• Title/Summary/Keyword: 내러티브 구조

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Limits of Sports Films from the Perspective of Social Structural (사회구조적 관점에서 본 스포츠영화의 한계)

  • Lee, Jung-Rae;Kwon, Ki-Nam
    • The Journal of the Korea Contents Association
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    • v.16 no.4
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    • pp.780-788
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    • 2016
  • The purpose of this study was to research the limits of sports films from the perspective of social structural on the category, the material, the formulas and the mixture of the materials in the movie. The results were as follows: First, Sports films have been faced with the basic problem as to what a standards the category were classified with because of the conceptual confusion about what sports movie was. Second, sports movies could not catch up with a lot of changes in the movies. Third, sports movies were confined, without flexibility, within old fashioned formality of stories which prevails in modern sports. Lastly, they didn't have the mixture of the materials due to the fixed recognition on sports.

Analysis of the Factors for the Box Office Success in Korean, Chinese and Japanese Film Market Approach to the Storytelling (스토리텔링의 관점에서 본 영화흥행요소분석 - 한국·중국·일본영화를 중심으로)

  • Park, Chul
    • The Journal of the Korea Contents Association
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    • v.13 no.7
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    • pp.51-61
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    • 2013
  • This Paper aims to explore the key factors that drive box-office success in Korean, Chinese and Japanese film market regarding to the storytelling of the movies. At first, I researched the top 20 movies at the box office of Korean, Chinese and Japanese film market from 2007 to 2011.And then I tried to figure out the key factors for the success and the differences among those countries. Usually the purpose of the movie planning in Korea is for the domestic market. In the profit structure of Korean film industry, it is really hard to focus on the overseas film market. In Chinese film market, recently it has been changed a lot especially film genre. The movie liked to watch is melodrama, romantic comedy movie It is being changed to the comedy genre from the war and martial arts movie. And it is emphasized the importance of the scenario in the film production. They want to watch their lives like a real and dreams at the movie and the movie tries to show this trend. In Japanese film market, they made movies in which TV drama, animation and cartoon according to the O.S.M.U. strategy. The movies like to watch are the blockbuster movies, horror movies, thriller movies and melodrama. Comparing with Korea and China, they like movies which show more fantastic and fairy tale imagination.

The Type and Dimension of a Faculty-Student Interaction: Narrative study focused (대학생활에서 이루어지는 교수-학생 상호작용에 관한 유형 분석 연구: 내러티브 분석 중심)

  • Yih, BongsooK
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.12
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    • pp.300-309
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    • 2020
  • This study identified the types and dimensions of faculty-student interaction (FSI). A narrative methodology was applied within the qualitative research paradigm. Data was collected using individual in-depth interviews involving 10 students who had experiences of faculty-student interaction more than 6 times over the prior 6 semesters. Data was analyzed according to actors' perspectives, the motivation of actions, and actions toward goal achievement. Three major types of faculty-student interactions emerged from our analysis. First, the initiative interaction type reflects active characteristics of the narrator within FSI and is goal achievement-oriented. Second, the stereotyped interaction was characterized as a unified reaction to the FSI and not significantly related to self-development. Lastly, the reciprocal interaction reflected characteristics of narrators who had potential and flexibility for self-development in the circumstances involving support from professors. The results of this study indicate that faculty-student interaction does not represent the best way to support students for their successful school lives. Faculty needs professionality and sensitivity for student teaching, and students must exhibit curiosity and activeness in developing their knowledge. Positive outcomes from the FSI will be expected in supportive school environments.

A Study of 'Greimas' Semiological Approach in Animation Character (그레마스 기호학적 접근을 통한 애니메이선 캐릭터 분석 -장편 애니메이션 "슈렉" 을 중심으로-)

  • Lim, Woon-Joo
    • The Journal of the Korea Contents Association
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    • v.9 no.5
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    • pp.99-106
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    • 2009
  • The purpose of this study is to analyze character of animation, , on the basis of Greimas' semiotic theory. Animation consists of activities between characters shown in narrative. The characters' activities show their value system and meaning. Hierarchical value system is created in the process that unrevealed, latent value is generated and character's thought and activity enlarge their meanings by creating various relationships with other character. Form this viewpoint, the study tried to analyze systematic characteristic shown in animation character and meaning structure shown in correlation through Greimas' model actant and semiotic square model.

A Study on Expressional Feature of <> by Art Spigelman (아트 슈피겔만의 <<쥐>>에 관한 표현적 특성 연구)

  • Choi, Ji-Young;Kim, Chee-Yong
    • Journal of Digital Contents Society
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    • v.9 no.3
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    • pp.413-422
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    • 2008
  • On Expressional Feature of by Art Spigelman who won the Pulitzer Prize in 1992, first in the works background of Spigelman, $60{\sim}70's$ the author sends an adolescence the ideological background of the work investigated a periodic situation and the environment where becomes the creation background of <> and researched. Second, in narrative special quality it was researched about fablelic narration, narration of documentary, doublespeak, frame formula configuration. Third, in formal quality, <> being based on Scott McClould's cartoon theories analyzed with structure. Last, <> was investigated in form.structural completion degrees with Spigelman peculiar expressive techniques, photos, informality illustrations, maps that were expressed the realism strongly were analyzed.

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A Political Analysis of Fantasies of Supernatural Beings in Television Drama (대중문화 콘텐츠 속 초자연적 존재 판타지의 정치적 의미: <오 나의 귀신님>과 <싸우자 귀신아> 사례를 중심으로)

  • Park, Jin Kyu
    • The Journal of the Korea Contents Association
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    • v.17 no.10
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    • pp.492-502
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    • 2017
  • This study, by analyzing two recent television dramas, attempts to identify the ways how popular cultural texts deal with supernatural beings and to discuss political meanings of the ways in the context of neoliberal Korea. The results are: (1) The narratives make a clear line between the supernatural and the ordinary. (2) The supernatural is effectively used in the narratives to extend the boundary of conflict structure towards structural social problems that the society is now facing. (3) When the text resolving the conflicts, the supernatural is also critical, which makes the whle narrative in line with fantasy rather than reality. These results suggest that the conclusion of the previous studies, arguing the use of the supernatural by popular cultural texts tends to function as a form of resistance against neoliberal discourse structure, needs to be negotiated. It is also reaffirmed that we need to explain political meanings of popular cultural texts dealing with supernatural beings, with its double-sided and ambivalent effects.

A Study on Structural Aspect of Storytelling in Contemporary Cinema -Focused on the style of Structural Film and Apichatpong Weerasethakul's Film- (현대영화에 나타난 스토리텔링의 구조적 경향에 관한 연구 -구조영화와 아피찻퐁 위라세타쿤의 영화양식 비교를 중심으로-)

  • Seo, Won-Tae
    • Journal of Digital Convergence
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    • v.12 no.9
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    • pp.325-333
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    • 2014
  • The purpose of this research is to analyse the structural aspect of storytelling in contemporary cinema which is focused on the Apichatpong Weerasethakul's film. The structural/materialist filmmakers insisted the formal experiment of film form itself and the methodology to create meaning by using it. Apichatpong Weerasethakul accepted and recreated aesthetic result of the structural/materialist film to transform his own cinematic style. As a result, he expanded his film aesthetic to post-modern film aesthetics. For this, he created the structure of film by using diegetic and non-diegetic sound and image creatively. The conventional storytelling method of contemporary cinema is based on the classic theory of 'poetica' of Aristoteles, which creates illusory diegesis of cinema. but Apichatpong Weerasethakul seeks and re-constructs storytelling methodology based on the product of structural/materialist film.

Elements of Interactive Storytelling in Alternate Reality Game (대체현실게임에서 사용자 참여 생성의 스토리텔링의 요소)

  • Kim, Maeng-Ha;Kim, Eun-Ji
    • The Journal of the Korea Contents Association
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    • v.12 no.8
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    • pp.105-113
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    • 2012
  • With the help of information technology, the web 2.0 gives people the environment where they share informations and a means of expressing ideas. The power of web affects interactive storytelling for Alternate Reality Game (ARG). There are less theoretical approaches and practices about ARG in Korea and to understand ARG into a deeper sense shall contribute to the development of domestic culture and its contents. In order to realize this, first we will explore the general idea about ARG. Second, know its elements in Interactive storytelling and finally, analyze the examples.

A Study on Partnerships in the Development of Parks in UK (영국(英國) 공원개발에 있어서의 파트너십에 관한 연구)

  • Kim, Yun-Geum;Roe, Maggie
    • Journal of the Korean Institute of Landscape Architecture
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    • v.35 no.2 s.121
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    • pp.1-12
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    • 2007
  • 근래 한국에서도 대표적 공공공간인 공원의 조성 및 관리와 관련하여 파트너십에 대한 관심이 일고 있다. 주민들이 만들어가는 공원, 다양한 힘의 역학구조 속에서 공공성 유지, 지속 가능한 사회 구현에 도움이 될 것이라는 전망 때문이다. 이에 본 연구에서는 추후 한국에서의 실천과 제도정비에 도움이 될 수 있도록, 영국에서는 어떻게 정책적으로 파트너쉽을 유도하는지 그리고 커뮤니티는 이를 어떻게 수용하여 자신들의 사례를 만들어 가는가를 살펴보았다. 사례연구에 있어서는 질적 연구방법을 택했으며, 분석보다는 사례가 갖는 내러티브(narratives)를 다층적으로 서술하는데 초점을 두었다. 이것은 거대 내러티브가 사라지고 있는 현대 사회에서 일반적 원칙보다는 개별 사례의 구체성을 밝히는 것이 보다 중요하다는 일부 사회학 연구자들의 견해를 수용한 것이다. 더욱이, 주민참여 관련 사례는 지역특성과 주민의 영향을 많이 받기 때문에 이러한 연구방법이 유용할 것이다. 더불어, 이러한 방식은 자못 추상적 이해에 그칠 외국 사례를 보다 구체적으로 이해하는데 적합할 것이다. 연구결과에 있어, 먼저 영국에서는 지방의제21(LA21)이 지방정부의 서비스에 대한 근본적 태도와 체계를 바꾸는데 기여했다는 것을 알 수 있었다. 일례로, 뉴캐슬(Newcastle upon Tyne)시는 직접 서비스를 제공하기 보다는 주민들의 참여를 촉진하고 도와주는 방향으로 역할을 전환하고 있었다. 그리고 다양한 자금지원체계는 직접적으로 파트너십을 독려하고 있었다. 영국 뉴캐슬(Newcastle upon Tyne) 웨이브리 파크(Waverley Park) 사례를 살펴본 바에 따르면, 파트너십에 대한 지방정부의 태도가 성공적 파트너십에 있어 중요한 요소임을 확인할 수 있었다. 이 사례에서는 프렌즈그룹 이외, 커뮤니티 외부의 비영리 단체가 참여하지 않았는데, 이는 지방정부가 적극적으로 주민들의 참여를 촉구하고 도왔기 때문이다. 이외, 커뮤니티의 구성원과 공무원들의 개인적 역할도 중요하다는 것을 알 수 있었다. 중앙정부는 단지 자금뿐만이 아니라 다양한 사례에서 축적한 정보를 커뮤니티에 지원하고 전 과정을 모니터링 하고 있었는데, 간접적 참여라고 할 수 있다. 앞에서 언급했듯이, 본 연구는 영국에서의 파트너십과 관련된 제도, 그리고 제도가 구체적 현실에서 작동되면서 나타나는 특수성을 살펴보는 데 주력했다. 그런데 사례 연구에서 발견한 특수성을 한국에서의 시사점으로 명시하는 것은 한계가 있을 수 있다. 그래서 시사점은, 제도적 차원에서 한국과 영국을 비교하여 간략하게 제시했다. 첫째, 지방의제 21의 수용 방식이다. 한국의 지방정부 또한 지방의제 21을 실천하기 위해 협의회 등을 설치하였지만 행정 시스템을 전반적으로 변화시키고 있는 영국과는 차이점이 있다. 둘째, 공원과 녹지에 대한 지원금이 제공될 때, 지역주민의 동의를 요구하는 것은 커뮤니티의 참여를 독려하고 주인의식을 갖도록 하는데 효과적이라는 것도 시사점이 될 수 있다. 한국에서도 녹색복권 등 세원 이외의 자금이 공원 및 녹지 공간에 투입되고 있으나 주민들이 직접 이를 이용하도록 되어 있지는 않다. 즉, 커뮤니티의 참여와 관련되어 쓰이고 있지는 않다. 세 번째는, 커뮤니티와 공원과의 관계로 공원 설계와 관리에 있어서 영국에서는 커뮤니티가 직접 고객(client)으로서 역할을 하고 있었다. 한국에서도 계획 및 설계 과정에 주민을 참여시키는 경우가 있으나 의견청취 정도에 머물고 있고, 몇몇 시민단체를 중심으로 시민들이 직접 공원 관리에 참여하는 경우도 있으나 운동(movement)차원에 머물고 있을 뿐 이를 위한 제도적, 법적 토대가 구축되어 있지는 않다.

Understanding of Visual storytelling in Information design (정보디자인에서 비주얼 스토리텔링의 이해)

  • Choi, Hyang-Ji;You, Sicheon
    • Smart Media Journal
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    • v.3 no.2
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    • pp.29-36
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    • 2014
  • Human beings in their perception of the objects perceive the overall characteristics first rather than any parts of the object. In the process of 'information structuralization' and 'information visualization', therefore, it is needed the methods of narrative information representation based on a relationship of cause and effect in order to express effectively the whole messages which designers want to deliver. In this study, according to the concept of narrative information representation, we reviewed the meanings of the visual storytelling. As a result, we found that the visual storytelling has the three key roles which are 'narrative', 'visual communication catalyst', 'interacting'. First, the narrative describes the information logistics flow and it has a role to provide a specific story into information in the process of users' information understanding. Second, in the information design, the visual story telling not only expresses the information structure(story) but also uses the visual expressions to deliver the specific message, which is called visual communication catalyst. Third, the information design goes through the information structuralization and the information visualization stages through the visual storytelling to provide the experience factors to the information users, which is called the interactivity. The research implication is to provide the basis developing an approach method which is able to convey information messages effectively by improving information users' visual cognition and raising information users' memory.