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"선영문법(鮮英文法)"에 나타난 음성학 연구 방법에 대한 고찰
김형엽,Kim, Hyoung-Youb 국제언어인문학회 2005 인문언어 Vol.7 No.-
It hasn't been long time since English language was introduced in Korea. At the end of the 18th century the importance of the way of using English properly started to be recognized as Chosun (former country in Korean peninsula) began to conclude a treaty with foreign countries. A lot of Koreans could learn the western culture by the acquired knowledge of English. One of the main factors opening the secluded nation to the world was the member of missionary from outside of Korea. As the number of missionaries increased those who already came to Korea found the necessity of wiring a sort of guidebook of Korean language for the newly dispatched missionaries. The book $\ulcorner$Korean English Grammar$\lrcorner$(written by Horace Grant Underwood in 1890), was the first one that linguistically compared the part of speech and the clausal structures of Korean and English. The revised one of the same book was written by the son, Horace Horton Underwood, in 1914. The revised one newly included the phonetic aspect of Korean language. In this paper the phonetic part of the book will be considered carefully in order to find how recent phonetic methodology has been applied to account for the Korean phonetic features.
김형엽(Kim, Hyoung-youb) 한국음운론학회 1998 음성·음운·형태론 연구 Vol.4 No.-
The aim of this paper is to analyze the partial reduplication of Korean. The theoretic methodology that will be applied to account for the phenomenon is Harmonic Theory. A lot of studies have been attempted to explain it, but neither of them seems to be quite successful in their analyses and explanations. However, according to Harmonic Theory this phenomenon can be accounted for without producing any problems. Based on the model which will be shown in the part of the introduction of the theory the problematic example such as ‘tek-tekul’ cannot remain as an exception any more. The analysis illustrated in this paper and performed by following the indication of the theory will show that Harmonic Theory is the most appropriate methodology for the partial reduplication.
게임 '하스스톤'의 창조적·문화적인 한국어 의역에 대하여
원호혁,구본혁,김형엽,Won, Ho-Hyeuk,Gu, Bon-Hyeok,Kim, Hyoung-Youb 한국게임학회 2020 한국게임학회 논문지 Vol.20 No.2
In this research we attempt to observe the creative and cultural liberal translation for 'Hearthstone'. Also we examine the reaction of the game players when they face the translated expressions. At first, we consider the free translation methods. Then, we contemplate how the translating skills are employed. Next, the response of the game users is weighed through the questionnaires survey. Based on the results the players prefer the closeness between the original and the altered text. Otherwise, they tend to grant the freely translated terms without finding the proper terms. 본 연구는 '블리자드(Blizzard)'사(社)의 게임 '하스스톤(Hearthstone)'에 적용된 창조적·문화적 의역에 대해 확인하고 이에 대한 수용자들의 반응을 고찰하고자 한다. 본 연구에서는 의역의 기법에 대해 고찰한 뒤 다양한 의역 번역 전략이 '하스스톤'에 어떻게 적용되었으며 의역된 번역어들에 대한 수용자의 반응을 설문조사를 통해 확인하였다. 그 결과 수용자들은 번역어가 원어의 의미와 멀지 않은 번역을 선호했으나 대체할 적절한 단어가 없는 경우에는 다소 의미에 거리가 있어도 번역을 수용했다.
원호혁(Ho-Hyeuk Won),구본혁(Bon-Hyeok Gu),김형엽(Hyoung-Youb Kim) 한국게임학회 2018 한국게임학회 논문지 Vol.18 No.3
본 연구는 효과적인 게임 현지화 방법에 대한 연구로 게임 텍스트의 번역에 있어 캐릭터성이 미치는 영향력을 증명하고자 한다. 보편적으로 상호작용 스토리텔링의 구조를 가진 게임 속 캐릭터들은 게임 속에서 일어나는 이벤트의 큰 영향력을 가진다. 또한 캐릭터가 특정 문화나 상징에 기반을 둔 경우 필연적으로 스토리와 연계성이 더욱 강해진다. 본 연구는 카발라의 ‘세피로트의 나무’를 바탕으로 캐릭터성이 구성된 게임 ‘로보토미 코퍼레이션’에 등장하는 캐릭터들의 캐릭터성을 분석하고 이를 통해 효과적인 현지화를 위해 게임 번역이 나아가야 할 방향을 제시하고자 한다. In this study of effective game localization, we attempt to gauge the influence of characteristics on the translation of the texts in games. In general, the characters in the games that feature interactive story-telling structure have a huge impact on events that occur in the games. Additionally, in case the origin of the characters are closely connected with either cultural factors or symbolisms, the relation between characters and stories tends to be stronger. In this research, the characteristics of the characters in the game `Lobotomy Corporation` - featuring characteristics based on ‘The Tree of Sepiroth’ of Kabbalah – will be analyzed in depth; then, the result will lead us to suggest the method of proper translation in order to show how to localize the games effectively in future.
게임 ‘하스스톤’의 창조적 · 문화적인 한국어 의역에 대하여
원호혁(Ho-Hyeuk Won),구본혁(Bon-Hyeok Gu),김형엽(Hyoung-Youb Kim) 한국게임학회 2020 한국게임학회 논문지 Vol.20 No.2
본 연구는 ‘블리자드(Blizzard)’社의 게임 ‘하스스톤(Hearthstone)’에 적용된 창조적·문화적 의역에 대해 확인하고 이에 대한 수용자들의 반응을 고찰하고자 한다. 본 연구에서는 의역의 기법에 대해 고찰한 뒤 다양한 의역 번역 전략이 ‘하스스톤’에 어떻게 적용되었으며 의역된 번역어들에 대한 수용자의 반응을 설문조사를 통해 확인하였다. 그 결과 수용자들은 번역어가 원어의 의미와 멀지 않은 번역을 선호했으나 대체할 적절한 단어가 없는 경우에는 다소 의미에 거리가 있어도 번역을 수용했다. In this research we attempt to observe the creative and cultural liberal translation for ‘Hearthstone’. Also we examine the reaction of the game players when they face the translated expressions. At first, we consider the free translation methods. Then, we contemplate how the translating skills are employed. Next, the response of the game users is weighed through the questionnaires survey. Based on the results the players prefer the closeness between the original and the altered text. Otherwise, they tend to grant the freely translated terms without finding the proper terms.