• Title/Summary/Keyword: 다중 서사

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A Study on User Identity according to MMORPG's Narrative Mode Focused on and (MMORPG의 서사 양식 전환에 따른 사용자 정체성 연구 <블레이드 앤 소울>과 <다크폴> 분석을 중심으로)

  • Yun, Hye-Young;Kim, Jeong-Yeon
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.45-54
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    • 2015
  • This study analyzes the change of MMORPG in terms of conversion of narrative mode and discusses user identity according to the narrative mode, focused on and . These two games represent the conversion of narrative mode from Romance which has ideal story for it's main plot, to Irony, which has no background story. This change leads players to have performative persona composed by player's personal motive, compared to the persona composed by narrative motive.

Polyphonic Adaptation of Double Spy Motif in Visual Contents -Focusing on the Novel and Movie <Tinker, Tailor, Soldier, Spy> (이중첩자 모티프 영상서사의 다성성(polyphony)적 변형 연구 -<팅커, 테일러, 솔저, 스파이>를 중심으로)

  • Lee, Young-Soo
    • The Journal of the Korea Contents Association
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    • v.12 no.7
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    • pp.29-39
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    • 2012
  • This paper focused on the difference between an adaptation of novel and movie and the common process of making spy novel into an action-packed movie. The polyphony what Mikhail Bakhtin said turned out to be the way of description for double spy, a major motif of narrative in this novel and movie. There is a new possibility of adaptation that has a dialogical narrative, character description by multiple narrators and repetition of the same place. It was suggested the possibility of polyphonic adaptation by the consideration for a narrative aspect in the process of making the novel into the movie. This study will be expected to be help for studies of an adaptation between the novel and movie.

Active Narrative of Digital Game and Improvisation (디지털 게임의 능동서사와 즉흥연기)

  • Yu, Hui-Beom;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.16 no.2
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    • pp.75-86
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    • 2016
  • Game studies of theatrical approach explained interactive property of game in humanistic background. Those studies analyze the game, and based on Aristoteles Poetic Attribute. But theatrical approach has a problem by user's unpredictable intervention in narrative (Active narrative). This paper intended to see in the glance of any impact on the Aristotelian model by active narrative. As a result of the active narrative remake the causality between materials of drama. Also, it can be seen to define a kind of the "Improvisation" in theatrical view. But it exposed a essential difference in the form an expression by substance and material of media. It was defined forms of improvisation in the gaming environment which are 'Self-generated Individuality', 'Self-definition Faction', 'Eccentric Behavior Contending', 'Trolling' and 'Bug Play'. Finally this paper proposes the characteristics of the improvisation of the game and the direction to be improved game analysis model in humanities through forms of improvisation in game environment.

Modern Succession for Folk Lore through the Creation of Culture Contents of 'Jangjamot Legend' ('장자못 전설'문화콘텐츠 개발을 통한 민속의 현대적 계승)

  • Lee, Kyu-Hoon
    • The Journal of the Korea Contents Association
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    • v.10 no.9
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    • pp.220-231
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    • 2010
  • The object of this study is to find ways of the modern succession of folklore by attempting the creation culture contents and looking into the aspects of using 'Jangjamot Legend'. Folk tale which has been handed down among people for many years is that story contents that are enjoyed by anonymous many people. The original narration and the cultural elements of 'Jangjamot Legend' which show the origin of a certain pond and rock can be used for creation of culture contents. The legend has been created the video contents or used the origin of the village ritual and festival in different areas. If the festival and the contest related to the legend is activated, more contents of the original narration will be created by the folklore or tourism. The preservation of the original narration will be easily accessed by the mass about 'Jangjamot Legend'. The cultural elements which are inherent in the legend shall cause the creation of consistent and effective contents. Through these contents creation, folklore will be passed on to the next generation with the obtain of universality in the modern times.

A Study on the Multi-Layered Intertextuality of (영화 <드라이브 마이 카>의 다층적 상호텍스트성 고찰)

  • Bae, Kihyung;Kim, Chi Ho
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.169-178
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    • 2022
  • In this article, the narrative strategy of Ryusuke Hamaguchi's is researched focusing on multi-layered intertextuality. is framed in the form of a 'story in a story that embraces a story', and the recognition of intertextuality has an important meaning in examining the storytelling strategy of . Because this movie was adapted from the short stories from Haruki's , the various stories included in the film overlap to form the overall narrative. Therefore, in order to understand properly, it is important to understand the organic semantic relationship between the texts in the movie. Understanding the narrative of is also the process of interconnecting textual content of multiple texts included in the film. In , the dream story told by Otto, Gafuku's wife, the main character, and in the play are elaborately linked to the narrative of the entire film in layers and three dimensions with text in a frame. Hamaguchi reinforces the need for the audience through the intertextual narrative strategy of . In addition, the metaphor and personalized space of contributes to the effective delivering the narrative of healing to the audience.

Can interactive cinema become a new epic theater in the 21st century? : Focusing on (인터랙티브 영화는 21세기의 새로운 서사극이 될 수 있는가? : <블랙미러: 밴더스내치>를 중심으로)

  • Kim, Jiyeon;Kim, Dogyun;Kwon, Hochang
    • Trans-
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    • v.12
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    • pp.245-274
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    • 2022
  • The interactive cinema is based on the interactivity between the cinema and the audience. The discussion of interactive cinema can be divided into two poles. One is to positively look at the possibilities of interactive cinema as a new format and to test with them in various ways. The other is the perspective of a critical warning that the interactivity of interactive cinema risks reinforcing biases while instilling the illusion of freedom and activity in the audience. Considering both of these perspectives, we try to find a way to realize the political and aesthetic possibilities of interactive cinema through characteristic analysis. To this end, we analyzed the interactive film , which has received public and critical attention, based on Brecht's epic theater as a theoretical and practical reference. We analyzed the text/contextual characteristics of this work in three dimensions - an interactive multi-branching structure, a self-reflecting Mise en abyme structure, and an active enjoyment of the audience - and compared them with the epic theater theory. Through this, we examined the conditions and possibilities of interactive cinema as a new epic theater in the new technological/media environment of the 21st century.

A Study on Free Indirect Discourse Emerged in the (영화 <여자, 정혜>에 연출된 자유간접화법의 의미 분석)

  • Kim, Jong-Wan
    • The Journal of the Korea Contents Association
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    • v.17 no.9
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    • pp.60-68
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    • 2017
  • Through this thesis, I wanted to understand the form of free indirect discourse of modern films. To this end, I first explored the notion of the polyphonie as a mixture of the speaker and the character' voice in order to establish a concept related to free indirect discourse. However, I could not overlook the differences in the form of novels and movies to apply the following theory to films. Based on the concept of narrative distance, I sought to explore the possibility of free indirect discourse from the dual position of the camera. Next, I introduced the concept of free indirect discourse in the film by introducing the concept of Time in G. Deleuze' CinemaII. In other words, the time from Deleuze is the past and the present cycle, and he sees the Time circulating like the Non-Euclidean space. I wanted to understand the form of free indirect discourse in films by analyzing the concept of Time as an analysis of the movie .

A Multi-level Representation of the Korean Narrative Text Processing and Construction-Integration Theory: Morpho- syntactic and Discourse-Pragmatic Effects of Verb Modality on Topic Continuity (한국어 서사 텍스트 처리의 다중 표상과 구성 통합 이론: 주제어 연속성에 대한 양태 어미의 형태 통사적, 담화 화용적 기능)

  • Cho Sook-Whan;Kim Say-Young
    • Korean Journal of Cognitive Science
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    • v.17 no.2
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    • pp.103-118
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    • 2006
  • The main purpose of this paper is to investigate the effects of discourse topic and morpho-syntactic verbal information on the resolution of null pronouns in the Korean narrative text within the framework of the construction-integration theory (Kintsch, 1988, Singer & Kintsch, 2001, Graesser, Gernsbacher, & Goldman. 2003). For the purpose of this paper, two conditions were designed: an explicit condition with both a consistently maintained discourse topic and the person-specific verb modals on one hand, and a neutral condition with no discourse topic or morpho-syntactic information provided, on the other. We measured the reading tines far the target sentence containing a null pronoun and the question response times for finding an antecedent, and the accuracy rates for finding an antecedent. During the experiments each passage was presented at a tine on a computer-controlled display. Each new sentence was presented on the screen at the moment the participant pressed the button on the computer keyboard. Main findings indicate that processing is facilitated by macro-structure (topicality) in conjunction with micro-structure (morpho-syntax) in pronoun interpretation. It is speculated that global processing alone may not be able to determine which potential antecedent is to be focused unless aided by lexical information. It is argued that the results largely support the resonance-based model, but not the minimalist hypothesis.

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The Narrative Discourse of the Novel and the Film L'Espoir (소설과 영화 『희망 L'Espoir』의 서사담론)

  • Oh, Se-Jung
    • Cross-Cultural Studies
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    • v.48
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    • pp.289-323
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    • 2017
  • L'Espoir, a novel by Andre Malraux, contains traits of the genre of literacy reportage that depicts the full account of the Spanish Civil War as non-fiction based on his personal experience of participating in war; the novel has been dramatized into a semi-documentary film that corresponds to reportage literature. A semi-documentary film is the genre of film that pursues realistic illustration of social incidents or phenomenon. Despite difference in types of genre of the novel and the film L'Espoir, such creative activities deserve close relevance and considerable narrative connectivity. Therefore, $G{\acute{e}}rard$ Genette's narrative discourse of novel and film based on narrative theory carries value of research. Every kind of story, in a narrative message, has duplicate times in which story time and discourse time are different. This is because, in a narrative message, one event may occur before or later than another, told lengthily or concisely, and aroused once or repeatedly. Accordingly, analyzing differing timeliness of the actual event occurring and of recording that event is in terms of order, duration, and frequency. Since timeliness of order, duration, and frequency indicates dramatic pace that controls the passage of a story, it appears as an editorial notion in the novel and the film L'Espoir. It is an aesthetic discourse raising curiosity and shock, the correspondence of time in arranging, summarizing, deleting the story. In addition, Genette mentions notions of speech and voice to clearly distinguish position and focalization of a narrator or a speaker in text. The necessity to discriminate 'who speaks' and 'who sees' comes from difference in views of the narrator of text and the text. The matter of 'who speaks' is about who portrays narrator of the story. However, 'who sees' is related to from whose stance the story is being narrated. In the novel L'Espoir, change of focalization was ushered through zero focalization and internal focalization, and pertains to the multicamera in the film. Also, the frame story was commonly taken as metadiegetic type of voice in both film and novel of L'Espoir. In sum, narrative discourse in the novel and the film L'Espoir is the dimension of story communication among text, the narrator, and recipient.

A Study on Interactive Animation Production as Public Art : Focusing on an Case of the Live Window Animation, (공공예술로서의 인터랙티브 애니메이션 제작 연구 : 라이브 윈도우 애니메이션 <북극곰 파오> 사례를 중심으로)

  • Chang, Wook-Sang;Yu, Seung-Cheol
    • Cartoon and Animation Studies
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    • s.33
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    • pp.153-172
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    • 2013
  • There are many cases that messages of boring contents of most contents with public interests appear on the surface. Audiences don't think these contents are interesting. It is true that animations cannot be generally boring when delivering messages of public interests. was produced to focus on making audiences experience that a global warming story, the boring and textbook contents is interesting. And it was composed by the multiform story to realize narration through audiences' participation by utilizing the characteristics of live windows, not just watching the animation. This paper examines the differences between theaters and live window through the case that was produced and examples which utilized interaction for audiences' participation based on this. It analyzes the differences between environments according to characteristics of places and audiences in the differences between the theaters and live window, examines the examples to utilize interaction focusing on the process that narration is gradually changed as response to user environment design and interaction for unspecified individuals, and suggests direction that animation should move forward as public art based on the results to show the animation in Millano Piazza. According to the characteristics of live windows, the audiences of are people in the streets who are heading for different destinations, not the ones who come to theaters to watch the animation. Showing the animation with narration to them was a new attempt. When it began to show it in Millano Piazza, the audiences were very satisfied with the experiences that the stories were changed as they participated in it by themselves and naturally thought of global warming problems. You cannot know how the message of change people's habits and thoughts for the present, but this attempt was an opportunity that animations play the social role. Many animations are being produced in the world. Most of them are being done to aim at theaters, TVs, and film festivals. They should meet audiences through more various methods. One of them is animations as public art. And can be the new attempt in this sense. And in the future, animations as public art should make efforts to show you interesting experiences that you can share thoughts to be able to live together. As art of various media is changing to the one which considers public interests, animations can be new types of public art by integrating them with various technologies.