• Title/Summary/Keyword: Storytelling Design

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A Study on the Preference Factors of KakaoTalk Emoticon (카카오톡 이모티콘 선호도에 미치는 영향 요인에 관한 연구)

  • Lee, Jong-Yoon;Eune, Juhyun
    • Cartoon and Animation Studies
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    • s.51
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    • pp.361-390
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    • 2018
  • Users of KakaoTalk emoticons use Kakao Talk emoticons as means of communicating their emotions in virtual space. Emotional state is represented by design element (auxiliary, color, form, motion) and storytelling element contained in emoticons. The purpose of this study is to investigate the factors of the storytelling and design elements of kakaoTalk emoticons and how they prefer the kakaoTalk emoticons as emotional expression means. In terms of storytelling, crocodiles, peaches, dogs, ducks, lions, moles, and rabbits were made up of ordinary fruits and animals. Most of the emoticons are composed of stories with unique personality, and each story has a complex one by one, which makes it easy for users to approach and use them. In terms of design, I used various auxiliary elements (flame, sweat, tears, runny nose, angry eyes, etc.) to express angry, sincere, nervous, begging, joy, and sadness. The color elements consisted of most of the warm color series with the unique colors (green, red, yellow, pink, white, black, brown, etc.) of emoticon characters regardless of feelings of joy, anger, sadness, pleasure. The form factor is composed of a round shape when expressing factors such as joy and sadness. On the other hand, when FRODO and NEO express sadness and anger, they represent the shape of a rectangle. The motion elements are horizontal, vertical, and oblique expressions of APPEACH, NEO, TUBE, and JAY-G, expressing emotional expressions of sadness, anger, and pleasure. APEACH, TUBE, MUZI & / Shows the dynamic impression of the oblique and the radiation / back / forward / rotation. The anger of TUBE and FRODO shows horizontal / vertical / diagonal and radial motion. As a result of this study, storytelling is structured in accordance with each emoticon character. In terms of design, auxiliary elements such as flame, sweat, and tears are represented by images. The color elements used the unique colors of the character series regardless of the difference of emotion. The form factor represented various movements for each emotion expression. These findings will contribute to the development of communication, emotional design and industrial aspects. Despite the significance of the above paper, I would like to point out that the analysis framework of the storytelling and the semiotic analysis of the supplementary elements are not considered as limitations of the study.

Consumer's Perception of Types of Fashion Film (국내 여성복 브랜드의 패션필름 유형에 따른 소비자 인식차이)

  • Ahn, Sang Ah;Shin, Mi Hye;Lee, Hyun-Hwa
    • Journal of the Korean Society of Clothing and Textiles
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    • v.39 no.4
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    • pp.545-559
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    • 2015
  • This research investigates consumer responses to different types of fashion film used in national women's wear brands. The content analysis was conducted as a preliminary study for women's wear fashion brand based on the 2012/2013 fashion brand yearbook. Three types of fashion film (Wearing Apparel Products, Brand Advertising and Storytelling were used as stimuli for the present study. We analyzed 224 data gathered using SPSS 22.0. The results showed significant differences among types of fashion film in regards to film attitude, product evaluation, creativity, information literacy, re-watching intention and word of mouth intention variables. This study revealed that the Brand Advertising type received the most positive evaluation in many aspects. Especially, the Storytelling type received the most positive evaluation in creativity. Wearing Apparel Products type gained high points in information literacy. The present study helps brand managers determine a fashion film that best suits each brand characteristics.

A study of Convergence Relationship between Post-Modern aspects and storytelling from Imaging Content Production (영상 콘텐츠를 통한 포스트모던과 스토리텔링의 융합관계성에 관한 연구)

  • Jeong, Eui Tae;Jung, Kyoung He;Song, Ho Jin
    • Journal of the Korea Convergence Society
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    • v.7 no.6
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    • pp.177-184
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    • 2016
  • The age of digital content mainstream consumers in the era of smart technology is expanding compared to the past. Consumers are taking a leading role in the production and distribution of contents in various forms. At the center of this is a post-modern social structure and space that break down the boundaries among Personal Digital Device, contents, production and consumption as a medium. Content rejects the existence of the same thing in the world. The tendency of the main consumer segment and the provision of post modern storytelling that penetrates it creates a huge industry group with various forms of contents. In order to carry out this study, with analyzing examples of movies, games, and advertisements, we found the fact that the center of content creation for individuals made their unique style, excluding generality. As a result of this research, the relationship between the user-driven digital contents and post modern storytelling have been revised the awareness about the possibility of various convergence in the field of contents production.

A study of kinetic narrative educational contents based on English literature: A convergent approach (영문학 기반 키네틱 교육 콘텐츠의 교육적 유의미성과 현장 활용 방안 탐구)

  • Kim, Eun-Jung;Shin, Dong-il;Kim, Keum-Sun
    • Journal of Digital Convergence
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    • v.14 no.4
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    • pp.43-53
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    • 2016
  • The purpose of this study is to examine the meaningfulness and the possibility of developing kinetic narrative educational contents based on English literature with convergent approaches. To accomplish the objective, this paper examines three areas of research such as kinetic education, English literature education, and total physical response-storytelling method. It introduces the following three stages of development procedure: 1) selecting and analyzing English literature, 2) designing a prototype including the story flow, the movement and the motion interaction design, and 3) constructing motion database using Laban movement analysis. Then, how to apply it to young learners is illustrated with 'the story of the three little pigs,' Finally, implication for the field of young learner English education and English literature is discussed.

A Study on Digital Storytelling Based Programming Education (디지털 스토리텔링기반 프로그래밍 교육에 관한 연구)

  • Park, Jung-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.5
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    • pp.119-128
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    • 2014
  • This study conducted digital storytelling-based programing education targeting students at elementary school and analyzed educational significance as looking into perception on programing, making cognitive-affective assessments and having interviews. The results of the study are provided as follows. First, in terms of ex-post perception, from all the areas of fun, usefulness and ease of use, statistically significant differences were observed. It was also learned that female students have positive perception similar to male students. Second, the ex-ante and ex-post cognitive assessments came up with significant differences. Third, more affectively the class is developed, the number of students who would feel 'happiness' constantly increases. What the study has found there proves educational value of digital storytelling to programing education, and they will be used effectively as basic references for any relevant field to design measures for programing education of students at elementary school in the future.

Study on Storytelling of VR Cartoons (VR 카툰의 스토리텔링 연구)

  • Yoo, Taekyung
    • Journal of Broadcast Engineering
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    • v.23 no.1
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    • pp.45-52
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    • 2018
  • The virtual reality (VR) cartoon is a format of VR contents that leverage the characteristics of webtoons that provides the simple story line and graphical storytelling tools to strategically surmount limitations of VR contents design. The VR cartoon enables people to experience the imaginary three-dimensional space in the webtoon as a real space by the transformation of webtoon contents through VR prototyping. The VR cartoon successfully presents focused environment where people can readily pay attention to the contents without notable motion sickness. People have been familiar with the storytelling strategy in the context of published cartoons and webtoons, likely we've understood the narrative of a movie through the continuous scenes projected in the screen. Indeed, it has been recognized as a popular toolset of communication, where visual images are sequentially delivered by replacing multiple planar spaces to tell a story narrative. While there are discrete panels with the time and space resolution in the graphical cartoons, people can distill a commit closure based on their past experiences. This is a typical "grammar" of the cartoon, which can be extrapolated to the VR cartoon that provides a seminal storytelling strategy. In this article, we review how the storytelling strategy in webtoons has been transformed into that in VR cartoons, and analyze the key components of VR cartoons. We envision that our research can potentially create keystones to produce variety of new VR contents by reflecting various narrative media including cartoon as a 'sequential art'.

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 Transmedia Storytelling Strategy of Local Government Character (지방자치단체 캐릭터의 트랜스미디어 스토리텔링 전략 연구)

  • Kim, Soong-Hyun
    • Journal of Digital Convergence
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    • v.19 no.12
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    • pp.427-433
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    • 2021
  • With the support of the government and public institutions, local government characters achieved a lot of quantitative growth. However, there are very few successful cases such as strengthening local identity and revitalizing the local economy using characters. This paper presents a transmedia storytelling strategy as a way to solve the problem of local government characters. To do so, I identify the problems of the current local government characters, and analyze the preceding studies on the features and components of transmedia contents, and the principles of transmedia storytelling, to develop strategies and yielded the expected effect. The transmedia strategy of local government characters consists of a total of three stages. In the first step, the local identity is established through the development of a unique story to the region. The second step, improve attractivity by renewing character design for various individual media platforms. And lastly the third step, enhance usability by expanding interactivity based on communication and participation of development actors and the public. This paper is meaningful in that it derives a transmedia storytelling strategy from the perspective of brand marketing as a way to revitalize local government characters. Based on the conclusions drawn from this study, a follow-up study is needed to apply it to specific cases of local government characters.

A Study on the Measures for Utilizing the Community Furniture Using the Storytelling Function of Regional Cultural Heritages - Suggesting Convergent Pragmatic Alternatives on Bus Shelter - (지역 문화유산의 스토리텔링 기능을 이용한 커뮤니티퍼니처 활용방안 연구 - 버스쉘터에 대한 융복합적 실용방안 제안 -)

  • Lee, Ho Sang
    • Korea Science and Art Forum
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    • v.37 no.3
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    • pp.365-376
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    • 2019
  • Now, our urban space is composed of all kinds of sculptures that lost its individual charm in trend flows and street furniture standardized by the integrated design of standardized franchises and similar architectures per each region and autonomous districts. This study was to introduce the concept called the 'community furniture' in the urban environment that there is no an identity of the regional culture and a sense of place because of the mostly similar street environment. The purpose of this study is to propose the concept called the 'community furniture' referred to as public facilities that imply specific identities of some regions that have became the community art expanded into necessary facilities of urban composition as bus shelter's universal convenience and functionality have been preferentially handled and its regional identities are reflected. For doing this, this study fulfilled application alternatives of community furniture design's basic principles after examining the storytelling process of local cultural heritages and analyzing domestic and foreign cases of bus shelters. Results of this study are as follows. First, convergent synergy effects in information and culture and art sectors could be expected as bus shelters visually deliver storytelling factors that imply locally related images. Second, space and place's characteristics and sustainable design concepts embody local characteristics. They can suggest directions for vitalizing urban environment designs by being in harmony with surrounding environments. Third, it is expected that realizing distinctive places is possible as bus shelters with local communities' aesthetic consciousness and regionality are composed of new street spaces.

A Design Direction for Residential Space under Ubiquitous Environment (유비쿼터스 환경에서의 주거 건축설계 방향설정 연구)

  • Yoon Ki-Byung
    • Journal of the Korean housing association
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    • v.17 no.4
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    • pp.145-153
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    • 2006
  • Ubiquitous space can be described as a combined space of physical space and digital space. Ubiquitous space possesses new possibilities by combining the two. The concept of ubiquitous home will bring new changes in residential space design. First of all, it makes possible for more convenient and secure home. It has to be developed along with city and town level changes as ubiquitous environment. Secondly, concept of extended space as an extension of living space becomes possible by linking with outside spaces. Thirdly, as consumer requirements for residential spaces will become more versatile by social changes, ubiquitous home can be a good means to meet these versatile consumer requirements by accommodating concept of multi-functional space and flexible space. It is quite important to predict user requirements in rapidly changing social environment and versatile personal inclinations. Instead of POE methodology which can analyze and evaluate in exiting types of designs, storytelling methodology can be used to predict and direct for future requirements of living. The methodology makes scenarios of space usage for future living and extracts design requirements for the living. The concept of intelligent space has to be introduced. It is different from digital home that only accomodate digital devices in space. In intelligent space, space itself has to be recognized as an identity that interacts human directly. Intelligent space recognize human requirements and control digital devices as a response. Multi-functional space is closely related with intelligent space that can changes for business, entertainments as well as for rests by user requirements instantly. Flexible space that also intends to meet requirements of mobility and versatility can be attained through the integration of digital technology into current physical mobile systems. Interaction design becomes integral part for ubiquitous space design along with physical design. For the residential space design, digital illiteracy has to be considered for interaction design. Instead of the concept of passive existence, space itself has to be recognized as active subsistence that reacts with human. Intuitive and natural interaction for human will be a key design element for space-human interface design.