• Title/Summary/Keyword: 캐릭터 스토리텔링

Search Result 110, Processing Time 0.023 seconds

Visual Narrative as a Color Storytelling in DISNEY and GHIBLI Studios (디즈니와 지브리 애니메이션 비주얼 서사구조에 관한 비교 연구)

  • Brito, Yahaira Moreno;Cho, Dong-Min
    • Cartoon and Animation Studies
    • /
    • s.49
    • /
    • pp.221-246
    • /
    • 2017
  • Visual narrative or storytelling involve two important aspects of the cognitive perception: the conscious and subconscious. Color is one of the cognitive storytelling elements, its interpretation is captured by the subconscious and it is considered an emotional resource due to its psychological background. On the other hand, the character is also part of cognitive perception and storytelling tool, but this is interpreted consciously, character is considered as a logical resource. Ghibli and Disney have organized their cinematographic techniques in different ways, so it would be unfair to say that one narrative style is better than the other, it depends of perception of beauty which varies according to society. However the present study seeks to determine the differences between Ghibli and Disney narrative style, taking as reference color. Ghibli and Disney are perfect example about color effects as a storytelling agent, It can be classified in two aspects: dynamics of color and color as a narrative sequence. The dynamics of color analyzes how color acts and is perceived into a stage, its meaning and symbolism regardless of the character's actions. The narrative sequence studies how color thermologic evolves in scene's development.

A study on Portable Game's Storytelling based on humor (유머 요소를 적용한 휴대용 게임의 스토리텔링 양상 연구 -닌텐도 DS Lite 타이틀을 중심으로-)

  • Jung, Da-Hee
    • 한국HCI학회:학술대회논문집
    • /
    • 2009.02a
    • /
    • pp.1272-1278
    • /
    • 2009
  • Titles of Nintendo DS are frequently use humor to help users fall in short time. Among many humor element, many titles use exaggeration. It is because 'exaggeration' is the best instrument to make users understand humor without complex cognitive process. Therefore, portable game using humor storytelling as a strategy for attracting various people.

  • PDF

A Study on Game Localization with the Game 'Lobotomy Corporation': Based on Translation Considering Characteristics (게임 '로보토미 코퍼레이션'을 통한 게임 현지화 연구: 캐릭터성을 고려한 번역을 대상으로)

  • Won, Ho-Hyeuk;Gu, Bon-Hyeok;Kim, Hyoung-Youb
    • Journal of Korea Game Society
    • /
    • v.18 no.3
    • /
    • pp.87-102
    • /
    • 2018
  • In this study of effective game localization, we attempt to gauge the influence of characteristics on the translation of the texts in games. In general, the characters in the games that feature interactive story-telling structure have a huge impact on events that occur in the games. Additionally, in case the origin of the characters are closely connected with either cultural factors or symbolisms, the relation between characters and stories tends to be stronger. In this research, the characteristics of the characters in the game 'Lobotomy Corporation' - featuring characteristics based on 'The Tree of Sepiroth' of Kabbalah - will be analyzed in depth; then, the result will lead us to suggest the method of proper translation in order to show how to localize the games effectively in future.

Storytelling of K-content <Itaewon Class> and Interculturalism (K-콘텐츠 <이태원클라쓰>의 스토리텔링과 상호문화주의)

  • Jeong Hee Kim
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.4
    • /
    • pp.135-140
    • /
    • 2023
  • In the era of globalization, universal values and empathy are analyzed as important factors in the success of media content. In this context, the perspective of interculturalism is meaningful in K-culture discourse. The TV drama <Itaewon Class> presented a storytelling structure in which the existing order was overturned and new values triumphed. This concept has led to great success in the global market. First of all, it shows multiculturality through the symbolic space of Itaewon. It reproduces people who have various cultural differences in various standards. Characters with diverse values realize intercultural values through cultural dialogue. Such storytelling is evaluated as something that can be widely accepted by people around the world. Interculturalism enables us to seek the direction of sustainable Korean Wave.

Reactive sound system suitable for platform genre games (플랫폼 게임에 적용될 수 있는 반응성 사운드 시스템)

  • Park, Dae-Hwan;Lee, Dong Lyor;Lee, Wan Bok
    • Journal of the Korea Convergence Society
    • /
    • v.4 no.4
    • /
    • pp.7-12
    • /
    • 2013
  • Presence of music in the modern game is getting bigger and bigger, and storytelling in the area of game play a leading role in many cases. Platform game is one type of action game genre. In its nature, the character and the object in a game are closely coupled, thus they have intermate relation with reactive sound system. In this study, we tried to build a effective and reactive sound system which is suitable for the storytelling of platform game. In addition, we speculated various aspects of game including psychological, musical and social aspects, finally investigating the future aspects of the game music.

A Study of VR Interactive Storytelling for Empathy (공감을 위한 VR 인터랙티브 스토리텔링 연구)

  • Bae, Byung-Chull;Kim, Dong Gyun;Seo, Gapyuel
    • Journal of Digital Contents Society
    • /
    • v.18 no.8
    • /
    • pp.1481-1487
    • /
    • 2017
  • In this article we describe our preliminary work to create VR interactive storytelling particularly for building empathic relationships between the reader (or the player) and story characters. As a practical guideline for developing empathy-based VR interactive story, we propose four key factors: first, narrativity considering narrative theories and concepts including the notion of focalization by Gerald Genette; second, interactivity for balancing between narrative and player control in interactive storytelling domain; third, consideration of virtual reality in human computer interaction domain; fourth, empathy in narrative from the viewpoint of psychology and cognitive science. We also introduce an example interactive storytelling scenario based on Little Red Riding Hood story. Finally we conclude with our VR implementation using Unreal game engine and HTC Vive.

Using Interaction for an Experiential Story 'The Three Little Pigs and Wolf' - for ipad - (인터랙션을 활용한 체험형 동화 '아기 돼지 삼형제와 늑대' - ipad를 중심으로 -)

  • Kim, Hyunhee
    • Design Convergence Study
    • /
    • v.14 no.3
    • /
    • pp.1-15
    • /
    • 2015
  • Storytelling which is part of human nature, has changed over millions of years. The development of technology and media has shaped Storytelling into various forms and shapes, and due to the recent spread of smart devices, the influence of interactive storytelling has grown significantly. The technology which allows diverse and natural input of users, have transformed the listener to user and has allowed the user to 'experience' the story rather than 'hear' it. In line with the trend in the development of these technologies, this study seeks to design and implement an interactive tale for children on an ipad platform. Focusing on the interaction aspect, this story is designed mainly for 3-7 years olds, which contains various multimedia elements and interaction elements that use built in technology such as multi-touch technology and microphone technology to allow user input that aline with the context of story. Focusing on children's experience and empathy with the characters of the story, 'Three Little Pigs and the Wolf' contains 22 steps and was published in the itunes Store.

A Study on the Preference Factors of KakaoTalk Emoticon (카카오톡 이모티콘 선호도에 미치는 영향 요인에 관한 연구)

  • Lee, Jong-Yoon;Eune, Juhyun
    • Cartoon and Animation Studies
    • /
    • s.51
    • /
    • pp.361-390
    • /
    • 2018
  • Users of KakaoTalk emoticons use Kakao Talk emoticons as means of communicating their emotions in virtual space. Emotional state is represented by design element (auxiliary, color, form, motion) and storytelling element contained in emoticons. The purpose of this study is to investigate the factors of the storytelling and design elements of kakaoTalk emoticons and how they prefer the kakaoTalk emoticons as emotional expression means. In terms of storytelling, crocodiles, peaches, dogs, ducks, lions, moles, and rabbits were made up of ordinary fruits and animals. Most of the emoticons are composed of stories with unique personality, and each story has a complex one by one, which makes it easy for users to approach and use them. In terms of design, I used various auxiliary elements (flame, sweat, tears, runny nose, angry eyes, etc.) to express angry, sincere, nervous, begging, joy, and sadness. The color elements consisted of most of the warm color series with the unique colors (green, red, yellow, pink, white, black, brown, etc.) of emoticon characters regardless of feelings of joy, anger, sadness, pleasure. The form factor is composed of a round shape when expressing factors such as joy and sadness. On the other hand, when FRODO and NEO express sadness and anger, they represent the shape of a rectangle. The motion elements are horizontal, vertical, and oblique expressions of APPEACH, NEO, TUBE, and JAY-G, expressing emotional expressions of sadness, anger, and pleasure. APEACH, TUBE, MUZI & / Shows the dynamic impression of the oblique and the radiation / back / forward / rotation. The anger of TUBE and FRODO shows horizontal / vertical / diagonal and radial motion. As a result of this study, storytelling is structured in accordance with each emoticon character. In terms of design, auxiliary elements such as flame, sweat, and tears are represented by images. The color elements used the unique colors of the character series regardless of the difference of emotion. The form factor represented various movements for each emotion expression. These findings will contribute to the development of communication, emotional design and industrial aspects. Despite the significance of the above paper, I would like to point out that the analysis framework of the storytelling and the semiotic analysis of the supplementary elements are not considered as limitations of the study.

A study of storytelling character development based on Asia culture - Focusing on ACC Children developing characters - (아시아문화 기반의 스토리텔링 캐릭터 개발에 관한 연구 -국립아시아문화전당 어린이문화원 캐릭터 개발 사례를 중심으로-)

  • Lee, Tae-eun
    • Cartoon and Animation Studies
    • /
    • s.47
    • /
    • pp.357-380
    • /
    • 2017
  • From the 21st century, characters have been developed and managed by many companies, organizations and groups due to public-friendly elements, Community Identity Program, value of utilization for OSMU, etc. This study was carried out according to a plan of developing a character and making an application in ACC Children based on Asia Culture, which was implemented as ACC Children contents R&D project from 2014 to 2016. This R&D and purpose is significant because of laying the groundwork for identity system making it possible to increase the brand value of ACC Children and symbolize ACC Children by developing a character, application and name suitable for the philosophy and function of ACC Children that will be used together with CI of Asia Culture Center. With regard to the research method and scope, Asia is divided into 5 regions, and 100 representative stories in Asia are selected, and a storytelling-based character, application and name with connotative symbol and meaning pursued by ACC Children is developed by choosing and analyzing symbolic animals according to consulting and survey. The characters of ACC Children give publicity to the symbolism of ACC Children, and are actively utilized for OSMU.

Future of Performing Arts Specialized Animation Characters Theme Park (공연전문 애니메이션 캐릭터 테마파크의 미래)

  • Cho, Joon-Hui
    • The Journal of the Korea Contents Association
    • /
    • v.12 no.9
    • /
    • pp.146-155
    • /
    • 2012
  • I will analyze the current status and limit of domestic animation character theme parks as a new trend of Kids industry so that diagnose the future of performing arts specialized animation character theme parks through the examples of foreign ones such as , , , and . Revisiting ratio is the most important factor for the domestic animation character theme parks which are being built in downtown. Close interaction with visitors will be possible through great quality character shows. Top quality shows could make this possible so that visitors could be more familiar with the park and the revisiting ratio must be raised as well as the difference between the theme park and others would be emphasized.