• Title/Summary/Keyword: Narrative study

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A Comparison between Wordless and Narrative Picture Book of Mother-Child Verbal Interaction Strategy and Type (글 없는 그림책과 이야기 그림책의 유아와 어머니의 언어적 상호작용 전략 및 유형 비교)

  • 한유진
    • Journal of the Korean Home Economics Association
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    • v.41 no.3
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    • pp.17-30
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    • 2003
  • The purpose of this study was to explore the difference mother-child verbal interaction between wordless and narrative picture book. Forty-two 4-year-old middle class children(21 girls and 21 boys) and their mothers were observed in their home. Major findings were as follows: 1) Mothers' verbal interaction strategies shows difference according to the genre of the book. Mothers used more descriptive statement, descriptive questions, inferential statements, evaluative statements and elaborative feedback when sharing the wordless book than the narrative book. 2) Children differently interact when reading picture books of different genres. Children used more descriptive statements, inferential statements and elaborative feedback. 3) Compared with the narrative picture boot mother and child engaged in more turn-taking when reading the wordless picture book. 4) While the proportion of collaborative type was higher when reading the wordless boot the proportion of passive type was higher when the narrative book.

A Study on Non-Verbal Expressions for the Realization of Narrative Visualization -Focusing on a 3D Cat Character, "Puss" (내러티브 시각화 구현을 위한 비언어적 표현 연구-3D 고양이 캐릭터 "Puss"를 중심으로)

  • Lee, Young-Suk;Kim, Sang-Nam
    • Journal of Korea Multimedia Society
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    • v.19 no.3
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    • pp.659-672
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    • 2016
  • In animated films, characters materialize narratives through acting. The narrative is an element to materialize accurate delivery of lines and emotions. The non-verbal actions should express lots of emotions and lines in scenes, and also they can be used as a way of empathy. This study analyzed the visualization factors of narrative focusing on a cat character frequently shown in animated films. For this, the visualization factors of non-verbal actions expressed in characters' personal space and dynamic space were extracted. Based on this, it aims to suggest the emotion expressing method of characters to realize effective narrative visualization. In the future, it aims to be used as reference data in case when producing non-verbal communication for 3D characters.

The Hero's Journey of Animation from the Spatial Map Model (애니메이션 영웅서사의 공간지도 연구)

  • Shin, Yeonu
    • Journal of Korea Multimedia Society
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    • v.22 no.6
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    • pp.729-737
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    • 2019
  • This study defined the animation space as the concept of map based on the space of Joseph Campbell's heroic narrative. The space in which the animated character exists is an image symbolic language that reflects the inner and outer growth stages of the hero. I focused on the spatiality that plays the role of the power to lead the narrative and examined the meaning as the mediator that leads the heroic narrative. First, 6 spatial variables were derived by observing 'Hero's Journey 'which is used as a basis of US commercial animation scenario. Second, spatial variables are defined as 64 zones and proposed as 'Spatial Map Model of the Hero's Journey' (SMMH). Third, the character space of was applied to 'SMMH', and the change of space utilization rate and spatiality and the narrative meaning were analyzed. This study extended the narrative of animation space which was not actively studied to map concept. It is possible to provide a different viewpoint in animation production and research.

A Study On the Narrative of VR Disaster and Safety Education Introduced by Disaster Film Narrative (가상현실(VR) 재난안전교육에서 재난영화 내러티브 도입 연구)

  • Kang, Nae Young
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.561-568
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    • 2022
  • The purpose of this study is to explore the narrative of VR disaster and safety Education introduced by disaster film narrative. VR(Virtual Reality) is be suitable technology for disaster and safety Education due to media characteristics as 'immersion', 'presence', 'interactivity', 'pleasure'. Disaster film narrative is able to be worth VR disaster and safety education as a variety of stories and educational effect. For this study, examine a theoretical study and a visiting research of 'Busan 119 Safety & Experience Center'. This study concludes that Firstly need to introduce catharsis effect, Secondly, build 'interactive narratives' that ensure active participation of users, Thirdly, introduce an 'adventure game' narrative element, Fourthly, introduce a hero-shaped narrative in which the user becomes a one-man hero, And lastly, need education as use user's multiple access and group experience learning. Therefore, This thesis is of academic value in that it suggest a desirable new direction of narrative in VR disaster and safety education.

A Study on Environmental Design Method based on Open Narrative Structure - A Case of Designing of Arirang Culture Park - (열린 내러티브 구조를 이용한 환경설계 방법 연구 - 용산 아리랑 문화공원을 설계사례로 -)

  • 이상경;조경진
    • Journal of the Korean Institute of Landscape Architecture
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    • v.31 no.2
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    • pp.12-27
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    • 2003
  • The purpose of this study is to look for an environmental design method based on open narrative structure, and to promote various experiences and interpretations of space through user's engagements. That is to say, the designer does not lead specific events through separate Boning but using the continuous open composition users are provided with margins for their imaginations. Spatial formulation through open narrative structure gives us various thoughts and it plays an important role in making a sequential space. Like an abstract painting, it is a complex story making or arranging a montage of images containing stories that elicit the reader's engagement through diverse interpretations. Like this, open composition exists in an ambiguous state and it is possible to interpret unfinished‘evolving work’within it. Utilizing open narrative structure, this study attempts to apply the idea of sequencing and open composition in the case of designing Arirang Culture Park. Open composition should induce various engagements by users and could be a medium which organically connects nature, culture and people. The spatial strategies of‘ambiguity’ and‘transparency’are like a bundle of complex and heterogeneous factors. Finally, the study focuses on the ‘integration’of the main ideas that compose multilayered space. ‘Voidness’and‘thickening’are also used for spatial strategies in open narrative structure. As alternative plans for undecided programs of the space, the voidness can be a strategic design program with flexibility about changes of futures. Also, thickening can be a strategic design program for functional reinforcement of the space, for the dramatic effects and for the generation of incidental events. Although both voidness and thickening seem paradoxical, we can see they are similar in the way that both focus on various spatial uses and by how they do not function as one-to-one correspondence, but as multiple correspondences. Therefore, open narrative structure is possible to apply in designing space and it can be an alternative design strategy for inducing multiple interpretations of space.

Study on the shot rhythm by the spatial map model of animation

  • Shin, Yeo-Nu
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.4
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    • pp.63-70
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    • 2020
  • In this paper, we propose a globally successful animation rhythm type. Based on the study of spatial variables in Campbell's heroic narrative and the study on the duration of shots in the video, the rhythm of the shot according to the spatial narrative of was analyzed. Through this, three conclusions were drawn. First, the basis for the visualization of narrative intensity is possible through the shot density of narrative, Second, a shot rhythm type was presented, which was presented as an ascending type, a descending type, a mountain type, a depressed type, and a complex type, and the characteristics of the narrative were analyzed. Third, the strength of the shot rhythm shown in the hero narrative spatial map model was divided into top, middle, and bottom, and the measurement criteria of narrative strength were presented. This study is meaningful in that it visualized and typified artistic emotions as objective data in the flow of animation content focused on philosophical and qualitative methods.

A Study on User Identity according to MMORPG's Narrative Mode Focused on and (MMORPG의 서사 양식 전환에 따른 사용자 정체성 연구 <블레이드 앤 소울>과 <다크폴> 분석을 중심으로)

  • Yun, Hye-Young;Kim, Jeong-Yeon
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.45-54
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    • 2015
  • This study analyzes the change of MMORPG in terms of conversion of narrative mode and discusses user identity according to the narrative mode, focused on and . These two games represent the conversion of narrative mode from Romance which has ideal story for it's main plot, to Irony, which has no background story. This change leads players to have performative persona composed by player's personal motive, compared to the persona composed by narrative motive.

Methodological Review of Animation Narrative Analysis (애니메이션 서사분석을 위한 방법론적 고찰)

  • Kwon, Kyung-Min
    • The Journal of the Korea Contents Association
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    • v.7 no.6
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    • pp.119-126
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    • 2007
  • As the digital environment expended, concern about importance of narrative and its value has been increased. But detailed study regarding narrative analysis leaves much to be desired. Most studies on animation narrative structure are focused on Japanese and Disney animation of America, shot films in particular. Plus these have not been done by the comparative method but separately by product. This study aims at clarifying the peculiar narrative characteristics between Chinese and American animation through the comparative analysis about s, which are produced in the respective countries, China on behalf of High-context culture and America as the Low-context culture.

Qualitative Inquiry on Impressive Memories of Children Experienced in Forest (아이들의 숲 체험과 그에 대한 인상적인 기억에 관한 질적 탐구)

  • Chin, Young-Eun;Cho, Kyu-Sung
    • Hwankyungkyoyuk
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    • v.22 no.3
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    • pp.97-111
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    • 2009
  • The purpose of this study is to qualitatively inquiry the narratives on the most impressive memories of children experienced in the forest. Considering Pestalozzi's argument that nature is a true teacher, the authors of this study attempted to identify and understand what kinds of experiences children did in the forest and what they learned from the experiences via the narratives of the children. In the process of analysis, the children's narratives were classified into 'narrative on the forest,' 'narrative on the most impressive moments,' 'narrative on changes,' and 'narrative on narratives.' Via the narrative analysis, it was identified that when, with whom, where, why the children went to the forest and that how their thoughts and behaviors on 'the forest,' 'other people,' and 'oneself from the emotions and experiences in the specific moments in the forest were changed. Furthermore, the thoughts and attitudes of the children on the forest narratives including what they wanted to friends on their experiences in the forest and their impressions on talking about the forest in this research were identified.

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A Study on the Narrative Closure and Continuing Serial form of Korean Youth Web Series (단막극 형태로 서사가 종결되는 청춘 웹 드라마의 내러티브 연구)

  • Mok, Wing Sum;Byun, Daniel H.
    • Trans-
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    • v.13
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    • pp.91-116
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    • 2022
  • Web series, as one of the products in the network era, are different from traditional TV dramas, With the contents preferred by youngsters, wed series, as a form of fast food culture, are increasingly gaining popularity, such as being uploaded on online video platforms like Naver TV and Youtube. This study aims to examine the characteristics of narrative closure and continuing serial form of Youth Web Series through the youth web series production company "playlist original" in Korea and analyze the narrative structure caused by narrative closure and continuing serial form and nonlinear narratives.