• Title/Summary/Keyword: Storytelling Contents

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Tablet PC based Convergence Educational Serious Game for Children (태블릿 PC 기반의 융합형 아동 교육용 기능성 게임)

  • Ko, Jeong-Won;Lee, Ji-Won;Kim, Mi-Hye;Jung, Hye-Kyung;Park, Sung-Jun
    • Journal of Korea Game Society
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    • v.14 no.1
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    • pp.59-68
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    • 2014
  • As the prevalence of mobile platforms, expanding digital content production and also increasing interest about the serious game. However, existing educational serious games are short of application of educational function and lower effectiveness that not linked with off-line education. In this paper, we developed an educational serious game 'Rice-Mimi Adventure' for children based Tablet PC. The Games are designed five steps by four elements that storytelling, playing, music and cooking. Specially, players interaction between characters should be increase their own concentration and interest. For the effectiveness verification that linked education of on/off-line, experiment to 126 students of 3,4th grade in Choenan. A result shows positive data that on/off-line linked education using Tablet PC and effectiveness of game contents applied design factors. For this work, we should find effective class and teaching method using digital contents in off-line education for children.

Visualization research based on hero tale stories in a fantasy movie (영웅서사구조 중심으로 하는 판타지영화의 시각화 연구)

  • Han, Myung-Hee
    • Journal of Digital Contents Society
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    • v.11 no.2
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    • pp.185-194
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    • 2010
  • The digital contents industry already heads toward the OSMU(One Source Multi Use) method of media. In case the success of the original novel recreates to a movie, the success of a movie is again noticed with the original novel. For this reason, a novel and movie are open at the same time, In this paper, we analyze through the case study of three fantasy films having the narrative structure of the germane myth : The Lord of The Rings, Harry Potter, The Chronicles Of Narnia based on the analysis basis : Hero's Journey 12 steps by J. Campbell, The analysis of scenes of each film visualizing the narrative structure of a novel can be used as the basic materials in the process of visualizing the scale of the original and message of a writer, we consequently believe that these analysis will be able to be applied the appropriate visual techniques (the special effect, the scene tractions, and etc.)in visualization of films.

A Study on pipelines of a media content production based on digital reconstruction (디지털 복원에 기반한 영상콘텐츠 프로덕션의 파이프라인 연구 -카이스트 문화기술연구센터 디지털 헤리티지 그룹의 사례연구를 중심으로-)

  • Choi, Yang-Hyun;Kim, Tak-Hwan
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1257-1264
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    • 2009
  • In regard to media contents of digital heritage reconstruction, they are actively produced in museums, art galleries and special exhibitions. However, there is no concrete guideline for the productions and the pipelines are not systematic either. This makes the process ineffective regarding time and cost. Media contents production of digital heritage reconstruction might seem similar to film or documentary production, but it is important to construct its specific pipeline based on its specific purpose. The digital Heritage group in research center for culture technology of KAIST produced media contents which digitally reconstructed various heritages such as Persepolis, Iranian remains, with National museum of Korea, Sukgulam, and Hue, an ancient city in Vietnam, with Cultural heritage administration of Korea. From these experiences and case studies, this paper will present a pipeline model for efficient production.

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Application of Interactive Digital Comics Directing for Comics Frame-Manner (칸 연출을 기반으로 한 인터랙티브 디지털 만화 연구)

  • Kim, Chee-Hoon;Hur, Young
    • The Journal of the Korea Contents Association
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    • v.8 no.7
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    • pp.153-160
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    • 2008
  • It devides that a comic book is based on paper and the other one is serviced through the medium of internet. Each one called conventional form of comic book and digital one. Currently digital comics are published on the various portals and WEB sites and they become one of the comic media and service. However, it is simply uploaded scan-images of comic book on monitors instead of paper. This is just only difference of output form of comics and it does not bring out any digital feature. Now we need a new comic research and experiments that are applied characters of digital for the conventional comic directing. Thus this research presents that the new possibility of digital comics with the core of digital contents, interactivity is applied for comic frame-manner and user customized storytelling.

The Importance-Performance Analysis on the Service Quality of Local Cultural Festivals(Based on Pyeongchang Hyoseok Culture Festival in 2013) (지역문화축제의 서비스품질에 대한 중요도-성취도 분석(2013 평창효석문화제를 중심으로))

  • Lee, Je-Yong
    • The Journal of the Korea Contents Association
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    • v.14 no.5
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    • pp.411-424
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    • 2014
  • This study tries to establish the evaluation standards of the service quality of local cultural festivals in an effort to identify public awareness of those festivals. Also, based on the importance-performance importance-performance analysis on the service quality, this research is aimed at finding ways to enhance service quality and to improve operation plans in more efficient ways for the maximization of visitors' use of festivals. Ultimately, the current study seeks to make a contribution to improving the quality of local cultural festivals. The results of the correspondence t-test analysis of importance and performance revealed that significant differences were found in following items of five factors; 1) in the responsiveness factor, the presence or absence of rest space, facility guide, communication, and installation of public restroom/cleanliness 2) in the certainty factor, food prices and staff members' kindness 3) in the reliability factor, all items including festival pamphlets (to the festival venue), guidance facilities/signposts, hospitality, schedule information, and quick responses 4) in the tangibility factor as well, all items such as the awareness of local culture, benefits, and storytelling 5) in the empathy factor, diversity of events and festival contents.

A Study on Directing Webtoon using Modules of Shot (숏(shot)을 활용한 웹툰의 연출 기법)

  • Kim, See-Eun
    • The Journal of the Korea Contents Association
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    • v.17 no.7
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    • pp.478-486
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    • 2017
  • The development of webtoon accelerated with development of smart devices. It became a daily life to enjoy digital contents such as webtoon using smartphones on the streets and subways, not just for the novelty of the new generation. With the advent of smart devices, the webtoon market has grown rapidly and webtoons of various themes and genres are pouring out. The growth of webtoon market is a good opportunity for artists, but competition is getting worse and it is difficult to satisfy readers with low quality. In order to create webtoon that can satisfy the readers, the artists are considered as important homework that can show the interesting story and show it effectively. In this study, I tried to prove that the method of directing using shot among the elements of animation can be utilized for directing webtoon effectively. In order to explain this, I have tried to explain the characteristics of webtoon and its relation with animation, and I chose the most important example of webtoon, 'Ko Soo(Ryu Ki woon, Moon jeong hu, 2015)', which has been popularized with successful storytelling and directing, and described character shot and time transition shot.

Visualization of 33 Avalokitesvara-Bodhisattva according to the Wishes (기원에 따른 33관음의 시각화)

  • Kim, Kyungdeok;Kim, Youngduk
    • The Journal of the Korea Contents Association
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    • v.18 no.9
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    • pp.240-247
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    • 2018
  • In this paper, we implement a digital content that visualizes 33 Avalokitesvara-Bodhisattva according to the wishes of the public. The 33 Avalokitesvara-Bodhisattva is described in the Avalokitesvara-Bodhisattva tale that is found in the ancient literature "Memorabilia of the Three Kingdoms" as Tangible Cultural Heritage. Also, it is easily found in a wall painting of traditional Buddhist temples. The 33 Avalokitesvara-Bodhisattva is the saint of mercy that transforms into 33 various forms according to the wishes of the public. The Avalokitesvara-Bodhisattva tales deal with differences in the types of wishes of the public, and the tales have been speeded like wildfire among the people. So, in this paper, we classify them into 4 groups by the wishes (healing, security, academic achievement, disaster relief) of the public, and then analyze its symbolism and activity of the 33 Avalokitesvara-Bodhisattva. Also, we implement a 2D digital content that represents visually it according to the wishes of the public. Applications of the implemented visual content are as follows; development of character, game, and digital storytelling associated with traditional culture, education service for Buddhist doctrines, etc.

Research on the Animation Storyboard Production Based on Storytelling (스토리텔링을 기반으로 한 애니메이션 스토리보드 제작에 관한 연구)

  • Kim Ji-Soo
    • The Journal of the Korea Contents Association
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    • v.6 no.3
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    • pp.154-162
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    • 2006
  • The weight of the story in the field of animation that is developed in digital and network is increasing gradually. It occurs not only in animation but several related fields. It shows the potential and needs of animation education based on the story. In this research several literary studies were conducted to identify essential factors of the story-telling in the animation story board production. To visualize the contents in details for the first time, we tried to find the intention of the producer of the animation story board and the work's depth by researching the role and production process in animation story board which applies all of the productions. The important visual factors in producing the animation will be the subjects of the research in near future, and the studies as the important communication art will be carried out by developing the visual and creativeness of the expressions.

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Visual textuality of stereoscopic 3D animation (3D 입체 애니메이션의 영상 특징에 대한 연구)

  • Jeon, Gyong-Ran
    • Cartoon and Animation Studies
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    • s.20
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    • pp.31-45
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    • 2010
  • Stereoscopic 3D animation contents are in the rise as a key part of contents market. Major animation studios are planning to produce 3D animations in a stereoscopic process. This study aims at understanding the visual textuality of 3D animation contents at its early stage. To understand 3D animation, , are analyzed. Stereoscopic 3D animations are exploring the new visual aesthetics using the specific storytelling, sequence ordering, camera working, shot size and camera angles etc. Based on these visual textualities, stereoscopic 3D animations are constructing telepresence, multi-senses of individual spectators. Stereoscopic 3D animations have formed their own aesthetics and cultural meanings in the digital age.

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Analysis on User Behavior of Social Game (소셜 게임의 사용자 특성 분석)

  • Han, Hye-Won;Shim, Se-Ra
    • The Journal of the Korea Contents Association
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    • v.10 no.12
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    • pp.137-145
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    • 2010
  • Humans are social existences who connect with others and live together. Communication between human has evolved into diverse formats and contents beyond time and space. Social Network Service builds social relationship based on web and its users increase rapidly in a global environment due to the user-friendly web circumstances, easy access and wide-spread supply of the smart phones. One of the aspect that is taking the center of Social Network Service is a Social Game. Social Games are based on web that has simple rules to play in fictional time and space background. This research is to analyze the relationship between social game, Social Network and user behavior through the Social Games Farm Villand Cafe World.This paper, firstly, is going to observe the characteristics of people who participate in the two social games 'Farm Ville' and 'Cafe World'. It, then, attempts to analyze individual and social human desires depicted in the games. In the social games, personal perception is revealed through an image of "possession", while one's social activity is displayed by an image of "consumption."