• Title/Summary/Keyword: Narrative Design

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Relation between Game Motivation and Preference to Cutscenes

  • Ruan, Xiao-Yin;Cho, Dong-Min
    • Cartoon and Animation Studies
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    • s.36
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    • pp.573-592
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    • 2014
  • Following rapid development of software and hardware technologies and increasing enhancement in arithmetic capability, there are more and more content that can be accommodated and processed in video games, which is also increasingly complex and fine. Cutscene as a main narrative method have been developed, which have become necessary to express some key plots and important scenarios in games. Good cutscene can strengthen engagement of players with virtual world in games and make players share affection and sorrow with roles in games; while badly-designed cut-scene or overused cut-scene will impair immersion of players and affect players' gaming experience; for this reason, developers should not continue cut-scene design just from opinions of designers nor make players passive receivers, instead, they should reduce as much as possible interruption by cut-scene to players' immersion and grant players with better immersion. After all, only designs depending on demands and preferences of players by having some knowledge of impacts of cut-scene on players' immersion can be accepted by players.

A Study on the Expression Style of the Sci-Fi Movie Set Design (SF 영화 세트 디자인의 표현 유형에 관한 연구)

  • 김태은;김주연
    • Korean Institute of Interior Design Journal
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    • no.33
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    • pp.122-128
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    • 2002
  • In the Sci-Fi movie, with future scene in its setting, how images are shown in the film is very important. Sci-Fi movie is supposed to be expressed In different way of its set design. This study suggests various types of expression in Sci-Fi movies. Sci-Fi movies construct the narrative upon the binary opposition of nature vs. culture, human vs. nonhuman. Sci-Fi movie is a contested terrain where conservative, liberal and radical ideologies are competing. While liberal Sci-Fi movies consider the opposition compatible, conservative texts show the paranoid towards science and nonhumans. And, Sci-Fi movies are expressed as utopian and dystopian. Utopian and dystopian elements are found in the history of architecture. Utopian element is often found in the religious architecture, and those buildings are geometric, orderly, and gorgeous. Dystopian element is often found in modern architecture, and those are asymmetric, distorted, and incompleted. Conservative movie, which developing of science is expressed negatively, retains both utopian and dystopian elements evenly. Liberal movie, such as Space Opera which science is expressed positively, is changed from futurist and mechanical type into more simple, geometric and orderly shrine type. Radical movie, which the boundary of human and science is expressed darkly, retains dark, complex, and incomplete dystopian expression elements.

Design and Evaluation of an Individual Instance-based Ontology Retrieval System for Archival Records of the "Saemaul Movement" (새마을운동 기록물의 개체기반 온톨로지 검색시스템 설계 및 평가)

  • Lee, Byung Gil;Kim, Heesop
    • Journal of Korean Society of Archives and Records Management
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    • v.13 no.3
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    • pp.67-97
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    • 2013
  • The purpose of this study is to design and evaluate an individual instance-based ontology retrieval system for archival records of the "Saemaul Movement". We used Protege editor 4.1 to design an individual instance-based ontology. To evaluate the proposed ontology retrieval system, five short queries and ten narrative queries were used and compared their precision and recall against the NARA keyword-based retrieval system. The performance results showed that the individual-based ontology retrieval system outperformed the keyword-based retrieval system in terms of the measurement of precision and recall.

A Study on the Forms of Serial Expression in Contemporary Fashion Design (현대 패션디자인의 연속 표현[serial expression]형식에 관한 연구)

  • Kwon, Ja-Young;Geum, Key-Sook
    • Journal of the Korean Society of Costume
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    • v.57 no.8
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    • pp.114-124
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    • 2007
  • Contemporary fashion design has been represented as intermedia transcended value and spatiotemporal notion and also had a tendency to concentrate on serial process that materials are transfigured through time rather than existence. These forms related to interaction with time, space and performance as well as compositive genres, hybrid culture, compound gender define as 'serial expression' in this study. The serial expression ran be characterized that system, process, series, enumeration of sequences, depiction of performance, repetition of action in fashion collections and exhibitions of designers. The concept and circumstances made by author as a creator of fashion broaden perceptions of audiences and arouse spectators to participate in the situation as needing immediate attention. The forms of fashion and Conceptual Art in serial expression are analogous and even identical situations represent in fashion collection. Therefore analysis serial forms of art derives formative features: Narrative process, Imitation and Appropriation, Virtual reality and High technology, Hybridism and Convergence. This study suggest a framework to analyze conceptual fashion that give salience to megatrend in contemporary fashion culture on artistic point of view.

A Study on the Deconstructive Characteristics of Interior Spaces of Ron Arad (론 아라드의 실내공간에 나타난 해체주의적 특성에 관한 연구)

  • Lee, Jin-Young
    • Korean Institute of Interior Design Journal
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    • v.15 no.5 s.58
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    • pp.95-103
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    • 2006
  • Ron Arad, the master of contemporary design in the U.K., is one of representative leaders of this age who has left distinguished achievements in the history of contemporary design through innovative design. Analyzing and understanding the Deconstructive design concept and the deconstructive characteristics of interior space of Ron Arad will contribute to finding directions for today's design and laying the ground for explaining the development pattern of design in the 21st century. After analyzing the deconstructive characteristics of each selected space, One Off and Ron Arad Associates have shown a deconstructive design trend of a creative formula by using methods that shed conventional processes and material while a space composition and form of new concept was attempted in the resting space of the New Tel Aviv Opera House, offering not only the establishment of a new circulation system, but also diverse experiences of space to visitors. Likewise, a temporal experience and communication between the user and the space was attempted in Belgo Noord and Belgo Central by partially applying a narrative space composition that sheds existing design concepts. At the Millennium House, they have produced an interior space for future house developed by breaking off from existing typical design development work and material through computer operation, and made various forms of space and atmosphere possible by attempting variable elements and the use of ultramodern material. Y's fashion shop has granted variability to the form and volume of space according to time by presenting display elements that have shed existing form and function. Hotel Puerta America as well, with a curved structure that has broken off with existing forms and maximized space variability through structures that have utilized ultramodern materials and instruments. Through this study, it has been verified that Ron Arad has been unraveling connections between interior space and its user, its requirements, and the original unique principles of space by applying deconstructive design concepts, and that through the mediation of these spaces, he is attempting indirect communication with the user. Eventually, he is taking part in the harmony and development of all elements of space connected with human beings by applying deconstructive design concepts.

Usability Evaluation of Massively Multi-player Online Game Design and Key Design Factors (MMO게임 디자인의 사용성 평가와 핵심디자인 요인)

  • Song, Seung-Keun;Kim, Soo-Jeoung;Lee, Joo-Hyeon
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.195-206
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    • 2006
  • The computer game industry has managed to become the fastest growing segment of the entertainment industry nowadays. However, only a very low number of computer game products manage to cover the costs of production and generate earnings. According to traditional marketing wisdom, customers' preferences are a core issue in creating successful products, and the design process in game is crucial for guaranteeing garners' satisfaction. This research aimed to explore key design factors for the game design based on the new framework of the usability evaluation. We examined the usability in Massively Multi-player Online Role-playing Games (MMORPGs) and reviewed literatures related to games simultaneously. We identified eighteen usability issues in MMORPG and presented its recommendation relevant to the issues. Moreover, the results of the study showed fifty four key design factors composed of game interface, game play, game narrative, and game mechanics for the game design. The research is concluded with key implications to support the early stage of the design process in game.

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Narrative Composition and Visual Representation of Alternative History in FPS Game Trailer -By focusing on (FPS 게임 트레일러 속 대체 역사적 서사구성과 시각적 재현 - <울펜슈타인: 더 뉴 오더>를 중심으로)

  • Choi, Do-Won;Lee, Hyun-Seok
    • Cartoon and Animation Studies
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    • s.41
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    • pp.253-277
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    • 2015
  • When was launched in 2014, it was immediately ranked 2nd in English gross sales record in the first half of 2014, attracting huge attention from avid game users. Colin Moriarty(2014) states that the worldwide popular game, , lies on the alternative history assumption, 'what if Nazi Germany won the second world war? In regard to this, this research addresses how the characteristics of alternative history was adopted and visually represented in FPS game trailer. In terms of research method, firstly, literatures will be reviewed about definition of alternative history and some of the previous examples where alternative history was applied in novels, films and games. Secondly, narrative composition of alternative history is categorized as three sequential phases, (1) borrowing real history material, (2) connection between real and fictional history and (3) reconstruction of history through reinterpretation. Thirdly, the live-action game trailer will be analysed by three sequential phases of narrative composition, and CG game character and background will be analysed by spatial background, characters and props. The phase of 'borrowing' has used the historic images related to the World War II, and the phase of "connection' has composited by "connection through circumstantial events". The phase of 'reconstruction' has unfolded its fictional narrative in the form of "limited fictional history" In addition to this, has constructed dystopia world through composing of historic images and CG characters by SF design. In the light of this, the narrative composition of alternative history successfully extends to game area.

Analysis of the Adaptability and Methods of Public space in media - Focused on new-media and HCI theory - (공공공간에서 나타나는 미디어 특성에 관한 연구 - 뉴 미디어와 HCI 이론을 중심으로 -)

  • Koh, Gwi-Han;Kang, Seon-Gyung
    • Korean Institute of Interior Design Journal
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    • v.22 no.1
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    • pp.203-210
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    • 2013
  • With digital technology, space design is developing in a new direction with the changing paradigm. The space creates an interactive environment by motivating the User's active participation through the digital madia. In this social stream, it is very important to think about how this new paradigm affects the spatial design and the interactions between social changes and spatial design paradigm, so that we can understand design paradigm of our time. Hence, in this research, we will think about social characteristic and design paradigm of digital age by questioning how spatial design is changing in the digital age and how digital technology is affecting spatial design. this study analyzed about the space form, digital media setting, user interactivity of the examples of experience space using digital media. fields of our society, interactive space with the concept of HCI became a big issue in environmental design field. In this interactive space, various types of informative factors of the given space are sent using sensor and computer networking technology to the main system, and the main computer system sends manipulated output media to interactive devices. So, a user's movement in the space is more than just a movement itself user's movement now forms a important spatial structure that leads the narrative of the space. Researcher will analyze the characteristic of a public space and progress this research supposing that space needs this interactive design.

Health benefits of evidence-based biophilic-designed environments: A review

  • Hung, Shih-Han;Chang, Chun-Yen
    • Journal of People, Plants, and Environment
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    • v.24 no.1
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    • pp.1-16
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    • 2021
  • Background and objective: People-nature experiences, which suggest that humans seek connections between nature and other forms of life, were presented by biologist E. O. Wilson in 1984. Biophilic design attributes support environments that can improve human connections to nature. A significant amount of literature on environmental psychology provides empirical evidence that nature benefits humans, and that practical landscape and built environments can be designed to link humans and nature (e.g., the 14 biophilic design patterns). To date, however, there has been no well-done research on reviewing the health benefits of biophilic design. Methods: The paper provides a narrative review on biophilic design and human health. The scope of this article is limited to biophilic-design books and peer-review articles related to "biophilic design," "evidence-based," "benefits," "health," rather than an attempt to identify universal issues with biophilia hypothesis. Results: A total of 45 papers were included in our review, which was related to the top five biophilic design patterns and design: the presence of natural images, the presence of plants, visual and non-visual connections to nature, and material connection with nature. These studies were related to physiology and psychology through direct or indirect connections with nature and experiences in space and place. Conclusion: This study presents two important comparisons of the empirical research on biophilic design and human health that can explain the relationship of people-nature experiences to biophilic design and human health and provides insights into related researches and recommendations for future application of our findings.

The Effect of Design-Oriented Model (NDIS) based on Computational Thinking in SW Education (SW 교육에서의 컴퓨팅 사고력 기반 디자인 중심 모형(NDIS)의 효과분석)

  • Ju, Soo-Jin
    • The Journal of Korean Association of Computer Education
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    • v.20 no.2
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    • pp.13-21
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    • 2017
  • The purpose of this study is to verify the effect of the design - oriented model (NDIS) for enhancing learner's computing thinking in SW education. NDIS is a project-based learning model in which learners find real-life problems, analyze their needs, and design and implement them. In order to verify the effectiveness of NDIS, we experimented with middle level G education university students who had previously experienced SW education class. The traditional project model was applied to the control group and the NDIS model based on CT was applied to the experimental group. The experimental group showed a higher CT narrative performance evaluation score than the comparative group, which showed a significant difference. In addition, students showed a positive perception of self-confidence and CT improvement in solving real-life problems using computing.