• Title/Summary/Keyword: Character Storytelling

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A study on Classification of Character Emoticon as the Techno-code (테크노-코드로서의 캐릭터 이모티콘 분류체계 연구)

  • Lyou, Chul-Gyun;Kim, Jeong-Yeon
    • The Journal of the Korea Contents Association
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    • v.15 no.4
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    • pp.479-489
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    • 2015
  • The paradigm of communication is changing by the generalization of mobile computers and the extension of network service. In the mobile messenger communication, people are increasingly using character emoticons to substitute linear text. This means that the character emoticons are functioning as narrative characters so that they are becoming the nonlinear techno-code, which can substitute for the alphabet code. As Vil$\acute{e}$m Flusser said, the post-modern communication is arrived. In this kind of communication, storytelling with character emoticons are effective enough to tell various stories. In this point of view, this paper tries to prove the functions of character emoticons and suggests the classification of the character emoticon series. This paper also structures the post-modern communication model as a new paradigm of visual communication.

The Family and Individual in the Transmedia Storytelling of Young Adult Narratives (청소년서사의 트랜스미디어 스토리텔링에 나타나는 가족과 개인)

  • Chung, Hye-Kyung
    • Journal of Popular Narrative
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    • v.27 no.2
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    • pp.215-262
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    • 2021
  • This thesis focuses on Wandeuki and Elegant Lies - novels written by Kim Ryeo-reong and adapted into the film by Director Lee Han; this thesis analyzes the process of storytelling being transformed as the media is converted. Also, this thesis discusses cultural-political implications of transmedia storytelling where different narrative responses coexist concerning post-IMF family disorganization and "individualization." First of all, this thesis critically reviews existing discourses on the concept of transmedia storytelling and refers to 'transfictionality' the narratological concept of Marie-Laure Ryan in order to look into media conversion storytelling that starts from original novels. The novels Wandeuki and Elegant Lies show two aspects of "individualization" that adopts existential conditions of family disorganization. Wandeuki deviates from patriarchal family romance through self-discovery and exhibits loose family bond, which is something similar to companionship of close individuals. Elegant Lies shows individualization of pain by portraying a teenager who found herself completely isolated, while showing that it is impossible for the people left behind to mourn. On the other hand, director Lee Han's films and show stories in which family members, who are confronting family dissolution, rediscover and restore their families against family dissolution. The film promotes the expansion of family community through multicultural identity, and the film completes condolence of the people left behind by having the remaining families survive as survivors of suicide. The storyworld of the novels puts emphasis on 'self-discovery' of individual adolescents, while the storyworld of the movies puts emphasis on 'rediscovery of family'. Through transformation of storytelling - especially the redesigning of narrative structures called "modification" - transmedia storytelling shows that the relationship between media-converted texts is far from "faithful representation," but rather, shows conflicting themes and perspectives. With a reference point of 'the emergence of character' transmedia storytelling, which is predicated on the original work but aims to free itself from the original work by transforming storytelling through media conversion, opens up polyphonic storyworld by creating heterogeneous voices. In the post IMF-era, where uncertainty mounts over family dissolution and individualization, polyphonic storyworld created by transmedia storytelling provides an opportunity to experience disparate desires over individual freedom/risk and complacency toward community. We can call this the cultural-political implication of transmedia storytelling based on transferring, transcednding, and transforming.

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.

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 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
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    • s.47
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    • pp.357-380
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    • 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.

A study of characters for digital media storytelling (디지털 미디어 스토리텔링을 위한 케릭터 연구)

  • Lee, Kang-Hyun
    • Journal of Digital Convergence
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    • v.10 no.10
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    • pp.511-516
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    • 2012
  • Characters also are uneducated people and have simple, negative. They are not complicated, very simple like all that they concerned are instinct and enjoy of that. The lowest class people don't have any deep thought about their miserable life, and don't appear any will to overcome their. We, readers can assume their poor life in a real way. Readres also can haver a strong view resistance against strong men and realize the social situatiin. Through these simple-mined characters, readers could have attachment about life cause these characters have lifes pain and energy of instinct in very difficult situation. These characters are not evil. They are just doing this because they have to survive.

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
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    • v.4 no.4
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    • pp.7-12
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    • 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 on the Expression Characteristic in the Space Design as it Appears in Marcel Wanders's Project (마르셀 반더스의 프로젝트에 나타난 공간디자인의 표현특성에 관한 연구)

  • Kim, Jeong-Ah
    • Korean Institute of Interior Design Journal
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    • v.19 no.5
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    • pp.48-55
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    • 2010
  • Marcel Wanders, one of the greatest designers in the world of contemporary design, was born in the Netherlands. His works run the gamut from interior design to furniture design to lighting design, building a unique world of works. He started to gain fame when he presented "Knotted Chair" at Droog Design in 1996, which was made out of aramid ropes and later became his symbol. In 2000, he established "moooi," a world-renowned design label. By giving characteristic qualities, his works are given meaning, and like a fantastical dream, their images are extremely fantastical and stimulating. As can be seen in his character cover, he puts emphasis on the harmony between minimalism and decoration, establishing his own unique design concept. In this thesis, based on Marcel Wander's design philosophy, his overall design characteristics were classified into theatrical effects and storytelling. Expressive elements depaysement, eclectic mixture, and scale modification were derived from theatrical effects and analyzed; for storytelling, object, semantic cues, and dream and fantasy were derived and analyzed. A distinguishing feature of such analysis is his meaning-centric design approach, the principle by which to form long-term relationships with the users by creating user-centric designs that make them find meaning and values in diverse experiences in their daily routine, giving them familiar yet unique experience.

Storytelling of Korean Virtual Reality Game Fiction (한국 가상현실 게임소설의 스토리텔링)

  • Kim, Hu-In;Lee, Minhee;Han, Hye-Won
    • The Journal of the Korea Contents Association
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    • v.18 no.1
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    • pp.55-63
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    • 2018
  • This study aims to analyze remediation of games and fictions in Korean virtual reality game fictions and to derive the storytelling of virtual reality game fictions through them. The purpose of this study is to explore the possibilities that Korean game fiction based on the web can be expanded as popular literature. The main character of the fiction is a male in his twenties. In the neoliberal society, he is set as a member of the neglected class and lacking privilege. He enters the virtual world because of the deficiency experienced in the real world. It minimizes the mediation process between the real world and the interface. On the other hand, the repetitive actions performed by the protagonist belong to the category of self - destructive labor. As a result, he shows signs of narcissism. In the Korean virtual reality game fiction, the magic circle appears blurred, and the real world and the virtual world are linked. In this process, the virtual world functions as a substitute space to solve the problem of reality. The establishment of such a space, and the resolution of conflicts are merely narrative characteristics of Korean game fictions that are different from North America and Europe.