• Title/Summary/Keyword: 스토리텔링 모델

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A Study on the Storytelling Model based on Patent (특허 기반의 스토리텔링 모델에 관한 연구)

  • Lee, Ga-Hee;Lee, Sang-Zee
    • Proceedings of the Korea Contents Association Conference
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    • 2014.11a
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    • pp.109-110
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    • 2014
  • 오늘날 스토리텔링은 기업의 비즈니스 분야까지 확산되어 기업의 홍보, 상품의 마케팅 또는 커뮤니케이션 분야 등에 다양하게 활용되고 있다. 본 연구에서는 지식재산의 일종인 특허와 관련된 영역에서 스토리텔링을 융합한 특허 기반의 스토리텔링의 모델을 새롭게 정립하고, 특허를 중심으로 스토리의 원천 소스 발굴과 스토리텔링의 활용이라는 두 가지 관점에서 기존의 스토리텔링과 어떻게 다른지 살펴보았다. 비즈니스에서는 특허 기술의 발명에서부터 특허권리의 등록, 무효소송과 침해소송 및 손해배상 소송 등의 법적분쟁, 특허를 이용한 상품화, 홍보 및 마케팅 등의 다양한 과정이 존재한다. 각각의 과정별로 특허와 관련된 갖가지 스토리의 원천이 다양하게 존재할 수 있고 설득하고자 하는 대상과 목적에 따라 스토리텔링을 다양하게 활용할 수 있다. 이러한 관점에서 MSMU(Multi-Source Multi-Use)의 특징을 가지는 특허 기반의 스토리텔링의 모델을 새롭게 정립하였고, 스토리텔링을 특허를 포함하여 지식재산 영역으로 확장할 수 있는 가능성을 제시하였다.

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A Hybrid Approach for Interactive Storytelling Engine Design (하이브리드 방식의 인터랙티브 스토리텔링 엔진 설계)

  • Shin, Jun-Sup;Chang, Juno
    • Proceedings of the Korea Information Processing Society Conference
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    • 2009.11a
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    • pp.941-942
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    • 2009
  • 스토리텔링 엔진은 이야기 생성을 위한 서술 구조를 만드는 인터랙티브 스토리텔링 시스템의 핵심이다. 지금까지 스토리텔링 엔진에 대한 많은 연구가 있었지만, 본 논문에서는 기존의 스토리텔링 엔진 모델에 웹 검색 기술을 이용한 모듈을 추가하여 하이브리드 방식으로 이야기를 생성하는 스토리텔링 엔진 모델을 제안한다.

Personalized Virtual Storytelling with Responsive Multimedia System (반응형 멀티미디어 시스템을 이용한 개인화된 스토리텔링 기법)

  • Lee, Young-Ho;Oh, Se-Jin;Park, Young-Min;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.118-123
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    • 2006
  • 본 논문에서는 반몰입형 가상현실 시스템인 반응형 멀티미디어 시스템(RMS: Responsive Multimedia System)을 이용한 개인화된 스토리텔링 기법을 제안한다. 인간은 글, 그림, 영상 기술 등을 이용한 다양한 스토리텔링 기법을 개발해 왔으며, 가상 현실 기술을 통하여 기존의 멀티미디어보다 한차원 높은 수준의 스토리텔링을 가능하게 하였다. 제안된 스토리텔링 기법은 테이블 형태의 다감각 사용자 인터페이스, 사용자 정보 처리와 위치기반 이벤트를 결정하는 컨텍스트 인식 응용 모델 (vr-UCAM), 그리고 가상환경 네비게이션과 변화, 캐릭터의 애니메이션을 가능케 하는 가상공간 관리기로 구성된다. 제안된 스토리텔링 기법은 다감각 사용자 인터페이스를 통하여 직관적인 상호작용을 가능하게 한다. 그리고 컨텍스트 인식 응용 모델을 활용하여 사용자 개인정보를 스토리에 적용하여 개인화된 스토리가 전개될 수 있도록 한다. 그리고 가상 환경의 네비게이션, 가상 캐릭터, 날씨 및 환경의 변화 등을 조절하여 실감있게 스토리가 전개되도록 한다. 제안된 스토리텔링 환경을 검증하기 위해 운주사에 얽힌 설화를 기반으로 가상 운주사 체험 시스템을 구현하였다. 이를 통해, 반응형 멀티미디어 시스템을 이용한 스토리텔링의 가능성을 검증하였으며, 컨텍스트 인식 응용 모형을 활용한 개인화된 스토리텔링을 선보였다. 제안된 스토리텔링 기법은 문화교육, 에듀테인먼트, 예술 분야에 활용될 것으로 기대된다.

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An Apply of Structuralistic Storytelling Model to Game Design (구조주의적 스토리텔링 모델의 게임에의 적용 가능성)

  • Park, Tae-Soon
    • Journal of Korea Game Society
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    • v.11 no.3
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    • pp.9-20
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    • 2011
  • This article attempts to analyze story of computer game by structuralistic storytelling model. The storytelling model is mainly used in traditional media. But the model is made not only by analyzing the text of story but also chasing the human psychological instinct, so I thought that it is applicable to computer games. Tetris, one of classical game was the object of analysis in this article. As a result, the 7 archetype and 12 journey of hero storytelling model were also available in tetris. The characteristic that the game user becomes protagonist itself must have been taken into account while analyzing game.

Multi-Source/Multi-Use Model of Storytelling Related to Patent (특허 연계 스토리텔링의 멀티소스/멀티유즈 모델)

  • Lee, Ga-Hee;Lee, Sang-Zee
    • The Journal of the Korea Contents Association
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    • v.15 no.10
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    • pp.447-456
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    • 2015
  • In this paper a new model of storytelling related to patent in the field of business as a sort of Intellectual Property(IP) was proposed. The patent related storytelling is investigated in the view points of variety of customers, purposes and applications which is different from the conventional OSMU, transmedia or crossmedia storytelling. In business there are several stages related to patent such as the initial conceptualization and development of technology, apply for and registration of patent, legal conflict like patent invalidation trial and action for infringement of patent and damages, and the commercialization stage like development of product based on patent, advertisement and marketing. Multiple sources optimized to the purpose in each stage of patent related business as well as to multiple convergence application of a patent. Similarly, multi-use refers to the fact that storytelling can be applied in each stage of patent oriented business. The effectiveness and usefulness of proposed MSMU model is also investigated.

Principles for the Development of Mathematics Textbook for Decision-Making based on Storytelling ("의사결정형" 스토리텔링 수학 모델 교과서의 개발 원리: 조건부 확률 단원을 중심으로)

  • Ju, Mi-Kyung;Park, Jung Sook;Oh, Hye Mi;Kim, Young Ki;Park, Yun Gun
    • Communications of Mathematical Education
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    • v.27 no.3
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    • pp.205-220
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    • 2013
  • In this research, in order to investigate the principles for the development of mathematics textbook for decision-making based on storytelling, we conceptualized the educational meaning of decision-making and specified the principles and the methods for the textbook based on decision-making. We illustrated the principles and the methods by the cases from the model textbook for the conditional probability that we have developed. We discussed the implication for the future development and implementation of mathematics textbook for decision-making based on storytelling.

Developing and Applying a Model Textbook based on Storytelling for the Middle School Mathematics Course ① (중학교 수학 ① 스토리텔링 모델교과서 개발 및 적용 연구)

  • Lee, Jae Hak;Do, Jonghoon;Park, Yun Beom;Park, Hye Sook;Shin, Joon Kook;Kim, Jeong Ja;Heo, Sun Hee
    • Communications of Mathematical Education
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    • v.27 no.3
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    • pp.301-319
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    • 2013
  • In this study we developed a textbook for middle school mathematics, especially focusing on the 1st grade, based on storytelling, did experimental lessons using the developed textbook, and surveyed the responses of students to the lesson by three kinds of questionnaire and teacher interview. The results of this study can serve as basic data for other researches about storytelling-related education in school mathematics.

The Study on the Development principles for the Mathematics Textbook based on Storytelling and the Possibility of Implementation (스토리텔링 수학 모델 교과서의 개발 원리와 현장적용 가능성에 대한 연구)

  • Kwon, Oh Nam;Ju, Mi-Kyung;Park, Jung Sook;Park, Ji Hyun;Oh, Hye Mi;Jo, Hyung Mi
    • Communications of Mathematical Education
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    • v.27 no.3
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    • pp.249-266
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    • 2013
  • The purpose of this research is to investigate the principles for the development of mathematics textbook based on storytelling through literature review, textbook development, and classroom implementation. Mathematics textbook based on storytelling has been developed to help students learn mathematics interesting and meaningful. The principle for the development principles include as the principle of context, process-oriented, communication, and diversity. The developed mathematics textbooks was implemented in high school mathematics classes in order to investigate the effectiveness of the textbooks. We analyzed the data collected by the survey and the interview to find that the mathematics textbook based on storytelling had positive effect on teaching and learning of mathematics. We discussed the implication for the future development and implementation of mathematics textbook based on storytelling.

Study of Hero-storytelling Model in Console Games (게임에서의 '영웅 스토리텔링' 모델화 연구)

  • Choi Young-Mee;Bae Ju-Young
    • The Journal of the Korea Contents Association
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    • v.6 no.4
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    • pp.109-116
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    • 2006
  • This study is to present 'game-storytelling' is based on 'hero-storytelling' and to transform the basic pattern which is extracted from 'heroic-storytelling' so that it can be applied to 'game-storytelling'. 'Game-storytelling' has the similar foundation as 'heroic storytelling'. It begins with an extraordinary birth, introduction to the strange world, exploration, adventure, birth of a hero and finally return of a hero. The most distinctive feature of stages is the conquest of outer and internal limitation. Each stage goes through the process of compensation and outer, internal acknowledgements. These processes are the structural core of game storytelling. Generally, stage 1 to 5 includes background stories, stage 6 to 9 are the progress of game, and stage 10 to 12 are the transformation of game with rules and genre.

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Meta Storytelling & Character Storytelling Model (메타이야기적 상상력과 캐릭터 중심 스토리텔링 모델)

  • Lee, Dong-Eun
    • Cartoon and Animation Studies
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    • s.42
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    • pp.213-240
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    • 2016
  • The character is not dependent on an original story world any more. It is not limited to it's own story, but gets out and expands the other story with new character, background story, and event regardless of genre and media. The purpose of this study is to analyze why should this phenomenon happen from the media perspective and to build a character storytelling model through the specific examples. With the advent of the digital paradigm the storytelling model is emphasized character storytelling. Character is no longer limited to just one narrative and extended beyond the boundary narrative, media and genre. There are four background. First, disappearance of the big story with the advent of postmodernism and the emergnece of small story. Second, the emergence of fandom culture and charater's liberalization. Third, character as public goods with database. Fourth, changes in author's position. In fact, in the traditional narrative theory there has been discussion about the character all the time. But character storytelling meets transmedia storytelling, discussions were accelerated. The character was preceded by a narrative independent existence. Even if that character has occurred even while leading cause narrative. In this paper, we suggest two model as specific methodology to expand the story world fixed character. One is phychology transition, another is roll transition. This study get the value to build the new storytelling model with digital paradigm.