• Title/Summary/Keyword: 서사분석

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Narrative Structure Analysis of Marvel Cinematic Universe(MCU) Movies Through 'Save the Cat' Paradigm with Focus on Iron Man Character ('세이브더캣' 패러다임을 활용한 마블시네마틱유니버스(MCU) 영화 서사 구조 분석: 아이언맨 캐릭터를 중심으로)

  • Cho, Hee-Young
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.1
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    • pp.75-89
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    • 2020
  • As Marvel Cinematic Universe (MCU) Phase 3 concluded in 2019, it is time to systematically analyze the phenomenal storytelling of the franchise. In order to identify the structure of the continuous stories focusing on 'Iron Man', the central character of MCU Phase 1-3, this study used the "Save the Cat (STC)" paradigm as the tool for narrative analysis. The eight films with 1,066 minute-run time in total was analyzed based on the 15-beat STC paradigm by adjusting the distance ratio between each beat of its prototype originally based on standard films of 110 minute-run time. The results reveal that all 15 beats of the combined texts were fairly properly discovered in the positions suggested by the adjusted STC paradigm. Moreover, through the investigation, the vast text was able to be analyzed in a more comprehensive manner in the process of reconfirming the meaning of the dramatic reversals corresponding to each beat against the entire narrative. As expected, the STC paradigm proved to be a meaningful signpost for plot drives even for such a vast text. Therefore, it is believed that application of this paradigm would help not only analyze but also design other serialized franchises as well. Prior to that, however, it would be necessary to further examine the combined texts for other major characters in MCU or other franchises designed in a similar form to MCU movies through the same paradigm to verify effectiveness of such application.

A Study on Typology and Narrative function of NPC in MMORPG (MMORPG의 NPC유형에 따른 서사적 기능 연구)

  • Han, Hye-Won;Son, Hyeong-Jeon
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.53-66
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    • 2009
  • The purpose of this study is to show typology of Non Player Character(NPCs) and to look out what narrative functions of NPCs are served in Massively Multi-player Online Role-Playing Game(MMORPG). As the relationship with player characters and the propensity of actions, NPCs are classified 4types; passive helper, active helper, passive antagonist, active antagonist. Each type performs different functions of game narrative. Especially passive helper functions as a essential glue of movement in game world and makes the chain of quest narratives. Active antagonist functions as the cause of space perspective and creates dramatic effect of game narrative. Those functions make spacial, dimensional and extensible game narrative.

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A Study on Woman Growth-Narrative and Modes of Expression Graphic Novel 『Habibi』 (그래픽 노블 『하비비』의 표현양식과 여성 성장 서사 연구)

  • Lee, Young-Soo
    • Cartoon and Animation Studies
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    • s.43
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    • pp.231-254
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    • 2016
  • The graphic novel is seemed different from comics in two aspects, visual expression and narrative value. However, they are ambiguous standards, so it needs to research each works of graphic novel deeper. Then this paper studied both of visual expression and narrative in Craig Thompson's "Habibi" that has been recognized a fine graphic novel. As the research about how the modes of expression that an American author choose on purpose to represent an arab female are related with narrative, it will get the point of narrative strategy that graphic novel can have potentially. So It studied new modes of expression as focusing on imagination of arab letters and woman growth-narrative by using Gayle Rubin's 'traffic in women' theory, and how it was related with modes of expression in graphic novel. This paper will be helpful for broadening spectrum of expression in graphic novel as comics media having own narrative form and studying graphic narrative potential.

Analysis of the Type of Narrative Structure of the '10 Million Films' ('천만 영화'의 서사구조 유형 분석)

  • Tae, Ji-Ho;Kim, DaeKeun
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.287-298
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    • 2020
  • The purpose of this study is to analyze the narrative structure and types of films that has attracted more than 10 million viewers ('10 million films') among films released in Korea, and deal with the implications of the current Korean film industry. To this end, this study investigated the relationship between films and their narrative as a product of the film industry. To approach this, We dealt with the features of structuralist analysis and archetype or mythological narrative analysis. For a detailed analysis, a total of 27 films of "10 million films" were categorized using Northrop Frye's original narrative analysis method. As a result of the study, 13 comedy structures, 7 romance structures, 4 tragic structures, and 3 irony and satire structures. It was confirmed that the "comedy" and "romance" structures had a high percentage of all 10 million films, and occupied the top ranks in the box office rankings. In conclusion, this study confirmed the narrative rules and customs of films hitting Korean box offices, and through this, it was possible to examine a rough topography of the film consumption of the public in the Korean film industry. This can be said to provide a clue as to how the narrative of the film should be constructed when producing a film from an industrial perspective.

A Study on Narrative Archival Description (보존기록의 서사적 기술에 관한 연구)

  • Ahn, Jung-Hee;Rieh, Hae-young
    • The Korean Journal of Archival Studies
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    • no.81
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    • pp.89-131
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    • 2024
  • The aim of this study is to propose the introduction of narrative description as an improvement to describing archives, thereby enhancing the user experience of archives. To achieve this, the study identifies the specific forms and positions of narrative elements in archives and analyzes the interaction between archival description and narrative elements. It also examines cases where narrative description has been applied in digital archives to analyze their purposes and identify the various types and characteristics of narrative description for the improvement of description and considering factors that should be taken into account when implementing narrative descriptions. Theoretical research explores the concept and role of narrative and analyzes how it is manifested in describing archives. Case studies investigate the types of narrative description in digital archives and explore their roles. Narrative description emphasizes that it can facilitate implementation by establishing the narrative identity of archivists as context constructors, conducting extensive and deep research on records, and planning collaborations with experts. However, due to the lack of concrete implementation plans for narrative description in the practical archives, further research is needed to develop models of narrative description and prepare various examples of narrative applications.

A Study on Players' Desires in the Epics of Computer Games (컴퓨터 게임서사에 나타난 플레이어의 욕망 탐구)

  • Eum, Yeong-Cheol
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.07a
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    • pp.220-221
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    • 2015
  • 본고는 르네 지라르의 욕망 이론을 라스트 어브 어스라는 게임서사에 적용하여 분석한 글이다. 소설과 달리 게임은 유저인 플레이어가 방관자가 아니라 프로슈머가 되어 게임의 서사를 수행한다. 그 과정에서 플레이어는 오디세우스가 되어 통과제의의 관문을 통과한다. 플레이어는 게임 속에서 주인공이 되기도 하고 조력자와 연대하기도 한다. 게임의 주인공인 플레이어는 전투를 수행하면서 인물 상호간에 유대와 저항을 하기도 하면서 생존의 욕망을 추구함을 알 수 있었다.

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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.

Quantification of The Conflict in Film Narrative: Focusing on Comparison of Characters' Face Area (영화 서사 속 갈등의 정량화 연구: 등장인물의 얼굴면적 비교를 중심으로)

  • Kang, Soohwan;Park, Seung-Bo;Kim, Yeong Hun;You, Eun Soon
    • Journal of Broadcast Engineering
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    • v.24 no.1
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    • pp.153-163
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    • 2019
  • This paper analyzes the film in a quantitative method to understand the principle to assign film's narrative as an art form. To do this, we tried to quantify 'conflict', which is a key factor of narrative, according to measuring the information represented in images. And thus, we measured the face areas of Protagonist and Antagonist, and then analyzed the relationship between area and conflict. The reason why the face area is used as the measurement target is because it is an index showing the way in which the director represents the conflict in the film. The quantification of conflict in films can be applied to indexing the narrative structure or specific conflict sections based on objective figures. In addition, it is possible to visualize narrative through conflict graphs, and it is meaningful that the computational criticism can apply into narrative study by quantification of conflict.

An Analysis of Hirata Oriza's Plays based on Lyotard's Postmodern Scientific View (리오타르 포스트모던 과학관에 따른 히라타 오리자의 희곡 분석)

  • Lee, Hye Jeong;Heo, Jae Sung
    • The Journal of the Korea Contents Association
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    • v.22 no.8
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    • pp.200-210
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    • 2022
  • The purpose of this paper is to analyze Hirata Oriza's three plays, "Scientific Minds," "Monkeys on the Northern Limit Line" and "Balkan Zoo" with Lyotard's postmodern scientific view. Liotar, who claims that science and narratives follow the rules of their own pragmatic use, talks about the incommensurable parallelism between the two. Hirata Oriza points out that humans rely on narratives in the postmodern world. This paper analyzes Hirata Oriza's plays in three aspects. First, in the postmodern world where the master narrative has disappeared, it identifies the point where the boundaries that define the identity of human beings under the lost and developing science technology are fading. Second, we look at the pattern in which the parallelism between scientific knowledge and narrative knowledge is constantly diluted due to the characteristics of humans who understand the world by leaning on narrative. Finally, the aspects of small narratives are idetified, raised by individuals to comfort themselves toward a world where the master narrative disappears and is justified only by maximizing performance.

A Study of Multi-scenario in Visual Novel (비주얼 노블 멀티 시나리오 분석)

  • Lee, So-Hee
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.59-68
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    • 2018
  • A visual novel, a type of digital content combining novel and game, was designed as hypermedia which includes various media, for instance, image, sound, and video. The narrative of visual novel contains multimedia elements and highlights multi-scenario structures based on hypertext. Prior to creating visual novel scenario, a writer should thoroughly consider two main points. First of all, the scenario should cover the multimedia features of visual novel. Secondly, the scenario should be structured as a multi-scenario providing with performativity to players for interaction with readers. This study examines the influence of changes in platforms on visual novel scenario adjusted to mobile environment. It would provide an opportunity to understand how storytelling changes and adapts to rapid transformation of digital media contents.