• Title/Summary/Keyword: 가상적 내러티브

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A Study On the Narrative of VR Disaster and Safety Education Introduced by Disaster Film Narrative (가상현실(VR) 재난안전교육에서 재난영화 내러티브 도입 연구)

  • Kang, Nae Young
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.561-568
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    • 2022
  • The purpose of this study is to explore the narrative of VR disaster and safety Education introduced by disaster film narrative. VR(Virtual Reality) is be suitable technology for disaster and safety Education due to media characteristics as 'immersion', 'presence', 'interactivity', 'pleasure'. Disaster film narrative is able to be worth VR disaster and safety education as a variety of stories and educational effect. For this study, examine a theoretical study and a visiting research of 'Busan 119 Safety & Experience Center'. This study concludes that Firstly need to introduce catharsis effect, Secondly, build 'interactive narratives' that ensure active participation of users, Thirdly, introduce an 'adventure game' narrative element, Fourthly, introduce a hero-shaped narrative in which the user becomes a one-man hero, And lastly, need education as use user's multiple access and group experience learning. Therefore, This thesis is of academic value in that it suggest a desirable new direction of narrative in VR disaster and safety education.

Relations Between Mothers' and Preschoolers' Use of Mental State Terms During Pretend Play and Preschoolers' Mental State Terms in Hypothetical Narratives (가상놀이에서 어머니와 유아가 사용하는 마음상태 용어와 가상적 내러티브에서 유아가 사용하는 마음상태 용어 간 관계)

  • Shin, Nana;Kim, Soyoung
    • Korean Journal of Child Studies
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    • v.37 no.2
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    • pp.127-142
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    • 2016
  • Objective: This research examined mothers' and preschoolers' uses of mental state terms during pretend play and linked such use to children's independent mental state terms used in hypothetical narratives. Methods: Fifty four-year-olds and their mothers were engaged in pretend play and the preschoolers were asked to provide hypothetical narratives. Mothers' and preschoolers' mental state terms were analyzed in terms of types and frequencies. Results: During pretend play, the mothers and preschoolers used desire state terms most variously and frequently, followed by cognitive and emotion state terms. In the hypothetical narratives, the preschoolers used desire state terms most variously and frequently; however they talked about emotion state terms more variously and cognitive state terms more frequently. In addition, the mothers' mental state terms were correlated with the preschoolers' mental state terms during the pretend play, and the mothers' and preschoolers' uses of mental state terms during pretend play were related to the preschoolers' mental state terms in hypothetical narratives. Conclusion: Findings from this study highlight that, during the preschool period, a mothers' mental state language might foster her child's understanding of mental states in himself/herself and in others.

A Study on Gameplay Narrative of Contemporary Animated Films (당대 애니메이션 영화의 게임플레이성 서사에 관한 연구)

  • Qin, Jianbo
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.83-91
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    • 2019
  • Gameplay exists not only in game activities, but also in other art forms. An animated film with strong gameplay whose gameplay narrative follows the presupposition principle, achieved through unimaginable sound effects, exaggerated visual styling, hypothetical time and space concepts, fictional storylines and character performances. The strength or the presence or absence of gameplay in animated films is reflected in the grasp and use of these gameplay elements in the process of animated film narratives. The gameplay narrative of animated films fully utilizes the characteristics of gameplay thinking. In the process of scriptwriting and narrative, it combines entertainment, action, adventure, competition and other elements to fully reflect the characteristics of "gameplay". Gameplay narratives often use the strategies of reverse setting, repetition and interaction, and rules and challenges setting, which not only enhances the fun of animated film narratives, but also attracts the attention of the audience, which then can enhance the audience's viewing experience.

A Comparison of the Metanarrative and East Timor's Local Narrative in Indonesia under the Suharto's Regime (인도네시아의 메타내러티브와 동티모르의 로칼내러티브의 서술구조 비교)

  • Song, Seung-Won
    • Journal of International Area Studies (JIAS)
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    • v.15 no.1
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    • pp.155-180
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    • 2011
  • This paper aims at comparing the metanarrative and East Timor's local narrative in Indonesia during the Suharto's regime. Although these history writings have different political goals, the patterns of writings are ironically similar. Both of the history writings show strong nationalistic history writing patterns. Yet, in the writings, these histories place different interpretations on the historical events. In the metanarrative, local dynamics are seen through the diagrams of the nation and nationhood. This narrative finds the roots of the "ethnie" from some kingdoms in Java and Sumatra. These kingdoms, which throve based on the Hindu-Buddhist culture, achieved a territorial unity to a degree, covering some parts of Java and Sumatra. The glorious past disappeared with the advent of the colonial rule. The metanarrative then emphasizes the unity of the ethnic groups in the archipelago, which fiercely resisted against the colonial exploitation and oppression. By this, these ethnic groups were defined as "the masses," the collective identity, which had a same goal to achieve the national independence. In addition, some local histories, which took positive attitudes toward the European forces, were simply left out from the metanarrative. All the separatist movements taking place in the republic were also described as the anti-unifying forces. On the other hand, the goal of the history-writing in East Timor was to enhance the sense of nationalism and create the perception of the "East Timorese." The fundamental aim was the separation from Indonesia. In the narrative, the nationalist politicians overcame the problem of the non-existence of any memories of the glorious past with the awakening of the idea of "the imagined gloriousness of the past if there was no colonial rule." In addition, the narrative overemphasizes the memory of the colonial rule for 450 years under the Portuguese rule in order to stress the fact that it was the colony of Portugal, not of the Netherlands. Finally, the narrative shows how the East Timorese collectively fell to the status of slaves. By this, the political leaders of East Timor evoked the notion that it was recolonized by Indonesia, under which the East Timorese were demoted to the status of slaves. This notion of "slave-master" relationship then became the motives for the independence struggles in East Timor.

Metamorphosis of Reality in Animation (애니메이션에서 리얼리티의 역사적 변용)

  • Rieh, Jae-Gyu
    • Cartoon and Animation Studies
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    • s.9
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    • pp.220-234
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    • 2005
  • The article deals with the reality subject of animations. Animations are created on the basis of fantasy. Disney's introduction of the narratives and styles of live action film into the field of animation, which laid a foundation for the hyper-reality animation, has produced an unintended consequence of marginalizing other animation genres which have emphasized fantasy through free experimentations of various images. A combination of Disney's world view of hyper-reality with later-developed 3D computer animation technology has made fantastic figures and spaces much more real than the real ones, and succeeded in creating a matrix of simulacre, a world of mere copies without the original.

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Advanced Technologies for Smart Exhibition Guide Service (스마트 전시안내 서비스 기술)

  • Kim, S.H.;Lee, H.G.;Roh, H.S.;Lee, H.W.
    • Electronics and Telecommunications Trends
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    • v.30 no.3
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    • pp.42-51
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    • 2015
  • 스마트 전시안내는 박물관이나 전시관에서 도슨트나 큐레이터가 할 수 있는 역할과 기능을 스마트 전시공간 조성과 스마트 디바이스 및 웹/앱을 활용해서 관람객에게 제공하는 것이다. 스마트 전시안내에서는 관람객 개인마다의 에피소드가 만들어 질 수가 있고, 물리적인 전시물이 주고자 하는 내러티브를 관람객의 눈높이에 맞추어 재구성해 나갈 수 있도록 도움을 주며, 실제 전시공간을 정보적으로 확장한 가상세계에서 관람객과 전시물, 관람객과 관람객, 관람객과 소설네트워크 간의 공유관계를 형성할 수 있다. 본고에서는 스마트 전시안내 서비스 연구사례로서 대전 천연기념물센터에서 서비스 중인 '메타버스 기반 스마트 전시안내 시스템'을 분석하고 ICT 융합의 범위와 한계를 이해함으로써 박물관 전시관이 다시 찾고 싶은 문화체험 공간으로 나아갈 방향을 제시하고자 한다.

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Analysis on Pataphysics of the Metamorphosis in Film 'X-Men' (영화 '엑스맨(X-Men)'의 변신모티브에 나타난 파타피직스 분석)

  • Chang, Seyoung;Chung, Jeanhun
    • Journal of Digital Convergence
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    • v.14 no.10
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    • pp.407-414
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    • 2016
  • The movie, X-men, develops the narrative with metamorphosis as the main motif making visual effects of characters and background. The objective of this study is to suggest that the metamorphosis motif can be materialized based on the virtuality of "pataphysics" as one of the genre characteristics of superhero movies and the newly materialized virtuality can be aesthetic characteristics of metamorphosis motif movies. With the virtuality that has its own characteristics with metaphorical symbols such as satire on an absurd society out of existing traditions, pataphysics started in mid-twentieth century and has had an impact on art movements of dadaism, surrealism, pop art, and postmodernism. Analyzing the characteristics of pataphysics which were shown in these artworks, we applied it to metamorphosis scenes of the movie. As a result, we found out that it visualized the shape and aspect of inner and outer strength of a superhero with aesthetic characteristics of metamorphosis scenes and it realized the presence, hybridity, and ex-formal properties of pataphysics consisting of overlapped virtual and physical reality, with technical virtuality.

A Study on the Interactive Narrative - Focusing on the analysis of VR animation <Wolves in the Walls> (인터랙티브 내러티브에 관한 연구 - VR 애니메이션 <Wolves in the Walls>의 분석을 중심으로)

  • Zhuang Sheng
    • Trans-
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    • v.15
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    • pp.25-56
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    • 2023
  • VR is a dynamic image simulation technology with very high information density. Among them, spatial depth, temporality, and realism bring an unprecedented sense of immersion to the experience. However, due to its high information density, the information contained in it is very easy to be manipulated, creating an illusion of objectivity. Users need guidance to help them interpret the high density of dynamic image information. Just like setting up navigation interfaces and interactivity in games, interactivity in virtual reality is a way to interpret virtual content. At present, domestic research on VR content is mainly focused on technology exploration and visual aesthetic experience. However, there is still a lack of research on interactive storytelling design, which is an important part of VR content creation. In order to explore a better interactive storytelling model in virtual reality content, this paper analyzes the interactive storytelling features of the VR animated version of <Wolves in the walls> through the methods of literature review and case study. We find that the following rules can be followed when creating VR content: 1. the VR environment should fully utilize the advantages of free movement for users, and users should not be viewed as mere observers. The user's sense of presence should be fully considered when designing interaction modules. Break down the "fourth wall" to encourage audience interaction in the virtual reality environment, and make the hot media of VR "cool". 2.Provide developer-driven narrative in the early stages of the work so that users are not confused about the ambiguous world situation when they first enter a virtual environment with a high degree of freedom. 1.Unlike some games that guide users through text, you can guide them through a more natural interactive approach that adds natural dialog between the user and story characters (NPC). Also, since gaze guidance is an important part of story progression, you should set up spatial scene user gaze guidance elements within it. For example, you can provide eye-following cues, motion cues, language cues, and more. By analyzing the interactive storytelling features and innovations of the VR animation <Wolves in the walls>, I hope to summarize the main elements of interactive storytelling from its content. Based on this, I hope to explore how to better showcase interactive storytelling in virtual reality content and provide thoughts on future VR content creation.

The Fantastic Realism (Magic Realism) representation on film Visualization research: The boundaries of Fantasy and reproducibility of Images (영화에 표현된 환상적 사실주의 (Magic Realism) 시각화 연구: 이미지의 재현성과 환상성의 경계)

  • Nah, So-Mi
    • Journal of Digital Convergence
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    • v.14 no.12
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    • pp.495-501
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    • 2016
  • The film has always reflected the culture of the era based on reality and imagination. The visual effect in the film has mainly played a role of expressing the reality more realistically or recognizing the virtual as reality. This study examines the meaning and the effect of fantasy realism through Oasis of Lee Chang-dong. Fantastic realism has separated the reality from the imaginary space by using a dual meaning tool that affects the time and space in the film and reflects the human desire and desire to see. It was also reproduced in the real world through the medium of pigeons. In addition, it separates visualized space from non-visualized space in film narrative structure, separation of real and unreal space, segregation of consciousness and unconscious space, and separation of reality and reality space into power structure. With the development of technology, the image of the yellow image comes closer to us like reality, which will express the space of unconsciousness that we could not think of.

A Plan to Improve Storytelling through the Intermediary Potentials between Media in Game Designs (게임디자인의 미디어 간 매개 잠재력을 통한 스토리텔링 개선 방안)

  • Noh, In-Shik
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.35-42
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    • 2009
  • Analyzing the aspects of pattern in MMORPG that has been leading our domestic game industry to the climax, our game industry might be thought to orient the space narrative storytelling method containing the leading life in the virtual sociality to the nature of society. It is essential to have the convergence and linkage between media in describing the lifestyle in the virtual society, which should be operated in a very flexible manner. It is, however, true that we are lacking of the quantification of designing process until now, although the designing process should have the vivid academic functions between media in advance. In addition, the designing crossing over the MMORPG genre along with the game patterns in the MMORPG genre has close correlations with the spectrum of crises emerging recently in our domestic online game industry. In other words, this essay aims at raising an issue that the selective method to the lifestyle in the virtual society being settled down as characteristics inherent to the methods of our domestic online games might deliver the improving effects through the establishment of game designing jobs and compliant plans.

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