• Title/Summary/Keyword: Narrative and Play

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A Study on the Narrative Structures of Korean Traditional Performing Arts - Gwanno Mask Dramas - (한국 전통연희극의 서사구조 연구 - 강릉관노가면극 중심으로 -)

  • Pyo, Won-Soub;Lee, Don-Yong
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.2
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    • pp.67-77
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    • 2019
  • There are many eyes that recognize Korean traditional performing arts as low, unorganized, and not a play. However, there is clear in the Korean traditional performing arts have a story with a perfect narrative structure. From the Miyal which accepts the Western tragedy theory to the Gangneung Gwanno Mast drama which contains the love story of the comedy, many Korean traditional performances contain the elements of narrative even though the contents are very simple. It is true that there are very few things with perfect narrative structure among the Korean traditional performance that has been passed down so far. It is the responsibility of the researchers to unearth and restore these, and it is the task of the creative artists to create new ones according to contemporary philosophy. If these two fields communicate smoothly, we will be able to look at the future of our traditional performing arts more brightly than now. As a result, it will also be a challenge to solve the problem of letting Korean traditional plays penetrate ing the world market.

The narrative and theme of (<연정 구운몽>의 서사 전개 및 주제 구현 양상과 그 의미)

  • Eom, Tae-ung
    • (The)Study of the Eastern Classic
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    • no.68
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    • pp.99-144
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    • 2017
  • This paper focused on the narrative and theme of which is one of the different versions of when published in 1910's as a modern printing. Generally researchers regarded different version as a means of research for finding best version. But this paper aimed at the characteristics of different version . This version kept in mind for play(drama), so we could easily find the purpose of change for scenario. 'Yeon-jeong' in is 연정(演訂) in Korean words in Chinese characters. It is sure that this word means that the text considered play(drama). The narrative of also told us that this old novel aimed at the stage. Tendencies are classified four features, first, abundant situation description, second, frequent direct conversation, third, concrete description about direct conversation, fourth, showing poem and appeal for audience. The theme of has an interesting differences in comparison to the group of best version. When main character awakened, this novel showed the most important message. In the group of best version, he awakened to the cloud that he couldn't distinguish anything. But in this novel, cloud didn't appear, in other words, didn't change the scene. Instead, main character realize himself that he changed from Yang-so-yoo to Seong-jin. It is probable that change of process to conclusion aroused reader and audience's sympathy. To sum up, we could know that this novel kept in mind for play(drama).

A study on design methods and expressional characteristics of papercraft fashion (페이퍼크라프트(Papercraft) 패션의 디자인 방법과 표현 특성)

  • Hou, Ming Zhe;Yoo, Youngsun
    • The Research Journal of the Costume Culture
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    • v.25 no.3
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    • pp.315-326
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    • 2017
  • The purpose of this study is to investigate the design methods and characteristics of papercraft fashion from 2001 to 2015. The study has been conducted through theoretical research and case study. Overall, types of papercraft expressions are classified into the following four categories: narrative papercraft fashion, organic papercraft fashion, variable papercraft fashion, and recycling papercraft fashion. The characteristics and aspects of each type of papercraft is described below. First, narrative papercraft fashion expresses as factual description of the natural environment. These works convey fantastic image by showing fairy tale animals or plants using paper folding or cutting. Second, organic papercraft fashion creates a futuristic shape by expressing organic parts in nature. Also, it often depicts future-oriented images by repeatedly representing organic shapes using uniform patterns in nature. Third, variable papercraft fashion expresses a variety of changing shapes through a flexible design based on the style of wearing. This variation may be accomplished through changeable dress connected to human gestures. Variable papercraft represents play-fulness, which conveys enjoyment to the wearer and the audience. Fourth, recycling papercraft fashion uses paper materials of the past, and recreates them into artworks through handicraft techniques. Recycling papercraft conveys high value added fashion by dissolving the material into pulp.

Arrangement of narrative events and background in the contents of VR 360 video (VR 360 영상 콘텐츠에서의 서사적 사건 및 배경의 배치)

  • Lee, You-Na;Park, Jin-Wan
    • Journal of Digital Contents Society
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    • v.19 no.9
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    • pp.1631-1639
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    • 2018
  • VR 360 video contents requires new visual language research in that the viewer inevitably makes partial appreciation unlike traditional video contents. In this study, we paid attention to the fact that arrangement of events and background elements in the 360-degree extended background of VR 360 video contents will play a major role in guiding the audience. Therefore, this study focuses on the arrangement of events and background elements from a narrative point of view, and analyzed the aspects of VR 360 video contents cases.

The Effect of Facing What Is True in Counseling - Reporting Style Based on Narrative Methods - (문제 직시가 상담성과에 미치는 영향 - '이야기 방식'에 기초한 보고 형태 -)

  • Sung-sook Chang
    • Korean Journal of Culture and Social Issue
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    • v.15 no.4
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    • pp.529-546
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    • 2009
  • Korean clients show a tendency to hide the real causes of problem. Therefore the 'grasping the real cause of a problem' is regarded as the first characteristic in Reality Dynamic Counseling. Many counselors stress over how express empathy with a client rather than understanding a problem. However the attitude change wouldn't be attained without grasping the real cause of a problem. The researcher tries to demonstrate how this characteristic is at play in counseling process. The researcher illustrates this process by 'narrative method' as one of qualitative research methods. The client who had received counseling for stress disorder and insomnia took a turn for the better as soon as getting at the truth of his problem.

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Archives and Reading (기록학과 읽기 '아카이브에서 기록읽기'라는 사건을 중심으로)

  • Lee, Youngnam
    • The Korean Journal of Archival Studies
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    • no.75
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    • pp.249-297
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    • 2023
  • This paper is a study on the reading records in archives. This study views it from a different standpoint. Archivists can deal with reading service as narrative practices. Theater is the main motive of this study. Theater plan of archival services is a trial of narrative practices in archives. The main focus of this study is how to manage the archival theater in archives. Archivists can participate in the policies that will benefit society as a whole. The various readings in archives are acts of narrative practices. People have to get chance of reading records in archives.

Research on Storytelling Elements in Augmented Reality Cinema through the Process of Image Abstraction: A Case Study of 'AR Campus Diary'

  • Tae-Eun, Kim
    • International Journal of Advanced Culture Technology
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    • v.12 no.1
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    • pp.262-269
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    • 2024
  • The "AR Campus Diary" project innovates in the realm of art through integrating augmented reality (AR) with interactive storytelling, fostering personal and interpersonal development through artistic expression. This artistic endeavor metaphorically represents the growth and fruition of individual stories, facilitated by a series of progressive art activities that emphasize continual interaction between self and others. Set against the backdrop of a university campus, the project employs AR markers designed to unfold stories in phases through a dedicated application, allowing participants to experience and influence the narrative uniquely. Diverging from traditional film editing techniques, "AR Diary" offers viewers the autonomy to navigate through story segments of their choosing, marking a departure from conventional cinematic storytelling by leveraging marker-based plot progression. This project not only showcases the fusion of technology and art but also pioneers a participatory form of art education based on engagement and play.

The Effects of Game Saves on Player Story Generation (게임의 세이브 기능이 플레이어의 스토리 생성에 미치는 영향)

  • Cho, Sung-Hee
    • Journal of Korea Game Society
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    • v.9 no.1
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    • pp.11-20
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    • 2009
  • This study explores the effects of 'save and load' on game storytelling. In video games, a player can control the game she plays by repeatedly saving and loading game data until she reaches her intended goal. As a consequence, a player can manage the game time. In this article, game time is divided into two parts; play time and story time in order to examine how player's intentions are reflected in game storytelling. This is what distinguishes game narrative from others in that the player generates her own story by saving and loading.

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Universal Narrative of a Familial Comedy: Ins Choi's Kim's Convenience (보편 서사로서의 가족희극, 인스 최의 『김씨네 편의점』)

  • Lee, Yonghee
    • American Studies
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    • v.44 no.2
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    • pp.67-96
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    • 2021
  • The Canadian public broadcaster CBC had successfully aired a sitcom centered on a Korean immigrant family from 2016 to 2021. The show is based on the play Kim's Convenience written by a Korean-Canadian playwright Ins Choi. This study explores literary features of Kim's Convenience that accounts for its popularity; three elements of the show play crucial roles in maintaining the balance between specificity and universality. First, Choi deploys a Korean immigrant story in the form of comedy. Second, the main plot revolves around an ordinary family with generational strains that ends in reconciliation. Third. the Kims are depicted more as an archetypical family than a stereotypically Asian one. By closely interweaving these elements, Choi induces the audience to find commonalities from the show, and racial specificities of the Kim's family become "spicy" attractions of the play.

Theoretical Background of Games for Social Change (사회 변화를 촉구하는 기능성 게임의 이론적 배경)

  • Chu, Jean Ho
    • Journal of Korea Game Society
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    • v.22 no.1
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    • pp.55-64
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    • 2022
  • Serious games are developed under particular purpose. This study provides a theoretical background on serious games for social change as a basis for future experiments and practice. By examining the elements of games and related theories, narrative immersion and critical participation are identified as the two main experiences of games, which are realized through role play. Based on educational theories for behavioral and cognitive change, this study suggests to use role play as a strategy on serious games for social change. Analyzing the cases of serious games in Korea, this study concludes that participants are able to experience the context of the situation through role play.