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      잠의 요정, 샌드맨의 변형: 꿈의 수호신에서 악몽의 괴물로 - H. C. 안데르센의 「잠의 요정 올레 루코이에」와 E.T.A. 호프만의 「모래사나이」를 중심으로 = The Transformation of the Sandman: From Guardian to Monster-A Comparison of E.T.A Hoffmann’s Der Sandmann and Andersen’s Ole Lukøje

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      https://www.riss.kr/link?id=A109491242

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      다국어 초록 (Multilingual Abstract)

      Sandman, a folklore figure rooted in European culture, has been widely accepted and reimagined across various cultures and media. From fairy tales and novels to animations and graphic novels in the age of audiovisual technology the Sandman has remained a prominent motif. More recently, it has been popularized through Hollywood films and Netflix series, gamering widespread acclaim. While the original folklore narrative is lost, records of the Sandman as the guardian of children's sleep persist in German-speaking literature.
      Interestingly, in E.T.A. Hoffmann's Der Sandmann and Andersen's fairy tale Ole Lukøje-the first narrative works based on the Sandman motif-the character exhibits a stark duality. It ranges from a children-friendly, benevolent figure to a dark, fearsome entity. These two works have already shown the Sandman’s potential for dramatic transformation. They seem to have had a great influence on subsequent adaptations and reinterpretations of the character in fairy tales and other media.
      This paper first illuminates Sandman’s original characterization in folklore according to the transmission. It then examines the contrasting narratives of Andersen's Sandman, who closely aligns with the traditional guardian figure, and Hoffmann's Sandman, who represents a terrifying embodiment of death and nightmares. Through this analysis, the study traces the transformation of the Sandman from a protective deity of children’s dreams to a monstrous symbol of fear and darkness.
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      Sandman, a folklore figure rooted in European culture, has been widely accepted and reimagined across various cultures and media. From fairy tales and novels to animations and graphic novels in the age of audiovisual technology the Sandman has remaine...

      Sandman, a folklore figure rooted in European culture, has been widely accepted and reimagined across various cultures and media. From fairy tales and novels to animations and graphic novels in the age of audiovisual technology the Sandman has remained a prominent motif. More recently, it has been popularized through Hollywood films and Netflix series, gamering widespread acclaim. While the original folklore narrative is lost, records of the Sandman as the guardian of children's sleep persist in German-speaking literature.
      Interestingly, in E.T.A. Hoffmann's Der Sandmann and Andersen's fairy tale Ole Lukøje-the first narrative works based on the Sandman motif-the character exhibits a stark duality. It ranges from a children-friendly, benevolent figure to a dark, fearsome entity. These two works have already shown the Sandman’s potential for dramatic transformation. They seem to have had a great influence on subsequent adaptations and reinterpretations of the character in fairy tales and other media.
      This paper first illuminates Sandman’s original characterization in folklore according to the transmission. It then examines the contrasting narratives of Andersen's Sandman, who closely aligns with the traditional guardian figure, and Hoffmann's Sandman, who represents a terrifying embodiment of death and nightmares. Through this analysis, the study traces the transformation of the Sandman from a protective deity of children’s dreams to a monstrous symbol of fear and darkness.

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