• Title/Summary/Keyword: Internet novels

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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.

중국 인터넷 소설의 한국어 번역 양상 - KOCM 출판사의 《펫 마스터》를 중심으로

  • Choe, Jae-Yong
    • 중국학논총
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    • no.63
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    • pp.137-159
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    • 2019
  • In this paper, I tried to analyse the recent trend of Korean translation of Chinese novels. I categorized the korean translation into several types, and tried to reveal the meaning of the "Hiding of Chinese element" phenomenon that has recently emerged in the translation of Internet novels. KOCM has been translating quite a fewChinese Internet novels. One of the publisher's translations, , which has gained considerable popularity in Korea, will be a focus of the analysis. The localization strategy of is quite damaging to the original work. At the same time, however, it also makes it easier for readers to consume novels without experiencing cultural discounts. Therefore, could be considered as a experiment to overcome the cultural gap between the two countries.

Portrayal of people with disabilities in Chinese novels: Focusing on Shi Tiesheng's novels "Ming Ruo Qin Xuan", "Yuan Zui", "Wo zhi Wu", and "Shan Ding Shang de Chuan Shuo"

  • Dae il Moon
    • International journal of advanced smart convergence
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    • v.13 no.1
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    • pp.114-121
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    • 2024
  • Deleuze and Guattari introduced the concept of minority groups resisting the majorit. Minority groups consist of individuals who are excluded and marginalized by the majority. They advocate for a society in which these individuals, through mutual solidarity, can escape prejudice and fixed ideologies and lead a dignified human life. In this context, through his novels featuring protagonists with disabilities, Stéphane aimed to create an ideal societal atmosphere. The characters with disabilities in the novels incessantly strive toward life goals, emphasizing the importance of the process of effort and progress, even if the ultimate goals are not achieved. The dedicated pursuit of goals and the journey toward them hold significance beyond the attainment of objectives. Such an attitude and approach toward life by minority individuals is deemed sufficient to challenge the power structures established by the majority. This narrative challenges the societal norm and power structures, which highlights the value and meaning found in the process of striving and progressing, and ultimately contributes to breaking down societal barriers and fostering a more inclusive and equitable society.

The Effects of Attributes of Web Novel content on Users' Flow, Satisfaction, and continued Usage Intention (웹소설 이용자 속성이 몰입(Flow)과 만족도, 그리고 지속적 이용의도에 미치는 효과)

  • Woo, Junghwa;Joo, Chungmin
    • The Journal of the Korea Contents Association
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    • v.17 no.11
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    • pp.609-620
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    • 2017
  • This study set out to examine the effects of usage characteristics of web novels, which have recently gained popularity in the Internet and mobile platforms, on the satisfaction and continued usage intention of users. For that purpose, the investigator conducted a survey with 333 web novel users. The survey results show that web novel users recorded a high level of flow when they had a challenging spirit and proficiency in the process of using the content. Their high level of flow in web novels had positive impacts on their satisfaction and continued usage intention for web novels. When they were highly satisfied with web novels, they intended to use the content continuously. Those findings indicate that web novel users should be encouraged to have a challenging spirit and proficiency in the content consumption process so that they can develop flow in the content. In addition, it is suggested that there should be efforts to increase their flow and satisfaction to promote their continued usage of web novels.

The Study on Ways to Revitalize Cultural Content of Novels of Mongcha Group (몽자류 소설의 문화콘텐츠 활성화 방안 연구)

  • Kang, Ji-Hye
    • (The)Study of the Eastern Classic
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    • no.43
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    • pp.125-154
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    • 2011
  • Today's digital culture has been realized through various media, and even now, is changing and growing. If the previous digital culture was actualized through technologies such as the Internet, mobile devices etc., today it includes even things that give new life to contents using various medialike this. The moment this digital technical aspect is grafted into culture, a new genre called 'Cultural Contents' is born. Such cultural contents can be seen as a way for classics to approach people in a digital world that is evolving fast like today. To make classics into a cultural content, its basic narrative structure is important. Classics contain the history at the time, the awareness of people who lived at the time and the detailed rite of passage people experienced. This point can be interpreted as classics not just a cultural heritage of the previous era, but having the functionality that can form a consensus of modern people. This thesis views our classic novels of Mongcha group such as 'Guwunmong' and 'Okrubong' as a potential subject of cultural contents, and the problem of how it can be made into a cultural content. To make a cultural content, storytelling is very important. Therefore, the structure and characteristics of novels of Mongcha group was examined, and a synopsis was made based on this. Furthermore, it examined if there are novels of Mongcha group made into contents, and how each work was vitalized and how much ripple effect it had achieved. If each work did not achieve a second or third ripple effect, it examined what the problem was and tried to offer a solution.

Text Comprehension of Internet Novels as Interactivity (사용자 참여도에 따른 인터넷 소설의 이해)

  • Lee, Ji-Eun;Lee, Seung-Yong;Kim, Hyuk;Han, Kwang-Hee
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.803-809
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    • 2006
  • 이 연구는 인터넷 소설을 읽을 때 사용자의 참여도에 따라 그 내용의 이해도가 어떻게 영향을 받는지 알아 보고자 한다. 현재 인터넷 소설은 소설의 양식이 인쇄매체에서 인터넷 매체로 옮겨졌음에도 불구하고 인터넷이라는 매체의 특성을 활용하지 못하고 있다. 인터넷 매체의 여러 특징들 가운데 상호작용성은 인쇄매체에서 인터넷 매체로의 전환을 이룬 다른 장르에서 주요 특징으로 고려되고 있다. 이것은 디지털 스토리텔링에서 사용자의 활동(action)에 관한 부분으로 활동적인(active) 사용자의 참여를 말한다(이 연구에서는 상호작용성을 사용자가 매체에 활동을 통한 개입, 사용자 참여도로 조작적 정의를 내린다). 또한 모니터를 통한 글 읽기는 인쇄매체에 비해 가독성이 떨어지고 훑어보는 글읽기(scanning)가 이루어지기 때문에 내용을 이해하는 데 어려움이 따른다. 인터넷 매체의 특성을 살리면서 글에 대한 이해도를 높이기 위해 사용자의 참여도를 독립변인으로 글의 이해에 미치는 영향을 알아보고자 했다. 실험 1에서는 기존의 단편 추리 소설을 이용해 사용자의 글읽기 과정에서 범인추측의 정도에 차이를 주어 참여도에 변화를 주었다. 그 결과 사용자의 참여도에 따라 이해의 정도가 유의미함을 보였다. 이는 사용자의 참여도가 이해에 영향을 미친다는 기존 연구를 뒷받침하며 인터넷 소설에서 인터넷 매체의 특성을 살린 글의 기재가 글의 이해에 도움이 된다는 것을 말해준다. 실험 2에서는 실험 1과 같은 추리 소설을 이용하되 사용자의 참여도에 따라 소설 내용의 변화를 주었다. 실험 2의 결과 내용 변화에 따른 이해도의 차이는 나타나지 않았으나 자신이 선택하지 않은 경로로의 이야기 내용에 궁금증을 보고하며 글의 전체 내용에 관한 관심을 보였다. 이는 사용자의 참여가 글의 이해뿐만 아니라 흥미유발에도 영향을 미친다는 가능성을 보여주므로 상호작용적인 글읽기와 흥미유발에 관한 추후연구가 필요함을 시사한다. 이 연구는 또한 기존의 인터렉티브 스토리텔링 연구가 현 상황에 대한 보고와 구현된 시스템의 사용성 평가에 국한된 것에 반해 실험 연구로의 변화를 꾀하였다는 것에 의의를 둘 수 있다.

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Teaching English to Speakers of Other Languages

  • Koroloff, Carolyn
    • English Language & Literature Teaching
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    • no.5
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    • pp.49-62
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    • 1999
  • Education systems throughout the world encourage their students to learn languages other than their native one. In Australia, our Education Boards provide students with the opportunity to learn European and Asian languages. French, German, Chinese and Japanese are the most popular languages studied in elementary and high schools. This choice is a reflection of Australias European heritage and its geographical position near Asia. In most non-English speaking countries, English is the foreign language most readily available to students. In Korea, the English language is actively promoted by the Education Department and, in less official ways, by companies and the public. It is impossible to be anywhere in Korea without seeing the English language alongside or intermingled with Korean. When I ask students why they are learning English, I receive answers that include the word globalization and the importance of English throughout the world. When I press further and ask why they personally are learning English, the students mention passing exams, usually high school tests or TOEIC, and the necessity of passing the latter to obtain a good job. Seldom do I ever hear anything about communication: about the desire to talk with other people in English, to read novels or poetry in English, to understand movies or pop-songs in English, to chat on the Internet in English, to search for information on the Internet in English, or to email pen-pals in English. Yet isnt communication the only valid reason for learning a language? We learn our native language to communicate with those around us. Shouldnt we set the same goal for learning a foreign language? In my opinion communication, whether it is reading and writing or speaking and listening, must be central to language learning. Learning a language to pass examinations is meaningless unless those examinations are a reliable indicator of the ability of the student to communicate. In previous eras, most communication in a foreign language was through reading novels or formal letters. This required a thorough knowledge of grammar and a large vocabulary. Todays communication is much less formal. Telephone conversations, tele-conferences, faxes and emails allow people to communicate regularly and informally. Reading materials are also less formal as popular novels and newspapers are available world-wide. Movies and popular songs have added to the range of informal communication available. Finally travel has ensured that people from different cultures will meet easily and regularly. This informal communication requires less emphasis on grammar and vocabulary and more emphasis on comprehension and confidence to speak. Placing communication central to language learning has important implications for the Education system and for teachers.

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A Study on the Copyright Survey for Design Protection in Metaverse Period

  • Kim, Gokmi;Jeon, Ju Hyun
    • International journal of advanced smart convergence
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    • v.10 no.3
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    • pp.181-186
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    • 2021
  • Among human intellectual creations, the right granted by law to what is worth protecting is defined as intellectual property rights. Copyright is a legal right to creative finished products made by individuals, and in recent years, this legal right has been recognized as very important. In other words, copyright is a system created to protect the rights of individuals who created creations and to recognize their efforts. Works subject to copyright vary from poetry, thesis, novels to designs, paintings, music, and architecture, and the scope of the subject is gradually expanding. Recently, research has begun on how far the Metaverse design area absorbed into the real world among works. Computer-generated video productions and software program works are also subject to digital copyright protection, but it is also true that the interpretation of the author protection law for works, designs, and trademarks in the virtual world is unclear. This study aims to analyze copyrights based on case studies and theoretical backgrounds on copyright protection and to discuss the protection limitations of Metaverse design in the virtual world. In other words, the direction for the protection of Metaverse design is presented through clear distinction and definition of copyright protection in the tertiary virtual world. This study aims to present methods for design copyright protection in the era of Metaverse, respect copyright holders' creative activities, and develop our culture through protection of creations.

A Study on the Current Status and Improvement Plan of Chinese IP Movies (中国IP电影的现状及改善方案研究)

  • Wang, Luoxue;Kim, Sunyoung
    • 지역과문화
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    • v.7 no.4
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    • pp.69-81
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    • 2020
  • As internet companies advance into the film industry, China's IP movies have grown rapidly and brought huge business benefits to the movie market. This paper tried to diagnose the phenomenon of the Chinese IP film craze and derive its meaning and implications. To this end, we selected representative cases to examine the problems and the corresponding improvement measures. Among the three genres of novels, cartoons, and music that are currently drawing the most attention in IP film adaptation, the examples were "Wu Kong", "Take My Brother Away", "My Old Classmate". The research results show that there are problems such as the unification of Chinese IP films, the lack of screenplay ability, and the copyright. Some improvement measures such as establishing IP copyright trading platform, strengthening IP creation, and promoting the value chain of IP industry are put to solve these problems. We hope that China's IP film market create a value chain on the basis of this paper.

Research on the Development of One IP(intellectual property) Animation & Game in Chinese Market

  • Pan, Yang;Choi, Chul-Young;Meng, Zilu
    • International Journal of Internet, Broadcasting and Communication
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    • v.11 no.2
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    • pp.67-75
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    • 2019
  • "No IP, No Content" has become a phenomenon in the content industry, high-quality IP has a strategic importance. It has become a Trinity in the movie-anime-game basic package, Competition is more intense. However, there is a tremendous amount of know-how hidden behind the use of IP to operate games well. We are worth exploring in detail. The research and analysis of digital IP market, the advantages and disadvantages will be the focus of our pragmatic research. As an emerging market in the digital industry, China has great research value. This paper analyzes the status quo of the current Chinese market by comparing the mature US and Japanese markets. For example, the research of American Disney Company analyzes the mature market structure of Japan. compared with the excellent case of the Chinese market legend of qin. By studying the current situation of China's digital market, analyzing the interest trends of the customer base, discovering existing problems and improving the accuracy of the prediction and judgment of the Chinese digital market in the future.According to the survey, the IP heat is mainly concentrated in six categories of games, animation, TV, variety, movies, and novels. At present, the most popular IP of manufacturers have three major categories. This article will conduct research and analysis on digital IP, and analyze the market status of China, the United States, and Japan and the research on outstanding representative works in the market.