• Title/Summary/Keyword: Character Storytelling

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A Study on the Personality and Character of the 4 members of the British rock group Queen (영국 록그룹 퀸(Queen) 4인 멤버들의 퍼스낼리티와 캐릭터 일 고찰)

  • Chung, Joo-Shin
    • Korea and Global Affairs
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    • v.3 no.1
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    • pp.107-150
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    • 2019
  • The article is intended to examine the four main vocalists, including Freddie Mercury, of the legendary rock group Queen, whose movie has generated a "Queen Syndrome" all over the world, and is widely shared by nearly 10 million viewers in Korea. In today's era of cultural content, this paper studied the relationship between their personality and character in the sense of storytelling for the four Queen members who left charismatic voices and beautiful pop music harmonies. As a theoretical background, I will focus our research on the members' psychological and human factors for the popularization of rock music, but I will apply the environmental factors that each member has been born and lived in, as well as the factors of family relations, such as parents. Queen is a band that has performed throughout the world for about 20 years, from the early 1970s to the birth and disappearance of a rock group. In sum, the four members of Queen, who have strong personalities, showed various musical possibilities by combining completely different genres such as acafella, ballad, opera and hard rock, depending on their taste and imagination, and achieved legendary fame that transcended generations by displaying excellent skills in communicating with the public. The four personality and characters, the rock group Queen and its main vocal Freddie Mercury, were the feet of association calculated by correlation from internal to external influences.

A Study on the Multi-Layered Intertextuality of (영화 <드라이브 마이 카>의 다층적 상호텍스트성 고찰)

  • Bae, Kihyung;Kim, Chi Ho
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.169-178
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    • 2022
  • In this article, the narrative strategy of Ryusuke Hamaguchi's is researched focusing on multi-layered intertextuality. is framed in the form of a 'story in a story that embraces a story', and the recognition of intertextuality has an important meaning in examining the storytelling strategy of . Because this movie was adapted from the short stories from Haruki's , the various stories included in the film overlap to form the overall narrative. Therefore, in order to understand properly, it is important to understand the organic semantic relationship between the texts in the movie. Understanding the narrative of is also the process of interconnecting textual content of multiple texts included in the film. In , the dream story told by Otto, Gafuku's wife, the main character, and in the play are elaborately linked to the narrative of the entire film in layers and three dimensions with text in a frame. Hamaguchi reinforces the need for the audience through the intertextual narrative strategy of . In addition, the metaphor and personalized space of contributes to the effective delivering the narrative of healing to the audience.

A Study on practical use about Kinetic Typography of Ethics Character Picture of filial piety and brotherly love (효제문자도(孝悌文字圖)의 키네틱 타이포그래피 활용 연구)

  • Chung, Chi-Won
    • Cartoon and Animation Studies
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    • s.50
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    • pp.327-347
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    • 2018
  • From the end of the 18th century to the end of the 19th century, the late 19th century was a genre of a new art that was in contrast to the distribution between social class and low class, and it was also a popular culture that attempted to transform the late Joseon Dynasty's social class. It is no exaggeration to say that it is the origin of the Korean folk art, started as popular art concepts, use colorful techniques and decorations which doesn't yield to ordinary iconography. But, because of the attempt of this technique was used by lower class, the meaning of the idea was lowered from iconography to secular picture. Ethics character picture, passed on to the present from going through the upheaval cultural time, was started from secular picture and transformed into hyukpil time illustration, and it represented popular arts until now. This thesis aims to reflect the meaning, various visual expressions and the lifestyle of Ethics Character Picture of filial piety and brotherly love, which is a unique genre of popular arts. Also, propose to suggest about the kinetic typography using video media, and how the traditional ethics character picture, which are combined with video technology, effects to the advertisements. These kind of attempts will show the world about the korea's traditional contents, and through the various media information it can be recreated as national symbolic key words. Furthermore, its meaningful to pass down the noble and cultural Ethics Character Picture of filial piety and brotherly love to younger generations. And by realigning to modern expression, it is predicted that it will be significantly meaningful to pass down and make the younger generations to understand to spirit of the ancestors. This will allow various attempts to reconstruct various items of contents from Korea's traditional contents to new media content that merged with video media.

Design of Edutainment Contents Using Motion Recognition for Enhancing Sociability and Visual Perception of Children (유아의 시지각 및 사회성 향상을 위한 동작 인식 기반 에듀테인먼트 콘텐츠 개발)

  • Park, Yoon;Yang, Janghoon
    • The Journal of the Korea Contents Association
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    • v.15 no.7
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    • pp.170-180
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    • 2015
  • With progress in emerging new media technology and associated device, there is growing interest in a new type of contents in the filed of children education. In this research, we developed a edutainment content for enhancing sociability and visual perception of children exploiting kinect. Recreating what is visually perceived with physical movement is adopted to develop visual perception. It is also designed such that one's sociability can be enhanced through experiencing natural physical contact and collaboration while interacting with the developed content. The prototype of the content was created through development of character to boost interest, a short animation for storytelling, and interactive programming. In the second pilot test which was done with the content improved through the first pilot test, it was observed that children easily played with it and actively participated in experiencing it. From this observation, it is expected that the developed content may work as a promising edutainment content which fosters children to enhance visual perception and sociability through natural interaction.

FUN Fashion Design in the Emotional Consumption Era (감성소비시대의 펀(Fun) 패션디자인)

  • Im, Hyo-Bin;Ko, Hyun-Zin
    • Journal of the Korean Society of Costume
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    • v.61 no.5
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    • pp.93-105
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    • 2011
  • This research is aimed at examining the characteristics of the fun fashion design in the emotional consumption era from a broad perspective, and it is meaningful in the sense that it presents the ideal direction for the development of fashion products that can satisfy the changing desires of the consumers today and tomorrow. For this, the documentary study and practical case study have been executed. This paper examined the two aspects of the fun definition when it comes to the characteristics of the fun fashion design that are manifested in the emotional consumption era. First, fun fashion design that is presented by designers from the consumers' position manifests in the form of deviation from the every day life rules, use of the child-like expression mediums and unexpected turning, fun fashion design when it pertains to the deviation from the every day life rules is expressed freely, adopts object and forms it, and mixes in the alien elements, fun fashion design when it pertains to the use of child-like expression element is manifested in the form of child-like expression, child-like expression of the form, child-like drawing, introduction of the child-like object, character and graffiti. Moreover, fun fashion design of the unexpected turn is expressed with illusion and storytelling. Next, fun fashion design from the participants' position is a design created by the active participation of the consumers. As the producers who participate actively in the product design process, design is modified by the design of participation and users so that the users can enjoy it. Likewise, it is manifested in the form of design of participation.

A Study on Directing Webtoon using Modules of Shot (숏(shot)을 활용한 웹툰의 연출 기법)

  • Kim, See-Eun
    • The Journal of the Korea Contents Association
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    • v.17 no.7
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    • pp.478-486
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    • 2017
  • The development of webtoon accelerated with development of smart devices. It became a daily life to enjoy digital contents such as webtoon using smartphones on the streets and subways, not just for the novelty of the new generation. With the advent of smart devices, the webtoon market has grown rapidly and webtoons of various themes and genres are pouring out. The growth of webtoon market is a good opportunity for artists, but competition is getting worse and it is difficult to satisfy readers with low quality. In order to create webtoon that can satisfy the readers, the artists are considered as important homework that can show the interesting story and show it effectively. In this study, I tried to prove that the method of directing using shot among the elements of animation can be utilized for directing webtoon effectively. In order to explain this, I have tried to explain the characteristics of webtoon and its relation with animation, and I chose the most important example of webtoon, 'Ko Soo(Ryu Ki woon, Moon jeong hu, 2015)', which has been popularized with successful storytelling and directing, and described character shot and time transition shot.

Visualization of 33 Avalokitesvara-Bodhisattva according to the Wishes (기원에 따른 33관음의 시각화)

  • Kim, Kyungdeok;Kim, Youngduk
    • The Journal of the Korea Contents Association
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    • v.18 no.9
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    • pp.240-247
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    • 2018
  • In this paper, we implement a digital content that visualizes 33 Avalokitesvara-Bodhisattva according to the wishes of the public. The 33 Avalokitesvara-Bodhisattva is described in the Avalokitesvara-Bodhisattva tale that is found in the ancient literature "Memorabilia of the Three Kingdoms" as Tangible Cultural Heritage. Also, it is easily found in a wall painting of traditional Buddhist temples. The 33 Avalokitesvara-Bodhisattva is the saint of mercy that transforms into 33 various forms according to the wishes of the public. The Avalokitesvara-Bodhisattva tales deal with differences in the types of wishes of the public, and the tales have been speeded like wildfire among the people. So, in this paper, we classify them into 4 groups by the wishes (healing, security, academic achievement, disaster relief) of the public, and then analyze its symbolism and activity of the 33 Avalokitesvara-Bodhisattva. Also, we implement a 2D digital content that represents visually it according to the wishes of the public. Applications of the implemented visual content are as follows; development of character, game, and digital storytelling associated with traditional culture, education service for Buddhist doctrines, etc.

A Study on the Application of Color as Process of Symbolic Metaphor in the Game Storytelling (게임 스토리텔링에서 상징적 메타포로 작용하는 색채의 역할)

  • Cho, Yoon-Kyung;Han, Hye-Jeong;Kim, Kyu-Jung
    • Journal of Korea Game Society
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    • v.8 no.1
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    • pp.41-48
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    • 2008
  • If an association for a color develops and comes to form any kind of common idea, a symbolic meaning is given to the color. It is called' symbolism of color' that color builds up an abstract general idea, an emblem, feeling except things concrete. The color of game is the visual element that one can be immersed in the game, the image which act as important meaning, the attribute of light, and visual perceptional factor. With form, motion, light and shade, the color function importantly as media which express a person and person's circumstance. In game, the color is used symbolically to suggest not only mental change of character but also the situation, mood, attribute and strength of energy. These transmission of meaning express symbolism of the color iconically. So, the color for image express of game take on universality. This study research that focus on how the symbolical meaning of the color is reflected in game.

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A Preliminary Study on Public Convergent Space optimized for the Digital Convergence Era (디지털 컨버전스에 최적화된 공적융합공간 개발 시론)

  • Kim, Dong-Seop
    • Korean Institute of Interior Design Journal
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    • v.21 no.6
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    • pp.79-91
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    • 2012
  • In the Digital Convergence era, the center of social networking is moving into on-line space. This means also that space for public is moving into the on-line space. Along with this, spaces in commercial area, offered as attraction factors, are taking a role as a public space. So, this paper defines these spaces mentioned above as public space and the like. Liberal and affluent communication of Digital Convergence has caused in new spatial cognitions such like, constant social space, flowing space, temporary space, and multiple space. This means the hybridization of on-line and off-line space and the advent of public convergent space. However, it is on-line-centered convergence and has positive effects and negative effects on relationship. This paper suggests the optimization of public convergent space to solve the problems and make better a public space for relationship. For achieving this, social disclosure is grasped as the common way to start relationship both off-line and on-line, and it is proved that social disclosure has three characters such as self-presentation, corporeality, and subjectivity. Subsequently, the differences of the roles of off-line and on-line space are separated by each individual character. These are self-presentation of performance vs. storytelling, corporeality of embodiment vs. disembodiment, and self-subjectivity vs. inter-subjectivity. By recognizing that there are multilevel spectrums between the formers and the latters, this paper presents the direction of the spatial configuration of public convergent space which offers the right of manipulation of self-disclosure. It will be used for presenting the prototype of public convergent space.

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A Comparative Study on the CBR Model of Story Creation Program : focusing on the and the (디지털 서사 창작도구의 CBR 모델 비교 연구 : <민스트럴>과 <스토리헬퍼>를 중심으로)

  • Lyou, Chul-Gyun;Yun, Hye-Young
    • Journal of Digital Contents Society
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    • v.13 no.2
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    • pp.213-224
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    • 2012
  • Creative writing process begins with memory that contains general experience of the human. In the past creative writing was regarded as exclusive ability of the human. But today, thanks to digital technology digital story creation programs are being developed. This study compares and analyzes the story creation programs, the and the , that imitate a process of interaction between human's long term memory and creative writing. The tried to create probable story by emphasizing character's goal in building case database and retrieving cases. On the other hand, the tried to assist writer's ideation by emphasizing violating motif in building case database and retrieving cases. Hereafter, use of digital media in creating story is expected to accelerate. In this prospect, this study hope to help a development of story creation program in the future.