork Based on Monophony and Polyphony by Mikhail Bakhtin (인터랙티브 예술 작품에서 바흐친의 단성성과 다성성 사례 연구)

  • Oh, Je-ho
    • The Journal of the Korea Contents Association
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    • v.22 no.8
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    • pp.191-199
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    • 2022
  • This paper proposes a new aesthetic methodology analyzing the objectives and activity of audience members through the application of the concept of monophony and polyphony to interactive artwork. Monophony and polyphony were new methods for analyzing the voices of speakers in literature as Mikhail Bakhtin, a Russian aesthetic theorist, proposed. This paper proposes a new methodology for analyzing structure and the elements of monophony and polyphony in interactive artwork based on previous studies. Through this new methodology, I have analyzed a total of 9 interactive artworks. As a result, I have found detailed elements of monophony and polyphony in those artworks. This paper also proposes new findings: non-controlled types and controlled types appeared in the interactive artwork under the concept of polyphony. Through these new findings, artists and researchers can apply objectives and activities in interactive artwork through the participation of audience members, thereby leading to new aesthetics in interactive artwork.

중국인 학습자를 위한 문화교육으로서 한·중 소설 비교읽기 -4.19와 문화대혁명을 중심으로-

  • Jeon, Yeong-Ui;Eom, Yeong-Uk
    • 중국학논총
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    • no.62
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    • pp.85-100
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    • 2019
  • The article purpose is 'Reading Chinese translation text as a Korean integrated education for Chinese students'. Although number of foreign students has increased rapidly to the economic growth of Korea, the influence of Korean Wave, and the popularity of Korean popular culture like K-pop at domestic universities but the problems of their curriculum have been found in many places. Korean literary education through novel text has an important place in Korean studies, but literary education is often excluded in Korean language education as a foreign language education. Chinese students already have background knowledge of Korean translation novels through Chinese novels. They can get the learning effect as the Korean language study. Second, they can compared with Korean national violence and Chinese national violence through 'Red Revolution' and understand about Korean-Chinese understanding of the times, social and cultural phenomena, Third, they are able to study the theory of literature itself. also It was the educational purpose pursued by the humanities. Chinese students develop their Korean language skills by studying the Brothers which are translated into Korean, and we can see the similarities and differences of national violence by comparing Korea's '4.19' with China's 'Cultural Revolution' After comparing people, background, dynamics of the space where they are located, we can raise awareness of the historical and social problems of both countries. It is possible to study subjects' memories of space, change of local meaning, the formation of urban space or individual space in the text in the specific space where national violence occurs. In this way, the method of learning Korean integrated education through Brothers of the Chinese translation novels makes an opportunity to look at national violence in the Korean-Chinese space of the 1960s and 1970s. It has a subjective perspective from subordination to the nationality of the modern nation-state. This is an educational effect that can be obtained through reading a Chinese translation novel as a Korean language integrated education.

Cognitive Development of Brand as a Heuristic (소비자 휴리스틱을 통한 인지적 발달 관점에서의 브랜드)

  • Na, Woon Bong;Roger Marshall;Son, Young Seok
    • Asia Marketing Journal
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    • v.13 no.3
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    • pp.163-182
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    • 2011
  • The focus of this paper is to investigate cognitive development of brand heuristics in the mind of a young consumer as the consumer matures. This issue was examined by comparing the nature of the set of associations (that form the brand heuristic) given by consumers across four different age groups, with each age group representing a distinct stage of cognitive maturity. It is found that there are fundamental differences in the way the different age groups perceive the brand. The research method uses the novel approach of classifying the elicited associations into the three types of brand associations: attributes, benefits and attitudes. This classification enables comparisons of the nature of brand associations and the changes that occur as a consumer matures. To conclude, implications for theory and practice are discussed.

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A Study on the Individuation Process of the Protagonist in the Webtoon <Return of the Blossoming Blade> (웹툰 <화산귀환> 주인공 개성화 과정 연구)

  • Soyeong, LIm
    • Smart Media Journal
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    • v.12 no.9
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    • pp.152-158
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    • 2023
  • This study analyzed the consciousness, unconsciousness, and individuation process of 'Cheongmyeong', the protagonist presented in the webtoon "Return of the Blossoming Blade", based on Jung's theory of individuation. The subject of the research was the webtoon "Return of the Blossoming Blade", which has formed a readership across various genders and age groups, based on a successful web novel. The individuation process of the protagonist of "Return of the Blossoming Blade", analyzed using Jung's theory, is as follows: Firstly, the protagonist's ego originated from the shadow derived from the unconscious. Secondly, the protagonist's persona is social and positive in reality, but the personal persona manifested as an unrevealed shadow. Thirdly, the protagonist's anima/animus connects the profound inner consciousness with reality, maintaining a complementary relationship with the persona. Fourthly, the protagonist's Self symbolizes the collective ideal human and the essence of the volcano. The protagonist was shown to achieve individuation through a continuous repetitive process of integrating consciousness and unconsciousness, and through the compensatory process.

A Study on Data Requirements and Quality Verification for Legal Deposit and Acquisition Tasks of Domestic Electronic Publications (국내 유통 전자출판물의 납본 및 수집을 위한 데이터 요구사항 및 품질 검증 연구)

  • Gyuhwan Kim;Soojung Kim;Daekeun Jeong
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.35 no.1
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    • pp.127-148
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    • 2024
  • This study aimed to propose considerations for attributes and their standardization strategies during the data collection process for electronic publications by domestic distributors for the National Library of Korea. The research identified a total of 21 essential and optional attributes based on a survey and a Focused Group Interview (FGI) with the staff responsible for legal deposit and acquisition tasks at the National Library of Korea. Additional attributes were found necessary during the data quality verification process, leading to the specification of essential and optional attributes for various types of materials, including eBooks, audiobooks, webtoons, and web novels. The standardization of attribute values, essential for enhancing the identifiability and management efficiency of electronic publications, included adherence to ISO 8601 rules for dates and times, clear designation of limited-range attribute values such as file format and adult content, and detailed description of information related to titles. Furthermore, the study highlighted the need for establishing standardized metadata requirements and continuous data quality management and monitoring systems.

Conflict-Overcoming and Self-Discovering: A Study of Caleb, the Protagonist in Steinbeck's Novel "East of Eden" (갈등의 극복과 자아의 발견; 스타인벡의 소설 "에덴의 동쪽"의 주인공 갈렙(Caleb)에 근거한 연구)

  • Kim, Wooyoung
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.427-436
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    • 2024
  • In this paper, we present the results of a study of lessons learned from the life of Caleb (Cal), a significant character in John Steinbeck's "East of Eden." His life serves as a powerful example of the process of self-discovery, overcoming conflicts with self, others, and society. He emphasizes the importance of managing and understanding your emotions, learning to acknowledge and express them throughout your journey. He makes moral judgments while confronting desires and conflicts, and transparently demonstrates the importance of self-determination based on ethical decisions, while his honest expression and acceptance of his own emotions emphasizes the core value of emotion management and understanding. Additionally, his story emphasizes the clear importance of understanding and compromise in human relationships. We present a thorough exploration of these topics and consider how the lessons from Caleb's story can be applied to our everyday lives. As a result of the analysis in this paper, we expect to gain insight into how these lessons can be applied and put into practice.

A Study on Kim, Yong-Hwan's Works of Art in Japan: Focusing on the Illustrations between 1930s and 1940s (김용환의 일본에서의 작품 활동 연구 : 1930~40년대 삽화를 중심으로)

  • Kim, So-Won
    • Cartoon and Animation Studies
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    • s.33
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    • pp.247-270
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    • 2013
  • Kim, Yong-Hwan is a one of the South Korean major cartoonists between 1940s and 1960s. Kim, Yong-Hwan drew a variety of genres from children's cartoon to current-affair cartoon. Furthermore, Kim, Yong-Hwan took the lead in publishing cartoon magazine and newspaper after the Independence, and has been highly appreciated as a pioneer of Korean cartoon. Kim, Yong-Hwan created many works in the fields of illustrations, Oriental painting, history painting, caricature, etc. After going study for painting to Japan, Kim, Yong-Hwan made his debut as an illustrator called Kita Koji in Japan. However, not much is known about his works in Japan, only there is a simple data about his Japan period and some pieces of illustration during Japan years. In this paper, I examined in detail about Kim, Yong-Hwan's work activity in Japan which has been little known in Korea for a long time. I studied on illustrations in magazines and books which he drew in the name of Kita Koji, on the basis of the data of the National Diet Library of Japan. I could know that Kim, Yong-Hwan worked actively in a diversity of publishers and magazines. In addition, I could realize that many magazines in which Kim, Yong-Hwan drew illustrations were very popular ones. This demonstrates that Kim, Yong-Hwan was much recognized in Japan for his talent. However, a large number of Kim, Yong-Hwan's illustrations were published from late 1930s to mid-1940s. This period was the years that Japan concentrated all her energy for World War II. All the publishing were severely censored during this period. A majority of publishing in this period supported Japanese militarism, and glorified Japan's war policy. Kim, Yong-Hwan's illustrations were no exception, too. It was really sorry about his activity during his Japan period. This essay means a lot to a field of cartoon studies in terms of a collection of materials during Kim, Yong-Hwan's Japan period. Besides, I think that henceforth, this paper can contribute to a follow-up study on Kim, Yong-Hwan' work and his broad background.

A Study on the aspect of landscape change for Gwanghalluwon Garden (광한루원의 경관변화양상에 관한 고찰)

  • Lee, Won-Ho;Kim, Dong-Hyun;Kim, Jae-Ung;Ahn, Hye-In;Kim, Dae-Yeol;Cho, Un-Yeon
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.32 no.2
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    • pp.82-94
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    • 2014
  • This study aims to comprehend that Gwanghalluwon for aspects of landscape change in terms of construction garden(樓園). Transformation focused on the spatial structure is divided into four periods based on literature. And reflect of landscape elements in defunct or unattributable records from tale and novel. The results were as follows. First, The beginning of Gwanghanllu pavilion(廣寒樓) was the composition of the Gwangtongnu Pavilion(廣通樓). The pavilion is located amid beautiful scenery such as the close-range view of a small stream, and distant view Jiri Mountain. Analysis of literature shows that Gwanghallu pavilion was in succession to Gwangtongnu Pavilion's landscape. Secondly, Gwanghallu(廣寒樓) pavilion represents the characteristic of the garden since 1582. Built the Samsinsan(三神山), Construct Lake and bridge that represents the galaxy for realization of utopia reflect in Taoist ideology. Thirdly, Gwanghalluwon garden was recovered when from Jeong-yu-jae-ran(丁酉再亂) to the Japanese Ruling Era. It took Gwanghalluwon garden a long while to recover from original form. According to records, Gwanghalluwon garden is still being likened to the landscape of fairyland by inheriting landscape in the previous of Jeong-yu-jae-ran(丁酉再亂). Fourth, By the modern times, Gwanghalluwon Garden has personality of tourist attractions. Until now, the area of the Gwanghalluwon garden has been expended during the processes of three times. Fifth, Aspect of landscape change of Gwanghalluwon is wide-spreading mainly Gwanghallu pavilion. But elements of external expansion in garden by introduced into the facility irrelevant to the authenticity of the garden. Sixth, Comprehension the cultural landscape of the garden are limited by deficient records. But, the main elements in the Gwanghalluwon garden are commonly appeared on imaginary environment within a tale and a novel. In addition, culture of garden at the time was depicted in tale and novel. In this sense, cultural landscape in garden was able to estimate through imaginary environment within novel.

Antipodal Structuralization Strategy of Character Appearing in : Based on Psychological Functions of MBTI Personality Types Theory (<배가본드>에 나타난 캐릭터의 대척적 구조화 전략: MBTI 성격유형론의 심리기능에 근거하여)

  • Yang, Se-Hyeok;Kim, Dae-Gwon
    • Cartoon and Animation Studies
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    • s.31
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    • pp.117-152
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    • 2013
  • is a comics that the original Yoshokawa Eiji's novel . Since the series started in 1998, it's epic that records the 54 million or more copies of the cumulative sales volume to 1.7 million unit volume average in the book, 34 are currently up to volume has been published. proceeds with narratives in a way of following naturally the personality of a character based on the rule of an author, which is 'people should be described as what they are'. Accordingly it features very unique characterizing. This study focused on the fact that numerous characters in maintain a structural balance through the establishment of a character composition in an antipodal relationship although those characters have strong personalities. In order to analyze the relationship of such characters, the study utilized as an analytic frame MBTI personality types theory which is a psychology test tool. First, the study inferred personality patterns as the temperamental characteristics of MBTI, and tried to analyze the antipodal character composition based on the combination of cognition and judgment which are assumably the most important functions. From this, the study was able to discover the following three structures applied to those characters. (1) The antipodism between Musasi, the main character and Kojiro, a mirror character becomes central to the work, (2) The antipodal relationship between their fosterers and the character playing the mentor's role extends the character attribute of Musasi and Kojiro. (3) The Yoshioka family was also established in the antipodal composition as a role of exchanging influences with Musasi and Kojiro. Through this, the study reached a conclusion that in the pairs of characters in contrast were established as if to reach a dialectic synthesis. As such, the antipodal structuralization of the character composition shown in is deemed to differentiate the inner sides of numerous unique characters; thereby make it possible to describe their inner sides in-depth. Finally, the following common context is found: works in the field of successful comics and animation in terms of criticism and performance are focused on characters. It is probably because their consumers are relatively very interested in those characters as the characters in comics or animation become differentiated from those of novels or movies. Subsequently, it is expected that the analyzed results of characterizing can be referred to during the production of contents by preparing the results as database.

An Animated Documentary Study of Korean Youth Culture and Identity (한국 청소년들의 온라인 게임문화와 정체성에 관한 애니메이션 다큐멘터리 연구)

  • Park, Man
    • Cartoon and Animation Studies
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    • s.45
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    • pp.397-415
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    • 2016
  • This paper will investigate how animated practice can be a research form as practice-led research in an ethnography approach. This practice-led research will explore the issue of the construction of contemporary identities (based on the strange case of Dr. Jekyll and Mr. Hyde) and in particular, the Korean youth culture and identity, exemplified, for example, creation of 'avatars' in the virtual characters of animated online games such as Massively Multiplayer Online Role-playing Games (MMORPGs). In this proposed discussion, I will argue that the sudden period of change in contemporary Korea bears some resemblance to the Victorian era as explored in gothic fiction (e.g. Jekyll and Hyde). In this sense, my animation investigates the connection between the fictional Jekyll and Hyde and a real murder incident by a young Korean boy, which actually happened on the 16th November 2010, in SouthKorea.I will, therefore, construct this practice-led research to obtain the primary data consisted of online and offline practices in 'social ethnography'. These practices engage with specific Korean youth identity, comparing the 'avatar' with the real lives of participants. However, this paper will only focus on the (ethnographic) research process and strategy, using animated (visual) practices, rather than giving the meaning of the specific case of 'Korean-ness'. Eventually, I will explore the four different animated representations as it presents the distinctive animated realties or documentaries by online and offline practices. My intention is to visually interpret the issue of 'Korean-ness' within its socio-cultural context, adapting the convention and code of Jekyll and Hyde concept into an animated documentary in the 'virtual' world (auto-animated documentary by recording avatar interviews and online game footages) and the 'real' world (self-created animated documentary, based on real people and events).