• Title/Summary/Keyword: Storytelling 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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A Study on the Masculinity of Male Characters Represented in the Disney Feature Animation Frozen (디즈니 장편 애니메이션 <겨울왕국>에 나타나는 남성 캐릭터의 남성성 연구)

  • Oh, Dong-Il
    • Journal of Digital Contents Society
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    • v.18 no.7
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    • pp.1217-1226
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    • 2017
  • The Disney Studios have been aiming at the animation storytelling of the signification system that the contemporary audience can universally accept. And it can be said that such storytelling is aesthetic expression based on the contemporary mainstream dominant mythology. Seen from this perspective, the changes of the masculinity of male characters that are represented in the Disney feature animation Frozen are not just a simple aesthetic phenomenon but a strategy of animation storytelling that reflects the contemporary cultural and social trend. The gender identity of the male characters of Frozen is completely freed from the existing stereotypes about Disney feature animations, and it positively presents the changes of the gender roles that reflect the changes in social value and the needs of the times.

Effects Tourism Storytelling on Tourist's Attitude : Mt. Hanla on Jeju Island (관광스토리텔링 속성이 관광태도에 미치는 영향 연구 -제주도 한라산영실탐방로를 중심으로-)

  • Choi, Young-Min;Choi, Hyun-Sik;Choi, Young-Sun
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.442-454
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    • 2011
  • The study seeks to explore essential factors that influence tourists' continual revisit intentions to storytelling. The variables some factors such as education value, emotional value, theme value, satisfaction, and revisit from the model to achieve the research objective. The survey was conducted by users who has previously experienced tourism storytelling. Structural equation modeling is used to investigate the relationships between the factors and results show that 'education value', 'emotional value', and 'theme value', a variables are positively related to tourists satisfaction and revisit intentions. In particular, two factors which are education and theme had strongly significant of tourist's attitude. The identified factors that influence revisit intentions on storytelling can be useful for analyzing the market trends and suggesting industrial guideline of Jeju Island and Mt. Halla.

Multimodal based Storytelling Experience Using Virtual Reality in Museum (가상현실을 이용한 박물관 내 멀티모달 스토리텔링 경험 연구)

  • Lee, Ji-Hye
    • The Journal of the Korea Contents Association
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    • v.18 no.10
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    • pp.11-19
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    • 2018
  • This paper is about multimodal storytelling experience applying Virtual Reality technology in museum. Specifically, this research argues virtual reality in both intuitive understanding of history also multimodal experience in the space. This research investigates cases regarding use of virtual reality in museum sector. As a research method, this paper conducts a literature review regarding multimodal experience and examples applying virtual reality related technologies in museum. Based on the literature review to investigate the concept necessary with its related cases. Based on the investigation, this paper suggests constructing elements for multimodal storytelling based on VR. Ultimately, this paper suggests the elements of building VR storytelling where dynamic audio-visual and interaction mode combines with historical resources for diverse audiences.

A Study of VR Interactive Storytelling for Empathy (공감을 위한 VR 인터랙티브 스토리텔링 연구)

  • Bae, Byung-Chull;Kim, Dong Gyun;Seo, Gapyuel
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1481-1487
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    • 2017
  • In this article we describe our preliminary work to create VR interactive storytelling particularly for building empathic relationships between the reader (or the player) and story characters. As a practical guideline for developing empathy-based VR interactive story, we propose four key factors: first, narrativity considering narrative theories and concepts including the notion of focalization by Gerald Genette; second, interactivity for balancing between narrative and player control in interactive storytelling domain; third, consideration of virtual reality in human computer interaction domain; fourth, empathy in narrative from the viewpoint of psychology and cognitive science. We also introduce an example interactive storytelling scenario based on Little Red Riding Hood story. Finally we conclude with our VR implementation using Unreal game engine and HTC Vive.

Hayao Miyazaki's Animation Storytelling: Aesthetics of Confrontation and Coexistence Represented in the Mythical Space (미야자키 하야오의 애니메이션 스토리텔링: 신화적 공간에 나타나는 대립과 공존 의 미학)

  • Oh, Dong-Il
    • Journal of Digital Contents Society
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    • v.18 no.4
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    • pp.649-657
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    • 2017
  • Hayao Miyazaki provides pleasure which go beyond the barrier of culture and language through realizing pan-cultural and mythical space which can communicate with the audience through unique, aesthetic expression. In his animation storytelling, diverse tangible and intangible symbolic elements based on the traditional culture inherent to Japan are actively utilized, and he provides the audience with the aesthetic pleasure of arbitrary interpretation and contemplation by composing the system of connotative signification through such symbols. In this process, he creates the value of the system of meaning which clearly conveys the mythical message of connotative meaning of the work through the aesthetic form based on the universal experience of confrontation and coexistence. It can be said that this is the communicative value of animation storytelling pursued by Hayao.

Multidisciplinary Research for Types and Storytelling Strategies of Science Technology YouTube Channel : focused on Activity-centered Type Video Channel (과학기술 유튜브 채널의 유형과 스토리텔링 전략에 대한 다학제적 연구 : 활동형 채널을 중심으로)

  • Kim, Hye Yung;Yoo, Dong Hwan
    • Korea Science and Art Forum
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    • v.37 no.3
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    • pp.113-123
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    • 2019
  • In line with policy support and demand, mobile videos about science and technology have growth potential. For activation of domestic mobile video contents about science and technology, this article aims to analysis current global leading contents and draw implications for benchmarking. Therefore, this paper attempted to analyzed types and storytelling strategy of Science and technology channels on YouTube, which has the most influence among the mobile video media. The results are as follows. Fist, the YouTube contents about science technology are categorized into three types, activity-, explain-, review-centered type. Second, activity type channels are classified into 4 sub-types. Third, The core storytelling strategy of activity type channels is a combination of familiarity and unfamiliarity to deal with everyday material through specialized scientific and technological methods. Based on the results of this research, we expect to plan and produce global killer contents.

The Design of Interactive Story Generation method based in CBD (컴포넌트기반 인터랙티브 스토리 생성 방법 설계)

  • Song, Yu-Jin;Lee, Eun-Joo;Han, Deok-Soo
    • Journal of Korea Multimedia Society
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    • v.17 no.6
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    • pp.751-758
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    • 2014
  • Under the environment of various network and multimedia, various theories are studied to make utilize digital story telling authoring. In the era of digital convergence and ubiquitous information, they want to send information with additional emotional information which is preferred constructive sending method. Digital storytelling refers to a unified technology for narrative structure with the picture and act. If engraft with particular research field, It will make interactive or linear story structure. These structures have problems that they are mismanaging on the result and they are not integrated systemization in each society. Because those are designing storytelling without development process and they are focusing on web distribution. This thesis is design using the object-oriented methodology of component-based design methodology, This thesis create digital storytelling and design metadata for contents management. In the requirement phase, subject and predicate part are extracted from the narrative structure of the story and restructure an organization. We explain by giving specific examples "kongjwi and patjwi" story as a case study.

A Note on the 'Comparing Objects' Unit as Storytelling in the Elementary School Mathematics Textbooks (초등학교 수학 교과서에 제시된 스토리텔링 방식의 '비교하기' 단원에 대한 교육적 고찰)

  • Paek, Dae Hyun
    • Journal of Elementary Mathematics Education in Korea
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    • v.19 no.4
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    • pp.527-544
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    • 2015
  • Storytelling is one of the important features in the elementary school mathematics textbooks of the 2009 revised curriculum. In particular, the whole 'comparing objects' unit in the first grade mathematics textbook is based on storytelling method. In this study, we investigate the contents of the stories and the mathematical activities in the 'comparing objects' unit from both mathematical and character educational viewpoints. Based on our investigations, we analyze educational problems on teaching and learning mathematics as storytelling, suggest reconstructed alternative mathematical activities, and drew their educational implications.

A proposal for storytelling cultural products using Baekje Relic Jinmyosu (Guarding animals in tombs) (백제 유물 진묘수(石獸)를 활용한 스토리텔링 문화상품 제안)

  • Ra, Sun-Jung
    • Journal of the Korea Fashion and Costume Design Association
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    • v.22 no.4
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    • pp.17-24
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    • 2020
  • Storytelling, a medium that arouses the customers' purchasing need by playing on their emotions, is the best content that can be used as it can increase the value of goods using information. This paper's significance is that it suggests cultural products that can be used by using Baeke relic Jinmyosu (Guard Animals) as a motif. The purpose was to present the possibility of high value-added cultural products using storytelling techniques. This study developed storytelling by adding the meaning of Jinmyo and Beoksa, who calm protected their masters from evil forces with horns and wings, and has the meaning of ascending into heaven and guiding the soul on the right path. That image gives a glimpse of originality and differentiation to Baekje. This study proposed 4 cultural products as 'Keeper Stone Mason' and 4 'Stone Mason Teller.' The proposed cultural products can help to give correct awareness of Baekje culture through a correct understanding of the historical significance of the Baeke relic, Jinmyosu. Moreover, it will help promote the originality and excellence of Baekje culture around the world by enhancing the value of Baekje culture. This study is expected to be used as a guideline for further research on developing cultural products that can create added value in various fields.