• Title/Summary/Keyword: 비서사

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The Study about Narrative Structure of Branded Contents -Focused on the Mobile Applications for Food Delivery Service (브랜디드 콘텐츠의 서사 구조 연구 -모바일 음식 배달 어플리케이션을 중심으로)

  • Lee, Young-Soo
    • The Journal of the Korea Contents Association
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    • v.16 no.4
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    • pp.503-515
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    • 2016
  • The branded contents include various advertisements showing brand storytelling. A new mobile application service market for food delivery uses branded contents to become familiar with consumer in the beginning and built unique brand image in comparison with a rival company in the time of elaboration. This study analyzed the narrative type and structure of brand storytelling in branded contents of the three representative applications, 'Baedal Tong', 'The ethnic of Baedal', and 'Yogiyo'. Still a few study has researched the narrative type and structure of brand storytelling though different effects as narrative type. This paper divided four types of brand storytelling as the roll of brand through typology of Northrop Frye, romance, comedy, tragedy, and irony & satire. And it analyzed the narrative type and structure of branded contents of the three applications using these types and researched strategy in each time. The various narrative types beyond classical romance type are effective for brand positioning though market enter moment. This study will be helpful for the research about narrative strategy of branded contents.

A Study on the Mechanism of the Immersion of the Spectators of the Fictional Narrative Animation (허구서사 애니메이션의 관객 몰입 메커니즘 연구 - 구성주의 인지서사학적 접근을 중심으로 -)

  • Kim, Ki-Hong
    • Cartoon and Animation Studies
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    • s.17
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    • pp.37-51
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    • 2009
  • Immersion is the key factor in determining success or failure for fictional narrative animations. It does matter to not only for the socio-economic achievements like box-office success but to the asthetical achievement, immersion is very important prerequisite character that are raised in terms of research needs. Fictional narrative animation shares the audience's immersive method with the narrative content and Virtual Reality, since animation has the character which narrates itself with the visual image format (including sound) and added the fact that 3D format which emphasizes realism compared with the recent 2D animation has been ubiquitous phenomenon. In other words, the artistic for called 'animation' is located between the view point that text has the immersive point intrinsic and oppositely, specific function of the certain media which stays extrinsic of the text enforce the participants into the immersion. In any case, the subject who experience immersion is the audience, so the most useful theory to research the phenomenon 'immersion' is Constructivism cognitive narrotologic approach which lies the peader-spectator as the centric notion and is more useful than text analysis or research on the visual effects. In this study, research and review about the studies on the audience's immersive experience would be preceded particularly aroud the constructivism theories, and examine the uniqueness and naures of the animation which makes the audience immersive.

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Character Analysis Method based on the Value Type of the Human (인간 가치 유형에 기반한 캐릭터 분석 방법론 제안)

  • Song, Minho
    • The Journal of the Korea Contents Association
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    • v.17 no.9
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    • pp.650-660
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    • 2017
  • This study is to suggest a new method of analyzing personality types of characters in narrative. First, we examined the history of the taxonomy of character types that existed in narrative theories so far. Until now, the classification of character types in narrative theory consisted largely of a formal classification based on roles in narrative, a content classification based on human internal qualities, and a complementary classification in which the two classification criteria are united. The problem with the existing character classification type is difficult to categorize it in spite of the usefulness of the content classification based on human internal qualities. On the other hand, the classification based on the role of the character in the narrative does not help as much as a practical analysis methodology because the classification is formal. In this study, we try to solve this problem by introducing Shalom Schwartz's human value type, and to make human character's value type and human role correlated with each other as a new character analysis methodology. Schwartz's study of value type is a very effective method to grasp the motivation of human behavior, and it seems to be very meaningful in analyzing the directivity of characters.

Selective Interactivity and Reflexive Intermediality: Focusing on the Neflix Film (선택의 상호작용성과 성찰의 상호미디어성: <블랙미러: 밴더스내치>를 중심으로)

  • Kim, Mookyu
    • The Journal of the Korea Contents Association
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    • v.21 no.8
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    • pp.60-68
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    • 2021
  • The purpose of this paper is to examine the formal characteristics of , which has been screened on Netflix since 2018. This film can be considered an interactive narrative because it gives viewers the opportunity to select their own narrative forks which lead to various endings. However, it also limits viewers' freedom of interactions in many ways, resulting in the pessimistic narrative world of series. In this contradictory situation, the conflict between the user's selectability and the narrator's authoriality emerges. And this collision gives rise to a complex form in which nonlinear interactive and linear narrative forms blend together. It can be understood as a form of self-reflection, such as forms of the metalepsis and breaking the fourth wall. In this paper, this particular form will be regarded as a sort of reflexive intermediality, i. e. the form for media reflexion.

SF Movie Star Trek Series and the Motif of Time Travel (SF영화 <스타트랙> 시리즈와 시간여행의 모티프)

  • Noh, Shi-Hun
    • Journal of Popular Narrative
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    • v.25 no.1
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    • pp.165-191
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    • 2019
  • The purpose of this article is to elucidate why the motif of time travel is repeated in the science fiction narrative by examining the functions of this motif in the SF movie series of Star Trek in its narrative and non-narrative aspects. Star Trek IV: The Voyage Home (1986) aims to attract the audience's interest in the story through the use of plausible time travel in the form of the slingshot effect which causes the spacecraft to fly at very fast speeds around an astronomical object. The movie also touches upon the predestination paradox that arises from a change of history in which it describes a formula of transparent aluminum that did not exist at the time. The film also serves as an evocation of the ideology of ecology by including humpback whales in the central narrative and responding to the real issue of the whale protection movement of the times. Star Track VIII: First Contact (1996) intends to interest the audience in the narrative with the warp drive, a virtual device that enables travel at speeds faster than that of light and a signature visual of Star Trek, at the time of its birth through time travel. The film emphasizes the continuation of peaceful efforts by warning the destruction of humanity that nuclear war can bring. It tackles with the view of pacifism and idealism by stressing the importance of cooperation between countries in the real world by making the audience anticipate the creation of the United Federation of Planets through encounters with the extraterrestrial. Star Trek: The Beginning (2009) improves interest through the idea of time travel to the past, this time using a black hole and the parallel universe created thereby. The parallel universe functions as a reboot, allowing a new story to be created on an alternate timeline while maintaining the original storyline. In addition, this film repeats the themes pacifism and idealism shown in the 1996 film through the confrontation between Spock (and the Starfleet) and Nero, the destruction of the Vulcan and the Romulus, and the cooperation of humans and Vulcans. Eventually, time travel in three Star Trek films has the function of maximizing the audience's interest in the story and allowing it to develop freely as a narrative tool. It also functions as an ideal solution for commenting on current problems in the non-narrative aspect. The significance of this paper is to stress the possibility that the motif of time travel in SF narrative will evolve as it continues to repeat in different forms as mentioned above.

A Study on the Variation of Heroic Narrative Structure of the Film "Asura : The City of Madness" : With Reference to Christopher Vogler's "The Hero's Journey" (영화 <아수라>의 영웅 서사 변주 연구 : 크리스토퍼 보글러의 '영웅의 여행' 기준으로)

  • Oh, Eun-Young
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.181-190
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    • 2020
  • Asura: The City of Madness, which was released in 2017, attracted great attention even prior to its release with the combination of Director Kim Sung-su, and actors, Jung Woo-sung, Hwang Jung-min, Ju Ji-hoon and Kwak Do-won. Faithful to its genre as a crime film of film noir, Asura: The City of Madness created multi-layered issues by the overthrow of the archetypal hero character and variation of the heroic narrative structure drew diverse interpretations among both critics and viewers alike. This study aims at analyzing the heroic narrative structure of Asura: The City of Madness based on Christopher Vogler's "The Hero's Journey" and examining how the universality and typicality of narrative structures as mentioned by Vogler are applied to this film. Although the universal and typical characteristics of all narrative structures cannot be analyzed through Christopher Vogler's The Hero's Journey, five atypical characteristics could be derived from this film that deviate from the universality mentioned by Christopher Vogler by looking at the characteristics of the heroic narrative structure implemented as Han Do-kyung, the leading character and a "hero," proceeds through the 12 stages. This study examines which variations such atypical characteristics brought to the heroic narrative structures in crime films what has changed in audiences' expectations, and how it could work as an alternate narrative.

A Study on the Diversified Aspect and Characteristics of Narrative Structure of Neflix Interactive Contents: Focusing on and (인터랙티브 콘텐츠의 서사 구조의 다변화 양상과 특성에 대한 연구 : <언브레이커블 키미슈미트:키미 대 교주>와 <언더테이커의 저주받은 저택>을 중심으로)

  • Kim, Hee-Kyung
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.765-774
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    • 2022
  • Neflix, a Global Over The Top(OTT) has produced various 'interactive contents' since 2015. The interactive contents mean the works in which the video users directly make choices suitable for circumstances on behalf of characters, and the conclusion of story is changed according to those choices. This thesis researches the works that attempted many narrative variations such as in 2020 and released in 2021. Compared to the previous interactive contents, these works had more diverse subjects and choices while the conflict factors and main messages of works were changed. Through this, this study examines and analyzes the diversified aspect and characteristics of narrative structure of the interactive contents in OTT.

The Narrative and Aesthetic Evolution of "Superman : The Body of Iron and Steel" (《맨 오브 스틸》의 서사와 심미의 변천)

  • Wang, Haibo
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.1
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    • pp.91-96
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    • 2020
  • Superhero movies are an important part of the Hollywood film industry. The Superman series is the most important of them, bringing high box office receipts and profits of surrounding goods to the Hollywood film industry. The Superman series of live-action movies is an adaptation and secondary creation of superhero comics. With the development of the times, the narrative content, narrative form and aesthetic design of the Superman series have changed with the times. The film "Superman: The Body of Steel" is the latest in the series, and it is also the re-launch of the Superman series of movies after seven years. The film has innovated and subverted the story and aesthetic design of the previous film.

A Study of Masterplot of Disaster Narrative between Korea, the US and Japan (한·미·일 재난 서사의 마스터플롯 비교 연구)

  • Park, In-Seong
    • Journal of Popular Narrative
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    • v.26 no.2
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    • pp.39-85
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    • 2020
  • This paper examines the aspects of disaster narrative, which makes the most of the concept of 'masterplot' as a narrative simulation to solve problems. By analyzing and comparing the remnants of 'masterplots' operating in the disaster narratives of Korea, the United States, and Japan, the differences between each country and social community problem recognition and resolution will be discussed. Disaster narrative is the most suitable genre for applying the 'masterplot' toward community problem solving in today's global risk society, and the problem-solving method has cognitive differences for each community. First, in the case of American disaster narratives, civilian experts' response to natural disasters tracks the changes of heroes in today's 'Marvel Comic Universe' (MCU). Compared to the past, the close relationship between heroism and nationalism has been reduced, but the state remains functional even if it is bolstered by the heroes' voluntary cooperation and reflection ability. On the other hand, in Korea's disaster narratives, the disappearance of the country and paralysis of the function are foregrounded. In order to fill the void, a new family narrative occurs, consisting of a righteous army or people abandoned by the state. Korea's disaster narratives are sensitive to changes after the disaster, and the nation's recovery never returns to normal after the disaster. Finally, Japan's disaster narratives are defensive and neurotic. A fully state-led bureaucratic system depicts an obsessive nationalism that seeks to control all disasters, or even counteracts anti-heroic individuals who reject voluntary sacrifices and even abandon disaster conditions This paper was able to diagnose the impact and value of a 'masterplot' today by comparing a series of 'masterplots' and their variations and uses. In a time when the understanding and utilization of 'masterplots' are becoming more and more important in today's world where Over-the top(OTT) services are being provided worldwide, this paper attempt could be a fragmentary model for the distribution and sharing of global stories.

Analysis of the Correlation between Narrative and Emotions Displayed by Movie Characters through a Quantitative Analysis of Dialogues in a Movie (영화 대사의 정량적 분석을 통한 등장인물의 감정과 서사간의 상관성 연구)

  • You, Eun-Soon
    • The Journal of the Korea Contents Association
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    • v.13 no.6
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    • pp.95-107
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    • 2013
  • A linguistic element found in a movie, dialogue, plays a critical role in building up narrative structure. Still, analyses conducted on movies mostly focus on images due to the nature of a movie that conveys a story through its visual images while dialogue has either been underestimated or received less spotlight despite their importance. This study highlights the significance of lines in a movie. This study calls attention to dialogue, which has stayed out of the main focus and been on the periphery thus far when analyzing movies, so as to see how they contribute to constructing a narrative. It then spotlights the significance of dialogue in the movie. To this end, the study sorts out emotional expressions articulated by actors through their dialogues then to make polarity classification into affirmation and negation, followed by a quantitative analysis of how the polarity proportion of emotional expressions changes depending on the narrative structure. The study also suggests a narrative's relevance with emotions by pointing to dynamic emotional changes that shift between affirmation and negation depending on incidents, conflicts and resolution thereof throughout a movie.