• Title/Summary/Keyword: Storytelling Model

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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.

A Study on the Development of Intelligent Contents and Interactive Storytelling System (지능형콘텐츠 개발과 인터렉티브 스토리텔링 시스템 연구)

  • Lee, Eun Ryoung;Kim, Kio Chung
    • Journal of Digital Convergence
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    • v.11 no.1
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    • pp.423-430
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    • 2013
  • The development of information technology introduced digital contents and Social Network Services(SNS), and allowed the virtual transaction and communication between users called "the experience knowledge" advanced from "the objective knowledge." This paper will analyze interactive storytelling system creating different types of stories on narrative genre about family history, personal history and so on. Through analysis on narrative interviews, direct observations, documentations and visual records, contents about CEO story, corporate story, family story and especially family history will be categorized into sampleDB and informationDB. Accumulated contents will allow the user to increase the value and usage of the contents through interactive storytelling system by restructuring the contents on family history. This research has developed writing tool data model using different digital contents such as texts, images and pictures to encourage open communications between first generations and third generations in Korea. Furthermore, researched about connected system on interactive storytelling creation device using various genre of family story that has been data based.

An Analysis of Game Scenario Variations in Literature Using Actant Model - Focused on "Hamlet" and "Mabinogi" (행위소 모형을 통한 문학의 게임시나리오 변용 양상 분석 - 「햄릿」과 「마비노기」를 중심으로)

  • Kim, HwaLim;Kim, Hanil
    • Smart Media Journal
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    • v.6 no.3
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    • pp.64-67
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    • 2017
  • Literary works are used as materials for various cultural contents including plays, movies, cartoons, and games. According to the results of the previous study, it is possible to create a game story that is plausible and universal even if the game storytelling is carried out using the elements extracted from the source data. It is expected that the analysis of the transformed contents of literary works will be analyzed. In this paper, we analyze the scenario of "Mabinogi" using literary works in domestic online games using Greimas' s actant model. The analyzed results are compared with Hamlet, which is the source of the source, and analyzed the structure, age, background, heroine, goal, theme. This study confirms the change of the narrative when the literature is contents, and the analysis is meaningful in analyzing the transformational patterns of game scenarios based on literary works. I hope that it will contribute to the study of various methods of storytelling by various materials of literature works.

A study on story generation model of blogging (블로그 글쓰기의 스토리생성 모델 연구)

  • Yun, Hyun-Jung
    • Journal of Digital Contents Society
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    • v.15 no.1
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    • pp.29-38
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    • 2014
  • The purpose of this study is to analyze story generation model of blogging. This study considers the structural factors like RSS, Trackback of the blog that generate stories. RSS pushes stories and this makes 'Story Unit'. By contrast, Trackback pulls stories and this makes 'Story extension'. By applying the concept of C. S. Peirce's "interpretant" for analysis process of story generation, story transformation, and story circulation on a blog, this study examines the meaning that each process create. This study suggests the process of story generation model on blogging as an integrated symbol and presents the model in storytelling perspective.

The Structural Relationship between Selection Attributes of Traditional Culture Festival Storytelling, Brand Equity, Brand Attitude, and Brand Loyalty (전통문화축제 스토리텔링의 선택속성이 브랜드자산, 브랜드태도, 브랜드애호도와의 구조적 관계)

  • Lee, Je-Yong;Yoo, Kwang-Woo
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.647-659
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    • 2018
  • 'Waiting for a Thousand Years & Mingling with World People-Gangneung Danoje Festival 2017 as an Important Intangible Cultural Property' is the festival with the longest history in Korea. In spite of its historical value, however, there are not many academic researches on the value of festival brand equity. Thus, the objective of this study is to empirically analyze the influence relationship between selection attributes of festival storytelling, brand equity, brand attitude, and brand loyalty through the structural equation model. Regarding the spatial scope of thesis material, a survey was conducted focusing on 657 tourists visiting the Gangneung Danoje Festival. In the results of verifying the hypotheses in accordance with the structural equation model, the selection attributes of festival storytelling had effects on the brand equity, and the brand equity had effects on the brand attitude and brand loyalty while the brand attitude had effects on the brand loyalty. Based on such results of this study, the implications could be suggested as follows. First, the local contents culture should be developed together with local experts and residents by finding its local custom. Second, the brand equity that could prioritize the strategy of characteristics should be increased by emphasizing the selection attributes of storytelling. Third, the phased development should be achieved through local residents' open participation by dividing roles of experts and non-experts as festival manpower.

Study of Re-writing "A Tale of the Conquest over a Big Enemy from an Underground Nation" - Focusing on picture book narrative (지하국대적퇴치설화를 활용한 새로쓰기 연구 - 그림책 서사를 중심으로)

  • Kim, Hwa-Lim;Kim, Hanil
    • Smart Media Journal
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    • v.6 no.4
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    • pp.88-93
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    • 2017
  • The story of "A Tale of the Conquest over a Big Enemy from an Underground Nation" is a story that is distributed all over the world. This familiar narrative structure can be accepted without great objection even in places with different cultures. In case of storytelling with the elements extracted from the narrative according to the previous research, storytelling of the picture book was carried out using the element and structure of the narrative. One of the ways to content the story is called a re-writing. In this paper, we divided the components of picture book into literary subjects, plots, characters, and backgrounds. "A Tale of the Conquest over a Big Enemy from an Underground Nation" is analyzed in the same way. And presented storytelling of the picture book.

A Study of Retrieval Model Providing Relevant Sentences in Storytelling on Semantic Web (시맨틱 웹 환경에서 적합한 문장을 제공하는 이야기 쓰기 도우미에 관한 연구)

  • Lee, Tae-Young
    • Journal of the Korean Society for information Management
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    • v.26 no.4
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    • pp.7-34
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    • 2009
  • Structures of stories, paragraphs, and sentences and inferences applied to indexing and searching were studied to construct the full-text and sentence retrieval system for storytelling. The system designed the database of stories, paragraphs, and sentences and the knowledge-base of inference rules to aid to write the story. The Knowledge-base comprised the files of story frames, paragraph scripts, and sentence logics made by mark-up languages like SWRL etc. able to operate in semantic web. It is necessary to establish more precise indexing language represented the sentences and to create a mark-up languages able to construct more accurate inference rules.

Development of Mathematics Learning Contents based on Storytelling for Concept Learning (초등학교 수학과 개념학습을 위한 스토리텔링 기반학습 콘텐츠 개발)

  • Oh, Young-Bum;Park, Sang-Seop
    • Journal of The Korean Association of Information Education
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    • v.14 no.4
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    • pp.537-545
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    • 2010
  • The purpose of this paper is to develop mathematics learning contents for elementary school 3rd graders and to verify the educational effectiveness of contents developed. An ADDIE model was applied to develop mathematics learning contents based on storytelling for concept learning. After extracting 54 concepts from the mathematics curriculum, researchers designed strategies using concepts that were combined with context which is familiar to young students. Researchers implemented a survey and interview to students and teachers to verify the effectiveness of contents. As a result, the understanding, interest, concentration, and expectation of students toward the contents developed were very high, and teachers also mentioned that these contents could be very useful teaching materials for motivation.

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Story Value Analysis of Sharing between Mutual Media with the Cases Oriented in Films and Games (매체 상호간 공유 가능한 Story Value 분석 - 영화와 게임의 사례를 중심으로 -)

  • Lee, Ja-Hye;Kim, Mi-Jin
    • The Journal of the Korea Contents Association
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    • v.8 no.12
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    • pp.72-80
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    • 2008
  • The movie and game are on the center of entertainment industry. The OSMU(One Source Multi Use) method of two media is the most conspicuous in sharing stories. Particularly, the storytelling of a game emphasizes a harmonization between the elements that can be used for a game on narrative point of view(the traditional plot like novel, film and etc.) and the elements reflecting the interactivity, the characteristic of a game. In the gaming made with a film and filming made with a game, the main element of successful storytelling is the story value. In this paper, we describe through the case analysis of the gaming made with a film and filing made with a game in three aspects based on hero's journey steps of Joseph Campbell and $Gr\acute{e}mas's$ actant model theory, which they are the story event, the type and relation of characters, and the complication type between the characters. we, consequently, believe that the compatible storytelling between two media (film and game) and the setting way of characters could be made with the successful diversification in OSMU.

A Study on the Character Business Model through Storytelling Analysis of 'Dooly the Little Dinosaurus (<아기공룡 둘리>의 스토리텔링 분석을 통한 캐릭터 비즈니스 연구)

  • Ryu, Yu-Hee;Lee, Jong-Han
    • Cartoon and Animation Studies
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    • s.38
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    • pp.217-236
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    • 2015
  • Character business is generally synthetic business over the cultural barrier and it is highly estimated because it creates high added value as emotional business when emotional marketing is the hottest thing on the market lately. So, the long seller characters are regarded as important items much further. , the typical long seller character in Korea, succeeded in both the cartoon and animation with popularity and there are plenty of OSMU (One Source Multi Use) products spinning from it. Since 2000, however, the markets of comics, animation and characters have been departmentalized, and the characters which were analytically designed, have appeared. For these reasons, the characters market of is exceedingly stagnant than ever before. This is aimed at determining the reason why the characters market of is depressed focusing on the storytelling and then, displaying the innovation strategy for storytelling in .