• Title/Summary/Keyword: 인터랙티브 드라마

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Interactive Drama System (인터랙티브 드라마 시스템)

  • Kang, Woo-Jin;Lee, Je-Hee
    • Journal of the Korea Computer Graphics Society
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    • v.11 no.3
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    • pp.41-48
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    • 2005
  • 시청자의 개입에 따라 내용이 변하는 영상은 영상산업 및 컴퓨터 그래픽스 분야에서 대중들의 새로운 흥미를 불러일으킨다. 그러나, 그러한 영상을 생성하는 시스템을 만드는 일은 제한된 개수의 영상으로 다양하면서 온전한 영상의 변화를 만들어야 하고, 사용자에게 그 변화를 조정하는 권한을 주어야 하기 때문에 어려운 일이다. 본 논문에서는 이 문제를 해결하는 한 방법으로 개별적인 실사 촬영물을 이용하여 인터랙티브 드라마를 생성하는 시스템을 제안한다. 이 시스템은 개별적인 영상 알갱이들을 부드럽게 연결하여, 다양한 줄거리와 완결된 구조를 갖춘 드라마를 생성한다. 또한, 사용자는 생성된 드라마의 내용, 길이, 장르, 등장인물을 원하는 대로 바꿀 수 있다. 이러한 시스템을 만들기 위하여 씬(scene)을 새로운 방법으로 모델링 하였고, 씬들을 적절히 선택하여 연결하기 위한 방법으로 씬 그래프(scene graph)를 제안한다. 최종 영상과 사용자와의 상호 작용을 위해서는 비젼, 모션, 그리고 스케치 기반 인터페이스를 제시한다. 끝으로 설문 조사를 통해 이 시스템의 유용성을 평가한다.

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Interactive Storytelling Materialized with Real-Time Edited Videos - A proposal of a volume branch structure - (실시간 편집 영상으로 구현하는 인터랙티브 스토리텔링 - 볼륨 브렌치 구조 제안 -)

  • Kwon, Dong-Hyun
    • Journal of Digital Convergence
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    • v.18 no.9
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    • pp.391-402
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    • 2020
  • In today's era of media convergence, users can watch a drama by choosing a story like a game or enjoy a game directed like a movie. These two media material interactive storytelling, and there have been discussions about them for many years. The purposes of this study are to propose a new branch structure for interactive storytelling and find a new perspective for the method of proceeding with a branch structure. The main research targeted a game that materialized interactive storytelling best. Based on the findings, the study proposed a volume branch structure including a plot border and adjuster concept for interactive storytelling to keep the story narrative and help the users feel interactions freely. This structure can be materialized only with real-time edited videos in the game media and will be possible in the application cases of a physical engine that continues to develop and artificial intelligence that has not been introduced in games actively.

Online WOM Communication of Crossmedia Storytelling (크로스미디어 스토리텔링의 온라인 구전 양상)

  • Seo, Seong-Eun
    • The Journal of the Korea Contents Association
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    • v.11 no.1
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    • pp.134-144
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    • 2011
  • Crossmedia Storytelling is receiving attention as a new style of description in the age of limitless competition and infinite fusion among media. Crossmedia Storytelling specifies a form of storytelling carried out through mixed usage of plural media, such as televisions, movies, and web services. It is different from OSMU strategy in that plays one source of contents according to the characteristics of various media while Crossmedia Storytelling demands users' active participation. Moreover, it is also slightly different from Transmedia Storytelling in the point that narratives of each media are not complete themselves and only through effectively combining plural media can the whole story fully enjoyed. This research aims to analyze how users move among media in terms of Crossmedia contents by examining cases of Swedish interactive drama series , from Australia, and from the United States. To do so, first, the paper looks into the principles of Crossmedia communication and examines that it is based on online word-of-mouth communication, such as viral marketing. As a result, the following was found in the cases of Crossmedia Storytelling: negative stories that arouse users' emotional reactions & users' participation are effective, and the set-up of Sneezer, which causes the knowledge gap, is very important. It was also found that users' participation was actively taking place through online WOM communication in Crossmedia Storytelling.

Interactive Usage of Social Media for Contents Provider : Focusing on Twitter Activities of the TV Series (콘텐츠 공급자의 양방향적인 소셜 미디어 활동 연구 사례: TV 드라마 <한니발>의 트위터 활동을 중심으로)

  • Nam, Myoung Hee;You, Eun-Soon
    • Journal of Digital Contents Society
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    • v.16 no.4
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    • pp.565-573
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    • 2015
  • The development of social media in the 2000s led the unspecified individuals to band together for common interests. Social networking services served as a far-reaching tool for sharing different thoughts and interpretation of the pop culture and helped people build up close relations driven by their common interests for certain works of the pop culture. This Study introduces the TV Series as a case that displays specific patterns of communication between its producer and viewers. Producer Bryan Fuller of the Series as well as key production staffs were quite active on social networking sites with the understanding of what the audience desired and the willingness to sympathize with them, which were eagerly welcomed by the dedicated audience whose number, though, was not big. For the Hannibal production team, SNS was a means for them to just be consumers who appreciate the work instead of solely being the content provider. Their approach is quite different from unilateral marketing approaches employed in the past. Through this case, the Study aims to suggest that social networking sites serve as a powerful medium connecting producers and viewers or as an information hub, and that how interactive contents shall be delivered in the new media environment to be effective.

A Study on the Relationships among Audience Motivation, Viewing Flow, Satisfaction, and Loyalty in Watching Interactive Drama: Focused on Chinese Audience (인터랙티브 드라마의 시청동기, 몰입, 시청만족도, 시청충성도 간 관계에 관한 연구: 중국 시청자를 중심으로)

  • Du, Zhen;Kim, Sung-Kyung;Limb, Seong-Joon
    • Asia-Pacific Journal of Business
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    • v.13 no.3
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    • pp.157-170
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    • 2022
  • Purpose - The purpose of this study is to understand the motivating factors of Chinese audience who watch the interactive drama, and suggest the effects of audience' motivation on viewing flow, satisfaction, and loyalty. Design/methodology/approach - To achieve the purpose of the study, a questionnaire survey on the Internet was conducted from September 26, 2021 to October 14, 2021, and data from 332 Chinese respondents were collected. Findings - Findings of this study are 1) audience motivation of watching the interactive drama is composed of 6 factors including the pursuit of entertainment and information, curiosity, interaction, sense of control and indirect experience; 2) the pursuit of entertainment and information, interaction and indirect experience have positive effects on viewing flow; 3) all six factors of audience motivation have positive effects on audience satisfaction; 4) four motivating factors including the pursuit of entertainment, curiosity, interaction and indirect experience have positive effects on audience loyalty. 5) viewing flow and audience satisfaction respectively has some partial mediating effects on the relationship between audience motivation and audience loyalty. Research implications or Originality - Results of this study suggest that in order to increase audience loyalty to interactive dramas, in addition to fulfilling the pursuit of entertainment, which is the basic motive for watching any drama, it is important to fulfill motivating factors related to the unique characteristics of interactive dramas such as curiosity, interaction, and indirect experience. In order for these motivating factors to lead to audience loyalty, it is more effective when viewing flow and audience satisfaction are accompanied.