• Title/Summary/Keyword: 2인칭서사

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A Multi-level Representation of the Korean Narrative Text Processing and Construction-Integration Theory: Morpho- syntactic and Discourse-Pragmatic Effects of Verb Modality on Topic Continuity (한국어 서사 텍스트 처리의 다중 표상과 구성 통합 이론: 주제어 연속성에 대한 양태 어미의 형태 통사적, 담화 화용적 기능)

  • Cho Sook-Whan;Kim Say-Young
    • Korean Journal of Cognitive Science
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    • v.17 no.2
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    • pp.103-118
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    • 2006
  • The main purpose of this paper is to investigate the effects of discourse topic and morpho-syntactic verbal information on the resolution of null pronouns in the Korean narrative text within the framework of the construction-integration theory (Kintsch, 1988, Singer & Kintsch, 2001, Graesser, Gernsbacher, & Goldman. 2003). For the purpose of this paper, two conditions were designed: an explicit condition with both a consistently maintained discourse topic and the person-specific verb modals on one hand, and a neutral condition with no discourse topic or morpho-syntactic information provided, on the other. We measured the reading tines far the target sentence containing a null pronoun and the question response times for finding an antecedent, and the accuracy rates for finding an antecedent. During the experiments each passage was presented at a tine on a computer-controlled display. Each new sentence was presented on the screen at the moment the participant pressed the button on the computer keyboard. Main findings indicate that processing is facilitated by macro-structure (topicality) in conjunction with micro-structure (morpho-syntax) in pronoun interpretation. It is speculated that global processing alone may not be able to determine which potential antecedent is to be focused unless aided by lexical information. It is argued that the results largely support the resonance-based model, but not the minimalist hypothesis.

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Analysis of Parody Game as Tragicomedy (현실을 패러디한 인디게임의 희비극성 연구)

  • Han, Hye-Won;Kim, Su-jin
    • Journal of Korea Game Society
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    • v.16 no.2
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    • pp.97-110
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    • 2016
  • Digital game is an entertainment content as well as a cultural content so that digital game can deliver social messages to make people confront with current problems. Based on Gonzalo Frasca's expanded model theory, this study aims to analyze independent games parodying reality on the level of the narrative and the gameplay to demonstrate that digital game can be a powerful medium to represent a satire on society. Parody games describe irrational side of society as being comical and provoke players' repetitive gameplay. Therefore, players can experience serious theme through casual play in the first-person, and realize the tragic reality directly.