• Title/Summary/Keyword: 캐릭터 스토리텔링

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A study of Communication System between each Game Characters (게임캐릭터의 실시간 대화시스템에 대한 고찰)

  • Choi Sam-Ha;Kim Kyung-Sik
    • Journal of Game and Entertainment
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    • v.1 no.1
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    • pp.39-46
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    • 2005
  • Communication is an element of the story-telling in processing of the game as well as basic role of information exchange. In case of communication-based adventure games which are processed through communication, the communication is playing the role beyond its basic role up to providing a limited information on quests and solutions in Massively Multiplay Online Role Playing Game(MMORPG). Even though the communication is one of most important element for absorbtion into game, current communications with Non Playable Characters in games are just monotonous event-driven method following pattern based on prepared game scenario. In this research, we have analyzed natural language processing systems which are being used in the area of Artificial Intelligence for the purpose of more realistic communications in games, and have studied methods to apply these communications on games.

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The Development of Digital Contents Based on Jeiu Haenyeo's Anti-Japan Resistance (제주해녀항일운동 기반 디지털 콘텐츠 개발)

  • Jo, Eun-Hee;Lim, Ji-Young;Hahn, Eun-Mi;Yang, Hye-Sun;Bae, In-Suk;Hong, Yoon-Ji;Yoon, Mi-Hye;Kim, Seong-Baeg;Kim, Dong-Jun
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.168-171
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    • 2006
  • The Haenyeo of Jeju exists as a unique human resource only in Korea and Japan in the world. Especially, the anti-Japan opposition movement of the Haenyeo of Jeju, which had started to get the right to live on their own in 1931, had developed as the national liberation movement by struggling against a colonial of Japan and the official regulation association that was a plundering organization of Japan. Accordingly, there is making an effort to register Jeju's women divers as The National Treasure in UNESCO's Memory of the world. In this research, we are going to make stuff like a digital storytelling, characters, animation movies, games, and hompage to let our children understand and succeed the spirit and culture of the Haenyeo. We'll also use these contents for the education. We examine ways to recreate the culture resources related to the Haenyeo who gradually vanishes.

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A Critical Approach on Multiculturalism Shown in Romance Films (로맨스 영화에서 다루어지는 다문화주의에 대한 비판적 고찰)

  • Oh, Sang-Hee;Lee, Joo-Eun
    • The Journal of the Korea Contents Association
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    • v.15 no.8
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    • pp.156-169
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    • 2015
  • The negative awareness of a multiculturalism rises around the world because of various problems that happen with the multicultural phenomenon. Nevertheless, the reason we uphold multiculturalism is that multicultural phenomenon is an inevitable consequence of capitalism and the decline of multiculturalism might imply danger of bringing about radical nationalism. This study assumes that a distortion of multiculturalism is the result from a myth of romance film which affects the public perception as an integral component of a discourse. Grounded upon monomith, the narrative structure of romance film of which motive comes from courtly love makes people miscomprehend the value of multiculturalism because of the multicultural factor as substitute for romantic obstacle. As the character of romance movie is likely to be formed focusing on superficial images and denotations, this tendency causes the hierarchy and the representative minority drives out the rest of other minorities. The attempt to arouse people's tolerance and understanding of the other is frustrated both by the structure of binary oppositions and the clich$\acute{e}$.

Visualization of 33 Avalokitesvara-Bodhisattva according to the Wishes (기원에 따른 33관음의 시각화)

  • Kim, Kyungdeok;Kim, Youngduk
    • The Journal of the Korea Contents Association
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    • v.18 no.9
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    • pp.240-247
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    • 2018
  • In this paper, we implement a digital content that visualizes 33 Avalokitesvara-Bodhisattva according to the wishes of the public. The 33 Avalokitesvara-Bodhisattva is described in the Avalokitesvara-Bodhisattva tale that is found in the ancient literature "Memorabilia of the Three Kingdoms" as Tangible Cultural Heritage. Also, it is easily found in a wall painting of traditional Buddhist temples. The 33 Avalokitesvara-Bodhisattva is the saint of mercy that transforms into 33 various forms according to the wishes of the public. The Avalokitesvara-Bodhisattva tales deal with differences in the types of wishes of the public, and the tales have been speeded like wildfire among the people. So, in this paper, we classify them into 4 groups by the wishes (healing, security, academic achievement, disaster relief) of the public, and then analyze its symbolism and activity of the 33 Avalokitesvara-Bodhisattva. Also, we implement a 2D digital content that represents visually it according to the wishes of the public. Applications of the implemented visual content are as follows; development of character, game, and digital storytelling associated with traditional culture, education service for Buddhist doctrines, etc.

Mobile Jeju Tourism Culture Contents based on Interactive Storytelling (인터랙티브 스토리텔링에 기반한 모바일 제주관광문화콘텐츠)

  • Youn, Mi-Jin;Kim, Do-Kyoung;Hur, Chi-Hoon;Ko, Jae-Ho;Kim, Ju-Young;Yoo, Min-Young;Jung, Mun-Ik;Chun, Sung-Su;Cho, Jung-Won
    • Proceedings of the KAIS Fall Conference
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    • 2006.05a
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    • pp.143-146
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    • 2006
  • 좁은 국토와 한정된 자원, 주변 국가와의 외래 관광객 유치 경쟁의 심화 등의 이유로 관광산업의 지속적인 발전이 힘들다는 전망이 대두되고 있다. 따라서 날로 다양해지는 관광소비자의 욕구를 정확하게 분석하고, 국내외 관광시장의 흐름을 파악해야 하며, 이러한 관점에서 분석한 결과, 국내 관광지에는 관광객을 유혹할만한 정보를 얻기 힘들고, 이미 통용되고 있는 관광정보 또한 기본적이고 단순한 정보에 지나지 않음을 알 수 있었다. 이에 본 연구는 이야기가 있는 관광지의 정보를 제공하여 보다 흥미 있는 관광정보를 제공하고, 여행자 개개인의 적극적 참여를 유도하기 위해 콘텐츠에 이야기, 애니메이션 및 게임을 제공하고, 주변상점과의 제휴를 통해 상호작용이 가능한 콘텐츠를 개발하였다. 또한 모바일 기기를 기반으로 하여 칼라코드, SMS등의 이용으로 보다 흥미롭고 사용이 편리한 콘텐츠를 개발하고자 노력하였으며, 캐릭터를 개발하여 과학적인 마케팅 전략의 수립으로 지속적인 제주관광발전을 도모하고자 하였다.

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A Study on the Application of Color as Process of Symbolic Metaphor in the Game Storytelling (게임 스토리텔링에서 상징적 메타포로 작용하는 색채의 역할)

  • Cho, Yoon-Kyung;Han, Hye-Jeong;Kim, Kyu-Jung
    • Journal of Korea Game Society
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    • v.8 no.1
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    • pp.41-48
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    • 2008
  • If an association for a color develops and comes to form any kind of common idea, a symbolic meaning is given to the color. It is called' symbolism of color' that color builds up an abstract general idea, an emblem, feeling except things concrete. The color of game is the visual element that one can be immersed in the game, the image which act as important meaning, the attribute of light, and visual perceptional factor. With form, motion, light and shade, the color function importantly as media which express a person and person's circumstance. In game, the color is used symbolically to suggest not only mental change of character but also the situation, mood, attribute and strength of energy. These transmission of meaning express symbolism of the color iconically. So, the color for image express of game take on universality. This study research that focus on how the symbolical meaning of the color is reflected in game.

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A Study on the TV Audition Show's Distortion of Reality with Sartre's Existentialism which shows Media Subjectivity and Ethicality (오디션 프로그램의 리얼리티 왜곡이 보여주는 미디어의 주관성과 윤리성)

  • Tu, Lingyao
    • Trans-
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    • v.11
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    • pp.1-35
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    • 2021
  • This study looks to explore situations in which the authenticity of reality audition programs is inherently distorted by subjective intervention through a theoretical model of existentialism and case study of how it was practiced in an actual program. In detail, we examine the impact on the essence of human subjective intervention and the behavior by free will and use Sartre's existentialism a theoretical model and a Korean audition program series as the case for the study. We believe that the producers intended to narrow the audiences choices by creating a favorable environments for certain participants (trainees as they were called) to be recognized and liked by the voting audiences. We look to "subjectivity," the first principle of existentialism, people determine their essence through free will, and all actions in the production process are aimed at achieving that goal, which keeps the position balance of final debut group by creating the character image and personality through character making, storytelling and increasing or decrease the assigned air-time of each individuals.

A Case Study on Performance Development Based on Local Folk Tale in Gangneung - Focusing on the Musical <Wolhwajeon> - (강릉지역 설화 중심으로 한 공연 개발사례연구 - 뮤지컬 <월화전>을 중심으로 -)

  • Park, Chul-Hyun
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.367-372
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    • 2023
  • This study analyzed the use of scriptwriting and hologram technology for storytelling in the production of locally-centered cultural and artistic content. The musical <WolhwaJeon>, produced in the Gangneung area, was examined as a case study. The process of creating the script for the performance was used to establish the self-identity of the character "carp" and the stage visualization of the folktale "Yeonhwa." Furthermore, the use of hologram technology to actualize the inner expressions of the characters, deliver information, enhance spatiality, and visualize fantasy elements was examined. Through this approach, educational information about local folktales was provided to the local residents, and their pride in their region was heightened. This locally-centered content requires continuous development in a modern society that pursues cultural diversity, and future research is needed to produce and develop traditional and cultural content in other regions.

A Study on the Development of Cultural Contents based on the Mural Painting of Afrasiab Palace (아프라시압 궁전벽화를 활용한 문화콘텐츠 개발 방안 연구)

  • Park, Ga Young;Lee, Kyoung Joo;Jung, Dae Yul
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.2
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    • pp.481-491
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    • 2019
  • The wall paintings of the Afrasiab Palace in Samarkand, Uzbekistan, located at the center of the Silk Road where the culture of the East and the West crossed from ancient times to the Middle Ages, have been unearthed in 1960s and attracted attention from academia. In particular, two characters wearing a Korean ancient hat (Jougwan), who were considered to be ancient Korean, were found in the western wall. The wall depicted the Coronation of King Barfuman of Sogdiana Kingdom in 7th century. It is being used as an important feed for studying the international situation and cultural characteristics at that time. This mural, which is now in the Historical Museum of Afrasiab, contain four different paintings at each side, and has its own cultural characteristics and elements. Nevertheless, there has been no development of storytelling and cultural contents using it. The purpose of this study is to find out how to develop and utilize cultural contents and characters based on the paintings of west wall of Afrasiab palace. To this end, we visited the museum and investigated the mural as well as surveyed many academic materials.

Aspect of Using Contents and Strategy of Storytelling in The Death Angel's Character of Shamanistic Epics (서사무가에 나타난 차사형 인물의 콘텐츠 활용 양상과 스토리텔링 전략)

  • Jeong, Jeho
    • (The)Study of the Eastern Classic
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    • no.68
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    • pp.409-437
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    • 2017
  • The curiosity of the human afterlife created many imaginations. The Death Angel's Character are also the product of this imagination. This is because we needed a connection between this world and the otherworld in human' imaginations. The Death Angel revealed in detail in Shamanistic Epics. First, It is the person who performs the task assigned by The King of the Otherworld. Second, It is a person who can go to this world and the otherworld. Third, It is the person who takes the deceased to the otherworld. Fourth, It is the person who takes out the soul of human and modify the life list. Fifth, It is the person who sympathetic and humane qualities. This The Death Angel's character is actively accepted in modern contents. The most representative works are <49 Days>, , . Contemporary content, but the otherworld and the afterlife were accepted. And The Death Angel played an important role. Of course, this process also happens that modern changes. Namely, Function and personality retains existing character. And the appearance and background change a modern sense. As a result, The Death Angel became a new character through the encounter between the past and the present.