• Title/Summary/Keyword: 캐릭터 스토리텔링

Search Result 110, Processing Time 0.023 seconds

Research on How to Develop the Character Naming in Cultural Contents (문화콘텐츠 캐릭터의 네이밍 개발을 위한 방법 연구)

  • Park, Keong-Cheol
    • Cartoon and Animation Studies
    • /
    • s.15
    • /
    • pp.193-206
    • /
    • 2009
  • This thesis is on the character naming which plays much of a role in the cultural contents, but it is beyond the research of character naming itself and is based on the needs of research for character naming in game, fairy tale, comic and animation. In fact, there are some books and theses showing us the way to create names of products and this area is known as brand naming. But it is not easy for people to find books on character naming which is only focused on the characters in all fictions. While a brand name is made to secure a brand identity which is fundamental to consumer recognition and symbolizes the brand's differentiation from competitors, a character name is the name of living thing in the fiction. So, people say that these two areas are similar to each other or not. This these is the consequence of the research on the character naming, especially how to figure it out and how to use it. I hope that my paper would be a little help for those who work for the creating of the characters involved in shape, personality, role and storytelling in the field of fictions through the interest and understanding of Character Naming.

  • PDF

A study on the analysis of relationship between a blood-type and a personality in casting character of animation (애니메이션 캐릭터 캐스팅에 있어 혈액형과 성격의 상관성 분석 연구)

  • Kim Nam-Hoon;Oh Ok-Jun
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2005.05a
    • /
    • pp.183-190
    • /
    • 2005
  • In recent, the blood type waken the reader's interest in the field of movie, music, and education. Now, the blood type is far better than was anticipated in every aspects of life than a personal taste and appear as a familiar topic of story telling in modem life-style. Long time ago in Japan, the blood type was used to a casting of character and a consistent personality. In this study, the types of personality is combined with a blood type and devided with a frame of types. Also, personalities of character are observed and compared in a general animation which not applied a blood type. In particular, a personalities of family in animation are analized through a blood type and applied by character. Also, the blood types based on character of families get an appeal of audience. From now on, it will expect a variable analysis of animation, and needs for a continuous study not only blood type between families but relationship between blood types.

  • PDF

Implementation of Action Game based Story and Character Variation System (스토리와 캐릭터 변이 시스템을 기반으로 한 액션게임 개발)

  • Ham, Hye-In;Ko, Dong-Won;Kang, So-Eun;Kim, Se-Yeon;Kim, Seul-Kee;Bang, Jun-Sik;Shin, Su-Min;Kang, Myung-Ju;Park, Chan-Il;Oh, Hyoun-Ju;Kim, Sang-Jung;Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2014.07a
    • /
    • pp.499-502
    • /
    • 2014
  • 본 논문에서는 'M-virus'게임의 설명과 작업자들의 제작의도를 보여준다. 'M-virus'는 '꿀사주세요'팀의 졸업 작품 게임으로 딸의 감염을 치료하기 위해 숙주를 찾는 아버지의 스토리를 기반으로한 3인칭 액션게임이다. '캐릭터 변이'를 특징으로 플레이어의 성향에 따라 캐릭터를 자유자재로 바꿀 수 있으며 캐릭터마다의 고유 스킬로 다양한 플레이를 경험할 수 있다.

  • PDF

The aspect and meaning of the digital world view in the anime based on myth (신화를 소재로 한 애니메이션 <고스트 메신저>에 나타난 디지털 세계관의 양상과 의미)

  • Kim, Jin-Chul
    • Cartoon and Animation Studies
    • /
    • s.49
    • /
    • pp.299-323
    • /
    • 2017
  • Interests to cultural prototype as a material of cultural contents are getting more increasing nowadays. One of them is myth. The important thing when you are dealing with the myth as the material that how to convert prototype narratives. Today, digital culture is becoming one of the essential elements of mankind, that is a new sociocultural phenomenon and distinguishing differentiation from the past analogue era. In this regard, the combination of mythology and digital culture is effective strategies for transforming storytelling that can resonate with people who are not familiar with myths. puts the view both of this world and underworld, mythical characters, and various elements of the Grim Reaper into the story. And combines them with digital elements. sets the world that the transcendental soul exists as physically transferred data form. and reinterprets the traditional mythology world into the digitally operated world. Soul-Phone from this anime reflects the digital culture such as storage and transmission, and helps enjoying audiences accept the unfamiliar world of myth. And also It symbolically shows dystopian viewpoints through side effects can caused by digital technology development, such as the instrumentalization of human being, the risk of communication through digital media, and ego-loss caused by duplication, etc. In conclusion, forms a consensus with the audience through the transformation strategy of storytelling that converts the world of myth into the digital world. And it reflects the dystopian view and shows a differentiated world view from the narrative of myth.

A Study on Immersion Degree of Players Depending on Figurative Characteristics of Game Characters (게임 캐릭터의 조형적 특성에 따른 플레이어의 몰입도에 관한 연구)

  • Park, Chan-Ik
    • Journal of Digital Convergence
    • /
    • v.18 no.1
    • /
    • pp.271-276
    • /
    • 2020
  • This study is intended to compare and analyze the figurative characteristics of game characters focusing on the MMO shooting game 'Battle Ground' and the MOVA game 'League of Legends,' which currently have the largest number of users in Korea, in order to assess how much effect the figurative shape of game characters has on the immersion of players. As a result, the shape of characters from MOVA or MMORPG games with storytelling as an important factor was revealed to have a greater effect on the immersion degree of players than that of the characters from fast-paced shooting games. In particular, it was found that in games where the level of each character is raised as items are added, the height of most characters is the same as their own eight or nine heads, which is longer than ordinary people.

A Study on Accessory-application as a Narrative Tool -Focusing on - (내러티브 도구로써의 소품 활용 연구 -영화 <그녀 her>를 중심으로-)

  • Yoo, Suyeon
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.3
    • /
    • pp.61-71
    • /
    • 2016
  • This paper intends to prove that the props in movies can be used to communicate messages ans themes to the audience very usefully. I selected the movie "her" to investigate by the use of props. The props in the film can communicate with the audiences without a dialogue and visual. At the same time, the props can make a audiences sympathy as a role playing like a main character. As a result, the props used in the movie were explained to study their relevancy to the narratives of the movie. The props 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.

Creative Curiosity: Study of Alice Character in Lewis Caroll's Adventures of Alice in Wonderland (창조적 호기심 루이스 캐럴의 『이상한 나라의 앨리스의 모험』 연구)

  • Cho, Sungran
    • Cross-Cultural Studies
    • /
    • v.41
    • /
    • pp.299-320
    • /
    • 2015
  • Lewis Carroll's Alice's Adventures in Wonderland expands scope of Children's Literature genre by introducing the discourse of pleasure as opposed to that of didactic discipline. Carroll's narrative is important, not only for children's literature, but also as a forerunner of post/modernism of James Joyce with its language play and linguistic invention. Its treatment of Alice's body change follows the motif of body transformation in myth and literature. Comparing "stasis" of Susan Sontag's character Alice (James) in her play Alice in Bed and "movement" of Carroll's Alice, this study explores the issues of woman's alienation and the dichotomy of mobility/immobility in reality and in their literary representations. Focusing on a female child's double alienation as woman and child, I argue Alice's Adventures in Wonderland is a counter-narrative of alternative bildungsroman. Alice gains her subjectivity through her adventure by power of language and story-telling. Through representation of the dream/adventure of two desiring sisters, Carroll's narrative exhibits subversion of social order and emergence of new order of "chaosmos" out of chaos. As a method of study, this study traces genealogy of "curiosity" in myth and literature as a motivating force that triggers adventure and argues "creative curiosity" is a dynamic energy propelling Alice's adventure.

A Study on Plot Lamination methodology for the planning and analysis of storytelling (스토리텔링 기획·분석을 위한 '플롯적층' 방법론 연구)

  • Ahn, Soong-Beum
    • Journal of Popular Narrative
    • /
    • v.26 no.3
    • /
    • pp.255-288
    • /
    • 2020
  • The purpose of this study is to propose 'plot lamination methodology' for planning and analyzing of storytelling. The story contents with a certain volume of narrative might have several important characters. Most of the characters have meaningful influences on the context of the story through their choices and actions as they go through dynamic changes to construct and deconstruct relationships. The plot lamination methodology is the result of an attempt to look at the process from the 'strategic' point of view by focusing on the fact that the main characters with supplementary nature contribute to the independent formation of subplot based on the main plot driven by the protagonist. Regardless of how they live their own unique and autonomous life in the narrative, the main characters hold a relatively subordinate position within the centripetal force of the main plot. Their journeys tend to expand/emphasize/divide up the process of the main plot's 'persuasion via causality,' and also individualize into the functions of emotional sympathy (pathos), moral, ethical perspective (ethos), and rational logic (logos). As such, the subplots of main characters are laminated according to these three functional traits, which could become multi-layered through second or third laminations, depending on the number and roles of other characters. If the plot lamination methodology is further developed through follow-up studies, it will open up the possibilities of the strategic design (planning) and aesthetic criticism (analysis) regarding the procedure of conjugation /branching of subplot and/from the main plot.

The World View of the Middle Ages Fantasy Game (중세 판타지 게임의 세계관 연구)

  • Seo, Seong-Eun
    • The Journal of the Korea Contents Association
    • /
    • v.9 no.9
    • /
    • pp.114-124
    • /
    • 2009
  • 73 percent of online games in Korea hold perspectives of medieval times in them. So far in history, about a millennium in medieval times is said to be a period of darkness and savagery, but it is newly revived in the digital virtual world. Such phenomenon is paradoxical and meaningful to often bring out 'medieval times' as a theme for online games, which are revealed by up-to-date technologies in present days. This research examines the background of views of medieval times appeared in online games and how they are realized. Medieval fantasy games have appeared because people dream about escaping from pre-modem times and have fantasy about medieval times. Moreover, perspectives of medieval times have enormously influenced background epics, quest stories, creation of characters in a game scenario. The dual structure having coexistence of nature and super naturalness acts an important role to set up the epic for medieval fantasy games. And medieval romance literature, which has a three-step quest narrative of 'targeting - adventure and fight - achievement' is reflected in a quest story of medieval fantasy games. The strict pyramid system represented by feudalism forms a meaningful metaphor for designing characters, and players organize communities for online games through horizontal collective consciousness in such vertical system of history at the same time.

Study on the Application of Comic Panel Direction in VR Animation - Focusing on <Mescaformhill: Missing Five> (만화의 칸 연출을 적용한 VR 애니메이션 연구 - <Mescaformhill: Missing Five>를 중심으로)

  • Park Sukyung;Lee Taegu;Choi Suhyeon
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.4
    • /
    • pp.253-258
    • /
    • 2023
  • In comics, panels serve a variety of dramatic purposes, including controlling the flow of the story through the size, placement, and order of panels; directing the eye to where characters or specific actions take place; expressing the passage or sequence of time; and using backgrounds, lighting, and color to emphasize emotion and convey mood. When applied to VR animation, these comic panels can give users a more immersive experience of the cartoon world in the VR space. In the VR animation "Mescaformhill: Missing Five," produced in 2022, the comic panels directing is very important to guide the viewer's attention, and in the VR space, the camera angle can be freely changed to realize various visual effects, and the physical interaction brings the comic panels directing to life. This can open up new ways of storytelling in VR animation and contribute to its successful expansion into new mediums.