• Title/Summary/Keyword: 스토리텔링 구성 요소

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Applying Policy of Traditional Story-Flows to Computer Games -Based on Observations about Game 'Call of Duty'- (콜 오브 듀티를 통해 본 전통적 스토리 흐름의 컴퓨터 게임 적용 방법)

  • Song, Byoung-Ho
    • The Journal of the Korea Contents Association
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    • v.6 no.11
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    • pp.95-103
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    • 2006
  • A good storytelling is essential to make a computer game more immersed and appealing as it impress the players emotion. The Storytelling consists of many factors. Among them, the Plot, or the flow of the story (Story-flow) is significant. The 'Call of Duty' is a successful computer game in the aspect of the story-flow. In this paper, the way to apply traditional theories about the story-flow to this game is analyzed. And an applying policy of traditional story-flow theories to computer games is presented.

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Analysis of use and satisfaction factors through Domestic Character Preference Survey - Focused on Storytelling and Design - (국내 캐릭터 선호도 조사를 통한 이용충족 분석연구 -스토리텔링과 디자인을 중심으로-)

  • Lee, Jong-yoon;Eune, Ju-hyun
    • Cartoon and Animation Studies
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    • s.47
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    • pp.381-412
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    • 2017
  • Character conveys rich storytelling and various design elements. Domestic characters are changing and developing in various forms through SNS and offline sources, which are being developed in the aspect of contents industry. The purpose of this study is to find out and discuss the factors that character users are using Korean characters as storytelling and color factor. In terms of storytelling, they prefer adventure, fantasy, absurd and humorous stories. In terms of color, it seems that they prefer a character with simple and simple color/ warm color and warm / cute color composition. On the other hand, characters with a simple story, which is the main subject of early childhood education, fashion, or toys in the aspect of storytelling, are not preferred. In terms of color, it was shown that 4 or more colors were combined without a main color. These main colorless characters gave complex feelings that are not preferred. In terms of storytelling, it is necessary to develop and develop the contents of OSMU(One-source Multi use) through story development with adventure and fantasy structure. In terms of color, it is necessary to configure the user with a simple and simple color which is preferred by the users. Also, the assembly robot toy character needs to increase the satisfaction of the character through simple color composition. As a result of this study, the factors that satisfy the users in terms of storytelling and color are derived. These results will contribute to the development of theoretical aspects, storytelling aspects, and character design industry aspects. Despite the significance of the above paper, it was inevitable to limit the research on the analysis of the storytelling of specific characters, the research through the color analysis framework, the accurate data analysis on the color analysis, and the simple comparative analysis of one.

Study on the Development of Cultural Contents for Epic Poem Geumgang (서사시 "금강"의 문화콘텐츠 개발에 관한 연구)

  • Kang Sang-Dae
    • The Journal of the Korea Contents Association
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    • v.6 no.7
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    • pp.127-135
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    • 2006
  • This study analyzed narrative composition and examined storytelling elements to develop Shin, Dong Yeop's Epic Poem Geumgang into cultural contents. This piece's narration involves separately or compositely historical, fictional, and lyrical compositions and the hierarchical meaning of each composition contributes to exposing the poet's historical view and perception of reality. This piece also contains several storytelling elements by presenting various hierarchies of events and characters. This pieces' heroic characters, war epics and fictional spaces, and mythical stories are very important storytelling elements, and will be effectively used to develop cultural contents for Geumgang.

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Study of Re-writing "A Tale of the Conquest over a Big Enemy from an Underground Nation" - Focusing on picture book narrative (지하국대적퇴치설화를 활용한 새로쓰기 연구 - 그림책 서사를 중심으로)

  • Kim, Hwa-Lim;Kim, Hanil
    • Smart Media Journal
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    • v.6 no.4
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    • pp.88-93
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    • 2017
  • The story of "A Tale of the Conquest over a Big Enemy from an Underground Nation" is a story that is distributed all over the world. This familiar narrative structure can be accepted without great objection even in places with different cultures. In case of storytelling with the elements extracted from the narrative according to the previous research, storytelling of the picture book was carried out using the element and structure of the narrative. One of the ways to content the story is called a re-writing. In this paper, we divided the components of picture book into literary subjects, plots, characters, and backgrounds. "A Tale of the Conquest over a Big Enemy from an Underground Nation" is analyzed in the same way. And presented storytelling of the picture book.

The Instructional Design Using Storytelling in Home Economics Education (가정교과에서의 스토리텔링(storytelling)을 활용한 수업 설계 방안)

  • Kim, Eun-Jeung
    • Journal of Korean Home Economics Education Association
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    • v.23 no.1
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    • pp.143-157
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    • 2011
  • It is a story through which people share their ideas and express their thoughts. Storytelling is temporally and spatially interconnected narration that consists of characters, background, its beginning and its conclusion. Furthermore, the story in storytelling is a means of delivering culture and history; thanks to the development of various media, delivering and exchanging the story are conducted in a variety of forms. Due to the technological advancement, the way storytelling is done has changed, which was a method called digital storytelling. This storytelling has been frequently used in education; that is, teachers utilize stories to communicate their thoughts. As receivers, students understand a shade of meaning and the role of language, thus reorganizing the important factors in the context of meaningful events. However, in practice the classes are so teacher-centered that the role of students are relegated to that of passive learners, thus debilitating the interaction between participants; as a result, this situation shows serious limitations in that it does not improve students' practical skills. Despite this situation, home economics has attempted to broaden students' practical knowledge and has enabled them to acquire procedural knowledge as its main objectives in the context of the entire life. To overcome this problem, this study attempts to demonstrate the lesson model utilizing the storytelling where the lively participation in the process and results of learning can increase learners' self-confidence and responsibility. This lesson model is believed to facilitate the communication among participants including teachers and students. Through this alternative teaching method, learners can participate in the process of learning so that they can acquire practical knowledge: this method can be a step-stone for further development. In conclusion, the development of curriculum and lesson plans should be encouraged.

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A Study on Interactive Storytelling Script Language for Generating the Stories (이야기 생성을 위한 인터랙티브 스토리텔링 스크립트 언어에 관한 연구)

  • Kim, Seok-Kyoo;Moon, Sung-Hyun;Park, Jun;Chang, Jun-O;Han, Sang-Yong
    • Journal of Korea Multimedia Society
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    • v.12 no.2
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    • pp.313-322
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    • 2009
  • A multi-story can be generated by the interactions of users in the interactive storytelling system. In this paper, I suggest narrative structure and corresponding Storytelling Markup Language and implement the system that processes a story presented using this language. This research will be basis of making an authoring tool for interactive storytelling. It can be used to make a story tool and story presentation tool using text, image, animation with user interaction.

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A Study on the Preference Factors of KakaoTalk Emoticon (카카오톡 이모티콘 선호도에 미치는 영향 요인에 관한 연구)

  • Lee, Jong-Yoon;Eune, Juhyun
    • Cartoon and Animation Studies
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    • s.51
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    • pp.361-390
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    • 2018
  • Users of KakaoTalk emoticons use Kakao Talk emoticons as means of communicating their emotions in virtual space. Emotional state is represented by design element (auxiliary, color, form, motion) and storytelling element contained in emoticons. The purpose of this study is to investigate the factors of the storytelling and design elements of kakaoTalk emoticons and how they prefer the kakaoTalk emoticons as emotional expression means. In terms of storytelling, crocodiles, peaches, dogs, ducks, lions, moles, and rabbits were made up of ordinary fruits and animals. Most of the emoticons are composed of stories with unique personality, and each story has a complex one by one, which makes it easy for users to approach and use them. In terms of design, I used various auxiliary elements (flame, sweat, tears, runny nose, angry eyes, etc.) to express angry, sincere, nervous, begging, joy, and sadness. The color elements consisted of most of the warm color series with the unique colors (green, red, yellow, pink, white, black, brown, etc.) of emoticon characters regardless of feelings of joy, anger, sadness, pleasure. The form factor is composed of a round shape when expressing factors such as joy and sadness. On the other hand, when FRODO and NEO express sadness and anger, they represent the shape of a rectangle. The motion elements are horizontal, vertical, and oblique expressions of APPEACH, NEO, TUBE, and JAY-G, expressing emotional expressions of sadness, anger, and pleasure. APEACH, TUBE, MUZI & / Shows the dynamic impression of the oblique and the radiation / back / forward / rotation. The anger of TUBE and FRODO shows horizontal / vertical / diagonal and radial motion. As a result of this study, storytelling is structured in accordance with each emoticon character. In terms of design, auxiliary elements such as flame, sweat, and tears are represented by images. The color elements used the unique colors of the character series regardless of the difference of emotion. The form factor represented various movements for each emotion expression. These findings will contribute to the development of communication, emotional design and industrial aspects. Despite the significance of the above paper, I would like to point out that the analysis framework of the storytelling and the semiotic analysis of the supplementary elements are not considered as limitations of the study.

An Analytic Study on Characteristics of Conceptual maps for the Visualization of Storytelling (스토리텔링의 시각화를 위한 개념적 맵들의 특성분석)

  • Lee, Ji-Su;Jeong, Gyeo-Un;Lee, Kyung-Won
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.364-369
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    • 2008
  • 이 연구는 정보와 지식을 효과적으로 시각화하기 위해 만들어진 개념적 맵(Conceptual map)들의 종류와 그 특성과 차이점을 분석하고 활용 방안으로서 디지털 스토리텔링으로의 적용 가능성과 방법에 대한 연구이다. 사회현상에 존재하는 다양한 정보에서 사용자가 원하는 정보를 검색하고 조직하기 위해 다이어그램, 그래프, 맵 등 정보시각화를 통한 여러 방법들이 사용되고 있다. 특히 이 중에서 맵을 이용한 시각화에 주목하는 이유는 수많은 정보와 지식을 기반으로 만들어진 개념적 지도가 정보와 지식을 표현해 줄 뿐만 아니라, 이들 사이의 관계를 조직해주는 데에도 효율적으로 사용되고 있기 때문이다. 이러한 정보시각화는 대량의 정보 속에서 사용자들이 찾고자 하는 정보를 빠르고 용이하게 찾을 수 있도록 도와준다. 또한, 일련의 스토리 라인을 갖고 있는 책의 시각화의 경우 등장인물과 그들 주변에서 일어나는 사건들의 관계를 형상화할 수 있다. 이러한 과정을 통해 만들어진 개념적 맵에서는 개개인이 알고 있는 이야기와 그에 관한 정보를 다른 사람들과 의사소통하며 그 정보와 지식들이 확장될 수도 있어, 이는 지식시각화의 좋은 활용사례가 될 수 있을 것이다. 본 연구에서는 대표적인 개념적 맵의 세 가지 종류인 개념맵(Concept map), 지식맵(Knowledge map), 토픽맵(Topic map)의 정의와 특성들을 살펴보고, 각각의 구성요소의 차이점을 비교하여 시각화 방법론을 제안하였다. 또한, 각 맵의 특성과 차이점을 이용해 루이스 캐롤(Lewis Carroll)의 <이상한 나라의 엘리스>의 이야기 요소들을 각각의 개념적 맵들로 구성해봄으로써, 그 효과를 확인해보았다. 스토리텔링을 개념적 맵을 이용하여 표현할 경우, 사용자들은 스토리텔링을 효과적으로 접근할 수 있으며, 이러한 분석은 개념적 맵을 제작할 때 가이드라인으로 활용될 수 있을 것이다.

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Developing a Curriculum of English Storytelling in a Global Corporation's Context: Focus on Proficiency Building (글로벌 기업에서 스토리텔링 영어교육 콘텐츠 개발과 적용: 능숙도 향상을 목표로)

  • Shin, Dongil;Kim, Keumsun;Shim, Woojin;Kim, Na-Hee;Jeon, Jongwoon;Kim, Sehee;Kim, Joo-Yun;Jeong, Taeyoung
    • The Journal of the Korea Contents Association
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    • v.18 no.3
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    • pp.265-278
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    • 2018
  • This study aims to understand how a global corporation's storytelling-based curriculum is developed for improving English proficiency. Little research has been done from the perspectives of global corporation, and a curriculum of storytelling on Stein and Glenn (1979)'s model was implemented inside English Language Education Program of Samsung Display. 10 participants employed at the global corporation were taught by two instructors during the first semester of 2017 language learning program. The curriculum consisted of three modules: event focused, structure focused, character focused. Storytelling elements of each module were explicitly planned and taught by two instructors. All classes were audio-recorded and observed by the other researchers. It was found that there is a need for improving storytelling proficiency in the global corporation, and that storytelling skills can be teachable, learnable, and assessable.