• Title/Summary/Keyword: 비주얼스토리텔링

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Design of Interest Elements in Visual Storytelling (비주얼 스토리텔링의 재미요소 설계)

  • Ahn, Seong-Hye;Hur, Young
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.164-172
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    • 2009
  • When plan culture contents, the most important thing is storytelling that process to develop resource story and this by contents of various medium. However, the study of the methodology for the interest element design of storytelling which is necessary to produce the culture contents is insufficient. Therefore, this article is going to show a design method, when I plan the culture contents of the OSMU base, which is analysis the pleasure element of storytelling to make an interesting story and visual storytelling to visualize the pleasure elements.

Analysis and Design of Interest Elements in Visual Storytelling (비주얼 스토리텔링의 재미요소 설계 및 분석)

  • Ahn, Seong-Hye;Hur, Young
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.250-257
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    • 2009
  • The thing that is the most important at time to produce the culture contents is developing source story and storytelling which is work to process in the contents of various media. However, the study of the methodology for the interest element design of storytelling which is necessary to produce the culture contents is insufficient. Therefore, this article is going to show a design method, when I plan the culture contents of the OSMU base, which is analysis the pleasure element of storytelling to make an interesting story and visual storytelling to visualize the pleasure elements.

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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.

Identification Patterns for Immersion of Visual Storytelling -Based on Disney Animation- (비주얼스토리텔링의 몰입을 위한 동일시 패턴 -디즈니 애니메이션을 중심으로-)

  • Kim, Young-A;Shin, Seung-Yun;Kim, Jae-Ho
    • The Journal of the Korea Contents Association
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    • v.12 no.7
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    • pp.54-64
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    • 2012
  • This thesis is on the identification pattern for immersion of visual storytelling and studied identification which is psychological action in the visual aspect. Shots which the audience were identified with character's eyes in animation were classified and connection structures of shot and shot were coded through semiological analysis. In shot's coded combination regularly organized, identification patterns which have characteristic meanings were discovered. These patterns which have characteristic meanings can be used by choice following the narrative situation. Therefore identification visual patterns which can be used in real production environment are to be suggested.

Continuity and Transformation of the Cartoon Strip for the Musical Performance (만화 소재 뮤지컬에 있어서 만화특성의 지속성과 변형에 대한 시론적 연구)

  • Yim, Hak-Soon
    • Cartoon and Animation Studies
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    • s.12
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    • pp.27-43
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    • 2007
  • The article concerns the continuity and transformation of the cartoon strip for the musical performance. Recently, the cartoon strip has been considered as a resource for creating the musical performance. However, There are a few articles on the relationship of the cartoon strip and the musical performance. In this respect, the article seeks to examine the characteristics of the cartoon strip and the musical performance in terms of planning system, storytelling structure, character formation and marketing strategies. The case on the musical entitled 'The Great Catsby', which is rooted in the cartoon strip entitled 'The Great Catsby', is examined. As a result, on the one hand, the characteristics of the cartoon strip has continuously affected the process of creating the musical performance in terms of storytelling, character formation, stage management and the marketing activities. On the other hand, the musical performance considers the music and sound, the moving image and stage management, performance of the actors as an essential part in comparison with the cartoon strip. In addition, the musical performance simplifies and recontructs the cartoon strip according to the principles of the musical performance.

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A Study of Tim Burton's Lighting Style and Visual Storytelling (팀 버튼의 조명 스타일과 비주얼 스토리텔링 연구 - '크리스마스의 악몽'을 중심으로 -)

  • Lee, Jee-Eun
    • Cartoon and Animation Studies
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    • s.11
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    • pp.137-151
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    • 2007
  • This study is based on Tim burton's 'The nightmare before christmas' and analyzation was made to see how he used lights and to understand his unique color visual story telling style. The analyzation revealed that Tim burton used second class hollywood movies of $1930{\sim}60's$ and classical lighting style. He used this lighting style in 'The nightmare before christmas' as a really strong visual structure which substantially attributed to maintains it's fantastic mood consistently.

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Design of a Visual Basic Learning System Using Story-Telling method (Story-Telling 기법을 활용한 비주얼 베이직 학습 시스템 설계)

  • Shin, Chae-Hong;Chun, Seok-Ju
    • 한국정보교육학회:학술대회논문집
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    • 2007.01a
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    • pp.219-225
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    • 2007
  • 21C 정보화, 지식 사회 속에서 교육 분야에서도 교수 학습의 패러다임 변화와 기술의 발달로 다양한 웹 기반 교육 시스템의 개발이 진행되고 있다. 이런 정보화 사회 속에서 학생의 정보 활용 능력의 증진이 중요한 문제로 대두되고 있다. 학교에서의 프로그래밍 교육은 문제 분석 능력, 절차적 문제 해결력, 논리적 사고력 증진 등의 긍정적 역할을 한다. 그러나 7차 교육 과정 중 초 중등학교의 기본 교육과정에서 프로그래밍 교육이 제외 되어 있는 실정이다. 따라서 본 연구에서는 스토리텔링 기법을 활용하여 초등학생의 성장 발달단계에 맞는 비주얼 베이직 학습 시스템 설계를 제안한다. 학습 내용 제시, 설명 등의 따라하기식 학습이 아니라 학습을 하면서 각 목표별로 어떤 내용이 전개될지 스토리텔링을 통해 모험에 따른 상황을 제공한다. 이를 통해 주입식의 학습 전개가 아니라 자기 주도적으로 적극적인 학습을 할 수 있는 환경을 조성한다.

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Creative 3D game programming learning using Kodu visual programming language for elementary school students (Kodu 비주얼 프로그래밍 언어를 사용한 초등학생의 창의적 3D 게임프로그래밍 학습)

  • Rim, Hwa-Kyung;Cho, Yong-Nam
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.11
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    • pp.53-61
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    • 2012
  • Kodu made by MS is a new 3D visual programming language made specifically for creating games. This language is based on creativity, problem-solving methods, and storytelling. So, it is very suitable for game programming education for kids. In this paper, we designed learning method to develop games based on elementary school students' creative thinking. The instruction was given to 27 6-grade elementary school students in 30 hours. And we applied the learning method in class. Also, we analyzed the changes in the learners' creative thinking and the learning effects of game programming.

Multimodal based Storytelling Experience Using Virtual Reality in Museum (가상현실을 이용한 박물관 내 멀티모달 스토리텔링 경험 연구)

  • Lee, Ji-Hye
    • The Journal of the Korea Contents Association
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    • v.18 no.10
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    • pp.11-19
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    • 2018
  • This paper is about multimodal storytelling experience applying Virtual Reality technology in museum. Specifically, this research argues virtual reality in both intuitive understanding of history also multimodal experience in the space. This research investigates cases regarding use of virtual reality in museum sector. As a research method, this paper conducts a literature review regarding multimodal experience and examples applying virtual reality related technologies in museum. Based on the literature review to investigate the concept necessary with its related cases. Based on the investigation, this paper suggests constructing elements for multimodal storytelling based on VR. Ultimately, this paper suggests the elements of building VR storytelling where dynamic audio-visual and interaction mode combines with historical resources for diverse audiences.

Development of an Information-oriented Content on the Endangered Species of Banana based on Storytelling Method (스토리텔링 기법을 활용한 멸종위기의 바나나 정보 콘텐츠 개발)

  • Na, In Young;You, Si Cheon
    • Smart Media Journal
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    • v.7 no.3
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    • pp.51-56
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    • 2018
  • Banana is the eighth most important crop in the world designated by the United Nations Food and Agriculture Organization (FAO). In terms of production, it is the fourth most harvested crop following wheat, rice, and corn, considered to be a promising food source for mankind as it is not only scrumptious but also rich in nutrients. However, abnormal cultivation methods that mankind has invented to breed bananas is currently pushing them to the state of extinction. The aim of this study is to develop information-rich digital contents that can easily and intriguingly convey information about steadily but certainly increasing risk of banana extinction. The end-users are middle and high school students who are assumed to be aware of the agricultural revolution through their school curriculum. The linear storytelling method was meant to encourage the end-users to be interested in the causes and processes in which banana has become endangered. For generating a natural interaction between the content and the end-users, a parallel, upper-lower structure was used, in which the relationship between the stories comprising several stages and the information graphic supporting each story is represented. This paper can support an information campaign about the endangered species.