• Title/Summary/Keyword: 이야기 방식

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A Study on the Cognition Effect as to the illustration Layout in Children's Picture Books (어린이그림책일러스트레이션의 화면구도에 따른 인지효과 연구)

  • Yoo, Dong-Kwan
    • Archives of design research
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    • v.18 no.1 s.59
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    • pp.263-272
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    • 2005
  • The layout in picture book is a visual statement that arouses children's psychological reaction upon pictorial positions and those disposition, and that indicates a correlation between theme and background and characters' movements. This study firstly confirmed that children's perception and experience are variously formed according to age, past experience, psychological action, physiological impulse, mentality, growth environment, etc., in order to analyze how the pictorial layout in children's picture book has influence on children visually and psychologically. Likewise, visual and psychological perception was carried out targeting on the children between 4 and 7 years old, based on the perceptive specific and process that have been studied by previous researchers. In addition, the children's picture books published overseas or domestically were presented as the related cases, in order that the facts analyzed may be drawn to harmonious and effective pictorial layout. Lastly, it is expected that the conclusion suggested by this study may be of help to illustrators to design picture books individually and creatively, as well as be applied to studying effective expression in the educant who learn about illustration.

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The Structure of Feelings of Chinese Society in the 2000s Seen in Main Theme Spy TV Series (스파이 소재 '주선율' 드라마를 통해 본 2000년대 중국 사회의 정서구조)

  • Fang, Dongguang
    • The Journal of the Korea Contents Association
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    • v.17 no.7
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    • pp.358-370
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    • 2017
  • This thesis discusses the emerging system of value and structure of feeling in today's Chinese society through analyzing Chinese main theme TV series. The 2000s' Chinese main theme TV series represents Chinese's anger and nervousness into the structure of narrative, and they try to form a bond of sympathy with the audience by various characters which represent the common people. Main characters are no longer revolutionists who internalize ideas of socialism and collectivism, but they put emphasis on individuals' thoughts, tastes, and values, and freely express them. Individualism, which was negatively represented and excluded in main theme TV series before 2000s, are compromised and included in today's Chinese dramas. Even though dramas represent the superiority of communism, individuals' choice of various value and faith is positively and flexibly considered. There is a new phenomenon where female figures are no longer passive and dependent, but they are portrayed with given with unique roles and status. Although main theme TV series are directed under the state and government's supervision, they exist in the relation where market, state, drama text, and audience interact.

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.

An Analysis of Game Storytelling Structure Focused on the Characters in RPG (캐릭터 중심의 RPG 스토리텔링 구조 분석)

  • Kim, Mi-Jin;Yoon, Sun-Jung
    • Journal of Korea Game Society
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    • v.5 no.3
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    • pp.17-24
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    • 2005
  • The interaction property of digital media have changed traditional storytelling into a new concept, digital-storytelling, which has been widely accepted. Nowadays open-ended game storytelling, which different from story design of movie or animation, is chosen for the development of RPG. It can make infinite stories according to player character's decision. In this paper, we propose a game storytelling structure focused on the characters for RPG, and analyze how characters designed with various story-values interact with background stories and events in the cyber game world through case studies. This research is necessary to design predictable game mechanics and provide methods to control game play in case of special-purpose game.

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The Experience of Fathers who Have Children with Internet Addiction (인터넷 중독 아동을 자녀로 둔 아버지 경험)

  • Lee, Hwa Sook;Yee, Young Hwan
    • Korean Journal of Childcare and Education
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    • v.9 no.5
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    • pp.437-460
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    • 2013
  • The purpose of this study was to examine the image perceived by fathers of children with Internet addiction. To achieve the study purpose, we conducted depth interviews with ten fathers of children with Internet addiction who had been diagnosed as At-Risk through a face to face meeting. The reason for choosing face to face interviews was to listen to the subjective stories and descriptions from fathers about the kind of fathers they are, which are felt and experienced in real life. More specifically, we selected the depth-interview methods through structured questions and non-structured questions. The interviews were held for two or three hours through an individual meeting of ten fathers and data were collected in order to conduct a categorical analysis. The figures discovered from fathers of children were divided into four categories; the father figure who is indifferent to the Internet use of his child, the father figure depending only on education through the Internet, the father figure who is in a weaker point than the Internet and the father figure who is addicted to the Internet. Based on the study results, we suggested the desirable behaviors, which may be useful for both fathers and children with Internet addiction as well as a follow-up study.

The Relationships Between Fathers and Children with Internet Addiction (인터넷 중독 아동이 지각하는 '아버지-자녀' 관계)

  • Yee, Young Hwan;Lee, Hwa Sook
    • Korean Journal of Childcare and Education
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    • v.9 no.1
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    • pp.129-148
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    • 2013
  • The purpose of this study is to examine the relationships between fathers and children with Internet addiction. To achieve the goal, researchers chose face to face interview methods with 12 children who had been considered'at risk'with Internet addiction. More specifically, examiners conducted individual in-depth interviews with 12 children associated with Internet addiction for 30~40 minutes during four sessions through structured questions and non-structured questions. After collecting data, examiners conducted a categorical analysis based on collected data. Finally, the research results, discovered in this research, were as follows: First, the Internet set up the inter-generational barrier in the relationship between father and child, second, children took an interest in the Internet instead of their busy father, Third, the Internet played the role of a place to escape from the awkwardness with their father, fifth, fathers were not able to control the Internet use of their children. Based on the research results, this study suggests a desirable behavior pattern for fathers which can be conducive to children with Internet addiction and their fathers along with a follow-up study.

Heterotopia, Strange Stories, and Modern Anxiety in the Colonial Era (식민지 근대의 헤테로토피아와 괴담, 그리고 모던의 불안)

  • Lee, Jura
    • Cross-Cultural Studies
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    • v.42
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    • pp.23-46
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    • 2016
  • This article focused on heterotopian spaces of modern Korea in the colonial era. This paper attempted to understand the features of heterotopia in the era. Heterotopia was slightly grotesque in modernity, but in the colonial era, people expected to realize the hope of contemporary society. Also, while analyzing discourses on heterotopia, this study identified another point of view on modernity in the era,. Pagoda Park, where March First Independence Movement was conducted and the psychiatric hospital East Ward Eighth, were heterotopian spaces at the times. Those spaces are represented as failure of modernity. Nevertheless, those spaces functioned as utopia, where people could speak freely on 'the independence'. But the governing system considered such speech as deceptive strange stories. Strange stories that inexplicably, revealed imperfection of the governing system and caused anxiety about the foundation of daily life. In conclusion, this article could provide understanding of another side of acceptance of modernity in the colonial era i.e., anxiety. It was revealed through the finding of heterotopia and analyzing discourses on heterotopia in the colonial Korea.

'Reminiscence' emersed in creative industry in terms of Storytelling Significance and Application (문화콘텐츠에 나타난 '레미니상스(Reminiscence)'에 대한 스토리텔링 측면의 의미와 활용)

  • Jeong, Eui-Tae;Jung, Kyoung-He
    • Journal of Digital Convergence
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    • v.16 no.11
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    • pp.477-485
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    • 2018
  • Beyond the mid-2010s, there has been increasing cases of using 'Reminiscence' as a trigger for recalling 'Past' in pre-production process of creative contents. In previous researches on this phenomenon, it has been recognized that retro, recall, compassion, and memory are similar. In order to look closely to grasp the psychological tendency of the contents user in detail, the study about 'Reminiscence' was conducted. The researcher analyzed 'Reminiscence' as a process of restructuration based on the experience and desire of the person individual which were derived from the past and further analyzed it as a lack of desire due to the time can never return. The study hopefully can make a balance against the cutting edge content distribution technology biased production tendency.

해방 후의 일본번역극에 대한 고찰: 1980년대까지를 중심으로

  • Lee, Hong-Lee
    • (The) Research of the performance art and culture
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    • no.25
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    • pp.183-210
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    • 2012
  • 이 조사는 해방 이후부터 1980년대까지 한국에서 공연된 일본번역극을 대상으로 하고 있다. 지금까지 서구연극의 번역에 대한 연구는 많았지만, 일본연극은 2000년대 이후에서야 거론되기 시작했다. 그 가장 큰 이유는 일제강점기 이후 정책적으로 일본문화를 차단시켜 일본연극을 접할 기회가 적었기 때문이다. 해방 후 최초로 원작명과 원작자의 이름이 밝혀진 상태로 번역 공연된 일본작품은 <고독한 영웅>(1969)이다. 이후 1982년에 이노우에 히사시 작의 <어미-화장->이 오태석의 연출로 무대에 올랐고, 85년에는 아베 고보의 <친구들>, 쓰카 고헤이의 <뜨거운 바다> 등이 소개되었다. 이 세 작품은 모두 재연이 되었는데, 특히 쓰카 고헤이의 작품은 본인의 연출에 의한 재연뿐 아니라, 한국연출가들에 의해 재해석되어 최근까지 재연이 이루어진 사례로, 가장 큰 영향력을 보였다고 할 수 있다. 일본문화개방 이전에 번안 각색된 일본연극이 많이 소개되었다고 하더라도, 일본연극의 '번역'으로, 그들의 다른 문화와 다른 연극 만들기 방식을 볼 수 있었던 것은 의의있는 체험이었다고 생각한다. 그것은 곧, 해방 전 절대적인 영향관계에 놓여있었던 한일 연극이 동등한 타자로서의 관계를 성립했음을 의미하기 때문이다. 그렇다면 서양 작품이 대부분인 번역극 중에서, 이들 작품은 한국의 제작 측과 관객으로부터 어떠한 기대를 받았을까? 번역된 작품들에서 공통점을 찾아내는 것은 어렵지만, 같은 시기 일본극단의 내한공연을 함께 살펴보면 재일교포의 이야기를 하거나 재일교포 작가의 작품이 다수 발견된다. 그러나 그 공연들이 곧 재일교포 문제에 대한 담론으로 이어지지는 않는다. 일본극단의 공연이 자막조차 제공하지 않은 채 진행된 경우가 많아 텍스트에 대한 비중이 상대적으로 낮았다는 점도 그 이유가 될 수 있겠지만, 번역극의 경우에서조차 텍스트 분석과 고찰이 제대로 이루어지지 못 했다. 그렇다면 결국 우리가 일본연극을 통해 보고자 했던 것은 무엇일까? 해방 후부터 1980년대까지, 어떤 일본작품이 우리에게 소개되었는지, 그리고 어떠한 방식으로 소개되었는지 검토하는 일은, 서구번역극과 차별되는 일본번역극을 통해 궁극적으로 당시 한국연극이 추구하던 방향을 되돌아볼 수 있는 또 하나의 방법이 될 것이라고 생각한다.

Multiverse, The Strategy of the Universe Reproduction for Expanding Content IP (멀티버스(Multiverse), 콘텐츠 IP확장을 위한 세계관 재생산 전략)

  • Jang, Min-Gi
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.182-189
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    • 2022
  • As OTT services become popular worldwide, content IP expansion strategy has an important position in the platform media industry ecosystem where new content is constantly distributed. In particular, the method in which a successful narrative expands the elements constituting a specific world, that is, the Universe, is effective in reducing risk factors in content IP expansion and expanding content franchises. This study intends to examine how Marvel's cinematic Universe (MCU) is strategically performing content IP expansion while borrowing the multiverse concept and replicating and reproducing it by itself through narrative analysis of . As a result, the multiverse can reproduce an incomplete state by repeating the completed event, which can exist as another self-fulfilling content. At the same time, it can be an effective content IP expansion strategy in that each story can be produced because a single character can exist in multiple under the multiverse.