• Title/Summary/Keyword: Narrative Design

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Comparative Study on the Characteristics of Interaction Design in the Design Hotel (디자인 호텔의 인터랙션디자인 속성 비교 연구)

  • Lee, Mi-Kyung
    • Korean Institute of Interior Design Journal
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    • v.19 no.1
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    • pp.208-216
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    • 2010
  • The design hotel where new life styles of users were created and the exchange of one's identity and the culture was executed was employed the interaction design which considered the attendance and experience of users as the important motives. This study is to discuss on the relationship between the design hotel and interaction design, and to compare and analyze the differences in the expression methods of them. It was concluded that the design hotel had a close relation with the properties of information supply, amusements, narrative, personalization, and social exchange in the interaction design, and it mainly used the digital media of non-material, the juxtaposition of strangeness, the change of structure, substitution of values, appropriation of hybrid as a means of its expression. In addition, it was revealed that the properties above did not simply apply to an open space but were connected as a dominant-subordinate relationship into one subject. It is expected that the field of interaction design in the design hotel will be expanded due to the spread of digital technology and its role and importance will be increased. Therefore, it is thought that the study to provide the development of a variety of contents of design hotel should be kept through the study of organic relation between different subjects, avoiding the indiscriminate use of the contents.

Analysis of Postmodern Characteristics of Blade Runner based on Simulacrum (시뮬라크럼에 의한 블레이드 러너의 포스트 모더니즘 특성분석)

  • Choi, Hyo-Sik
    • Korean Institute of Interior Design Journal
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    • v.24 no.1
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    • pp.93-103
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    • 2015
  • This study set out to figure out the tendencies of the staff members participating in the space design of Blade Runner and compare and analyze its set and location characteristics with its narrative based on Gilles Deleuze' Simulacrum, one of the basic theories of Post modernism, thus identifying the characteristics of postmodern space inherent in it. The findings were as follows: first, the spaces in a Late modernism tendency in Blade Runner seem to have been created by the cinematic imagination of Syd Mead and Douglas Trumbull rather than being influenced by the old Late modernism architecture. Second, the postmodern spaces of the movie were designed to depict a more realistic future by reinforcing the old ornamental elements or adding the mechanical aesthetics of Late modernism based on a prediction of future cities. Third, the characters representing Late modernism and Post modernism in the narrative of the movie embrace the tendencies of the parties objected by Model and Simulacrum in the scenes where they deny the tendencies of the spaces to which they belong, thus exhibiting a dual trend. Fourth, the dual narrative of Model and Simulacrum holds duality even in the space and architecture of the movie, which is the reason why the movie chose postmodern spaces reflecting historical contexts instead of inner spaces in the tendency of minimalism, which was in vogue when SF movies were made those days. Finally, the spaces of the movie can be categorized according to the Late modernism and Post modernism tendencies from the perspective of the 1980s and be understood to show the architecture and space of future Post modernism feasible through the layering of historicity, locality, and mechanical aesthetics from ancient Maya to a future city in Los Angeles, the background of the movie, from the perspective of 2019.

Design of Narrative Text Visualization Through Character-net (캐릭터 넷을 통한 내러티브 텍스트 시각화 디자인 연구)

  • Jeon, Hea-Jeong;Park, Seung-Bo;Lee, O-Joun;You, Eun-Soon
    • The Journal of the Korea Contents Association
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    • v.15 no.2
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    • pp.86-100
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    • 2015
  • Through advances driven by the Internet and the Smart Revolution, the amount and types of data generated by users have increased and diversified respectively. There is now a new concept at the center of attention, which is Big Data for assessing enormous amount of data and enjoying new values therefrom. In particular, efforts are required to analyze narratives within video clips and to study how to visualize such narratives in order to search contents stored in the Big Data. As part of the research efforts, this paper analyzes dialogues exchanged among characters and offers an interface named "Character-net" developed for modelling narratives. The interface Character-net can extract characters by analyzing narrative videos and also model the relationships between characters, both in the automatic manner. This signifies a possibility of a tool that can visualize a narrative based on an approach different from those used in existing studies. However, its drawbacks have been observed in terms of limited applications and difficulty in grasping a narrative's features at a glace. It was assumed that Character-net could be improved with the introduction of information design. Against the backdrop, the paper first provides a brief explanation of visualization design found in the data information design area and investigates research cases focused on the visualization of narratives present in videos. Next, key ideas of Character-net and its technical differences from existing studies have been introduced, followed by methods suggested for its potential improvements with the help of design-side solutions.

A Design of Narrative Structure for Documenting Environmental Conflicts : Case of Mi-ryang Transmission Towers Construction Conflicts (환경갈등의 기록화를 위한 내러티브 설계 밀양 송전탑 건설 갈등을 사례로)

  • Seol, Moon Won
    • The Korean Journal of Archival Studies
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    • no.42
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    • pp.287-326
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    • 2014
  • Documenting environmental conflicts will be a priority target for documenting localities, because those conflicts are critical events that make intensive 'place experiences' of local residents. This study is to design a narrative structure for documenting conflicts in the process of Transmission Towers Construction in Miryang. This study begins with analysing the characteristics of environmental conflicts, and draws a conflicts documentation model including basic rules, narrative structure and development process. Basic rules are set up as mixed documentation of memory and evidence, application of 'frame', and dynamic description. Based on the rules, this study suggests a dynamic and open narrative framework adopting the metadata model of ISO 23081. This model is applied to documenting Transmission Towers Construction Conflicts in Mi-ryang. The full narrative and 'frame' of the conflicts are set after analysing development and issues of the conflicts, stakeholder, and properties of each conflict problem. Records descriptions are related to the context(each event occurred in the conflicting conditions, mandates, and stakeholder) descriptions to make multiple narratives in digital environments. Event description contains elements for articulating the 'frame' of each party of the conflict. The merits of this model are; i) to accumulate the adequate context information systematically by adopting dynamic narrative model, and ii) to acquire the new items and connect them to related items easily and consistently through multi-entity description. This documentation model of environmental conflicts may support to shape the collective memory of community, and to achieve good governance by managing conflicts in the process of locating non-preferred facilities with due regard to values and perceptions of residents and communities.

Virtual Design Considerations for Fixed Dental Prosthesis Including Axial Contour and Proximal Contact to Maintain Periodontal Health and Physiologic Function: A Narrative Review

  • Jun-Ho Cho;Se-Hyoun Kim;Jae-Bok Lee;Hyung-In Yoon
    • Journal of Korean Dental Science
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    • v.16 no.2
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    • pp.105-114
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    • 2023
  • The axial contour and proximal contact of the prosthesis affect periodontal health, food impaction, and patient satisfaction. This narrative review provides a summary of articles regarding the axial contour and proximal contact of a fixed dental prosthesis on periodontal health and physiologic function. By acquiring a comprehensive understanding of the axial contour and proximal contact of teeth and prostheses, as well as their functional significance, the virtual design of fixed dental prosthesis can be optimized to maintain periodontal health and promote physiologic function effectively.

Comparison of "The Cabinet of Dr. Caligari" and Deconstructive Architecture in the Expressionist Characteristics (칼리가리 박사의 밀실과 해체주의 건축의 표현주의 특성 비교)

  • Choi, Hyo-Sik
    • Korean Institute of Interior Design Journal
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    • v.25 no.1
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    • pp.35-46
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    • 2016
  • The purpose of this study was to identify the characteristics of expressionism in the space of deconstructive architecture by comparing the spaces of "The Cabinet of Dr. Caligari" video with the expressionist characteristics of film narrative structure and expressionist architecture and making an expansion based on the results. The findings were as follows: first, the "The Cabinet of Dr. Caligari" is divided into two set spaces: one has the perspective representation distorted in the viewpoint of a mad person applied to it, and the other reflects the viewpoint of a normal person from medieval paintings with no perspective. Second, the expressionist buildings did not reflect the expressionist characteristics in the interior spaces as fully as in the exterior ones. Third, the incomplete combination of Signifiant and $Signifi{\acute{e}}$, which were the theoretical basis of deconstructive architecture, showed a tendency of binary opposition like the double narrative structure of "The Cabinet of Dr. Caligari." Fourth, deconstructive architecture seems to embody the exterior form and interior space of "The Cabinet of Dr. Caligari" and its set spaces in the phenomenal aspect but exhibits its limitations with the realization of dynamics, one of the characteristics of expressionism. Finally, the Seattle Public Library presents the best embodiment of expressionist characteristics found in the set spaces of "The Cabinet of Dr. Caligari" while seeking after the combination of horizontal and vertical paths of action through the spiral ramps and inclined slabs.

Factors Influencing Experiential Value Toward Using Cosmetic AR Try-on Feature in Thailand

  • VONGURAI, Rawin
    • Journal of Distribution Science
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    • v.19 no.1
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    • pp.75-87
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    • 2021
  • Purpose: The objective of this research is to identify the core aspects of persuasive factors influencing consumer's experiential value towards using Augmented Reality (AR) try-on feature while shopping cosmetic products online. The conceptual framework of this study is adopted and integrated from the theoretical study on how narrative experience, media richness, and presence affect the formation of experiential value in the augmented reality interactive technology (ARIT) process. Research design, data and methodology: The sample (n = 550) were collected from online and offline questionnaires by using stratified random sampling and purposive sampling methods. Confirmatory Factor Analysis (CFA) and Structural Equation Model (SEM) were used to analyze the data to confirm goodness-of-fit of the model and hypothesis testing. Results: The results indicated that media richness induced higher experiential value (consumer ROI, playfulness, service excellence and aesthetics), followed by narrative experience and presence towards using AR try-on feature. Conclusions: Consumer's experiential value towards using AR try-on feature when shopping cosmetic products online rely on media richness, narrative experience and presence respectively. Therefore, marketing practitioners are recommended to develop the feature design and content to be more useful, authentic, user-friendly and entertaining to better connect and provide confidence to consumers when shopping cosmetics online.

Interactivity and Flow in Games

  • Baek, Eok;Cha, Jong-Guk;Lee, Jeong-U
    • 한국경영정보학회:학술대회논문집
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    • 2007.06a
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    • pp.640-645
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    • 2007
  • In theese day, games are often referred as the most potential media to have artistic and entertaining features of digital technology, In this study, used to derive the factors of enjoyment and immersion that users experience from interaction and narrative levels in games were derived The framework of interaction and narrative levels in games was adopted from Marie-Laure Ryan's(2002) and Hyewon Han's(2005) study. The framework was used as the basic instrument for focus group interviews. The result of this study provides a practical model for game-design.

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A Study on Interaction Mechanism and Narrative Style of Indie Games (인디게임의 인터랙션 매커니즘과 서술방식 연구)

  • Lee, Jung Yeop
    • Journal of Korea Game Society
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    • v.14 no.4
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    • pp.17-26
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    • 2014
  • This Paper discusses about the popularity of indie games that have recently caught spotlight from multiple platforms by finding the reason from the games' innovative way of interaction and new attempts in narrative style, and the objective is a preliminary study on indie games' game design, storytelling and it's prestige. This paper focuses on the aspects of indie games compared to established studio games by means of interaction mechanism, directing style and narrative style, and analyzed it with examples. In addition, it looks into examples of Korean indie games entering global platforms such as Steam.

Diverse Aspects of the Antagonist of the Game through the theory of Film Narrative (영화의 이야기 구조를 통한 게임의 Antagonist 양상과 특성 연구)

  • Ahn, Sang-Hyuk
    • Archives of design research
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    • v.17 no.4
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    • pp.299-306
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    • 2004
  • From oral literature to the online game, the narrative has been extended to be comprehensive of various temporal and meaningful facets. Antagonism between the desire and the obstacle propels the narrative story of the game and film. Essential to the concept of antagonism is the role of an antagonist with power to endanger the protagonist; the strength of that force grabs the spectator's interest. An antagonist becomes the obstacle that guards the distance between a protagonist's desire and ability to attain ti. Although an antagonist is the obstacle to overcome in a story, for ordinary people, the intense rivalry between the pro and antagonist offers an unlimited framework for the discussion of game with film narrative which create an interplay of desire and identification. In this paper, I am going to analyze the diverse aspects of the antagonist in the spectator's fantasy of the visual story such as film and multimedia.

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