• Title/Summary/Keyword: 웹소설

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KONG-DB: Korean Novel Geo-name DB & Search and Visualization System Using Dictionary from the Web (KONG-DB: 웹 상의 어휘 사전을 활용한 한국 소설 지명 DB, 검색 및 시각화 시스템)

  • Park, Sung Hee
    • Journal of the Korean Society for information Management
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    • v.33 no.3
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    • pp.321-343
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    • 2016
  • This study aimed to design a semi-automatic web-based pilot system 1) to build a Korean novel geo-name, 2) to update the database using automatic geo-name extraction for a scalable database, and 3) to retrieve/visualize the usage of an old geo-name on the map. In particular, the problem of extracting novel geo-names, which are currently obsolete, is difficult to solve because obtaining a corpus used for training dataset is burden. To build a corpus for training data, an admin tool, HTML crawler and parser in Python, crawled geo-names and usages from a vocabulary dictionary for Korean New Novel enough to train a named entity tagger for extracting even novel geo-names not shown up in a training corpus. By means of a training corpus and an automatic extraction tool, the geo-name database was made scalable. In addition, the system can visualize the geo-name on the map. The work of study also designed, implemented the prototype and empirically verified the validity of the pilot system. Lastly, items to be improved have also been addressed.

A Design of Social Tagging Services for Prevention of Manipulation of Ranking (순위 조작 방지를 위한 소설 태깅 서비스 설계)

  • Jung, Han-Young;Choi, Okkyung;Yeh, Hongjin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2012.07a
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    • pp.101-104
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    • 2012
  • 최근 소설 네트워크 서비스(Social Netwrok Services)를 활용한 소설 태깅 서비스에 대한 연구가 활발하게 진행 중이다. 특히 태그 기술을 이용한 협력적 태깅 시스템(collaborative tagging system)은 북마크, 문서, 사진, 동영상과 같은 웹 자원을 조직화하고 공유할 수 있는 수단으로 제공하고 있다. 그러나 광고 홍보 목적을 가진 스패머들은 콘텐츠와 관련 없는 태그를 달아 놓아 검색 키워드와 무관한 결과 값이 검색되어 웹 검색 서비스를 이용하는 사용자들에게 불편을 주고 있다. 따라서 본 연구에서는 콘텐츠와 태그의 연관성을 높이기 위해 태그에 일반 사용자가 유사도를 입력할 수 있는 추천 시스템을 적용하여 순위 조작 방지방법을 제안하였다.

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애니메이션의 매력캐릭터

  • Bae, Ju-Yeong
    • Digital Contents
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    • no.4 s.143
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    • pp.64-69
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    • 2005
  • 소설의 세계에서 인물, 즉 캐릭터의 성격을 규정하는 것은‘심리’이다. 즉 그 혹은 그녀의 정신세계, 심리상태가 캐릭터를 규정하는 핵심이었다. 그래서 스토리 구조를 결정하는 데에도, 캐릭터의 심리가 중요한 것이 됐다. 그러나 소설과 달리, 디지털콘텐츠에서 인물의 특성을 규정하는 가장 중요한 축은‘행동’과‘외양’이다. 게임에서 인물의 심리라는 것이 도대체 무슨 소용이 있단 말인가. 웹에 등장하는 캐릭터(이를테면 미니홈피의 미니미)의 정신세계에 도대체 누가 관심을 가진단 말인가.

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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 the Motif of 'Book Travel' in Korean Web Novel -Focused on Romance Fantasy Genre (한국 웹소설의 '책빙의물'의 특성 연구 -로맨스판타지 장르를 중심으로)

  • Ahn, Sang-Won
    • Journal of Popular Narrative
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    • v.26 no.3
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    • pp.87-120
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    • 2020
  • The study noted the characteristics of the web novel's 'Book Travel' motif, which reflects the characteristics of popular culture content, which is free to use familiar genre grammar or code. The imagination of the main character entering the work he read in the real world is a reinterpretation of the existing genre grammar of the web novel, and studying the motif is meaningful in reviewing the intertext of the genre. This motif, summarized as 'Book Travel' differs from other genres in the romance fantasy genre, which can also be used to reveal the gender characteristics of the genre. The study noted that the 'Book Travel' motif was born from an interactive interpretation of existing narratives, thus having a affinity with dimensional shift, regression, and alternative historical objects, and referring to the writing norms of Fanfiction. Through this, it was predicted that the re-combination of existing narratives and interference between genres would continue in the future. Next, the original move in the romance fantasy genre was seen as quite conservative and revealing the logic of self-improvement even though people around him became the main characters and overthrew the narrative. The characters should use their knowledge of the future of the real world to fight in a world of survival where destruction has been predicted. The appearance of an ethical and self-help subject is interesting, but on the other hand, I could look at conservatism in that romance is a way of survival and achievement of characters. The research is meaningful in that it reviewed the characteristics of the original transfer motif, which started fairly quickly in the romance fantasy genre, and reviewed its appearance background and characteristics. There was a limit to the collection of physical works and limited platform. The above limits are intended to be supplemented by further reviewing and supplementing later works.

A Study on the Readers and Publication Strategies of the 1980's Paperback Romance -Focusing on the Concept of 'High-teen' (1980년대 문고본 로맨스의 독자 상정과 출판 전략 연구 -'하이틴' 기호를 중심으로)

  • Son, Jin-Won
    • Journal of Popular Narrative
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    • v.25 no.3
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    • pp.41-66
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    • 2019
  • This paper looks at the readers and publishing strategies of paperback romance novels in the the 1980s based on the 'high-teen' concept. The purpose of this article is to examine the meaning the 'high-teen' concepts as expressed in the media through the publication of paperback romance series in the 1980s. Among paperback romance series, this paper was based on pirated/licensed version of novels published by Harlequin, a Canadian publisher, and the magazine media's advertising promotional phrases that were published targeting the same readers. Since the 1970s, mass media have referred to teenagers as high-teens and called them important consumers. High-teen was a term referring to teenagers in school uniforms, mostly girls, and in the 1980s, 'high-teen' was also introduced as a new consumer market, and the publishing market put forward a number of publishing strategies to attract them. The paperback romance, including , has identified 'high-teen' readers as late-teen girls, sensitive consumers for best-sellers/million-sellers, readers with a tendency to read stories of love, and readers that favor American and Western culture. Since the 1980s, the market for paperback romance has been in the recession, but readers have kept the romance genre alive by accepting and localizing the Harlequin series. With the rise of a new form of media called the 'Web Novel', interest in the romance genre is increasing, and we hope this study will serve as a starting point for a variety of discussions with (women) readers about romance reading/enjoyment.

Analysis of Social Network According to The Distance of Characters Statements (소설 등장인물의 텍스트 거리를 이용한 사회 구성망 분석)

  • Park, Gyeong-Mi;Kim, Sung-Hwan;Cho, Hwan-Gue
    • The Journal of the Korea Contents Association
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    • v.13 no.4
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    • pp.427-439
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    • 2013
  • With the fast development of complex science, lots of social networks are studied. We know that the social network is widely applied in analyzing issues in human culture, economics and web sciences. Recently we witness that some researchers began to compare the social network constructed from fiction literatures(literature social network) and the real social network obtained from practice. But we point that previous approaches for literature social network have some drawbacks since they completely depend on the biographical dictionary constructed for a designated literature. So since the previous approach focus on the few important characters and peoples around them, we can not understand the global structure of all characters appeared in the literature at least once. We propose one method to extract all characters appeared in the literature and how to make the social network from that information. Also we newly propose K-critical network by applying frequency of the named characters and the strength of relationship among all textual characters. Our experiment shows that the K-critical measure could be one crucial quantitative measure to compute the relationship strength among characters appeared in the object literature.

Open API를 활용한 다국어 정보검색 시스템 모델링에 관한 연구

  • Hwang, Se-Chan;Kim, Heung-Cheol;Kim, Seon-Jin;Jeong, Ju-Seok;Kang, Sin-Jae
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 2009.05a
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    • pp.129-132
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    • 2009
  • 본 논문은 오픈 API를 이용하여 다국어 정보검색 시스템을 모델링하는 방법론을 제시한다. 웹 2.0이 대두되면서 웹 2.0의 개념을 활용한 기술들이 발달하고 있는데, 그 중 한 기술이 오픈 API이다. 기업에서 개발한 새로운 서비스나 기능, 데이터 등을 API로 공개함으로써 사용자들이 공개된 API를 이용하여 새로운 서비스를 쉽게 개발할 수 있게 되었다. 본 연구에서는 구글, 플리커, 유튜브, 네이버, 다음 등의 사이트에서 제공하는 오픈 API를 이용하여, 다국어 정보 검색 시스템을 구현하였다. 구글 번역 API를 이용하여 한국어 질의어를 검색 대상 언어(영어, 일본어, 중국어 등)로 번역한 후, 소설 웹 사이트(플리커, 유튜브, 다음, 네이버 등)의 정보를 검색하고, 검색된 결과 내 텍스트를 다시 한국어로 번역한 후, 통합된 검색 결과를 사용자에게 보여준다.

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A development of web-based automated video production system (웹 기반 자동 영상 제작 시스템 개발)

  • Park, Min Kyu;Kim, Yong Han;Park, Jong Bin
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2014.11a
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    • pp.271-274
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    • 2014
  • 첨단 정보통신과 모바일 산업의 성장으로 블로그, 소설네트워크 서비스와 같은 사람과 사람, 또는 사람과 정보를 연결, 공유하고 상호 작용할 수 있는 웹 기반의 소셜미디어 산업이 성장하고 있다. 이에 따라 활발히 공유되고 있는 콘텐츠들의 형식도 단순 텍스트에서 위주에서 이미지나 동영상과 같은 멀티미디어 콘텐츠로 변화되고 있다. 이전에는 멀티미디어 콘텐츠 제작이 전문가만의 영역으로 간주되었지만, 최근에는 방대한 양의 콘텐츠들이 UCC 형태로 제작되어 일반 사용자들의 강한 창조적 열의를 느낄 수 있다. 하지만 일반 사용자가 멀티미디어 콘텐츠를 제작하기 위해서는 여전히 콘텐츠 제작 도구 기술 습득 및 제작에 많은 시간이 필요하다. 또한 제작된 콘텐츠들의 품질도 전문가들의 결과물에 비해 만족스럽지 않은 것이 사실이다. 그래서 본 논문에서는 언제 어디에서 누구나 쉽게 멀티미디어 콘텐츠를 제작할 수 있고 그 콘텐츠의 품질도 고려한 웹 기반 자동 영상 제작 시스템을 개발하였다.

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The Fandom Effect on the Success of Web-drama in Korea: Mediation Effect of the Number of People Registered in the Channel (원작의 유무와 아이돌 출연이 웹드라마 흥행에 미치는 영향: 채널구독자수의 매개효과를 중심으로)

  • Kim, Sunky;Yu, Gun Jea
    • The Journal of the Korea Contents Association
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    • v.18 no.8
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    • pp.240-254
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    • 2018
  • This study investigated the antecedents of web-drama success as the interests on web-drama is increasing. We focused on the factors which help web-drama success because current studies on web-drama has focused on the description of market. We examined the effect of fandom on the success of web-drama using the data of constv site which provided with the rank (1-100) of web-drama between February 1st and March 1st in 2016. We found that the fandom had a positive effect on the success of web drama. In addition, we also found that the number of people registered in web-drama channel mediated the relationship between the fandom and the success of web-drama. This study contributed to the current literature by revealing the factors which enable the success of web-drama.