• Title/Summary/Keyword: Story Contents

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A Study of Theory and Form of Storytelling User Interface - Establishing Theory by Study of the Game Interface - (스토리텔링 유저인터페이스의 이론과 형태연구 - 게임인터페이스 연구를 통한 이론 정립 -)

  • Lee, Dae-Young;Sung, Jung-Hawn
    • Journal of Korea Game Society
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    • v.8 no.3
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    • pp.43-50
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    • 2008
  • UI design is growing in meaning and form itself through the development of hardware and contents. And it makes users accept its interface as a extension of the body and mind because of the substantial rapport of the user and contents with developing of device and graphic. In this study, we analyzed user interface in a view of digital storytelling by observing of its role within user and contents. Not only this, classifying and investigating story elements in the games for forming the theoretical basis of storytelling UI are enforced. For the case study of UI, we choose the game, Diablo, Half-Life, and Homeworld because the game is suitable for the application of node-type storytelling and effectively uses graphic and input unit. This analysis explains the interface has the contents data that divided or shared and it means the interface performs its part of story nodes, which are extracted from the story, and choice. And we analogized that the story elemental can be substituted and used practically for interface because the stories made through the thing that users and developers are in the space of coexistence by the interface. Storytelling UI will be a good way to make a most intriguing piece as a joyful spontaneous complex that use story node. It is worth by reason of making by user and discovering live inner story so that it can approach to the substance of the story.

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Story Telling-based Scenery Color Plan to Establish Local Identity Focused on Eoeumhari Town, Ulju-gun, Ulsan Metropolitan City (지역아이덴티티 확립을 위한 스토리텔링 기반의 경관색채계획 울산광역시 울주군 어음하리마을을 대상으로)

  • Lee, Jae-Hyun
    • The Journal of the Korea Contents Association
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    • v.16 no.8
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    • pp.217-227
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    • 2016
  • This study suggests story telling-based scenery color plan that uses local story resource in order to raise possibility of success in making characterized town implemented by Ulju-gun, Ulsan Metropolitan City. Characterized town making project of Eoeumhari Town is the first in Ulsan, and detailed project planning is going underway to transform it into story telling street by providing local story to the resource of Eoeumhari Town. Ulju-gun expects big help in luring tourists and activating local economy by maintaining these towns. As in this way, local marketing that uses story telling is recently being taken as a desirable way of overcoming the limit of local development, and it suggest new possibility of scenery color plan. Therefore, I attempted to extract Brand Story from story resources based on climatic color of Eoeumhari Town and apply them to the color plan in order to unique color identity with a town as a unit. It is significant to study as it suggests a direction to discover values of color which can be used for establishing local identity and activating local community breaking from current color plan by large-scale maintenance implemented by each local government.

Interactive Popup Book System Based on User Preference (사용자 선호도 기반 인터랙티브 팝업북 시스템)

  • Lee, Jung-Suk;Byun, Hae-Won
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.469-474
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    • 2008
  • Recently popular media, book, has problems to satisfy a child who wants to be a character in a story, because it just transmits fixed story. Therefore, many people are interested in interactive contents that are changed variously by user's acting in multimedia division. This paper introduces an interactive pop-up book system that can control a story of book by interesting interactivity. This system suggests a special story graph that transforms a linear architecture story to a interactive story by traversing diverse node We focus to make a special pop-up book interface and wind blowing interface for physical environments to have interesting and familiar user interaction, and to conclude by user studies. We also investigated user preference for various interactive story paths, so we can excluded unnecessary stories and surveyed to compare before the excluding and after. Finally, story paths that user prefers are introduced in the Interactive Popup Book System.

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Influence of Short-term Use of Story on Other-focused Attention (이야기의 단기적 이용이 타인초점 주의 방향에 미치는 영향)

  • Ahn, Dohyun
    • The Journal of the Korea Contents Association
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    • v.17 no.12
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    • pp.169-179
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    • 2017
  • To examine the causal association between story usage and the ability of comprehending social relations, this study analyzed whether the short-term use of story heightened the degree of other-focused attention. To this end, this study randomly assigned 74 participants into three groups(novel, film, and exposition conditions), and participants were exposed to the stimuli for about 30 minutes, and then this study compared the degree of other-focused attention of the three groups. The results suggested that the degree of other-focused attention in the story groups (novel and film) were significantly higher than those in the exposition group. Though causal association between story usage and the ability of comprehending social relations were not clear, via demonstrating the formation of other-focused attention due to short-term use of story, this study provided empirical evidence for the simulation account of story.

A Coordinate System of Classification for Effective Visualizations of Story Properties (스토리 창작 특성의 효과적 가시화를 위한 분류 좌표계 연구)

  • Kim, Myoung-Jun
    • Journal of Digital Contents Society
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    • v.18 no.6
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    • pp.1119-1125
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    • 2017
  • Genres and actions of stories can be used to classify stories, and used effectively as well for visualizing story properties. This paper proposes a Genre-Action coordinate system for visualizing story property data in 2-dimension that has similarities between the genre and action items along the axes, i.e. a property of spatial continuum. With the proposed Genre-Action coordinate system we found that the genre and action items in the axes are arranged according to their similarities and we were able to achieve a spatially meaningful visualization of story properties where the related data form clusters.

The Design of a Fashion Storytelling Method for Fashion Show (패션쇼를 위한 패션 스토리텔링 기법의 설계)

  • Sung, You-Jung;Kwon, Gi-Young
    • Fashion & Textile Research Journal
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    • v.11 no.6
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    • pp.857-866
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    • 2009
  • The objective of this study was to design a fashion storytelling method, which is a strategic instrument for constructing a fashion show with artistry and popularity, based on the principle and structure of storytelling. In order to understand the concept and principle of storytelling composed of story and telling and to introduce storytelling into fashion shows, we associated fashion design with the substance of a story, a show with the form of telling, and a fashion show with storytelling. Based on these associations, we analyzed the relationship between fashion show and storytelling and developed basic elements and structure necessary to design a fashion storytelling method. Through this study, we designed a fashion storytelling method with five steps, which are story planning, story development, fashion show structure design, fashion show production, and fashion show execution. These steps were again classified into contents setting step, structure design step, and expression step. The contents setting step included story planning and development for creating stories, and the structure design step means the design of fashion show structure that adds telling to the stories. Lastly, the expression step included fashion show production and execution that forms a storytelling by combining the stories and the telling.

KakaoStory Usage Motives and Usage Patterns -Focusing on the Decisive Factor for Using Kakaostory (카카오스토리 이용패턴과 이용동기 연구 -이용량 결정요인을 중심으로)

  • Lee, Ji-Young;Shin, Jae-Gwon;Lee, Sang-Woo
    • The Journal of the Korea Contents Association
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    • v.15 no.1
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    • pp.379-387
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    • 2015
  • Social media have become ubiquitous owing to the well established smart mobile environment and have expanded offline relationship into online relationship. This study investigates the decisive factors for using the popular social media in Korea, KakaoStory, by analyzing its usage patterns and motives. Beside simple reasons, such as the increased awareness and serviceability due to the popular use of KakaoTalk, our research also showed that KakaoStory was used to improve the relationship within a closed group of people they already recognize offline. In addition, fashion consciousness related to collective inclination of Koreans also affected the popular usage of KakaoStory in Korea.

Investigation on the 12 Phases of Hero's Journey in RCT3 Game Story (RCT3 게임스토리에 나타난 영웅의 모험(Hero's Journey)의 12가지 단계)

  • Roh Chang-Hyun;Lee Wan-Bok
    • Proceedings of the Korea Contents Association Conference
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    • 2005.05a
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    • pp.64-69
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    • 2005
  • Recently, grafting of a story into a game has attracted ever increasing attention. In this study, the 12 phases of Hero's Journey by Joseph Campbell highlighted in movies and myths was analysed from a point of Christoper Vogler to be correlated with a game. Since a story-teller Is a player in a game, the story experienced by the player enjoying the game was examined and correlated with the 12 phases of Campbell. As the game, a construction/management simulation game, RCT3 produced by Atari was studied. The 12 phases of Campbell was applicable to game story.

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Clustering Character Tendencies found in the User Log of a Story Database Service and Analysis of Character Types (스토리 검색 서비스의 사용자 기록에 나타난 인물 성향 군집화 및 유형 분석)

  • Kim, Myoung-Jun
    • Journal of Digital Contents Society
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    • v.17 no.5
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    • pp.383-390
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    • 2016
  • is a service providing story synopses that match user's query. This paper presents a classification of character types by clustering of character tendencies found in the user log of . We also present a visualization method of showing genre-action relationships to each character type, and investigate the genre-action relationships of the major character types. We found that a small number of character types can represent more than half of the character tendencies and the character types tend to have a relationship to particular genres and actions. According to this properties, it would be desirable to provide supports for creative writing classified by character types.

Analysis and Design of Interest Elements in Visual Storytelling (비주얼 스토리텔링의 재미요소 설계 및 분석)

  • Ahn, Seong-Hye;Hur, Young
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.250-257
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    • 2009
  • The thing that is the most important at time to produce the culture contents is developing source story and storytelling which is work to process in the contents of various media. However, the study of the methodology for the interest element design of storytelling which is necessary to produce the culture contents is insufficient. Therefore, this article is going to show a design method, when I plan the culture contents of the OSMU base, which is analysis the pleasure element of storytelling to make an interesting story and visual storytelling to visualize the pleasure elements.

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