• Title/Summary/Keyword: 캐릭터 스토리텔링

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A study on Color-application as a Narrative Tool -Focusing on - (내러티브 도구로써의 색채 활용 연구 -영국 영화 <더 마더 The mother>를 중심으로-)

  • Yoo, Suyeon
    • The Journal of the Korea Contents Association
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    • v.15 no.7
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    • pp.117-127
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    • 2015
  • Colors in the film can communicate with the audiences without a dialogue as deep as possible, and then colors make a audiences sympathy as a role playing like a main character. The movie that I chosen by this thesis is The mother(UK film, 2003). This movie is so powerful imagetelling movie I've ever seen in the meaning of tool as a character-narrative film. This imagetelling in the movie is so useful and powerful, and then image is more important than any other things in the movie as a narrative tool and storytelling.

Exploring the Possibility of using Game Character Maengseung (게임 캐릭터로서 맹승(盲僧)의 활용 가능성 모색)

  • Qiu, Tian
    • The Journal of the Korea Contents Association
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    • v.21 no.8
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    • pp.413-423
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    • 2021
  • The purpose of this study is to explore the possibility of using game character Maengseung in game content and to present the method. At first we made a study on the Maengseung's history and cultural status of Korean folklore. Based on this, we reviewed the value and utilization of the character as a cultural prototype in the game content and proposed the basic components of character creation according to the folk cultural characteristics of the character.

A Study of Transmedia Contents : Storytelling and Conceptualization (트랜스미디어 콘텐츠 연구 : 스토리텔링과 개념화)

  • Shin, Dong-Hee;Kim, Hee-Kyung
    • The Journal of the Korea Contents Association
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    • v.10 no.10
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    • pp.180-189
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    • 2010
  • Cultural contents refers to cultural and artistic contents that are saved, sold, and enjoyed in various digital media. In responding to rising content contents, OSMU has been utilized to make one content into various types of products. Recently, transmedia contents are replacing the role of OSMU. Transmedia contents builds up the united content with blending of various contents through plural media and they have emerged in the part of creating digital contents under the convergence paradigm. Transmedia contents becomes invasive and permeates fully the audience's lifestyle by developing content available across multiple forms of media. This study discusses the differences between OSMU and transmedia contents. It attempts to clearly define transmedia contents and to conceptualize the components of transmedia contents. In doing so, this study seeks a new method of storytelling utilizing transmedia contents. The discussions in this study should be useful for transmedia content developers to improve their work. Implications and directions for future study are discussed.

A Study on the Stage Costume of Pansori Ballet Theater 'Dokkaeba! Dokkaeba!' Based on Storytelling (스토리텔링에 의한 판소리 발레극 '도깨바! 도깨바!'의 무대의상 연구)

  • Ryu Jinyoung
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.399-406
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    • 2023
  • Due to the increasing influence of the Korean Wave, traditional themes are emerging to the forefront of performance content development, emphasizing the necessity of applying the art of storytelling to the creative process. The purpose of this research is to examine the differentiated costume design of the Pansori ballet "Dokkaeba! Dokkaeba!," developed through the implementation of storytelling in its performance creation process. Choreographers, writers, and costume designer collaborated throughout the storytelling process from planning to content creation. This resulted in a clarified depiction of the Dokkaebi as divine beings with transcendental powers who are simultaneously friendly and familiar entities, often appearing in the form of humans and objects. Accordingly, the costume design based on this collaborative storytelling deliberately avoided the appearance of Dokkaebi reminiscent of 'Kwimyeonwa' or Japanese 'Oni', typically expressed with horns or decorations, and instead implemented novel design elements, such as fusion Hanbok with a variety of dimensionally aesthetic accessories, meaningful color contrast in modern clothing, textural elements indirectly expressing character and transmogrification, and daily clothing attire to illustrate the humanized Dokkaebi. Therefore, this study seeks to contribute to the production of new performance art showcasing the Dokkaebi by identifying the diversity of expression and direction within costume design.

Altérité Appearing in The Shape of Water: Emphasizing Relationships with the Concepts of Gods, Strangers, and Monsters (<셰이프 오브 워터 : 사랑의 모양 (2017)>에 나타나는 타자성과 윤리 - 경계적 존재와 연대의 스토리텔링을 중심으로 -)

  • Kang, Myung-ju
    • Journal of the Daesoon Academy of Sciences
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    • v.40
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    • pp.303-336
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    • 2022
  • 'Otherness' is a major philosophical concept in modern Western thought. It has been a force through which the concept of a subject's rights emerged. This paper focuses on Emmanuel Levinas' discussion of 'otherness.' Levinas emphasizes our ethical responsibility for others, which is meaningful in that it can be applied as a paradigm of communication for use in modern society. In the context of modern times and multicultural societies, it is important to recognize the diversity of others and to promote coexistence. Coexistence at this time should be 'unifying' rather than subject-centered. This paper attempts to understand this narrative. An epic is a cognitive process that constitutes the fundamental desires and experiences of humans. Humans try to project and understand themselves through narratives. The possibility of coexistence with others can be examined by analyzing otherness as found within those narratives. Therefore, this paper suggests the possibility and direction of coexistence by analyzing the storytelling that establishes relationships by shaping characters in Guillermo del Toro's film, Shape of Water.

An online storytelling authoring and viewing tool using user defined sketch (사용자 스케치를 이용한 온라인 이야기 저작 및 감상 도구)

  • Kim, Jeong-Sik;Lee, Eun-Woo;Nam, Yang-Hee
    • Proceedings of the Korea Information Processing Society Conference
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    • 2002.04a
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    • pp.179-182
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    • 2002
  • 웹을 저작 공간으로 사용한 Wiki Wiki Web[4]은 텍스트 자원을 사용한 복잡하고 다양한 이야기의 표현이 가능하며 실시간은 아니지만 시분할 방식의 이야기 공동 저작과 감상을 지원한다. 하지만 이러한 도구를 사용하여 그림일기와 같은 그림과 텍스트 내공이 복합된 이야기를 저작하는 경우, 저작자는 텍스트 자원을 사용하여 이야기를 구성해야 하기 때문에 그림이 표현되어야 하는 부분을 표현할 수 없으며 공동저작을 손쉽게 하는 자동화 도구를 제공하지 않기 때문에 저작도구의 사용에 대한 불편함을 느끼게 된다. 이처럼 그림일기나 동화 등의 다양한 형태의 이야기를 표현하기 위해서 사용자가 멀티미디어 자원들을 사용하도록 하고 손쉬운 이야기를 구성하도록 하는 디지털 스토리텔링 저작도구가 요구된다. 본 논문에서는 저작자가 온라인상에서 직접 그린 스케치 영상을 사용하여 이야기의 배경과 캐릭터를 만들고 그것을 이야기 저작 소재로 사용하도록 하는 배경 및 액터 생성도구를 제공하고 다양한 형태의 이야기를 저작자가 손쉽게 표현하도록 하는 이야기 구성의 자동화 도구를 제공하면서 여러 사용자들이 실시간으로 이야기 저작과 감상에 공동으로 참여하도록 하여 저작된 결과를 애니메이션으로 감상할 수 있도록 하는 디지털 스토리텔링 도구를 설계하고 구현하였다.

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Mobile digital storytelling using Hamel (하멜을 이용한 모바일 디지털 스토리텔링)

  • Ko, Seok-Ha;Lim, Ji-Hoon;Kim, Seong-Baeg;Moon, Hae-Gyoung;Hyun, Jung-Suk
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.172-175
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    • 2006
  • Hamel has a scholastic value as the first person, who announces Jeju and Korea to Europe. However, there has been little research on developing digital contents except a few books about Hamel. We develop an educational game on PDA using Hamel, based on Hamel character, Jeju's unique culture, multimedia technology, and so on. Compared with the previous games, it is different from the form of gathering points and has various game scenarios through interactions between Hamel character and game space. The structure of this game, which connects Jeju culture and cyber space together, represents the form of a digital storytelling. You can study through this game. It uses quizzes about Jeju culture, crossword puzzles, finding a sequence, finding differences between two pictures to teach users, and fixing pieces of a figure, etc. When we made the game, we divided it into some independent modules to make new game series easily using contents of the other provinces.

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The impact of contents and system characteristics on online game usage : Focused on MMORPG (온라인 게임(MMORPG)의 콘텐츠 특성 및 시스템 특성이 게임이용에 미치는 영향)

  • Cha, Meong-Whan;Kang, So-Ra;Kim, Yoo-Jung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.9
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    • pp.3249-3258
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    • 2010
  • The purpose of this study is to investigate the contents and system characteristics of online game and analyzed how these characteristics are related to the flow and online game usage. For this purpose, we identified character customization, storytelling traits, item properties as the contents characteristics of online game(MMORPG) and user interface and ease of community usage as the system characteristics of online game(MMORPG) based on previous researches and in-depth interviews from MMORPG users. The results of this paper revealed that character customization, storytelling traits and item properties positively influence the flow, however, game reality has not impact on the flow. In the system characteristics, only ease of community usage positively influence the flow at a significant level. Furthermore, it is proven that flow has an impact online game usage. Implications and directions for future research are discussed.

A Study on the Storytelling of Web-based MMORTS 'Tribal War' (웹 기반 MMORTS <부족전쟁>의 스토리텔링 연구)

  • Lyou, Chul-Gyun;Lim, Su-Mi
    • Journal of Korea Game Society
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    • v.10 no.3
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    • pp.15-24
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    • 2010
  • Web-based MMORTS has features that distinguish it from traditional client-based games. First, Web-based MMORTS is represented by the combination of graphics and texts. Second, there is parallax agent which has a player and a base town character. This paper written for the purpose of analyzing the storytelling of web-based MMORTS, and from Innogames selected as the subjects of the study. In view of the results so far achieved, the fact, when the player logs in web-based MMORTS, the player takes the experience after some time which had taken by the AI character instead of the player logged out and User Generated Storytelling created from this process, become known. This paper has a meaning for Web-based virtual world which can juxtaposition with routine tasks and can be linked with other platforms.

‘잘된 콘텐츠를 보면 스토리텔링의 원리가 보인다’- 호모슈피리얼(homosuperial)의 멀티유즈 : <엑스맨>을 중심으로

  • Han, Hye-Won
    • Digital Contents
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    • no.6 s.133
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    • pp.123-127
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    • 2004
  • 1989년 배트맨(Batman), 2000년 엑스맨(X-man), 2002년 스파이더맨(Spider-man), 2003년 헐크(Hulk). 21세기 들어 매년 전세계 극장가는‘맨(Man)’의 바람으로 한차례 술렁인다. 이 영화들의 메인 캐릭터는 모두 인간보다 우월한 호모슈피리얼(homosuperial)들이다. 폭풍과도 같은‘맨’류 영화의 공통점은 무엇일까. 우선 미국의 만화 출판사의 양대 산맥인‘마블(Marvel)’과‘DC코믹스’의 스테디셀러라는 점이다. 둘째로 2004년의 시점에서도 끊임없이 후속 영화를 기획하고 연출한다는 점이고, 셋째로 게임시장에서 다양한 형태로 활용된다는 점을 들 수 있다. 그리고 마지막으로 캐릭터 상품으로 이어진다는 점이다. 원 소스 멀티 유즈(One Source Multi Use)를 최고의 가치로 여기는 21세기 문화시장에 있어서 이들은 그야말로 모범답안이요 보증수표라 할 만 하다. 이 모범답안을 적극 활용하기 위해서는 표면의 흥행요소뿐만 아니라, 심층의 이야기 확장 가능성을 짚어볼 필요가 있다.

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