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A Study of English Fantasy Novels in the 19th Century: Focus on Lewis Carroll and George MacDonald (19세기 영국 판타지소설 연구 -루이스 캐럴과 조지 맥도널드를 중심으로)

  • Yang, Yun-Jeong
    • Journal of English Language & Literature
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    • v.56 no.5
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    • pp.999-1026
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    • 2010
  • There was a Golden Age of Fantasy novels in the United Kingdom in the 19th Century, which had the major writers, Lewis Carroll and George MacDonald. These writers pushed the boundaries of imagination and created a new world in which explore their own selves and societies. Fantasy novels flowered in the 1860s when a group of writers including Carroll and MacDonald published their works. These writers used the trait of dream framing to create their own fantasy world in which they took the action against the complicated and oppressive Victorian reality. Carroll's fantasy worlds of Alice in Wonderland and Through the Looking-Glass were an insane and chaotic world where the certainty of the real world was overturned. MacDonald's dream worlds of At the Back of the North Wind and the Princess books including The Princess and the Goblin and The Princess and Curdie were ideal societies in which imaginative characters could create harmony between fantasy and reality. Fantasy writers engaged in making journey to other lands to do philosophical and moral discussion critiquing Victorian society and to find insights into those problems in their works. Thus, their fantasy journey traverses time and place can produce some suggestive answers to the questions that lie in other times and realities as well as theirs.

A Study on Emotional Response toward Virtual Influencers and Advertising Effectiveness (가상 인플루언서에 대한 감성반응과 광고효과 연구)

  • Minjung Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.5
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    • pp.55-61
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    • 2023
  • This study confirmed how emotional responses toward virtual influencers affect advertising effectiveness. While prior studies have focused on the attributes of influencers, we examined how consumers' psychological reactions while experiencing virtual influencers affect decision-making. As a result of the study, consumers showed specific emotional responses while experiencing virtual influencers, and confident, neat, subtle, trendy, glamorous, simple, and down-to-earth were extracted as representative emotions. Additionally, it was confirmed that these emotional responses influenced brand attitude, purchase intention, and recommend intention. These research results provide practical implications for marketing communications using virtual influencers.

A Study on Korean Poetry Generation System Based on Artificial Intelligence (인공지능 기반 한국어 시 생성 시스템 개발 연구)

  • Myung-sun Kim;Woo-Hyuk Jung;Jihwan Woo
    • Information Systems Review
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    • v.25 no.3
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    • pp.43-57
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    • 2023
  • In this study, we developed an AI-based system to generate sentences that assist in creating Korean poetry. Instead of replacing the creative aspect of composition, which is considered a unique domain of humans, the focus was on generating foundational sentences to enhance human imagination efficiently. By conducting interviews with poets, the researchers extracted sentences from eight distinct datasets, enabling the generation of poetry across eight different genres. This study stands out for its innovation in developing a method for crafting literary works in Korean. Its significance lies in its potential to facilitate the creation of diverse literary forms such as essays, prose, or novels.

A Study on Revitalizing the Use of School Libraries through Analysis of University Students' Experiences (대학생의 경험 분석을 통한 학교도서관 이용 활성화 방안)

  • Sena Lee
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.35 no.2
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    • pp.47-64
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    • 2024
  • This study was conducted to analyze students' school library use factors and purposes and to suggest ways to stimulate school library use. For this purpose, essays freely written by university students in the Department of Library and Information Science about the school library were analyzed and divided into personal factors, school library factors, use factors, and non-use factors. Comments on school library facilities, collections, school librarians, and programs were presented to promote school library use. In addition, it was suggested that the school library serve as a rest area, reflect student preference for comic books and genre novels, and strengthen club activities.

The Research on the Comparison of Warrior Role with the Three Kingdoms an the Theme in the Korea-and-China Games - to GUAN YU as the Center (한중게임 중 삼국지를 배경으로 한 무장(武將) 캐릭터에 대한 비교 연구 -관우(關羽)를 중심으로)

  • Ping, Sun-Shu;Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.12 no.4
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    • pp.461-466
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    • 2014
  • With the popularity of Japan's "Three Kingdoms" series of games, the Three Kingdoms became popular and gave birth to the Three Kingdoms game for the traditional cultural resources and cultural industries. At the same time generate economic benefits and promote the traditional culture of double effect. With Liu Bei, Guan Yu and other roles in the development of cultural industries in each particular historical figure internationalization appearance design to get attention in the digital arts industry. In this thesis, three kingdoms cultures and three kingdoms generals were analyzed based on classic novel Three Kingdoms (三国演义). Guan Yu, China and South Korea in appearing common in the game as the center. Take example of the role of Guan Yu's generals styling, clothing, weapons, color comparison, attempts to explore the international trend of historical figures game character.

Story Value Analysis of Sharing between Mutual Media with the Cases Oriented in Films and Games (매체 상호간 공유 가능한 Story Value 분석 - 영화와 게임의 사례를 중심으로 -)

  • Lee, Ja-Hye;Kim, Mi-Jin
    • The Journal of the Korea Contents Association
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    • v.8 no.12
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    • pp.72-80
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    • 2008
  • The movie and game are on the center of entertainment industry. The OSMU(One Source Multi Use) method of two media is the most conspicuous in sharing stories. Particularly, the storytelling of a game emphasizes a harmonization between the elements that can be used for a game on narrative point of view(the traditional plot like novel, film and etc.) and the elements reflecting the interactivity, the characteristic of a game. In the gaming made with a film and filming made with a game, the main element of successful storytelling is the story value. In this paper, we describe through the case analysis of the gaming made with a film and filing made with a game in three aspects based on hero's journey steps of Joseph Campbell and $Gr\acute{e}mas's$ actant model theory, which they are the story event, the type and relation of characters, and the complication type between the characters. we, consequently, believe that the compatible storytelling between two media (film and game) and the setting way of characters could be made with the successful diversification in OSMU.

Characteristics of a hero in the story the powered suit contents (영웅 서사 속의 강화복 콘텐츠 특성)

  • Sohn, Jong-Nam;Lee, Chang-Jo
    • Journal of Digital Convergence
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    • v.11 no.8
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    • pp.315-320
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    • 2013
  • The content of emerging hero is a material of many roles in the development of video content. In recent years, the hero story taking advantage of the powered suit are appearing, and the popularity is also high. The powered suit was first advocated by Robert Anson Heinlein called science fiction writer, and he contributed to creation of diverse and numerous powered suit content. In particular, the powered suit content combined with epic heroes has become popular with many crush to audiences. In this study, what is the powered suit content and analyzed characteristics within the content of the powered suit by content analysis of utilizing the powered suit materials. It is thought that the powered suit content is gaining popularity to a large audience because it focused on realistic, scientific storyline than a traditional hero narrative.

Study on Food Culture During the Late Chosun dynasty and Japanese Colonial Period in the Novel "Toji" (소설 "토지"를 통한 구한말에서 일제강점기의 음식문화 연구)

  • Kim, Mi-Hye;Chung, Hae-Kyung
    • Journal of the Korean Society of Food Culture
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    • v.26 no.6
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    • pp.539-553
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    • 2011
  • This study was intended to examine the continuance and transformation of food culture during the enlightenment and Japanese ruling era by analyzing the novel of "Toji". In the novel "Toji", the chaotic political and economic situation is reflected, along with the peoples' hard lives in the latter era of the Choson Dynasty. After the full-fledged invasion of China by the Japanese, the shift to a wartime posture was accompanied by an increased need for food. This led to a rationing and delivery system for rice in the late 1930s. While it was hard for people to obtain even brewer's grains and bean-curd dregs, food distribution officers were well off. Another distinctive feature of the food culture during the enlightenment and Japanese ruling era was that foreign food and recipes were introduced naturally to Korea through the influx of various foreigners. The industry of Choson was held by Japanese monopolistic capital, as a result, Choson had equal to the role as a spending site and was only gradually left destitute. In the Japanese ruling era, there were new type of business including such as patisserie of the types of civilization in the town, and those tempted Korean people. However, the Japanese and pro-Japan collaborators dominated commercial business. Being urbanization through the modernization, it was became patronized fast food in the populous downtown, and the change of industry structure and life style greatly influenced into our food culture. Acceptance the convenient Japanese style fast food such as Udong, pickled radish made was actively accepted with a longing for the advancement civilization. After the enlightenment, many Japanese exchange students went to Tokyo to get advanced civilization and provided urban mood according to their consumption of bread, coffee, Western food, which were considered a part of the elite culture.

An Analysis of the Trend and Characteristics of 'One Book, One City' Reading Campaign in the U.S (미국의 '한 책, 한 도시' 독서운동의 동향과 특성의 분석)

  • Yoon Cheong-Ok
    • Journal of the Korean Society for Library and Information Science
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    • v.39 no.3
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    • pp.27-44
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    • 2005
  • 'One Book, One City' reading campaign is one of the major reading campaigns, successfully conducted by public libraries in this century. The purpose of this study is to evaluate the significance of 'One Book, One City' reading campaign, as an innovative, continuing, and collective reading campaign by analyzing its growth and diffusion during the past six years. Also, analyzed are the themes. genres, and publication dates of the books and the characteristics of authors selected for 'One Book' in order to understand the cultural, social, and community-wide trend and objectives of 'One Book, One City' reading campaigns. An analysis of lists of 'One Book, One City' Reading Promotions Projects' available from the website of the Library of Congress, the Center for the Books, and bibliographic records of ninety books from LC OPAC, shows the preference for books recently published, significance of biographies and biographical fictions, and focus on the themes which help people better understand a multi-cultural and multi-racial society.

An analysis on the competition patterns between Paper-book and E-book using the Lotka-Volterra model (Lotka-Volterra 모형을 적용한 Paper-boook과 E-book의 경쟁관계 유형 분석)

  • Kim, Ka-Hee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.12
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    • pp.4766-4773
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    • 2010
  • Electronic book(E-book) is a digitalized content which provides online service and digitalized text-based information that has been distributed in the form of Paper-book. E-book has been attracting people's attention in earnest since the Steven King's novel, 'Riding the Bullet' was published as a form of E-book in 2000. Since then, customers have paid attention to E-book, and the scale of E-book market has been growing sharply in Europe, China, Japan and Korea as well as the US. The purpose of this study is for actual analysis how Paper-book and E-book market compete with each other and expand into the world publication market. The relationship between Paper-book and E-book is modeled by the Lotka-Volterra Model designed for competitive relationships and estimate spreading curves. Also, competition patterns between Paper-book and E-book are analyzed by estimating coefficient of curve expression. This study shows the change of customers' demand which has been created since E-book was introduced to the publication market.