• Title/Summary/Keyword: Narrative Design

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Faulkner's Narrative Strategies and the Nature of History in Absalom, Absalom!

  • Rhee, Beau La
    • Journal of English Language & Literature
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    • v.56 no.6
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    • pp.1091-1103
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    • 2010
  • Absalom, Absalom! is not only about family history but also about the nature of reconstructing history. Faulkner shows us what will happen if we give too much credit to the person having the authority; he first makes us listen to Rosa, so we just listen without doubt until we arrive at the question of the objectivity of her narration, when we get to know Sutpen's design. Meanings of "facts" change depending on who perceives the facts. The incremental repetition of the narrative in the novel resembles the process of our thinking mind and the process of history being constructed. Time is a significant element in determining the meaning of an event, not only because the event cannot be understood without its social, cultural context of the contemporary, but also because only the later events make it possible for the perceiver to categorize it in its proper place in history. Furthermore, through his narrative strategy, Faulkner suggests that imagination play a large part in recreating history. He blurs the distinction between facts and imagination, making us regard Shreve's and Quentin's conjectures as facts in several ways. The conversation between father and son, and the two brothers, which is an imagination constructed through the clues Mr Compson has offered, becomes a fact willingly accepted by the readers as well as Shreve and Quentin. The people in the past, present, and future may be very much unlikely to agree on the same event, because the gap in temporality will keep widening our perceptions. Faulkner demonstrates the nature of history in such a way that we can compare our understanding of the Sutpens' history in the earlier and later part of the novel through repetitions.

Understanding of Visual storytelling in Information design (정보디자인에서 비주얼 스토리텔링의 이해)

  • Choi, Hyang-Ji;You, Sicheon
    • Smart Media Journal
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    • v.3 no.2
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    • pp.29-36
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    • 2014
  • Human beings in their perception of the objects perceive the overall characteristics first rather than any parts of the object. In the process of 'information structuralization' and 'information visualization', therefore, it is needed the methods of narrative information representation based on a relationship of cause and effect in order to express effectively the whole messages which designers want to deliver. In this study, according to the concept of narrative information representation, we reviewed the meanings of the visual storytelling. As a result, we found that the visual storytelling has the three key roles which are 'narrative', 'visual communication catalyst', 'interacting'. First, the narrative describes the information logistics flow and it has a role to provide a specific story into information in the process of users' information understanding. Second, in the information design, the visual story telling not only expresses the information structure(story) but also uses the visual expressions to deliver the specific message, which is called visual communication catalyst. Third, the information design goes through the information structuralization and the information visualization stages through the visual storytelling to provide the experience factors to the information users, which is called the interactivity. The research implication is to provide the basis developing an approach method which is able to convey information messages effectively by improving information users' visual cognition and raising information users' memory.

A Study on the Visual Expression of the Characters for the Narrative in Animation - A Focus on Skeleton Character in "Coco(2017)" by Pixar - (장편 애니메이션 내러티브를 위한 캐릭터의 시각적 표현에 관한 연구 -픽사(PIXAR) "코코(2017)"의 해골 캐릭터를 중심으로-)

  • Kim, Soong-Hyun
    • Journal of Digital Convergence
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    • v.17 no.12
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    • pp.451-459
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    • 2019
  • This study is aims to examine how the skeleton character in Pixar's Animation is visualized for the narrative of the film and suggests the direction of attractive character development corresponding to the story. First of all, it was conducted the case studies on the narrative of animation, character design, character's emotion expression, and animations featuring skeleton character. Based on this study, it was derived the visual representation of the skeleton character featuring in and analyzed the role and function in the animation. As a result, the expressions by the skeleton's eyes, eyebrows, mouth, lips, and jaw played the most important role for the emotional expression and lines in , and the major characteristic for human facial expression was reflected in the design of the skeleton character. In addition, the various props were used to provide the detailed informations of the skeleton's character, and it was expressed the movement emphasizing its essential attribute. Finally, the skeleton's symbolic image was strengthened by composing and arranging the skeleton's image through Mise en scene. It is expected that this study will be used as a reference for the animation character related researchers and practitioners in the business and it helps develop attractive characters fir the narrative animation in the future.

A study on curing the wounded heart applications development and effect analysis by utilizing narrative therapy techniques (이야기치료 기법을 활용한 마음상처 치유 어플리케이션 개발 및 효과분석)

  • Ha, Tai-Hyun;Baek, Hyeon-gi
    • Journal of Digital Contents Society
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    • v.16 no.2
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    • pp.207-218
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    • 2015
  • This study is to design and implement Smartphone application by applying the principles and processes of narrative therapy for the participants. The application is able for participants to fight out of the difficulty in question centered on the issue, and to be able to find a positive new stories to be evolving the story of their lives as well. Therefore, using the application will help them to live a healthier life out of the problems. As a way of currying the wounded heart of the youth, narrative therapy techniques were applied to Smartphone appliances accustomed to the youth. The youths' wounded minds will not only be easily cured but also can be a important factor in determining the direction of life. In this study, narrative flow was structured into four stages; relationships, externalization, creating new stories and strengthening the new story bsed on Doll & Doll' theory. Based on them, the Smartphone application for curing the wounded heart was designed and developed by utilizing narrative therapy techniques. The application was tested by 30 University students in Jeonbuk province in Korea and the results showed that they were satisfied with the application with relation to improving their heart health.

A Visual Effect Retrieval System Design for Communication in Film-production - Focused on the Effect Using Computer Graphics Technology - (영화 비주얼 이펙트 제작의 커뮤니케이션을 위한 자료검색 시스템 제안 - 컴퓨터 그래픽 기술을 이용한 이펙트를 중심으로 -)

  • Jo, Kook-Jung;Suk, Hae-Jung
    • The Journal of the Korea Contents Association
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    • v.9 no.6
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    • pp.92-103
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    • 2009
  • With the help of computer graphics technologies, the visual effects techniques using these technologies replaced most of special effects techniques which had been used for early films. For these changes, directors and visual effects creators make an effect in a scene through their mutual agreement in contemporary films. However, they undergo a lot of trial-and-error while making a visual effects scene because they cannot perfectly communicate their ideas due to the director's narrative language, and also because of the visual effect creator's language of computer graphics technology. This research suggests the design of a visual effects data retrieval system for efficient communication between directors and visual effects creators. This application provides the means to search a database analyzing visual effects scenes extracted from 14 remarkable movies in visual effect history by narrative and visual effects technique. They can search visual effects scenes using this application. also, this data can foster communication with directors and creators so they can make an efficient production pipeline.

A Semiotic Study of the Generative Trajectory in Animation 'My Neighbor Totoro' Character Works (애니메이션 캐릭터의 기호학적 생성구조에 관한 연구 -<이웃집 토토로>를 중심으로-)

  • Kim Yun-Bae
    • Journal of Science of Art and Design
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    • v.6
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    • pp.288-312
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    • 2004
  • Despite the government's efforts and excessive investments in the establishment of an infrastructure for animation, it can be said that the reasons for the inferiority in character licensing and weak performances compared to other leading countries is attributed to the fundamental factor tying within the piece of work itself. Therefore, this research is aimed at finding a counterproposal by assuming that the reason for the failure of our country's animation 'Oseam' was because of its narrative tactics. First, it is possible for a narrative structure to be participated by the audience's creative strategy Second, the audience's participation makes it possible to create the character into a multilateral and a complex personality. Third, this kindof creative strategy is possible when semiotic analyses are utilized. The sole objective for this is to provide a comprehensive viewpoint for the semiotic approach in the creation process of the character.

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Impact of Premarital Coaching (PMC) Intervention using the Psycho-educational Approach on Parenting Self-efficacy of Newly-married Underage Couples: A Narrative Literature Review of Evidence and Feasibility in Indonesia

  • Sutrimo, Ade
    • Perspectives in Nursing Science
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    • v.15 no.1
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    • pp.41-48
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    • 2018
  • Purpose: The purpose of this study was to identify the latest evidence for interventions involving adolescent newlyweds, and the feasibility of premarital coaching (PMC). Methods: A narrative literature review design carried out through related studies was used for the present literature review. A diverse search from several databases was performed to create a critical appraisal and to develop a more integrated model for the PMC program. Studies that empirical, written in English, peer-reviewed, and published during 2008~2017 were included. Results: Six articles were selected for the review. The principal findings identified three major themes including underage period as a high-risk for marriage, development tasks of the newly married spouse, parenting self-efficacy and the psycho-educational approach of PMC to enhance parenting knowledge, skills, and readiness. Conclusion: It was found that content of PMC as the preparation of underage married couples were formulated based on coaching technic, various spouse and parenting educations, and adjusted based on couples's preferences. Rigorous studies with measurement of long-term retentions are needed.

A Study on Unreal Engine Lumen Lighting System for Visual Storytelling in Games

  • Chenghao Wang;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.2
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    • pp.75-80
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    • 2024
  • Research on the visual narrative impact of Unreal Engine's Lumen lighting system in games aims to delve into how Lumen's lighting technology plays a crucial role in game design and gameplay experience, thereby enhancing the visual storytelling of games. Lumen, Unreal Engine's dynamic global illumination solution, calculates lighting and shadows in real-time during gameplay, creating a more realistic and immersive environment. Analysis indicates that Lumen technology not only provides visually realistic and dynamic lighting effects but also significantly enriches the expressiveness and immersion of the game narrative through its changes in light and shadow.

The Works of Sheila Levrant de Bretteville with Reference to Intersectionality (교차성(intersectionality)의 관점에서 바라본 실라 르브랑 드 브레트빌의 작품세계)

  • Kim, Lynn;Park, Soo-Jin
    • Journal of the Korea Convergence Society
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    • v.10 no.5
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    • pp.149-156
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    • 2019
  • This study adopts 'intersectionality' as a key concept of Sheila Levrant de Bretteville's design works. As a method of research, this research suggests the definition of intersectionality, from the idea of black feminism. Analysis of the features are such as 1) Typography of speech, 2) Collection of narrative, and 3) site specific installation. The inclusion of the various situations of the individuals reflected in the design throughout de Bretteville's works has made it possible to guarantee the intersectionality. De Bretteville overthrows the context of the power in which the design is placed, embracing forgotten or less illuminated positions. As a result, this research could derive three implications such as 1) visualization of invisibility, 2) subjectification of object, and 3) demarginalization of marginality. The perspective of the intersectionality are in line with the values of contemporary Korean society and might be an insight for researchers who want to establish a design philosophy.

A Study on the Formative Artistry of Comic Strip Books (컷 분할 그림책의 예술성에 대한 연구)

  • 이선경;이경임
    • Archives of design research
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    • v.15 no.1
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    • pp.339-347
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    • 2002
  • Comic strip is a narrative sequence of cartoon panels. Comic strip book as a visual medium of communication is very effective for grasping objects visually as well as for developing creative thinking and culturing aesthetic sentiments. These aesthetic experiences awaken us to formative sentiments, The purpose of present paper is to study the visual streaming of the illustrated comic strips. The typical comic strip books are analyzed and the characteristic of visual communication is studied. The narrative illustrations in the form of comic strips encourage us to have a prosperous experience and to understand new formative artistry and the remarkable effect of visual experience.

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