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      • KCI등재

        “빨간 모자” 다시쓰기의 상호텍스트성

        류현주(Hyun-Ju Ryu) 한국영미어문학회 2013 영미어문학 Vol.- No.111

        This paper examines intertextuality from a perspective of rewriting concept in the two disciplines, translation studies and literature studies. The present research follows up my previous theoretical research on rewriting with examplary of Little Red Riding Hood to elaborate intertextual approaches in interlingual translation and creative writings. I applied Julia Kristeva's definition of a text for intertextuality. According to Kristeva, a text is not a product but a state of production, which implies that a text is open to continuous rewritings. The rewrites of the example fairy tale in the paper include but are not limited to the children story so the paper uses "Red Riding Hood(RRH)" as a motif or a source story. An English writer, Angela Carter translated a French version of RRH into English while expands the source text into separate short fictions with her creativity and imaginative twists of the fairy tale motif. These two kinds of intertextual rewrites always encounter with each other in a multi-dimensional literary space.

      • KCI등재

        다중형식 서사의 비선형성 : 영화의 분기구조

        류현주(Hyun-Ju Ryu) 신영어영문학회 2006 신영어영문학 Vol.35 No.-

        The objective of this study is to explore nonlinear narratives with focus on bifurcating structure in films, Groundhog Day(1993) and Sliding Doors(1998). Nonlinearity is characteristics of computer mediated narratives such as hyperfictions and computer games even though it is not just uniquely limited to these digital media narratives. The case in point is forking paths in conventional narratives including printed novels and films. There is no unanimous definition on nonlinearity but there can be an agreement that it refers to narrative structure telling a story against a straightforward way. Among them are different point of views or non-chronological arrangement of events, which have been often touched upon by scholars on narratology. However, narrative bifurcation has yet to be fully researched. This research examines how chronological presentation of events show stories nonlinearly with forking paths in the two films. These narrative texts have different outcomes with variations on the same events: five in Groundhog Day and two in Sliding Doors.

      • KCI등재

        마르잔 사트라피의 『페르세폴리스』에 나타난 시각적 서사성

        류현주(Hyun ju Ryu) 한국영미어문학회 2016 영미어문학 Vol.- No.123

        This research addresses visual narrativity in the case of Marjane Satrapi’s graphic novel, Persepolis. This novel is an autobiographical memoir about the Iranian-born author’s childhood and early 20s and a new form of literature ‘depicting’ a story with both image and text together, ‘visual narrativity’. In narrative studies visual narrativity refers to written images in traditional text-based novels and narrativity of visual images in paintings. Significantly, graphic novels combine these two aspects of visuality and narrativity. What matters in Satrapi’s artistic world is not its genre style but the storytelling medium as she ‘writes’ images and ‘draws’ a text. Moreover, this unconventional novel offers the pleasure of ‘reading’ the story as it ‘depicts’ Marji’s outcry for freedom and independence. In other words, the novel’s artistic and functional, visual narrativity is conducive for reader identification: Satrapi’s signature hand drawings in black & white and episodic structure as well as her compelling storytelling sprinkled with a good sense of humor. In summary, graphic novels help readers and scholars to transcend the boundary of novels, paintings, comics and revisit their natural process of appreciating narratives, “painting a picture,” literally and figuratively.

      • KCI등재

        비선형성 관점으로 본 매체와 서사

        류현주(Hyun-Ju Ryu) 신영어영문학회 2007 신영어영문학 Vol.38 No.-

        This study addresses relation between media and narratives with focus on nonlinearity. I interpreted it from perspectives of text structure and narrative users such as readers(game players) and audience: We enjoy several different sequences, plots or stories in one narrative form of text. With digital computer medium or ‘new media’ buzzing around academia as well as industries, we have witnessed discourse demarcation between conventional narratives and computer-generated counterparts, in particular, in literature. However, in an effort to embrace these two kinds, I crossed over different media narratives-fictions, movies and games(book forms). The present paper covers crossmedia narratives with concept of nonlinearity as a means of connecting the two media genres or narratives.

      • KCI등재

        안젤라 카터의 『피로 물든 방』에 나타난 늑대 모티프

        류현주(Ryu, Hyun-Ju) 신영어영문학회 2014 신영어영문학 Vol.57 No.-

        This paper explores a wolf motif in Angela Carter’s The Bloody Chamber with focus on wolf trilogy-The Werewolf, The Company of Wolves, Wolf-Alice. A wolf is a symbol of animal desire. He lingers not only in a forest but also in a girl’s mind. Therefore, a girl/woman is always destined to face a wolf in a forest called a society full of rape and violence. The Bloody Chamber is a gem of Carter’s innovative interpretation of fairy tales. In the trilogy, Carter twisted Little Red Riding Hood to show the latent meaning of the story. In the three rewrites of the tale, a girl is not a typical helpless victim sacrificed to a wolf. She is wise and strong-minded enough to fight against a wolf with her knife in a forest. She grows even empowered to tame a wolf and enjoy being together with him in her adolescent age with a help of a red hood, literally and figuratively.

      • KCI등재

        (비교)문학과 번역학

        류현주(Ryu, Hyun-Ju) 신영어영문학회 2012 신영어영문학 Vol.53 No.-

        This study explores ‘rewriting’ of a literary text in terms of two interpretations, post-modern views and language translation under a big framework of literature studies and their evolution. Rewriting has been studied as re-interpretations of existing literary texts in literature and as a skillfully manipulated text in another language of an original (language) text in translation. In a broad sense, these two approaches concern relations or intertextuality among different literary works including translated texts. Literary theoreticians and comparative literary scholars are translators themselves as are the cases in Spivak, Bassnett and Lefevere, to name a few. A translated text in literature studies should be redefined with the following points in mind: readers meet translated texts first, not original texts in foreign languages; a translator is not merely a language transferrer; and rewrites are not immune to various constraints inside and outside of a text.

      • KCI등재

        특집 문학과 언어 : 문학의 주검과 매체 다각화

        류현주 ( Hyun Ju Ryu ) 현대문학이론학회 2010 現代文學理論硏究 Vol.0 No.42

        본 논문은 매체의 다양화로 기존 예술 장르가 발전하는 양상을 보이는 가운데 제기되는 문학의 죽음을 연구한 것이다. `매체`란 광범위한 의미로 도구, 매개 기능, 미디어 그리고 장르의 뜻까지 함축하여 사용하였다. 희곡 시나리오에 글로 쓰인 언어 매개는 같은 언어이기는 하나 말로 발화되는 매체로 변환되어 공연되면 연극이라는 다른 장르가 되듯이 매체는 이야기를 다른 장르로 전환시키는 기능을 가지고 있다. 이런 맥락에서 새로운 매체는 기존 매체를 `재매개`하는 것이다. 또한 이는 서사라는 것이 말과 글에 국한된 이야기의 한계를 넘어 `서사란 (우리에게) 보여주는 것`이다. 문학 죽음의 원인으로 흔히 영상 문화로 인한 독서 인구 감소를 말한다. 하지만 기술의 발전은 문학의 죽음보다는, 매체의 다각화와 콘텐츠의 다양화를 통한 이야기 향유 방식의 선택폭을 넓혔고, 문학의 외연을 확대하였다. 문학의 한계라고 간주된 매체인 언어가 애니메이션, 만화, 나아가 영화에도 들어있듯이 문학의 죽음을 논하는 사람들에게 이와 같이 문학은 다양한 양상의 콘텐츠를 통해 환생하고 있다. 장르와 매체, 그리고 기법이 다양해진 대중 문학, 순수 문학, 장르 문학, 전자(컴퓨터, 디지털) 문학 등, 여전히 문학이라는 것은 친근한 이야기보따리이다. 그것이 어떠한 형태를 취하든 문학의 중심에 일반 대중을 두지 않고 논할 수는 없다. 문학 가치와 대중적 인기가 동의어는 아니나, 근본적으로 독자 없이 문학이 어떻게 존재하겠는가. 사회 변화에 따라 작가의 무한한 상상력, 새로운 시도, 그리고 다변화되는 독자들의 취향 덕분에 문학의 지평은 확대되고 진화되어 왔다. 작가와 이론가들이 논의한 `문학이란 무엇인가`라는 화두는 `무엇이 문학을 문학으로 만드는가`하는 문학성(literariness)에 대한 문제였다. `문학이 왜 필요한가`라는 논의는 지금까지 합의점을 찾기는 힘들다. 문학을 둘러싼 질문들이 매우 추상적이고, 개인적이어서 부단히 논쟁을 생산한다. 그러나 독자들에게 문학은 `글`에 몰입하여 이야기를 즐기는 하나의 이야기 향유 방식이기에 문학은 계속 건재하다. 문학이란 `글로 표현된 예술`이라는 일반적 정의에서, `글`이라는 것도 사실 무엇인가를 읽고 쓰는 `문文`이다. 영어에서도 문학 `literature`과 글을 읽고 쓸 줄 아는 능력, 즉 식자 (識字) 정도를 나타내는 `literacy`는 어원이 모두 글을 뜻하는 `littera`로 같다. 그러나 `文`의 도구, 즉 기술적 측면 이전에 문학이란 `이야기`를 언어로 나타내는 예술 분야인 것이다. This article addresses controversial obsolescence of literature on the grounds that the age-old artistic genre evolves over different medium: I use this term `medium` in a broad context, encompassing tool, mediating function and media, even genre occasionally. Language, the basic tool of literature, can be considered medium and written words in drama can be converted into another medium(speech in stage performance) where medium mediates a story to q different genre. This can be also interpreted as "remediation"(Bolter & Grusin 1999) of a story with different medium. This is what medium is about in a sense of "narrative as a display"(Leitch 1986). Literature survives new technology to this time and actually thrives by expanding its horizon through different contents. Cultural contents projects are case in point in Korea. The contents industry has been nourished through increasing number of storytelling contests where literature (children`s story, essay, novel) is always included, not excluded from other contents medium such as animation, comic strips with storyboards and scenarios. To those who argue death of literature, literature is revived through diversified contents.

      • KCI등재

        문학의 진화: 경계와 소진 그리고 발전

        류현주 ( Hyun Ju Ryu ) 現代文學理論學會 2011 現代文學理論硏究 Vol.0 No.47

        본 논문은 문학의 경계를 문학의 안과 밖 차원으로 나누어 어떻게 경계 허물기 노력들이 이루어졌는지를 탐구한 것이다. 이런 맥락에서 어떻게 컴퓨터 매체가 문학 창작에 도입되어 작가들의 창작 고뇌와 아이디어의 소진에 돌파구를 마련했는가를 살펴보고, 그 결과 탄생한 새로운 형식의 문학과 서사가 문학 발전에 제공한 기회와 도전을 국내외 사례 중심으로 연구하였다. 먼저 문학 밖과의 경계를 넘나드는 노력으로서, 문학과 예술, 즉 영상, 음악, 무용 등 다른 장르와의 만남 사례들을 살펴보고, 문학 내부의 경계로서는 그 동안 본격 순수 문학과 장르 문학으로의 구분과 쌍방향 서사 발전의 문제를 진단해 보았다. 전자의 경계 허물기는 주로 문학을 영상에 담거나, 음악가와 문학인의 창작적 영감 교류, 그리고 문학과 미술의 만남을 통한 ''문학 전시''의 형태로 이루어진다. 후자의 노력은 컴퓨터 매체 활용에 도움을 받아 PC 통신, 온라인에서 장르 문학이 활발하게 발표 및 유통됨에 따라 이것이 오프라인 출판계와 문학계 전반에 장르 문학 재조명 계기를 마련하였다. 컴퓨터 매체 부상에 따라 인쇄책과 문학의 종말 혹은 죽음이 예견되면서 미국 작가들을 중심으로 쌍방향 서사의 서막을 알렸다. 이에 비해 우리나라에서는 장르 문학, 특히 판타지 문학이 활성화되고, 이것이 게임 문학 혹은 경계의 문학으로서 부상하였는데, 문학 자체보다는 컴퓨터 게임과의 밀접한 연계성 때문이다. 그래서 우리나라 연구 풍토에서는 컴퓨터 매개 디지털 문학과, 게임, 그리고 판타지 문학을 항상 동일 선상에서 파악한다. 그 결과 문화 산업 육성에 따른 콘텐츠 개발에서 문학으로서의 장르보다는 게임 문학으로서의 장르 문학이라는 인식이 확산됨에 따라 장르 문학이 주목 받는 듯 보이지만, 사실상 게임 시나리오 성격으로만 존재하는 장르 문학의 문학적 위상에 대한 고민을 안겨 주었다. 결국 이와 같이 문학 안팎 장르의 만남과 경계를 넘나드는 시도에 따라 창작자는 컴퓨터 나아가 스마트 기술을 통해 새로운 문학을 시도하며 문학은 계속 시대를 거듭하며 진화하게 될 것이다. This paper explores the current trend of cross border efforts of literature: ''meeting'' different genres including music, art, dance and other performances(extra-literary meeting) and blurring the demarcation of genuine literature and genre literature as well(intra-literary meeting). Computer media has transformed literature which heralded e-book, interactive narratives such as hyper fictions and games, in particular, ARG. Writers often dubbed this sea change as the end of books and death of literature. Korea also witnessed increasing release and growing popularity of genre literature in PC communication network before the introduction of WWW int past and online now. Amid this backdrop, genre novels, especially fantasy genre is considered synonymous with computer-based digital literature, which in turn becomes a source of computer games in the context of Korea. That's why game scenarios are even called as ''game novels.'' All these new forms or buzzing sounds such as ''the end'' and ''death'' reflect challenges facing novelists as they realized their ideas were exhausted. Yet this is the main booster and contributor to further literary evolution.

      • KCI등재

        한.양방 협진에 대한 의사들의 인식변화 - 국내 문헌에 대한 체계적 고찰 -

        현주,지선,윤영주,Min, Hyun-Ju,Ryu, Ji-Seon,Yun, Young-Ju 대한예방한의학회 2012 대한예방한의학회지 Vol.16 No.1

        Background : With the increase of cooperative practices (CP) between conventional western medicine and traditional Korean medicine, there have been lots of researches on the status of CP and the attitude of doctors. Objective : Since most of the research is cross-sectional, this study aims to figure out the changes in the attitude of doctors toward CP through systematic review. Method : Systematic literature searches were performed on several databases in Korea. They were categorized according to the respondents and question items and analyzed by the context of questions, similarity of respondents and measurement scale. And we analyzed the changes of response regarding to doctors' awareness and attitude to CP. Results : Thirteen survey studies including attitude of doctors toward CP were selected. These studies were conducted between 1997 and 2009 and the number of respondents of each study ranged from 20 to 702. There has been increasing awareness of CP among doctors ; however the positive responses on the necessity of CP has decreased. Regarding the type of illness effectively treated employing CP, there was a shift from neurovascular to musculoskeletal and immune diseases. Most of the studies listed different approaches to disease, prejudice of health care providers and inadequate legal system as major obstacles against CP. Conclusion : In spite of the increase of CP in the last 20 years, there has not been marked positive change in the doctors' attitude toward CP. To promote CP, it is required to confirm the effectiveness of CP through disease models and change the medical legislation policies on CP.

      • KCI등재

        수용자 관점에서 본 쌍방향 내러티브

        류현주(Hyun-Ju Ryu) 신영어영문학회 2005 신영어영문학 Vol.31 No.-

        The objective of this research lies in studying narrative interaction from receptors’ perspective. I meant readers, wreaders(writer+reader) and computer gamers, and anyone who enjoys narratives by ‘receptors.’ I sought to trace literary evolution by encompassing conventional print fiction and computer-generated narratives as well aiming at bridging ever-widening divides between the two media-driven narratives. To this end, I explored Jorge Luis Borges’ metafiction, Garden of Porking Paths, Infocom’s phenomenal text computer game Zork I, and Michael Joyce’s Afternoon, a story, the first hypertext fiction. These three texts use distinctive narrative structure to lead receptors to be deeply immersed in texts cognitively or/and physically. As interactivity has buzzed across all works of art with easier access to computer technology, an increasing number of people pursue interactive narratives. Well-structured digital narratives can be made possible not merely by receptors’ physical interaction, but, more significantly, their active cognitive interaction with texts.

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