• Title/Summary/Keyword: Actant Model

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An Analysis of Game Scenario Variations in Literature Using Actant Model - Focused on "Hamlet" and "Mabinogi" (행위소 모형을 통한 문학의 게임시나리오 변용 양상 분석 - 「햄릿」과 「마비노기」를 중심으로)

  • Kim, HwaLim;Kim, Hanil
    • Smart Media Journal
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    • v.6 no.3
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    • pp.64-67
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    • 2017
  • Literary works are used as materials for various cultural contents including plays, movies, cartoons, and games. According to the results of the previous study, it is possible to create a game story that is plausible and universal even if the game storytelling is carried out using the elements extracted from the source data. It is expected that the analysis of the transformed contents of literary works will be analyzed. In this paper, we analyze the scenario of "Mabinogi" using literary works in domestic online games using Greimas' s actant model. The analyzed results are compared with Hamlet, which is the source of the source, and analyzed the structure, age, background, heroine, goal, theme. This study confirms the change of the narrative when the literature is contents, and the analysis is meaningful in analyzing the transformational patterns of game scenarios based on literary works. I hope that it will contribute to the study of various methods of storytelling by various materials of literature works.

Semiotic approach to Resort's Organizational Culture : Applying Greimas Actant Model (리조트 기업의 조직문화에 대한 기호학적 분석 : 그레마스 행위소 모형 적용)

  • Yang, Soung-Hoon;Moon, Bo-Young
    • The Journal of the Korea Contents Association
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    • v.20 no.5
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    • pp.500-512
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    • 2020
  • This research aimed to verify organizational culture of resort underlying bottom of organization and shared by employees. Healing-seeking and life style oriented experiences are in prevailing recently, which resort industry insomuch as presumably held from its origin. Unfortunately, it is also widely recognized that resort lost its entity, blurring business domains with hotel industry or yielding integrated resort by imitating theme park. In order to probe organizational culture, in-depth interview with 16 resort experts conducted in resort setting, prepared by Gremeis actant model which is effective in finding myth(story) structure of interviewees. Firstly, interviewer matched six actants with resort business involving-group and asked interviewee to metaphor freely based on 3 night resort experiences. Results showed that sender, receiver, subject, object, helper and opponent were matched with resort, visitor, company, product & service, supporters, and opponent group in orderly manners and also interviewees made each actant into metaphor as healing, patient, medical doctor, medicine, helper and charlatan, respectively. Significance and limitation of research were included in the end of article.

On a "duality" of the Corps-actant structure in Misaeng: with Jang Geurae as the central figure (『미생』에 나타난 신체 행위소 구조의 이중성에 관한 고찰 - 장그래를 중심으로)

  • Song, Taemi
    • 기호학연구
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    • no.57
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    • pp.211-255
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    • 2018
  • This paper attempts to "re-read" the webtoon Misaeng, which was once an important issue in the field of public discourse on "labor". Our hypothesis was that the dual actactial structure of Misaeng's hero Jang Geurae gave a dual structure to the entire text, which leads to the discovery of text meaning that was not mentioned in the existing discourse. This is based on the concept of 'meta-story character', which Hiroki Azuma talked in his postmodern literary theory. To verify this hypothesis we analyzed the text by applying the Parisian semiotics, more specifically J. Fontanille's theory. Jang Geurae is observed to be a actant of dual structure divided into 'character' of the enunciated level and 'player' of the enunciation level. Considering this characteristic of the hero, Misaeng can be interpreted as a metafiction that shows the 'shifting' between the subject of the enunciated level and the subject of the enunciation level. On the level of 'character' Jang's existence mode turns out to be "Deficiency (actualized)", but on the level of 'player' Jang 's existence mode turns out to be "Inanity(potentiallized)." His somatic responses also show a duality, which is represented by Fontanille's corps-actant model, where on the level of 'character' the somatic actant of Jang consists of 'Moi-chair(ego-flesh)' and 'Soi-idem(self-idem)', and on the level of 'player' it consists of 'Moi-chair(ego-flesh)' and 'Soi-ipse(self-ipse)'. The former mainly acts as a 'role' and takes charge of exteroceptive perception, while the latter mainly acts as 'attitude' and takes charge of interoceptive perception. Because of this dissociative nature of actant, Jang's two 'self' draw the re-adjustment of values without serious conflict between the collective norms and the individual identity. This is in sharp contrast with other characters who struggle with the conflict between the environment and "self". It becomes customary to adopt norms that are suspected to ineffective, but if you raise questions, the normative system can be updated. On one axis of Misaeng there are characters who have lost themselves in customs. On the other axis, there is Jang who can not help dismantling the existing ineffective norms and updating the normative system. Jang's existence mode seems to be one of many possible modes generated by this era where people share no longer solid community values, His actantial structure also communicates with readers of these days who put themselves more in subject of enunciation level than of enunciated level.

An Analysis of Visual Storytelling Characteristics of Desire in Animation - Regarding Affiliation, Achievement, and Nurturance (애니메이션에서 욕망 비주얼 스토리텔링 특징 분석 - 소속, 성취, 보호에 대하여)

  • Jiang, Weiyi;Wang, Yuchao;Kim, Jong Dae;Chin, Danni;Kim, Jae Ho
    • Journal of Korea Multimedia Society
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    • v.19 no.6
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    • pp.1074-1088
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    • 2016
  • Successful Visual Story Telling(VST) of desire is a crucial key for the success of animation because desire is the leading power of story development of animation. An analysis of the desire of VST using the top 5 successful American feature film animations is carried out. Totally, 147 desire shots are extracted by using the proposed Objective Selection of Desire Shots(OSDS) method based on the theory of Makee's conflict and desire pursuing modeling, Maslow's 20 desire types, Greimas's actant model, and the 17 narrative process classification. In addition to them, the 5 Beat(5B) model of a scene is proposed. Five image specialists have evaluated VST of the selected 147 desire shots. For each shot, the desire type among the 20 desires and the strength are obtained. Among them, the top 3 desires(affiliation, achievement, and nurturance) appearing 51.8% are analyzed. The composition elements of shots affecting the desire type and the strength have found. These can be used for better VST of preproduction and production of animation.

Analysis Model of Movie Storytelling Based on the Narrative 17 Process (내러티브 17 프로세스에 의한 영상 스토리텔링 분석 모델)

  • Sung, Bongsun;Lee, Tae Rin;Kim, Jae Ho
    • Journal of Korea Multimedia Society
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    • v.20 no.9
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    • pp.1596-1605
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    • 2017
  • This study recognizes the narrative of the movie as a semiotic system and proposes a structured storytelling analysis model through theoretical basis and empirical analysis. It classifies as 'Narrative 17 Process' which considers the narrative of successful 11 animations as a continuous process of formal structure. It extract the paradigmatic sub-narrative units(NU) centered on the act of the character in each process. The structural pattern of the story types are extracted by comparing and analyzing with 5 NU analysis elements presented in this study. As a result, the 4 story types were consistently classified by the SSD distance value. Therefore, this study propose a storytelling analysis model that can be effectively applied to scenarios and narrative composition stages of movie production.

Analysis on Signification of Actant for Representation in Dumb Ways to Die - as the Centre Semiotic Analysis of A. J. Greimas (Dumb Ways to Die에서 재현된 행위소의 의미해석작용 분석 - A.J . 그레마스의 기호학을 중심으로)

  • Kwon, Sangwoo
    • Journal of Korea Multimedia Society
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    • v.19 no.6
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    • pp.1095-1105
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    • 2016
  • This study is semiotic analysis about 'dumb ways to die' that is produced by Melbourne Railway of Australia in 2012. By analyzing the symbolic representations through 'Actants model' of A.J. Greimas, extract the relationship between signification of the represented object in 'dumb ways to die'. Greimas' model helps to analyze the semiotic interpretation action that occurs above a layer of discourse. In addition, this study is to compare the property to distinguish the Semiotic 'Actants' to cause the behavior of the recipient by represented in the same ideological situation. This can determine the properties of the signification and gauge the level of symbolic images that are reproduced in the discourse process. Accordingly, guidance to become a developer by extracting the reproduction principle of the video that causes a user's action.

A Study on the Structure of an Animation and the Generation of Signification (애니메이션 <겨울왕국>의 구조와 의미생성 연구)

  • Sung, Re-A;Kim, Hye-Sung
    • Cartoon and Animation Studies
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    • s.37
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    • pp.197-219
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    • 2014
  • , one of the Disney's animations, hit the 10 million audience mark for the first time in the history of animations released in Korea. not only raised the fever with its theme song, 'Let it go', as well as Elsa, Anna, and Olaf's character products but caused sensations in many ways. If so, we need to think about what kind of meaning did create in Korea to be so sensational. This study examines the value that Frozen intended to deliver and the meaning it generated by using Greimas actant model and semiotic square. From the actant model analysis on Anna and Elsa from , it was identified that Anna desired to recover her relationship with Elsa and to take summer back in Arendelle. Her desires can be interpreted as her love toward Elsa and people in Arendelle. Meanwhile, Elsa always desired freedom although she confined herself because of her ability to freeze. In other words, Elsa desired to free herself from her freezing ability by finding out how to control her ability. Such desires of Anna and Elsa were achieved by their actions of true love, and the solution of all the conflicts in was an action of true love. From the semiotic square analysis on the meaning of , it was found out that created past-oriented value with which characters tried to change their abnormal lives of the present into their normal lives of the past. The characters tried to change their present lives where freezing winter comes in the middle of summer, communication between the sisters is cut off, and people try to take advantage of the abnormal state deliberately, into the past when the sisters had a good relationship and the natural season of summer in Arendelle. The past-oriented value that tried to tell us is similar to our reality. In our reality with a lot of unbelievable news and unstable circumstances, we desire to go back to the past when we were filled with affection and hope even though our lives were tough and difficult. This sentiment must have contributed to the huge success of in Korea.

A Study of 'Greimas' Semiological Approach in Animation Character (그레마스 기호학적 접근을 통한 애니메이선 캐릭터 분석 -장편 애니메이션 "슈렉" 을 중심으로-)

  • Lim, Woon-Joo
    • The Journal of the Korea Contents Association
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    • v.9 no.5
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    • pp.99-106
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    • 2009
  • The purpose of this study is to analyze character of animation, , on the basis of Greimas' semiotic theory. Animation consists of activities between characters shown in narrative. The characters' activities show their value system and meaning. Hierarchical value system is created in the process that unrevealed, latent value is generated and character's thought and activity enlarge their meanings by creating various relationships with other character. Form this viewpoint, the study tried to analyze systematic characteristic shown in animation character and meaning structure shown in correlation through Greimas' model actant and semiotic square model.

Study of Re-writing "A Tale of the Conquest over a Big Enemy from an Underground Nation" - Focusing on picture book narrative (지하국대적퇴치설화를 활용한 새로쓰기 연구 - 그림책 서사를 중심으로)

  • Kim, Hwa-Lim;Kim, Hanil
    • Smart Media Journal
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    • v.6 no.4
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    • pp.88-93
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    • 2017
  • The story of "A Tale of the Conquest over a Big Enemy from an Underground Nation" is a story that is distributed all over the world. This familiar narrative structure can be accepted without great objection even in places with different cultures. In case of storytelling with the elements extracted from the narrative according to the previous research, storytelling of the picture book was carried out using the element and structure of the narrative. One of the ways to content the story is called a re-writing. In this paper, we divided the components of picture book into literary subjects, plots, characters, and backgrounds. "A Tale of the Conquest over a Big Enemy from an Underground Nation" is analyzed in the same way. And presented storytelling of the picture book.

Story Value Analysis of Sharing between Mutual Media with the Cases Oriented in Films and Games (매체 상호간 공유 가능한 Story Value 분석 - 영화와 게임의 사례를 중심으로 -)

  • Lee, Ja-Hye;Kim, Mi-Jin
    • The Journal of the Korea Contents Association
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    • v.8 no.12
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    • pp.72-80
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    • 2008
  • The movie and game are on the center of entertainment industry. The OSMU(One Source Multi Use) method of two media is the most conspicuous in sharing stories. Particularly, the storytelling of a game emphasizes a harmonization between the elements that can be used for a game on narrative point of view(the traditional plot like novel, film and etc.) and the elements reflecting the interactivity, the characteristic of a game. In the gaming made with a film and filming made with a game, the main element of successful storytelling is the story value. In this paper, we describe through the case analysis of the gaming made with a film and filing made with a game in three aspects based on hero's journey steps of Joseph Campbell and $Gr\acute{e}mas's$ actant model theory, which they are the story event, the type and relation of characters, and the complication type between the characters. we, consequently, believe that the compatible storytelling between two media (film and game) and the setting way of characters could be made with the successful diversification in OSMU.