• Title/Summary/Keyword: a series of novels

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Publication Dating through Observations of Differences in Woodblock Printing Characteristics among Various Versions of Wanpanbon Editions of Honggildongjeon (Tale of Hong Gil Dong) (완판본(完板本) 홍길동전 판본 간에 나타난 목판인쇄 특징의 차이점 관찰을 통한 간행 연대의 추정)

  • Yoo, Choon Dong;Yoo, Woo Sik
    • Journal of Conservation Science
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    • v.38 no.2
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    • pp.96-108
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    • 2022
  • To understand the process of publication and distribution of ancient Korean novels under the Joseon dynasty and Japanese occupation, collecting information on the publication of various printed materials and estimating their publication date through various methods is extremely important. In this study, the characteristics and differences that appeared in the woodblock printing process were investigated using image comparison among editions of the Honggildongjeon (Tale of Honggildong) of Wanpanbon (完板本) (published in the Jeonju region) with other commercial editions of the ancient Korean novels. Additionally, the publication year of each edition was estimated. Printed images of different versions were compared with those of a recently discovered original series version and the changes in the process of carving replacement woodblocks were investigated and summarized. Various phenomena, such as differences in fonts, borderline shapes and integrity of printed characters, appearing in woodblock prints provided useful information for determining chronological relationships between the prints and estimating the approximate publication year for each edition. The various characteristics of woodblock printing obtained through this study are expected to serve as a reference for estimating the relationship between the printing method and the approximate publication date of old books and paper-based printed historical records.

A Corpus Analysis of British-American Children's Adventure Novels: Treasure Island (영미 아동 모험 소설에 관한 코퍼스 분석 연구: 『보물섬』을 중심으로)

  • Choi, Eunsaem;Jung, Chae Kwan
    • The Journal of the Korea Contents Association
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    • v.21 no.1
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    • pp.333-342
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    • 2021
  • In this study, we analyzed the vocabulary, lemmas, keywords, and n-grams in 『Treasure Island』 to identify certain linguistic features of this British-American children's adventure novel. The current study found that, contrary to the popular claim that frequently-used words are important and essential to a story, the set of frequently-used words in 『Treasure Island』 were mostly function words and proper nouns that were not directly related to the plot found in 『Treasure Island』. We also ascertained that a list of keywords using a statistical method making use of a corpus program was not good enough to surmise the story of 『Treasure Island』. However, we managed to extract 30 keywords through the first quantitative keyword analysis and then a second qualitative keyword analysis. We also carried out a series of n-gram analyses and were able to discover lexical bundles that were preferred and frequently used by the author of 『Treasure Island』. We hope that the results of this study will help spread this knowledge among British-American children's literature as well as to further put forward corpus stylistic theory.

Modernism, History, and Memoir-Writing in Ford Madox Ford (″소설가는 그 시대의 사학자이다″: 모더니즘과 포드 매독스 포드의 회고록 쓰기)

  • Hyungji Park
    • Lingua Humanitatis
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    • v.1 no.2
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    • pp.91-104
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    • 2001
  • Ford Madox Ford, the early twentieth-century writer most famous for his novel The Good Soldier, perceived his "business in life [as an] ... attempt to discover and to try to let you see where you stand." With this grand purpose in mind, Ford disregarded distinctions of genre in his prolific output of what we would consider novels, memoirs, literary criticism, travel writing, and history. Claiming that "the Novelist ... [is a] historian of his own time," Ford sought his own version of the "truth," a truth that was more faithful to his own subjective impressions than to verifiable "fact." Among these works that depict his age are a series of "memoirs" or "reminiscences," works published from the 1910s to the 1930s which carry out his Impressionistic purpose. What lies behind these memoirs is Ford′s view that his own individual history can be understood as his contemporary society′s collective history. This article explores Ford′s experimentation with boundaries of fact and fiction, and history and narrative, as he employs and expands the memoir form. In particular, 1 focus on two works, Memories and Impressions (1911) and It Was the Nightingale (1933), and Ford′s techniques in these memoirs, such as 1) the adoption of fictional personae from which to comment on his society at large and 2) the use of emblematic "parables" to encapsulate larger lessons of life within the minutiae of existence. Current theorists on the memoir form share interests in these questions of genre and of the social role of the memoir Nancy Miller, for instance, terms the memoir "the record of an experience in search of a community." This article engages these current discussions of the memoir genre by examining Ford′s early twentieth-century examples as innovative experiments that play with the boundaries between fiction and history, and personal impressions and collective truth.

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An analysis of the Space as a Narrative Element in the Horror Game (공포게임의 서사적 요소로서의 공간 분석)

  • Lee, Young-Soo
    • The Journal of the Korea Contents Association
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    • v.11 no.6
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    • pp.116-126
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    • 2011
  • In this paper, the horror game is defined as a game that is aimed at causing fear reactions to user. And this paper analyzed narrative elements for studying what causes fear reactions beyond the existing experimental study. This analysis is significant at the point of determining narrative principles in the horror game. So this paper has extracted horror elements from gothic horror novels that established as the 'horror' genre and has considered how these horror elements would be transformed actually in the horror game. So it analyzes how the space and narrative elements as the distinctive characteristics of game are transformed centrally in the case of the 'Silent hill' series(published by Konami Corporation). Furthermore this study will be expected to be a help for clarifying not only the horror game as a peculiar genre but also the relationship between the space and narrative elements in the game.

Experientiality and Reading Experience in e-book (전자책 콘텐츠의 체험성과 독서경험)

  • Han, Hye-Won;Park, Kyung-Eun
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.171-181
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    • 2011
  • This study was conducted to analyze the contents of the e-book and detail the properties of e-book experience. was written by Anthony E. Zuiker who is famous for American TV series C.S.I. is a thriller and is published for the iPad. This e-book provides three levels of interaction within the book. Zuiker calls this e-book a "Digi-Novel". The readers can choose the level of interaction:novel, digi-novel or ultimate digi-novel. The basic background story is the same. So we can compare the difference of reading experience of three levels. Digi-Novel are differentiated from other e-books through their complex characters. Consequently a well-throughout detailed background story is very important for Digi-Novels. In addition, it enrich the reading experience through the interactive elements and multimedia functions of iPad. Readers can interact with clues, manipulate evidence and listen to audio sounds. This serves to immerse the readers much more deeply in the reading experience and makes readers feel like they are a part of story.

Healing Effect of 'Creative Writing' on Individual and on Our Age - Focused on the 'Man of Darkness (Vampire)' Symbol - ('창조적 글쓰기'가 개인 및 시대에 미치는 치유적 작용 - '어둠의 남자(Vampire)' 상징을 중심으로 - )

  • Kye-Hee Kim;Ki-Won Kim;Eun-Seun Han
    • Sim-seong Yeon-gu
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    • v.28 no.1
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    • pp.1-49
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    • 2013
  • This article started with 'encounter'. Both authors met around the middle of February and discussed the subject for the inhospital conference presentation scheduled at the break of June. Having conversation like "Movies similar to fairytales heard from childhood are standing out conspicuously among commercial films which are attracting audiences and receiving fervent response these days. This phenomenon is marvelous and mysterious." together, and sharing this and that, the conversation turned naturally to 'Bram Stoker's Dracula', 'Series of Twilight', and 'Warm Bodies', both authors found out the fact that we saw these movies in common with propound impression. Feeling our hearts beating high, bit of fear and hesitation followed simultaneously at the moment when both of us encountered the idea to choose subject of conference presentation related to this and expressed one in words. While preparing for the conference, presenting to others, and having discussion with the audience, our hearts have been filled with Presentation was finished after active discussion beyond fixed hour and it also brought audience (among those present) to show strong emotional response both positively and negatively. At first, we just had a thought to put aside the content of presentation, but we felt lack of something else, lingering in our minds. We finally decided to accomplish our work into an article leading to submission, based on the advice and recommendation from one of the audience. This article is a small 'creative writing' born by sharing both authors' passion and enthusiasm. In the first part of this article, we have introduced the dream of 31-year-old woman's which led to the 'creative writing' and spotlighted her personal life, before and after the dream. In the second part, we have examined the consequence (way of realization) and meaning of creative impulse shown from or experienced from personal unconsciousness (dream, fantasy) together. Creative impulse shown from the individual appeared to bring creative transformation of individual personality through the process of 'introversion'. Otherwise it also appeared to be delivered as a masterpiece through 'creative writing' or from the process of 'extroversion'. Sometimes both consequences happened at once. We tried to examine and interpret the dream of 31-year-old woman's, which was introduced in the first part of this article, that is to say, the dream of 'Stephenie Meyer's, the author of the 'love between vampire boy and ordinary human girl' themed novel 'Twilight Series', in a psychoanalytic perspective. In the third part, highlighting individual dreams and three different movies 'Bram Stoker's Dracula', 'Twilight Series', and 'Warm Bodies', we found the transformation of symbol 'Man of Darkness, vampire' seen in each individual dreams and in some specific popular arts, such as novels and movies, receiving fervent response from people. We also found love between this symbol and humane woman, bearing fruit together with very impressive change shown in the attitude of 'Man of Darkness' (vampire)'s conscious ego and mutual relationship pattern. We contemplated this phenomenon, the reason why these events happen, and what kind of association presents among these events, individual, and this era and discussed the effects on individuals and this era, at present. 'Creative impulse', originated in the deep structure of human mind is realized as a 'transformation of individual personality' or masterpiece through artistic creation. If it has a chance to make a match with this era, shared by a lot of contemporary people, it also appears to bring positive effect as healing and salvation to each individual or to each era. From this article, we mainly highlighted positive and healing aspects of individual 'creative impulse'. We hope to deal with the negative consequences and their reason coming from 'creative impulse', if the occasion arises, in the future with a new article.

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.