• Title/Summary/Keyword: Narrative Intelligence

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The Epistolary Novel and Samuel Richardson's Heroines: Female Writers and Readers of Letters

  • Chung, Ewha
    • Journal of English Language & Literature
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    • v.56 no.6
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    • pp.1067-1090
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    • 2010
  • The epistolary novel, as developed and refined by Samuel Richardson (1689-1761), is concerned with distinctly private experience and the morality of individuals-Richardson's heroine writers. In contrast to nineteenth-century novels, which explore their subjects through the overview of a narrator with a singular moral outlook, the epistolary narrative allows Richardson to examine the various different ways in which individuals/heroines interpret, mold, and respond to their experiences in writing. In this paper, I argue that the authorial voice of Richardson does not control the narrative but rather is present in the prefaces, character sketches, notes and occasional interjections between letters. Although there is little doubt as to whether Richardson intended to make a particular moral point or attempted to control the effect of his novels on his readers, the heroines and their letters dominate the novels so that they put the authorial suggestions in a different light, reducing the author's to one voice among several. Thus, Pamela's letters are exemplary for the vigor and intelligence with which they appear to be written, rather than for the imposed morality of their ghost writer-Richardson. Although Clarissa is of a different social class from Pamela, both heroines are united in their oppression as victims of a patriarchal society. In Clarissa's letters, the heroine's situation and experience are seen through her own writing in dialogue with that of her confidante Anna Howe, and in contrast to the writing of her oppressors. Clarissa, then, becomes a struggle between different discourses in which their genesis and effect, and the societies and individuals from which they come are implicitly suggested in Richardson's text. While Richardson may or may not be guilty of taking the writing of women and using it for his own ends, his epistolary novels represent a deliberate and bold attempt to shape the novel in a way conducive to his heroines and to women writers.

A Study on the Visual Storytelling for Super-aged Society - Focusing on Visual Autobiography Education Program Model and Media Life Service - (초고령화 시대를 대비한 영상 스토리텔링 연구 - 영상자서전 교육 프로그램 모델과 미디어 라이프 서비스를 중심으로 -)

  • Cho, Byung Chul;Choi, Sung Ho
    • Journal of Broadcast Engineering
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    • v.24 no.5
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    • pp.859-869
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    • 2019
  • We are facing an era of automation where artificial intelligence works and an era of super-aging, where birth is rapidly declining. In this paper, we intend to perform the creation of an autobiography in conjunction with the generation integrated narrative storytelling, thereby exploring the potential for visual storytelling that can be extended to a variety of media format. The visual autobiography production program confirmed through an interview with the production participants that grandparents, grandchildren and granddaughter together became the main characters in the documentary, a valuable opportunity to reflect on their past memories and lives and recognize their meaning of life. The visual storytelling education program model and media life service presented in this paper will be shared by the youth and the elderly generation together and contribute to the 'sympathetic culture' as a social integration program.

Haptic Perception in Fashion Film - Drawing on the theory of Laura Marks - (패션필름에 나타난 햅틱(Haptic)지각 -로라 막스(Laura Marks)의 이론을 바탕으로-)

  • Chung, Soo-Jin;Yim, Eun-Hyuk
    • Fashion & Textile Research Journal
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    • v.21 no.4
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    • pp.379-389
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    • 2019
  • Fashion brands have traditionally conveyed emotions through brand image and images such as fashion photos; however, fashion films play an important role in conveying emotion to consumers due to changes that have resulted from the development of digital technology. This study investigates haptic perceptions in fashion films based on Laura Marks' theory. The study concurrently conducted literature and case studies. Haptic and is a condition of touching an object without actually touching it. Marks describes haptic theory as an embodied perception of physical effects that occur as images affect the body. Haptic perceptions that cause a sense of touching when looking at a fashion film can be understood as a formality embodied in the body of the object and spectator created by the object and spectator's clothing experience. Our bodies and apparel can be seen as being perceived and imprinted in our bodies by constantly experiencing and maintaining relationships in an inseparable relationship. Thus, when we look at fashion films, the haptic image invites feeling embodied in our body and provide a haptic perception. As a result, factors for the haptic perception in fashion film are ambiguity of images, fetish image, and non-narrative. Fashion companies are expected to make active use of haptic elements as an era of artificial intelligence arrives and the size of the e-commerce market grows.

Gerontological Nursing in the Era of the Fourth Industrial Revolution (4차 산업혁명시대 노인 간호)

  • Tak, Sunghee H
    • Journal of Korean Gerontological Nursing
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    • v.20 no.sup1
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    • pp.160-165
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    • 2018
  • Purpose: There is a need to examine changes in the health care environment and the impact on gerontological nursing care in the era of the Fourth Industrial Revolution. In this article recent healthcare paradigm changes, gerontechnology, high tech and high touch, person-centered approaches are discussed. Methods: A narrative review was used. Results: Cyber physical system, artificial intelligence, advance and convergence of bioengineering, and information communication technology are changing the health care paradigm to "precision", "prediction" and "personalization". Entry into the global aging society and the surge in the elderly population worldwide has led to searches for a new means to prepare for projected demands of this growing population. Thus, efforts such as gerontechnology have been made to apply and utilize recent innovative science and technology in order to promote the health and life of elders. There is a great emphasis on the convergence of high tech and high touch, in which humanistic and artistic approach are critical in order to assure that technology is beneficial to human beings rather than harmful. Conclusion: Positive healthcare experiences among patients and their families are emphasized by utilizing new technology and employing high touch while providing personalized care with a person-centered approach.

Gender, Crime, (Woman) Detective: Sexual Politics of Early British and American Detective Fiction (젠더, 범죄, (여성)탐정 -초기 영미 추리소설의 성정치학)

  • Gye, Joengmeen
    • Journal of English Language & Literature
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    • v.56 no.5
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    • pp.931-946
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    • 2010
  • This paper examines the role of gender ideology in early British and American detective fiction focusing on the female detectives. Since a detective's attributes honor and idealize such traditionally masculine qualities as independence, intelligence, heroism, and bravery, the woman detective fiction has potentiality to operate against the established gender norms. The narratives about women in pursuit of justice and order through their criminal investigation can allow women to possess the masculine rationality and power. The subversive possibility inherent in the woman detective fiction is, however, contained by the representation of the female detectives and the negotiation through narratives. A female detective is represented either as unfeminine and thus unattractive and unlikeable or as desperate for survival. Her threatening potentiality is easily dismissed as that of an inadequate woman or a desperate one. The compromise in narratives is effected by the following three ways: first, a female detective is assigned to investigate crimes as an assistant to the male detectives; second, staying within the domestic sphere, she solves crimes by using her expert knowledge of the domestic service; and third, her detective narrative ends with the conventional marriage plot. Confining the female detectives within the conventional feminine roles and domains, the woman detective fiction supports and reestablishes the dominant gender ideology.

The Imagination of Post-humanism Appeared in Korean Fictions -Focused on Cho Ha-hyung's Chimera's Morning and A Prefabricated Bodhi Tree (한국소설에 나타난 포스트휴머니즘의 상상력 -조하형의 『키메라의 아침』과 『조립식 보리수나무』를 중심으로)

  • Yi, Soh-Yon
    • Journal of Popular Narrative
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    • v.25 no.4
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    • pp.191-221
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    • 2019
  • This study aims to analyze the post-humanistic imagination that has emerged as a major academic thesis in Korean literature, especially novels. In particular, this paper focuses on Cho Ha-hyung's two novels Chimera's Morning(2004) and A Prefabricated Bodhi Tree(2008), published in the early 2000s, for intensive analysis. Post-humanism can be seen as an extension of post-modernism that tried to overcome the limitations of modernity and seek to establish a new world view. In particular, this thought pays attention to the comprehensive understanding of how the rapid development of science and technology, which has developed since the 20th century, has changed the view of humanity and human-centered civilization itself. At the concrete level, it is developing in the direction of constructing a new subject idea by reflecting and dismantling Western-, reason-, and male-centered power mechanisms that are the core of modern civilization. Cho attempts to discover and re-illuminate the surrounding figures, non-humans, and objects that were not noticed in the classic works written in the past. This ideological flow reflects the fact that the concept of human beings, which had been dominated by the humanities in recent years, has been completely changed, and the natural science and technology perspective is applied to the discourse field in various ways. From the point of view of post-humanism, objects that have not been classified as humans and objects that were considered inferior to humans should be included in human or comparable levels. These questions generate interdisciplinary research tasks by involving the large categories of philosophy, such as ontology, epistemology and empirical fields, as well as calling for the participation of the entire literature, science and social sciences. Against the backdrop of a disaster-hit world, Chimera's Morning and A Prefabricated Bodhi Tree depict human beings as variants transformed by bio-technology, and creatures made out of the artificial intelligence built by computer simulations. Post-humanistic ideas in Cho's novels provide a reflective opportunity to comprehensively reconsider the world's shape and human identity reproduced in the text, and to re-explore boundary lines and hierarchy order that distinguish between human and non-human.

Extracting Beginning Boundaries for Efficient Management of Movie Storytelling Contents (스토리텔링 콘텐츠의 효과적인 관리를 위한 영화 스토리 발단부의 자동 경계 추출)

  • Park, Seung-Bo;You, Eun-Soon;Jung, Jason J.
    • Journal of Intelligence and Information Systems
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    • v.17 no.4
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    • pp.279-292
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    • 2011
  • Movie is a representative media that can transmit stories to audiences. Basically, a story is described by characters in the movie. Different from other simple videos, movies deploy narrative structures for explaining various conflicts or collaborations between characters. These narrative structures consist of 3 main acts, which are beginning, middle, and ending. The beginning act includes 1) introduction to main characters and backgrounds, and 2) conflicts implication and clues for incidents. The middle act describes the events developed by both inside and outside factors and the story dramatic tension heighten. Finally, in the end act, the events are developed are resolved, and the topic of story and message of writer are transmitted. When story information is extracted from movie, it is needed to consider that it has different weights by narrative structure. Namely, when some information is extracted, it has a different influence to story deployment depending on where it locates at the beginning, middle and end acts. The beginning act is the part that exposes to audiences for story set-up various information such as setting of characters and depiction of backgrounds. And thus, it is necessary to extract much kind information from the beginning act in order to abstract a movie or retrieve character information. Thereby, this paper proposes a novel method for extracting the beginning boundaries. It is the method that detects a boundary scene between the beginning act and middle using the accumulation graph of characters. The beginning act consists of the scenes that introduce important characters, imply the conflict relationship between them, and suggest clues to resolve troubles. First, a scene that the new important characters don't appear any more should be detected in order to extract a scene completed the introduction of them. The important characters mean the major and minor characters, which can be dealt as important characters since they lead story progression. Extra should be excluded in order to extract a scene completed the introduction of important characters in the accumulation graph of characters. Extra means the characters that appear only several scenes. Second, the inflection point is detected in the accumulation graph of characters. It is the point that the increasing line changes to horizontal line. Namely, when the slope of line keeps zero during long scenes, starting point of this line with zero slope becomes the inflection point. Inflection point will be detected in the accumulation graph of characters without extra. Third, several scenes are considered as additional story progression such as conflicts implication and clues suggestion. Actually, movie story can arrive at a scene located between beginning act and middle when additional several scenes are elapsed after the introduction of important characters. We will decide the ratio of additional scenes for total scenes by experiment in order to detect this scene. The ratio of additional scenes is gained as 7.67% by experiment. It is the story inflection point to change from beginning to middle act when this ratio is added to the inflection point of graph. Our proposed method consists of these three steps. We selected 10 movies for experiment and evaluation. These movies consisted of various genres. By measuring the accuracy of boundary detection experiment, we have shown that the proposed method is more efficient.

Interactive Storytelling Materialized with Real-Time Edited Videos - A proposal of a volume branch structure - (실시간 편집 영상으로 구현하는 인터랙티브 스토리텔링 - 볼륨 브렌치 구조 제안 -)

  • Kwon, Dong-Hyun
    • Journal of Digital Convergence
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    • v.18 no.9
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    • pp.391-402
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    • 2020
  • In today's era of media convergence, users can watch a drama by choosing a story like a game or enjoy a game directed like a movie. These two media material interactive storytelling, and there have been discussions about them for many years. The purposes of this study are to propose a new branch structure for interactive storytelling and find a new perspective for the method of proceeding with a branch structure. The main research targeted a game that materialized interactive storytelling best. Based on the findings, the study proposed a volume branch structure including a plot border and adjuster concept for interactive storytelling to keep the story narrative and help the users feel interactions freely. This structure can be materialized only with real-time edited videos in the game media and will be possible in the application cases of a physical engine that continues to develop and artificial intelligence that has not been introduced in games actively.

Color Analysis of Disney Animation Villain Characters (디즈니 애니메이션 악당 캐릭터의 색채분석)

  • Sung, Rea;Kim, Hyesung
    • Journal of Information Technology Applications and Management
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    • v.28 no.6
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    • pp.69-85
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    • 2021
  • In the era of the 4th Industrial Revolution, not only artificial intelligence, big data, robots, and biotechnology, but also cultural industries that require human creativity will lead. Among the cultural industries, the animation industry has high industrial utilization value due to its high connection with other industries. Among them, animation characters play the most important role as the subject leading the story of animation. In particular, the villain character not only serves as a medium for the main character to lead the story, but also captivates the audience with a different presence from the main character, adding to the fun and completeness of the animation. These characters consist of visual elements such as form and color, of which color is a tool that effectively conveys the character's personality and role to the audience, and is the first visual element to be considered in delicately describing the character's emotions and the relationship between characters. Therefore, this study attempts to analyze the color of the villain character. To this end, we will select eight Disney animations to derive the characteristics of the villain character's color by analyzing the color, value, chroma, and color association of the colors used in the Disney villain character. As a result of the analysis, the colors mainly used by Disney to convey the villain's image were red (R) and Orange (YR), and there was no difference depending on the times or animation production methods. Second, the brightness of Disney villain characters appeared to be the same medium/famous regardless of the times and production methods, and the frequency of use of high brightness was very low. In terms of saturation, the frequency of use of high and low saturation was high. Third, blackish (Bk), Strong (S), dull (Dl), and deep (Dp) tones were mainly used for tones. In particular, in recent 3D animations than previously produced 2D animations, the use of low chroma and the high black mixing rate increased. Fourth, it can be seen that Disney uses color as a visual method to more clearly express the psychology of the villain character using color association. In conclusion, the color selection of animation characters should be carefully considered as a tool to convey the character's personality, role, and emotion beyond simply using color, and the color selection of characters using color associations and symbols strengthens the narrative structure. It is hoped that this study will help analyze and select the character color of animation.

AI Art Creation Case Study for AI Film & Video Content (AI 영화영상콘텐츠를 위한 AI 예술창작 사례연구)

  • Jeon, Byoungwon
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.2
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    • pp.85-95
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    • 2021
  • Currently, we stand between computers as creative tools and computers as creators. A new genre of movies, which can be called a post-cinema situation, is emerging. This paper aims to diagnose the possibility of the emergence of AI cinema. To confirm the possibility of AI cinema, it was examined through a case study whether the creation of a story, narrative, image, and sound, which are necessary conditions for film creation, is possible by artificial intelligence. First, we checked the visual creation of AI painting algorithms Obvious, GAN, and CAN. Second, AI music has already entered the distribution stage in the market in cooperation with humans. Third, AI can already complete drama scripts, and automatic scenario creation programs using big data are also gaining popularity. That said, we confirmed that the filmmaking requirements could be met with AI algorithms. From the perspective of Manovich's 'AI Genre Convention', web documentaries and desktop documentaries, typical trends post-cinema, can be said to be representative genres that can be expected as AI cinemas. The conditions for AI, web documentaries and desktop documentaries to exist are the same. This article suggests a new path for the media of the 4th Industrial Revolution era through research on AI as a creator of post-cinema.