• Title/Summary/Keyword: 언어유희

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A Study on Phenomenon 'Play of Words' in Modern Russian Advertising Language (현대 러시아 광고언어에 있어서의 '언어유희' 현상에 대한 연구)

  • Kim, Sung Wan
    • Cross-Cultural Studies
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    • v.42
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    • pp.241-260
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    • 2016
  • The purpose of this article is to represent the types of advertising in the modern Russian language as 'Play of Words' (игра слов). The causal reason for this phenomenon is studied from the result of certain characteristics of advertising. The definition and characteristics of the language of the advertisement are analyzed in achieving the goal, as these factors reveal how language is used to maximize the effectiveness of the advertising. Academic research is needed in the collaborative fields of linguistics, psychology, economics, sociology, marketing, literature, art, and music. Modern advertisement is mixed with semiotic objects that consist of display, sound, and texts. While this study is not complete, the acknowledgement of the phenomenon 'Play of Words' between the creators of advertising and the consumer is undeniable. On one hand, advertising is recognized by linguists as the main factor that destroys the literary language. It represents the distortion of a standard language norm, as opposed to formal linguistic means used in advertising. In this research, we pay attention to the frequent use of foreign language borrowings and incorrect representation of foreign words, slang and jargon, that occur in misspelled usage of literary norms. The features that are revealed in this article are helpful to understand the purpose of advertising.

Case Study : Translation Techniques for Puns in Game Localization Processes (게임 현지화 작업에서의 언어유희 표현 번역 사례)

  • Park, Taejung
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.571-578
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    • 2013
  • It is a necessity to localize various elements when one tries to introduce any games developed from foreign cultures and languages. This whole process is called "localization (l10n)" which inevitably includes translation tasks. In this process, one should convert multiple unique elements into the required cultural and linguistic environments. This paper provides actual localization cases of "puns" appear in an adventure game, which is especially difficult; also it presents several typical types of translations for the puns that professional translators try. By this observation, this paper discusses some characteristics of game, as a medium, which are different from those of traditional media and proper approaches to translate "puns."

Study of Rhetorical Puns in Korean Comic Strips in Daily Newspaper (한국 신문만화의 언어유희적 기법 연구)

  • Kim, Eul-Ho
    • Cartoon and Animation Studies
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    • s.10
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    • pp.1-16
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    • 2006
  • This thesis aims to recall the importance of language in comics by studying comic strips in Korean daily newspapers: the comic strips are analyzed for rhetorical puns in its language text as they representatively show the value and role of language in comics. Moreover, Korean comic strips, as they developed into current affairs comics, acquired a stronger media characteristic of communicating information compared to other genres of cartoons. As a result, comics strips have become a genre where language plays an important role and the words needing to be able to convey the meaning quickly and implicitly. Due to tight control of national authority, the language technique developed into an indirect expression rather than a stronger direct imaging technique. The political oppression of the comic strip paradoxically brought on the rhetorical development in the creative techniques. Based on this analysis, the writer studied the rhetorical puns of the texts Korean comic strips by implementing the classification techniques of rhetoric expressions. As a result, through quotes and analysis of actual comic strips, the writer confirmed that Korean comic strips do actually show tremendously vast rhetorical puns in its language application techniques. The writer was also able to conclude that the rhetorical puns in comics were the force entertaining and impressing the readers, and also acting as the creative principle. Concluding this study, the writer emphasizes that language, not only in comic strips, is a combination of words and images and is also an important factor in all cartoons in general. Thus the thesis proposes that the training of humanistic thoughts and linguistic sensitivity are as important as learning to draw in the creation of cartoons.

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A Study on the Language Culture of the Neologisms (신어의 언어 문화적 고찰)

  • Yu, KyungMin
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.1
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    • pp.17-22
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    • 2020
  • What has been rapidly changed and developed is not only technology, but also language and culture, of which the diverse consensus has been speedily formed between generations and spread throughout all the social grades. Therefore, Neologisms need to be understood as part of the cultural history that is created at each period. We cannot keep neologisms, initially formed among the youths, from spreading all over the generations, not just for their enjoyment, convenience, and familiarity, but more for the fact that they are impossible to be replaced in use. Another reason is that a community is created according to language. The youths would like to make distance from the existing community by building an invisible wall of new language. This paper is intended to deal with neologisms, centered on visual pun. The characteristics of the Neologisms are the result of the tendency of the younger generation to avoid interference and to enjoy adding ingenuity to the existing order.That is why in all ages Neologisms are created, and although they differ in form, the principles of new word generation are old. We will also consider the historical characteristics of neologism in this paper.

Development of EDUTAINMENT Application on DMB Data Service (DMB 데이터 서비스에서의 유아 대상 EDUTAINMENT 어플리케이션 개발)

  • Kong, Shin;Kim, Hyo-Yong;Park, Tae-Jin;Choy, Yoon-Chul
    • Proceedings of the Korean Information Science Society Conference
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    • 2007.06c
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    • pp.223-228
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    • 2007
  • 근래 주목받는 키워드인 유비쿼터스(Ubiquitous), UCC(User Created Contents) 등은 기술적 발달과 함께한 사람들의 행동 양식 변화를 잘 반영하고 있다. 기술적인 측면에서 모바일 환경으로의 진화는 사람들에게 시공간적 제약을 없애주었으며, '호모 루덴스'로 표현된 유희적 인간의 개념은 현대인의 행동 양식을 잘 표현했다. 이중 지상파 이동 멀티미디어 방송(Digital Multimedia Broadcasting, DMB)은 방송에 있어서 시공간적 제약을 없앤 대표적인 사례이며, 'EDUTAINMENT(에듀테인먼트)'는 교육에 유희를 결합한 실례라고 하겠다. 특히 DMB는 정보와 유희의 욕구를 기본적으로 충족시킬 수 있는 방송이라는 매체를 이용한다는 점에서 에듀테인먼트의 기술적 기반이 될 수 있으며, 이를 통해 저 연령의 학습자에게 유희와 교육을 동시에 제공함으로써, 학습효과를 높일 수 있는 장점이 있다. 본 논문에서는 DMB 시스템을 위한 유아 대상의 에듀테인먼트 어플리케이션을 설계하고, 구현한다. 이 어플리케이션을 위해 스토리텔링, 음악과 악기 선택 시스템, 타임라인 및 자유표면 게임 시스템 등 DMB 시스템에 적절하며, 에듀테인먼트의 조건을 충족하는 몇 가지 방법론을 제안하여 방송을 통해 콘텐츠와 대상자가 서로 상호작용 할 수 있도록 한다. 이를 위해서는 기존 방송의 음성, 영상 서비스를 넘어 상호작용의 필수적인 요소라고 할 수 있는 데이터 서비스를 요구하며, 이는 MPEG-4 Part 11: BIFS(Binary Format for Scenes) 기술을 기반으로 그 구현에는 VRML에 기초한 BT(BIFS Text) 언어를 사용한다.

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The Compensation of Oppression, Ginyeo(妓女) & Ginyeo-sijo(妓女時調) (억압의 보상, 기녀(妓女)와 기녀시조(妓女時調))

  • Kim, Sang-Jean
    • Sijohaknonchong
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    • v.43
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    • pp.95-122
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    • 2015
  • This paper is based on the compensation of the literature. In other words, the problem of affection Ginyeo & Ginyeo-sijo would review that to be considered compensation of the literature. Specifically, the relationship between maternal oppression and Ginyeo & Ginyeo-sijo. Prior to the detailed discussions looked at the relationship between women and motherhood, through the overall Classic-siga(古典詩歌). As a result, it took the theme of motherhood from a variety of genres, as it were, Hyangga(향가), Goryeo-Sokyo(고려속요), Gasa(가사), Folk songs etc. But Ginyeo groups position was different. The Ginyeo groups was limited or no chance of maternal expressions. This also affects creative Sijo. So the Ginyeo-sijo has a few characteristics. In terms of the compensation of oppression, characteristics of the Ginyeo-sijo can be categorized into three types. These are dedication of a plaintive love, bold expression of desire, wittily linguistic playfulness. Dedication of a plaintive love is a very passive, and the general pattern of the Ginyeo-sijo. Bold expression of desire, this is the love the theme is the same. But this is a positive. And then, wittily linguistic playfulness is a rhetorical expression. It was used as a method of ambiguous and homophone. In short, for Ginyeo groups would have been a chance of roused to action(發憤), that is oppression of motherhood. And this would contribute to the development of Ginyeo-sijo. As the experience of exile literature developed in isolation of the Scholar-official(사대부).

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Plasmid-DNAgram : Anagram Solving by Molecular Computing Based on GFP-Expressing Plasmid DNA (Plasmid-DNAgram : 녹색형광단백질 발현 Plasmid DNA 기반 분자컴퓨팅에 의한 언어 퍼즐 문제 해결)

  • Kim, Su-Dong;Lee, Eun-Seok;Zhang, Byoung-Tak
    • Annual Conference on Human and Language Technology
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    • 2003.10d
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    • pp.293-299
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    • 2003
  • 인간 게놈 프로젝트가 완료됨에 다라 생체서열과 언어 사이의 대응 관계가 부각되고 있다. 본고에서는 Lewis Carroll의 언어 유희 사례를 컴퓨터생물학의 측면에서 재조명하고, Carroll이 제시한 문제 중에서 간단한 anagram 문제의 해결을 다루고자 한다. 우선 DNA 컴퓨팅의 방법론을 적용한 DNAgram의 개념을 확장하여 plasmid-DNAgram의 개념을 새롭게 도입하였다. 이 개념을 형광단백질에 대한 DNAgram의 개념을 확장하여 plasmid-DNAgram의 개념을 새롭게 도입하였다. 이 개념을 형광단백질에 대한 FRET(fluorescent resonance energy transfer)분석기법의 응용 사례인 cameleon 형광단백질에 대한 FRET 분석기법에 적용함으로써 anagram 문제의 어휘론적, 구문론적, 의미론적, 화용론적 측면에 대응하는 바이오분자 컴퓨팅 방법론을 제안하였다.

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The Historical Transition and Current Meaning of Traditional Language Plays - Focusing on Korean Jaedam and Chinese Xiangsheng - (전통적 언어유희의 역사적 변천과 현재적 의의 - 한국 재담(才談)과 중국 상성(相聲)을 중심으로 -)

  • Jiang, Xiao-Qian
    • (The) Research of the performance art and culture
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    • no.37
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    • pp.61-94
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    • 2018
  • This article examined that the historical changes and current significance of the Jaedam(재담) and the Xiangsheng(相聲), one of the traditional Korean and Chinese language games. Both Korean Jaedam and Chinese Xiangsheng are representative language games and traditional performing arts for laughing. The origin of the Jaedam can be traced back to Uheui(우희). Uheui has been called Changyouxi in China, Bae Woo-hee, and Jo Hee in Korea. Uheui is the most traditional language game and a variety of performances were derived from its spreading and inheriting process. Among them, Korean Jaedam and Chinese Xiangsheng can be said to be a piece of art that has successfully inherited Uheui tradition. From the late 18th century, Korean Jaedam were established as independent performance arts, and became highly active in many performance by professional joker Park Chun-jae and other performers. With the development of gramophone record in the early 20th century, the Jaedam was mainly made on the theater stage and radio. At this time, the new performance art of 'Mandam(만담)' was derived from the Jaedam, which focused more on satire current events and criticizing the social situation. Mandam has been popular for a long time and then extinct in the 21st century. The jaedam have been handed down only in the Korean traditional performance so far. Meanwhile, Chinese Xiangsheng, which was built in the mid-19th century, a bit later than Korean Jaedam, was initially considered to be a vulgar art of the lower class, but finally became popular in the early 20th century. In the mid-20th century, Xiangsheng was transformed into a new character, which mainly deals with social praise and edification of the masses. But since 'New Xiangsheng' does not focous on a satire on social conditions, the humor has been reduced. In the early 21st century, Xiangsheng was on the verge of extinction just like Mandam, but through the efforts of young actors to revive tradition, another reformation of this art was made to return to tradition and small theater. Currently, the 'traditional Xiangsheng', which has returned to tradition, is once again receiving the love and support of the Chinese audience. Korean Jaedam and Chinese Xiangsheng have many similarities in terms of history and recruitment, but they are now in different fates. There is also a great deal in common ground in terms of the content and form of the two arts. In the case of Xiangsheng, it is one of the traditional folk art forms which is still loved by the Chinese people and has become one of the most important traditional performances. On the other hand, in Korea, Jaedam as independent performance arts has disappeared and now only can be seen in traditional performances such as 'Korean mask theater'. The fact that Korean Jaedam and Chinese Xiangsheng have undergone similar changes in their spreading and inheriting process, while Korean Jaedam have disappeared and Chinese Xiangsheng is well preserved. The reason can be confirmed through the main idea of this article.

Musical Analysis on the Phrases of Chinese Poetry in Pansori Words (판소리 사설 중 한시 어구의 활용에 따른 음악적 분석)

  • Kim, Mi-Sook
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.714-726
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    • 2022
  • The purpose of this paper is to find out the way of utilizing phrases of Chinese poetry in Manjeongje and its musical characteristics. To this end, the roles of phrases contained in the Pansori words were classified into five patterns: landscape description, strengthening of pleasant emotions, strengthening of sad emotions, wordplay, and combination of various poems. As a result of analysis, phrases quoted in sad mood part consist of slow rhythm of Jinyangjo and Jungmori, and sad melody of Gyemyun-gil and Jingyemyun tone; thus, both the rhythm and melody are expressed in accordance with the mood of poems. On the other hand, the melody in the landscape description parts, and the rhythm in the joyful feeling and wordplay parts showed the characteristics of determining the mood. In addition, when applying the analysis results to the perspective of Pansori composition, it is necessary to discover novel texts, apply to editorials, and study musical implementation suitable for the original mood in order to create more artistic Pansori.

Research of movement language communication through the dancetheater production process - dancetheater 'The tongue' - (춤연극 제작과정을 통한 움직임의 언어적 소통연구 - 작품 'The tongue'를 중심으로 -)

  • Yoon, Jeong Jin
    • Proceedings of the Korea Contents Association Conference
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    • 2017.05a
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    • pp.329-330
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    • 2017
  • 본 연구는 낭만주의 화가 프란시스코 고야의 작품 <아들을 먹어치우는 사투르누스>의 영감을 토대로 춤연극 를 제작하였다. 따라서 제작과정에 나타난 움직임의 상징적 의미와 언어적 소통의 다섯 가지 분석을 시도하였다. 연구결과 첫째, 표현주의를 대표하는 고야의 작품 <아들을 먹어치우는 사투르누스>에 나타난 공포와 괴기 속에 드러난 소통과 상징성은 움직임의 표현적 이미지에 하나의 'signal'적(的) 소통으로 직결되었다. 둘째, 프란시스코 고야가 나타낸 인간의 잔인성, 참혹함이 춤연극 제작을 통해 다른 의미로의 해석이 가능했다. 이것은 움직임 상징성과 역동적 에너지가 갖는 의미와 해석의 다양성으로 인식된다. 셋째, 정적이미지의 그림요소와 색채가 갖는 상징성은 춤연극의 언어적 유희와 움직임의 다섯 가지 상징적 이미지 체계로 정리되었다.

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