• Title/Summary/Keyword: 서사성

Search Result 474, Processing Time 0.02 seconds

Effects of Contents Narrativity on the Related Contents Preference: Surveying on Korean College Students (문화콘텐츠의 서사성이 그와 연관된 콘텐츠 선호도에 미치는 영향: 한국의 대학생을 대상으로)

  • Lee, Yun-Jeong;Shin, Hyung-Deok
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.16 no.1
    • /
    • pp.62-69
    • /
    • 2015
  • This study examined the effects of the level of narrativity of a culture content on the level of preference of a related culture content. The culture contents were categorized into novels, cartoons and TV programs according to the content type, and into dramas, comedies, and actions by the contents genre because previous studies found a high level of narrativity in novels and dramas. Based on the survey data on the movie preference, the following were found. First, when people prefer novels with high-level narrativity, rather than TV programs, which have low-level narrativity in a certain genre, they prefer watching movies in the same genre. Second, this relationship is even more reinforced when the genre of the original of the movie is drama, which has high-level narrativity, rather than comedies or actions, which have low-level narrativity. Narrativity plays an important role in the movie preference, especially when it comes to movie originals.

A study on game narratives in a structuralism mythologic perspective (게임 서사에 대한 구조주의 신화론적 고찰)

  • Kim, Dae-Jin
    • Journal of Korea Game Society
    • /
    • v.9 no.3
    • /
    • pp.3-14
    • /
    • 2009
  • This study examines how game narratives are analyzed in a structuralism mythology and make theoretical bases which can explain game narratives, and finds out the meaning of myths in game narratives. Many studies on the relationship between games and myth have been researched. However, these are meaningful in terms of how myths are reflected on narratives as a hero narrative. This article investigated the relationships between game narratives and the theories of Levi-Strauss and Gilbert Durand who are structuralism mythologists. As a result, restructuring and synchronicity on the structuralism mythology can explain game narratives which are different from written language narrative, and myth, a spoken literature, is meaningful in that it restructures the forgotten orality in game narratives.

  • PDF

The study of narrative of cartoon Focusing on prerequisites for narrative in the Theory of 『Story and Discourse』 by S. Chatman (카툰의 서사 연구 (S.채트먼의 『이야기와 담론』 이론의 서사의 전제조건을 중심으로))

  • Ahn, So Ra;Lee, Won Soek
    • Cartoon and Animation Studies
    • /
    • s.33
    • /
    • pp.223-246
    • /
    • 2013
  • Even though cartoons and narration comics were born from different origin, they have been called by names such as 'cartoons' or 'comics'. The reason can be found in the similarity of cartoons and narration comics. The similarity of cartoons and narration comics is the genre consisting of writing and drawing. Writing can be the format of expression and it can represent the story. Such story is present as a component of 'narration'. Sub genre of comics includes cartoons and narration comics. It includes animation in a broad range. In cases of narration comics and animation, it is thought that narration is present with continuity of time. However, in case of cartoon, because one or two cuts without continuity of writing are frequently expressed, it is being asked whether narration is present. It is easy to be reminded of epic or chanson de geste whenever you hear 'narration'. Since it deals with a biography of the character, we think the concept of 'narration' with temporality. However, narration provides a certain event in a broad range. Thus, cartoons presenting one event with the image may have the existence of narration, because description of multiple scenes of narrative comics can be implicitly represented in cartoons. As such implications leave a space, the empty space can be filled by active reasoning of recipients. However, nevertheless, it is very difficult to find studies as well as mentions of narration in cartoons. Thus, in this paper, we investigate the concept and structure of narration and demonstrate the presence of narration in cartoons. First of all, we looked at the narration theory in literature before studying narration in cartoons. The reason is that we thought the approach to the literary theory was required in order to investigate the basic elements, since cartoons are a collection of writing and drawing. We were focused on the prerequisites of narration presented in "story and discourse" of s. Chatman. If the prerequisites of narration are present, we can assume that the narration is present. The prerequisites are 'narration reasoning', 'screening', 'consistency', 'process statements' and 'stasis statement'. As s. Chatman described them as prerequisites of narration, he analyzed the narration structures of films and novels. In addition, we revealed that the narrations were present in cartoons as we identified how prerequisites of narration presented by Chatman were presented and expressed through "vocabulary of comics", "Timeframe" and "life in the line" described in "understanding comics" by Scott McCloud.

A study on narrative text analysis from the perspective of information processing - focusing on four computational methodologies (정보처리 관점에서의 서사 텍스트 분석에 관한 연구 - 네 가지 전산적 방법론을 중심으로)

  • Kwon, Hochang
    • Trans-
    • /
    • v.13
    • /
    • pp.141-169
    • /
    • 2022
  • Analysis of narrative texts has been regarded as academically and practically important, and has been made from various perspectives and methods. In this paper, the computational narrative analysis methodology from the perspective of information processing was examined. From the point of view of information processing, the creation and acceptance of narrative is a bidirectional coding process mediated by narrative text, and narrative text can be said to be a multi-layered structured code. In this paper, four methodologies that share this point of view - character network analysis, text mining and sentiment analysis, continuity analysis of event composition, and knowledge analysis of narrative agents - were examined together with cases. Through this, the mechanism and possibility of computational methodology in narrative analysis were confirmed. In conclusion, the significance and side effects of computational narrative analysis were examined, and the necessity of designing a human-computer collaboration model based on the consilience of the humanities and science/technology was discussed. Based on this model, it was argued that aesthetically creative, ethically good, politically progressive, and cognitively sophisticated narratives could be made more effectively.

Narrative Strategy of TV Nature Documentary Epilogue System (국내 TV 자연 다큐멘터리 에필로그 시스템에 나타난 서사 전략 분석 -<남극의 눈물>을 중심으로-)

  • Lyou, Chul-Gyun;Moon, Arum
    • The Journal of the Korea Contents Association
    • /
    • v.14 no.4
    • /
    • pp.67-77
    • /
    • 2014
  • This study focuses on clarifying narrative strategy of the epilogue system of TV nature documentary. TV nature documentary epilogue system is different from making film. Because it has stories about production team's daily life and incidents while they make films in nature. Therefore, TV documentary epilogue system has distinctive narrative features comparing to the documentary itself. This study analyzes into the distinctive narrative features of TV documentary epilogue system. According to Frye, there are four types of narrative based on narrative structure. 'The tears of Antarctica' has achieved reconciliation between nature and human by it's narrative structure of comic romance and comic character. Therefore, comic romance's narrative features of TV documentary epilogue system overcomes tragic features of the documentary itself.

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

  • Lee, So-Hee
    • Journal of Korea Game Society
    • /
    • v.18 no.2
    • /
    • pp.59-68
    • /
    • 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.

Relationship between Urban Identity and Time and Space - Focusing on , Zhang Lu's Film (도시 정체성과 시공간 구조의 관계 -장률(張律)의 영화 <군산: 거위를 노래하다>를 중심으로)

  • Cho, Myung-Ki
    • Journal of Popular Narrative
    • /
    • v.27 no.3
    • /
    • pp.151-191
    • /
    • 2021
  • This paper examines what is the content of Gusan's urban identity, represented by the film and how the contents and aspects of this city's identity interact with the structure of the films' discourse. weaves Gunsan and Seoul into continuously reorganized cities based on an interactive relation, rather than literal ones. Seoul in which the time for a film narrative is closed is converted into the starting point for tour to Gunsan. The both points in which audiences' ex post return occurs are the starting point for the time for the film discourse and the other point in which the title is suggested. The journey-type of the narrative structure in this film is a3-dimensional spiral-shaped, rather than a 2-dimensional circular regression. embodies the characteristics and the identity and apriority of two cities, based on such a spiral-shaped temporal and spatial structure. Seoul severs the relation between grand narrative/collective memory and small narrative/individual memory as an agnostic one, in other words, it is a city that cuts off cities, relations and memory and rejects the continuity of memory. On the other hand, Gunsan is a city in which both grand and small narrative and collective and individual memory coexist and both split and isolated mind are cured and mutually consoled. It describes Gunsan as the surplus space as a being for others, while expressing its identity as robust and literal thing. The film describes it as the field in which oppositional concepts such as historical interruption and continuity and spatial being for others and originality become 3-dimensional spiral ones, through the reciprocity between the narrative and the discourse structure. This paper has an implication, in that it examines how temporal and spatial relationship constituting the urban identity interacts with the structure of the film narrative.

A Study of Non-narratives of Comics - With Emphasis on the Characters and Events of 『The Texture of Memory』 - (만화의 비(非)서사성 연구 -『기억의 촉감』의 인물과 사건을 중심으로 -)

  • Ahn, So Ra;Lee, won soek
    • Cartoon and Animation Studies
    • /
    • s.36
    • /
    • pp.417-436
    • /
    • 2014
  • Stories have existed with the history of mankind along with drawings. Any genre of art that discusses the flow of time, such as literature, film, and play, cannot be free from narratives. The comics are not an exception. The comics tell the narratives with drawings from the cartoons in single blocks to the full-length series in tens of volumes. Nevertheless, there are not many studies that discuss the narratives in the comics. They may have been overlooked because they have been studied in the field of literature. However, I am envious of the field of film, which unravels the narratives with the same visual images, profoundly explores its own narratives and experimentally modifies and expands them into various levels. Therefore, I would like to make a narrative approach to the comics in this study. This study will discuss the non-narratives. It may sound ironic that the study of narratives will discuss the non-narratives, but the narratives cannot exist without the non-narratives. The non-narratives in the narratives compose the narratives in various ways. Therefore, Chapter II will discuss how the theory of narratives in literature classifies the narratives and the non-narratives as a theoretical background. Then, Chapter III will analyze the forms of non-narratives in Han Jo Kim's "The Texture of Memory" to discuss how the non-narratives of comics are composed, while Chapter IV will summarize the preceding studies. Finally, the narratives should be actively studied as it is an essential component of comics. I hope that this study can lay the foundation for more in-depth discussions of the narratives in the comics.

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
    • /
    • s.43
    • /
    • pp.231-254
    • /
    • 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.

A Case Study on Literary Therapy Using Self-Narritive Analysis -Application of Convergence Techniques in Epic Analysis- (자기서사 분석을 활용한 문학치료 사례연구 -서사분석의 융복합적 기법적용-)

  • Kim, Eunjung
    • Journal of Digital Convergence
    • /
    • v.19 no.3
    • /
    • pp.273-278
    • /
    • 2021
  • The purpose of this study is to help self-healing by identifying self-description by utilizing the self-description diagnosis of literary therapy and the resonance of the work narrative. Therefore, the research was conducted through the methodology of literature therapy, which uses the self-introduction team of literary therapy and basic photography team to understand their own narrative and to heal themselves through resonance with the work narrative. Through this study, we understood that it is possible to understand and identify and understand one's psychological problems through self-description and self-culture techniques. This case study revealed that it can be used as a new technique for understanding self-description by applying the methodology of literary therapy and for healing self-exploration through resonance with the work narrative.