• Title/Summary/Keyword: Narrative Theory

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A study on the correlation between nonverbal signs in Charade and narrative transformation: Focusing on the formation process of the subject appearing in the film Carol (셔레이드에서의 비언어 기호와 서사적 변형의 상관성 연구 - 영화 <캐롤>에서 나타나는 주체의 형성 과정을 중심으로)

  • Jo, Eun Jin;Song, Chi Man
    • 기호학연구
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    • no.56
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    • pp.109-136
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    • 2018
  • The purpose of this study is to examine the narrative correlation of nonverbal signs found in Charade. Charade, by using nonverbal signs, provides information about the character's psychological change, his or her relationship with others, and the places where they stay. The study of Charade, then, has to be approached considering not only the transmission of messages through nonverbal signs but also its signification. This study has analyzed the narrative and formation process of the subject that triggers the subject's activity by taking narrative semiotics to the film Carol (2015). As the status of women is represented by the mise-en-$sc{\grave{e}}ne$ at this time, this study aims to examine such a fact through Charade, which belongs to the realm of mise-en-$sc{\grave{e}}ne$. In this study, nonverbal signs that are used in Charade are drawn based on the nonverbal communication theory. The result of analyzing the texts showed that the use of interior decoration was outstanding in the process of expressing the status of female subjects. The use of gaze was noticeable in the process of expressing the acquisition of female subjects' power. Besides, it should be noted that the use of nonverbal signs such as accessories, territoriality, or gesture, was worthy of attention. It was confirmed that such nonverbal signs play an important role in the formation of subjects and configuration of narrative transformation.

Costume Code Analysis Placed Mise-en-abyme in the Movie - Focused on the Lucien Dällenbach's theory and the film - (미장아빔으로 배치된 영화 속 의상코드 분석 -Lucien Dällenbach의 이론과 영화 를 중심으로-)

  • Kim, Hyangja
    • Journal of the Korean Society of Costume
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    • v.67 no.1
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    • pp.130-146
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    • 2017
  • This study focuses on the Mise-en-abyme theories of Lucien $D{\ddot{a}}llenbach$, and presents research methodology to analyze the modern cinema costume in a new view. Inherent aesthetic values of the costume code shown in the film are as follows. First, esthetics value shown is the analogic code through the maximization of factual realism by directing target. Mise-en-abyme placed in this film plays the role of costume codes, and highlights the subject by presenting specifically targeted realistic icons to maximize the realism of the movie. Second, Mise-en-abyme is deployed to the explicit text through costumes code is placed as Displaced code arrangements. In other words, each of the characters is a signifier. Symbolizing a historical era is the device that represents a self-reflective signifier. Third, paradoxically reflected by the overlapped expansion of virtual reality and the self-referential characteristics and are subject to reflect the thinking of the author. Costumes code placed in Mise-en-abyme is expressed in costumes positioned to maximize the realism in the film as described above, and implies narratives and self-reflective mediating tools that symbolism can be seen that the paradoxical metaphor for the reality and the future. In addition, through the metaphor of visual narrative is allegorical representation Mise-en-abyme with ambiguity, and it is a concrete text that can be realized in a variety of creative storytelling methods and image delivery methods of modern fashion. This study confirmed that this costumes to take the point of view of emotional $Mise-en-sc{\grave{e}}ne$ in the process of completing the film's themes and cinematic devices by identifying the roles and aesthetic value of code costumes as the core subjects that make up the narrative of the film.

Enhancing Business Continuity in the Oil and Gas Industry through Electronic Records Management System Usage to Improve Off-Site Working: A Narrative Review

  • Hawash, Burkan;Mokhtar, Umi Asma';Yusof, Zawiyah M.;Mukred, Muaadh
    • Journal of Information Science Theory and Practice
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    • v.10 no.2
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    • pp.30-44
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    • 2022
  • The primary function of an electronic records management system (ERMS) is to support organisations in providing effective records management services by enabling efficient remote access to the organisations' records. This helps the organisation to continue running during emergency events, such as the COVID-19 pandemic. The need to study ERMS for accessing records remotely has increased dramatically, due to the increase in daily use. The situation arising from the COVID-19 pandemic has increased the need for implementing proper digital systems, such as ERMS, to enable efficient work processes and enhance business continuity. An ERMS has the potential to allow organisations to create records and workflows off-site. During a pandemic, the ability to structure processes digitally helps in maintaining operations remotely. This study aims to provide a narrative review of the ERMS literature with an emphasis on explaining the primary components of ERMS that act as enablers for the implementation of the system in the oil and gas sector of developing countries. The current study proposes ERMS roles and responsibilities that could enhance business continuity. The authors use a qualitative narrative review and analyse the literature related to this study and its findings. The results show that, in cases of risk or crises, staff members need to have easy access to their records and documents to remain productive. An ERMS allows professionals to remain active and work off-site. Thus, ERMS play a significant role in protecting an organisation's content through the monitoring and control over who has authorisation to access its records.

The cognitive load of middle school students according to problem types in collaborative learning for solving the function problems (함수 영역 문제해결 협력학습 과정에서 문제 유형에 따른 중학생의 인지부하 분석)

  • Kim, Seong-Kyeong;Kim, Ji Youn;Lee, Sun Ji;Lee, Bongju
    • The Mathematical Education
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    • v.57 no.2
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    • pp.137-155
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    • 2018
  • From the assumption that an individual's working memory capacity is limited, the cognitive load theory is concerned with providing adequate instructional design so as to avoid overloading the learner's working memory. Based on the cognitive load theory, this study aimed to provide implications for effective problem-based collaborative teaching and learning design by analyzing the level of middle school students' cognitive load which is perceived according to the problem types(short answer type, narrative type, project) in the process of collaborative problem solving in middle school function part. To do this, this study analyzed whether there is a relevant difference in the level of cognitive load for the problem type according to the math achievement level and gender in the process of cooperative problem solving. As a result, there was a relevant difference in the task burden and task difficulty perceived according to the types of problems in both first and second graders in middle schools students. and there was no significant difference in the cognitive effort. In addition, the efficacy of task performance differed between first and second graders. The significance of this study is as follows: in the process of collaborative problem solving learning, which is most frequently used in school classrooms, it examined students' cognitive load according to problem types in various aspects of grade, achievement level, and gender.

A Biographical Reconstruction of the Process Involving Changes in Elderly Support: From the Perspective of the Rural Elderly (노인부양의 변화과정에 대한 생애사적 재구성 - 농촌노인의 관점을 중심으로 -)

  • Yang, Yeung Ja
    • 한국노년학
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    • v.29 no.1
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    • pp.1-20
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    • 2009
  • The purpose of the current research is to reconstruct the process in which changes in elderly support take place from the perspective of the elderly in rural areas. Six elderly couples were interviewed three times with the use of Schütze's 'autobiographical-narrative interview'. The entire interviews consisted of 17 sessions. Interviewed data was analyzed, following the method of Schütze's 'autobiographical-narrative interview analysis'. Research findings were as follows: Elderly support as experienced by the current elderly couples is mainly 'family support', which turned out to be 'dual structural shift' in the process of modernization. That is, there has been an 'internal structural shift' from 'family support on intergenerational, mutual support dimension' to 'family support on intragenerational self-support dimension' on the one hand. An 'external structural shift' has been noticed that realizes the 'socialization of family support' on the other hand. Additionally, a 'discrepancy' was captured between support norm and support behavior as occurred in the process of 'dual structural shift'. Perception on the 'dual structural shift' has proven 'ambivalent'. On the basis of these results, a critical discussion of modernization theory ensued, along with some implications for practice.

Structural Analysis of Game Quest-storytelling -Foucing on Applying Narrative Functions of Folk-tale by Propp- (게임 퀘스트 스토리텔링 구조분석 -프롭의 민담기능대입을 중심으로-)

  • Kim, Yong-Jae
    • The Journal of the Korea Contents Association
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    • v.11 no.10
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    • pp.69-76
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    • 2011
  • As a smallest unit of the game story, quest needs to be analyzed in terms of structure in order to study quest storytelling. This thesis introduces structuralist theory of narrative function of folk-tale by Propp to determine the structure of the quest. Propp proposed immutable elements of the characters as 31 kinds of Folk-tale functions. I analyzed assigning quests in MMORPG. As a result, 13 essential functions of the Quest, and 5 add-ons were drawn and the order among functions was figured out. Most quests in MMORPG followed the order of the essential functions and optional add-ons and showed a repeating pattern. The essential and optional functions and its order can be utilized to arrange appropriate element for quest storytelling and to strengthen and lead the various ways of the quest storytelling.

A meaning Study of the Oriental Aesthetics of South Korean Films - Taking Along with the Gods : The Two Worlds as an Example - (한국 영화 속의 동양 미학적 의미 연구 - <신과 함께-죄와 벌>을 중심으로 -)

  • Shi, Lan-Rong
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.6
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    • pp.87-94
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    • 2019
  • South Korean films narrate exquisitely, express emotions implicitly and employ magnificent images, exemplifying unique oriental aesthetics. This paper takes Along with the Gods: The Two Worlds (2017) as an example to analyze the meaning of oriental aesthetics in South Korean films using the Film Narrative Theory. It is a fantasy blockbuster depicting family kinship stories. It structures with the familiar karma and reincarnation of Asian Buddhism with the core of family kinship. Perfectly interpreting the fantasy world of hell with stunning movie effects, it shows the family kinship of families under the main plot line of a horror film.

Narrative Structure and Ludonarrative Dissonance in the Video Game, "Red Dead Redemption 2" (<레드 데드 리뎀션 2>의 서사 형식과 서사 부조화)

  • Chun, Bum-Sue
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.5
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    • pp.59-72
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    • 2020
  • Video games have become a powerful tool to tell a complex story realistically thanks to modern technology. Rockstar Games' Red Dead Redemption 2 (2018), is a video game title that touts cinematic qualities such as superb acting by the voice actors and jaw-dropping cinematography as well as a rich narrative following the protagonist, Arthur Morgan's quest for redemption. Using Aristotle's Poetics and Robert Mckee's Aristotelian theory on storytelling, this study highlights Arthur's gradual change from a ruthless gunman to an altruistic hero, from which it derives the theme of redemption, and his super-objective to protect those he cares about. Then, it also explains a variety of possibilities in the narrative of the game determined by the opened-ended game mechanics, particularly the "honor" system, which reflects Arthur's moral choices on the narrative presentation with different sets of dialogue and endings. However, the study ultimately argues Red Dead Redemption 2 to be incohesive in its storytelling due to "ludonarrative dissonance," a concept coined by Clint Hocking, which indicates a conflict between the narrative and game mechanics of a video game. It's mainly because the game's various narrative choices bring changes to neither the theme nor Arthur's super-objective. Furthermore, the double-standard of evaluation in the "honor" system, and its numeric ranking system of honor also lend themselves to ludonarrative dissonance even further. After all, the study ultimately claims ludonarrative dissonance in Red Dead Redemption essentially disrupts the game's narrative unity, which is Aristotle's one of most emphasized upon traits of any story and signifies the game's instability as a storytelling medium.

An Archaeology of Cinema as a Real/Imaginary Narrative Medium (상상적/실제적 서사 미디어로서 영화에 대한 미디어고고학)

  • Jeong, Chan-Cheol
    • Journal of Popular Narrative
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    • v.25 no.4
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    • pp.361-395
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    • 2019
  • This paper take a media archaeological approach to cinema transformed into a narrative medium during its transitional period, 1903-1915. To accomplish this, I will explore the question of as which narrative medium cinema was imagined and also how it was institutionalized as a narrative medium with authorship. I will explain that the imaginary and real ideas and changes on cinema resonated with each other on the foundation of its technological aspects such as indexicality, 23 frames/sec. and montage. It was during the transitional period that cinema was transformed from a medium representing spectacle to a medium of narration. The establishment of the American film copyright law in 1912 was an institutional, real outcome from the contemporary understanding of cinema as a narrative medium. At the same time, various ideas emerged that led to imagining of cinema as a complete narrative medium, incomparable to any other. From a media archaeological perspective, the imaginary ideas of media resonate with their actual course of development. These imaginary ideas are not just imaginary, but rather reflect the contemporary desire for the medium. This paper looks into the transitional period based on this media archaeological point of view. To this end, this paper will briefly introduce the notion of media archaeology as a media theory and then discuss Eric Kluitenberg's concept of 'an archaeology of imaginary media' and its methodologies. Second, it will explore literary and cinematic imagining of cinema as a powerful medium of storytelling, while discussing the ways in which cinema's technological characteristics played a decisive role in these imaginings. Also to show the techno-deterministic role of cinema in the real world, this paper will explore how its technological characteristics were considered as an important element in the processes through which America's first motion picture copyright was institutionalized in 1912 after two historical copyright cases: one is Edison v. Lubin in 1903 and Kalem v. Harper Brothers in 1909. Ultimately, this paper will lead us to an understanding of the history of cinema as a medium and its developments in more multi-layed way, as communication between the real and imaginary, and give us perspectives toward what cinema is.

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.