• Title/Summary/Keyword: Story-Telling

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A Study on The Self-identity in Role-playing Games - Focused on Lacan's Psychoanalysis (롤플레잉 게임에서의 자아 정체성에 관한 연구 - 라캉의 정신분석학을 중심으로)

  • Xiao Zhongyi;Choi Won-ho
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.475-487
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    • 2024
  • As today's "ninth art", role-playing games recognized by most players due to their surreal themes and sustained reflection on social diseases. Through precise control of story-telling and game visuals, players develop an avatar identification during role-playing game. Based on Lacan's mirror stage theory, a new self-identity mechanism is established under the guidance of role-playing games. As a "player", the subject's interpretation of himself is shifted by the game order, and the subject identifies with the role-playing game while at the same time being structured by the desire of role-playing game. The immersive experience and emotional guidance of role-playing games all point to the most instinctive human desires. The psychoanalytic theory from Lacan's perspective explains the source of players' desire, and the expression of players' desire in the game. It also plays an important role in the emotional rendering and identity aspects of role-playing games. This paper is to establish that role-playing games do have an impact on the player's self-identity through a Lacanian psychoanalytic reading of role-playing games.

The Relationship between Brain Activities and Presence on Communication using an Avatar in Virtual Reality (가상현실에서 아바타를 통한 정보전달 시 뇌의 활성화와 현존감의 관계)

  • Lee, Hyeon-Rae;Kim, So-Young;Yoon, K.J.;Nam, Sang-Won;Kim, Jae-Jin;Kim, In-Young;Kim, Sun-I.;Ku, Jeong-Hun
    • Korean Journal of Cognitive Science
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    • v.17 no.4
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    • pp.357-373
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    • 2006
  • Virtual reality (VR) provides a virtual experiment (VE) context consisting of information presented to the senses of the user. The user perceiver and interprets the VE context, and then naturally recognizes a level of realism in the VE. Presence is often thought of as the sense of 'being there' in the n. Presence includes overall feelings about the information conveyed from a virtual avatar to the user. Therefore, there must be brain mechanisms for integrating sensory information about presence.'Feeling of presence' is related with the user's cognition and perception about information on communication through medium. Thus 'feeling of presence' may characterize perceptual mechanisms in the brain. We studied these mechanisms by presenting a VR that consisted of an avatar telling a story about a social conversation. We performed covariance analysis on subjective brain activity (fMRI) during the story presentation with a presence score. The data analysis revealed that activity in several brain areas was correlated with the presence store. A positive correlation was shown in the right lingual gyrus, right cuneus, left lingual gyrus, right fusiform gyrus, left inferior temporal gyrus, anterior cingulate cortex and right posterior cingulate cortex of the brain. This study showed the brain mechanism to be related the feeling of presence and brain activities in our subjects, using VR to communicate information.

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Study of English Edutainment Animation for Preschoolers (영.유아를 위한 영어 에듀테인먼트 애니메이션 고찰)

  • Kim, Han-Jae
    • Cartoon and Animation Studies
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    • s.24
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    • pp.107-133
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    • 2011
  • As importance of English has been getting more important with globalization, English education for preschoolers has drawn more attention from parents who were born in 1970's and 1980's. Demands for English education are very intense mainly because parent generation has experienced importance of English through own career and they have only one or two children, resulting parents' willingness to invest more on children's education. In order to response high demands for English education, Korean public education system has introduced more intense English education curriculum for younger children and put more weights on English education even for preschoolers. Even though there are numbers of studies to support effectiveness of English education for pre-school age children, adaption of English education for them without through preparation may cause unwanted results on children's learning experience. Hence, it is imperative to develop guideline for English education targeting pre-school age children based on through studies. The purpose of this paper is to justify English education for preschoolers based on various theories for language acquisition, research effectiveness of edutainment animation for English education, and provide basic guideline to develop edutainment animation in the future. To achieve this goal, this study visits how each theory emphasizes importance of language education in preschool age children and analyzes well-known edutainment animation titles by comparing them per characteristics. Furthermore, specifically from participation-inducing animation for education, each component, such as characters, story structure, & story telling methods, has been discussed. Based on the findings from this paper, basic guidelines to develop edutainment animation are developed by suggesting teaching tools for English education for preschoolers.

A Study on Public Design based on Storytelling of Local Culture : The Case of HUAYAN Street in Datong, China (스토리텔링을 활용한 중국 산서성 대동시 화엄거리의 공공디자인에 대한 연구)

  • Zhao, Duo-Duo;Chang, Ju-Young;Hong, Kwan-Seon
    • The Journal of the Korea Contents Association
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    • v.18 no.4
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    • pp.154-163
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    • 2018
  • The research object is Huayan Street, which is located in Datong City of Shanxi Province in Northern China. And it's detailedly seated to the east of the Huayan Temple. This street is a multicultural area which covers religious and business culture, along with other kinds of civilization since ancient time. The purpose of this research is to restore the historical and cultural tradition, improving the economic development. This research will use the theory of narrative to analyze the public design of Huayan Street. It's present the new design concept to reflect the cultural story of this region. First of all, the cultural stories of Huayan Street were explored and collected by introducing the history. Secondly, the drawbacks of public design of this street were found out by analyzing the current situation in Huayan Street At the end of this paper, a design solution was proposed according to the history and culture with story-telling methods from narratology which depart the street into four scenes opening, developing, changing and concluding. The innovation point of this research is apply humanism into the public design of Huayan Street and rebuild the image of Huayan Street.

The Significance of 'Photolanguage' in the Digital Era: Focused on Advertising Photographs by Yong-ho KIM (디지털 시대 '포토랭귀지'의 의미: 김용호 광고 사진을 중심으로)

  • Kim, Ji-Young
    • The Journal of the Korea Contents Association
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    • v.15 no.1
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    • pp.64-73
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    • 2015
  • Describing the filmography of Yong-ho KIM simply in a few sentences is considered nearly impossible. For the last 20 years and longer, KIM has been building up his career energetically as he never lets himself obsessed with any particular boundaries or areas but work on everything from paper advertisements to art galleries, advertising photographs and pure photographs. The Photolanguage personally mentioned by Yong-ho KIM himself is to visualize this imaginary story in a form of photograph, which one would come up with before shooting. When it comes to the advertising photographs, since they are used basically to sell products, they are considered rather temporary, and in addition, they photograph the products mostly under these bright lights with colorful backgrounds behind. However, Yong-ho KIM was recognized for presenting very much different work as he went even beyond these old stereotypes of the advertising photographs. The advertising photographs processed by KIM do more than merely introducing details or functions of some products, but they deliver these values and cultures that consumers can enjoy and gain through these original stories about the products. Of several pieces of KIM's work, this advertisement on Hyundai Card named was invited to an exhibition by a private gallery after the work was exposed through various media. The work was even purchased, and that was something that had not happened before in the history of the relevant field. When a photograph is purchased, it makes the photograph recognized for its value to be possessed, and when a photograph is displayed, it, again, makes the photograph win recognition as an art work. This thesis discusses the Photolanguage found in the works of Yong-ho KIM, one of the most well-known advertising photographers in South Korea. The research inquiries that have been analyzed in the body of the thesis, therefore, are the photographs and language in the digital era, the story-telling advertisements and these works by Yong-ho KIM.

A Study of figure's episodes of in a Collection of Lee, Duck Moo's Works(ChungJangKwan Junseo) (이덕무(李德懋) 『청장관전서(靑莊館全書)』 소재 인물 일화(逸話) 연구)

  • Kim, Kyun-tae
    • Journal of Korean Classical Literature and Education
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    • no.15
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    • pp.389-419
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    • 2008
  • I already wrote a thesis about A Study of Ideologies and Stylistic Features of the Oral Narratives in a Collection of Lee, Duck Moo's Works(ChungJangKwanJunseo)" in The Classical Literature and Education Vol.11, (2006). At that time I held over a study of figure's episodes. So this essay is a series of the thesis. In this essay, I described his critical ideas about the figure's episodes of other people. I classified as the gentry's episodes and the common's episodes, and ones more classified these as the Confucian's moral episodes and the oddity's strange episodes. And I studied the narrative principles and features of narrative structure. He asked for a reasonal thinking attitude in the figure's episodes of other people. In his the gentry's episodes he indicated as a important value the constant attitude of propriety and dignity. The other hand, in his the common's episodes he thought importantly a practical act of the Confucian's moral. He showed man's equality and criticized the anti-practical attitude of the gentry group. In the oddity's strange episodes were focused on the super ability of figures in the both of groups. And then even though there are unreal or unreasonable contents in the oddity's strange episodes, he did not criticize. His such attitude was came out to take interest in unreal story like the Paesasopeum(稗史小品). The the narrative principles of his episodes are two types, one is a summary or a report type, the other is a descriptive of events type. the former was explained by narrater, the latter was described as the indirect or direct narration of the characters. In the structure of narrative in case a summary type were enumerated with the episodes, but in case a report or descriptive type of events were contrasted with characters. A story-telling way of figure's episodes borrowed from 'Jeon(傳)' or 'Yadam(野談)' genre. And a point of view in case a summary or a report type was consisted with a center of narrater, in case a descriptive of events type was consisted with a center of witness.

A Study of the Implemented Korean Traditional Garden Design Elements on Tashkent Seoul Park (타슈켄트 서울공원 설계과정에서 구현된 한국정원 설계요소 고찰)

  • Shin, Hyun-Don
    • Journal of the Korean Institute of Landscape Architecture
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    • v.43 no.5
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    • pp.40-54
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    • 2015
  • Tashkent Seoul Park was completed in June, 2014, following the signing of a sisterhood relationship between Seoul City and Tashkent, the capital of Uzbekistan in July, 2010. An open competition for the design of the park was held and, based on the design, the park was completed in June and open to the public in September, 2014. Tashkent Seoul Park is more than a public park in Tashkent. The focus was on making it a starting point for offering a new model for traditional parks of Korea built abroad. Korean gardens and parks built in overseas cities are not only a landscape space but also serve as an ambassador that promotes the culture of Korea to foreigners who are unfamiliar with Korean culture. Therefore, Tashkent Seoul Park was designed to reflect the beauty and uniqueness of Korean traditional landscaping to promote the image of Korea and Seoul. As such, the design and plan was focused on the best measures to make known Korean culture through a design that sets itself apart from the landscape of Uzbekistan. To date, Korean parks or Seoul parks that have been built overseas have focused on the re-enactment of gardens and parks during the Josun Dynasty era. But with the Tashkent Park, the process of the 170,000 people from Goryeo was also reflected onto the design so that the culture and sensibilities of old Goryeo could be felt as well. Korean traditional garden design elements for the representation of the Korean identity are taken from the pilot study. This design element includes not only that of Goryeo, but also the Josun Dynasty era to allow local people to experience a general Korean traditional garden. The traditional beauty and lyricism of Korea was presented to Central Asia through the park in Tashkent so that the citizens could feel the simple yet down-to-earth beauty of Korean aesthetics. As such, the spatial experience of story-telling in Seoul Park evolves from two points of view. First, it is a spatial experience from the perspective of the Goryeo period and of foreigners. It is a continuum of a landscape experience where one can trace the sentiments of Korea and a hometown in Korea by passing through lyrical and multi-faceted spatial structures. Second, it is an experience that evolves from the viewpoint of an outsider, including the Tashkent citizens. It allows visitors to read the various methods and attitudes in an unfamiliar landscape and terrain. Through a story-telling that is reminiscent of the Silk Road through which trade with East Asia took place, visitors can interact with Korean culture in the Korean Garden and throughout the process they can feel the very Korean sentiments. This park presents the latest example of a 'Korean Garden' formed overseas and thus presents a clue to understanding the representation pattern of the Korean aspects of Korean Gardens through a study on the design strategies.

A Meaningful Interpretation on Concept of Byeulseo Scenic Spot (별서명승의 개념에 대한 의미론적 해석)

  • Lee, Jae-Keun
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.28 no.1
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    • pp.49-58
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    • 2010
  • This study is attempted to establish the concept of Byeulseo Scenic Spot that the definitions of Byeulseo and Scenic Spot would be presented first followed by clarifying the basis, reason and justification that Byeulseo would be called as Byeulseo Scenic Spot that the following is the major results formulated herein. First, the concept of scenic spot under the Cultural Property Act is the reference to the famous site with the building improvement well known for its great scenery or the point where splendid scenery is viewed that has the artistic value along with the trace of human lives in this cultural heritage that, although the scenery is important but the attention has to be on discovery of historic resources with the story telling in the subject site. Second, the criteria of designation on the Scenic Spot in Korea would be natural scenery, animal and plant site with well-known scenery, view point of scenery, famous building or garden and important places with legend that there lacks diversification. In this aspect, the intent of the concept of Scenic Spot would be facilitated to expand the designation of the Byeulseo Scenic Spot as the Scenic Spot of living style. Third, from the foreign cases, particularly, in Japan, it is needed to note that Byeulseos and housing gardens are designated for 196 places of Scenic Spot, reaching 55.4% of entire Scenic Spots. Laws, regulations, systems and designated criteria on the cases of designating the foreign Scenic Spots would be studied and quoted. Fourth, the classification work for each type to designate as cultural heritage has to be continued as the Scenic Spot of subject site with even more emerged for the value as the Scenic Spot in garden, original site and the like classified as historic site, important folk data and the like. Fifth, the designation of Scenic Spot of Byeulseo garden with splendid scenery as the living Scenic Spot has to be expanded. The pavilion existed now nationwide would be approximately 1,500, and these pavilions are the place where the scholars stay in the famous site, and this is the central space of Byeulseo to study, and if there is clear one that has written and record of deed to create the stories to people with the value for publicity campaign, it would be the subject of Scenic Spot. And sixth, for the case of view point with splendid scenery in Byeulseo Garden, it cannot be the subject of designation that the designation of Scenic Spot has to be expanded. In the event of the Byeulseo garden in Korea, there are many cases of having outstanding view points, and there is a few case of designating the subject site with great view point as a Scenic Spot.

Development of Digital Games Based on Historical Material and its Design Components - With History Based Games of 5 Countries (역사소재 기반 디지털게임의 발전과정 및 기획요소 연구 - 동.서양 5개국의 역사소재 게임을 중심으로)

  • Moon, Man-Ki;Kim, Tae-Yong
    • Journal of Broadcast Engineering
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    • v.12 no.5
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    • pp.460-479
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    • 2007
  • When culture took large part in industrial area, every country has tried to utilize own cultural contents for educational or commercial purpose and the various cultures and histories are recognized as a main concept or subject so that a number of scholars who study history increase. In video game field, special characteristics of interface that audiences participate in the game to complete story-telling is considered as efficient material for learning process. As observed above, it is important to analyze the games that every country makes and export to the world in which the video games is understood as a play of human in general. This Paper has firstly analyzed the most favorite historical games developed in Korea, the USA, Japan, Taiwan and Germany from 1980 to 2005 and secondly, compared that wars and historical origin appears in game scenario, a world view and background story and finally after point out the preferable era and genre of the countries then propose the promising way of design for historical video games. In the process of analysis of a view and heroes in historical games, we compared the real persons, the real historical events and novel in which 11.8% only employed the real persons in 8 out of 68 games. Also the real history and background story are appeared in 37 games which is 54.4% of them. We discovered that the main material that is popular for each country is the historical backing rather than real persons where the favorite historical background is chosen at which they are proud of; 3-Throne era with strong ancient Gogurye for Korea, the 1st and 2nd World Wars and the Independence War for the USA, the tide of war around Middle age for Japan, ancient history of Europe for Germany. The favorite age for video games is Ancient times with 37 games for 54.4%, Middle Age with 7 games fer 10.3%, the prehistoric age with 5 games for 7.35%, remote age with 1 for 1.47%, while current historical games favor Ancient or Modern Age.

A Study on the Korean Shamanistic Myth "Samgong Bonpoori" from the Perspective of Analytical Psychology (무가 '삼공본풀이'에 대한 분석심리학적 고찰)

  • Myung-sook Hwang
    • Sim-seong Yeon-gu
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    • v.30 no.2
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    • pp.145-186
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    • 2015
  • This thesis discusses and analyzes Jeju island's shamanistic myth "Samgong Bonpoori" from the perspective of analytical psychology. Similar to the "I live on my fortune"-type folktales discovered in the Korean mainland, "Samgong Bonpoori" is such a widespread myth that similar folktales are found not only in East Asian regions, including Korea, Japan, and China, but also in Ireland. The essence of the story is as follows; One day, a father asked his three daughters whose fortune they lived on. The first two daughters claimed that they owe their lives to their parents. However, the youngest daughter, Gameunjang-agi, replied, against his expectation, that "I live on my own fortune," and showed her fortune and virtue were physically embodied in the line drawn from her genitals to navel. Her answer enrages his father so fiercely that she was expelled and forced to embark on a journey with no one but a black cow carrying food to accompany her. In retaliation for telling lies against her, Gameunjang-agi transformed her two sisters into a centipede and a mushroom, while her parents were turned into beggars afflicted with blindness. Afterward, Gameunjang-agi wandered around the country and eventually found love with a Chinese yam digger. Not long after, they got married, and as a couple, they stumbled upon roots of gold in fields, which brought them an incredible amount of wealth. After this miracle has happened, Gameunjang-agi began to wonder about the status of her parents and decided to organize a party for all the beggars and the blinds in the country. She eventually found her parents and got a chance to reconcile with her sisters. The story ends with her parents regaining their eyesight and Gameunjang-agi reestablishing herself as the "Goddess of Providence." "Samgong Bonpoori" is a myth about a God. A God is ontologically a supremely perfect being; however, in this thesis, it will be discussed as a part of a folktale. Gameunjang-agi can be seen as the anima archetype of the father, which reveals the process of a paternal consciousness being transformed over time. At first, her parents deny Gameunjang-agi. However, after years of suffering from blindness, they regain their eyesight and finally recognize their daughter. This signifies that Gameunjang-agi is a being that has come into the world for a certain "purpose." Gameunjang-agi embodies the creative function of "femininity" that can renew the existing collective consciousness embedded in the patriarchal system. Such recognition of femininity matters to men to a great degree as well as to women. Without knowing their true nature (femininity), the two sisters submit themselves to their parents and conventional values. Not until they suffer from being transformed and captured into small and insignificant beings, a centipede and a mushroom, which symbolize their shadow, they fail to develop their self-awareness. Meanwhile, by reconciling with her parents and sisters--playing a significant role in reuniting the family--Gameunjang-agi turns out to be a figure that can reveal what it truly means to have self-awareness and achieve Self-realization. In conclusion, this story illustrates that recognition of femininity matters to men to a great degree as well as to women, and women's Self-realization plays a critical role in revitalizing the collective consciousness embedded in the patriarchal system.