• Title/Summary/Keyword: Storytelling factors

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Analysis of the Factors for the Box Office Success in Korean, Chinese and Japanese Film Market Approach to the Storytelling (스토리텔링의 관점에서 본 영화흥행요소분석 - 한국·중국·일본영화를 중심으로)

  • Park, Chul
    • The Journal of the Korea Contents Association
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    • v.13 no.7
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    • pp.51-61
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    • 2013
  • This Paper aims to explore the key factors that drive box-office success in Korean, Chinese and Japanese film market regarding to the storytelling of the movies. At first, I researched the top 20 movies at the box office of Korean, Chinese and Japanese film market from 2007 to 2011.And then I tried to figure out the key factors for the success and the differences among those countries. Usually the purpose of the movie planning in Korea is for the domestic market. In the profit structure of Korean film industry, it is really hard to focus on the overseas film market. In Chinese film market, recently it has been changed a lot especially film genre. The movie liked to watch is melodrama, romantic comedy movie It is being changed to the comedy genre from the war and martial arts movie. And it is emphasized the importance of the scenario in the film production. They want to watch their lives like a real and dreams at the movie and the movie tries to show this trend. In Japanese film market, they made movies in which TV drama, animation and cartoon according to the O.S.M.U. strategy. The movies like to watch are the blockbuster movies, horror movies, thriller movies and melodrama. Comparing with Korea and China, they like movies which show more fantastic and fairy tale imagination.

Strategic Planning for Initiating Local Cultural Festivals (지역문화축제 활성화를 위한 전략적 기획 방안의 모색)

  • Ahn, Seong-Hye
    • The Journal of the Korea Contents Association
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    • v.8 no.12
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    • pp.168-175
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    • 2008
  • As the travel industry grows and becomes increasingly more competitive, municipal governments have undertaken great efforts to maximize limited resources and develop their local economies by initiating and developing cultural festivals. Such festivals and events have become an efficient mechanism to enhance their image, increase tourism, and ultimately, stimulate their economy. However, marketing efforts to scale globally typically falter due to various factors: lack of originality, poor quality of contents, and a scarcity of competitive power. Hence, I wish to propose a model for developing cultural semiology and visual literacy, with storytelling utilized as a means of strategically illustrating local cultural festival contents. Subsequently, it is expected that such a model can underpin the importance of developing coherent edutainment content while illustrating the true meaning/value of local festivals.

Students' Perception on the Effects of the SSI Instruction Using Digital Storytelling Approaches (디지털스토리텔링 활동 기반 과학관련 사회쟁점 수업의 교육적 효과에 대한 인식 탐색)

  • Park, Sehee;Ko, Yeonjoo;Lee, Hyunju
    • Journal of The Korean Association For Science Education
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    • v.37 no.1
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    • pp.181-192
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    • 2017
  • This study aims to examine the educational effects of the SSI program using Digital Storytelling (DST) approaches. Since DST provides students opportunities to express their own opinions in the form of stories and to share learning outcomes through the web, we developed and implemented SSI program by adopting the concept of DST in order to produce synergistic effects on student learning. Twenty-four 9th graders who enthusiastically engaged in the DST-based SSI program participated in this study. The students responded to focus group interviews after the instruction, and all interviews were transcribed for analysis. The results indicated that the students became aware of socio-ethical perspectives of each SSI topic while searching and collecting data by themselves. They also felt the necessity to consider multiple perspectives around the issues by having discussions with group members. Second, pre-producing DST allowed students to negotiate to settle on a group discussion, and to use emotional contents that can lead viewers to have sympathy. In addition, while producing DST, students considered various factors such as design, soundtrack, visual effects, and screen composition in order to express their opinions and convey their messages more effectively. In the stage of sharing DST outcomes and receiving feedback, they realized new perspectives that they did not perceive in the previous production process, and to move them into an action for resolving the problems caused by SSI. This study showed the potentials of DST-based SSI instruction as a good strategy to support students' SSI engagement.

Local Festival and Culture Contents (지역축제와 문화콘텐츠)

  • Kim, Kyung Sook
    • Journal of the Korea Convergence Society
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    • v.8 no.7
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    • pp.183-189
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    • 2017
  • This research aims to inquire about local festival culture contents of France which are considered a successful case of cultural contents industry and will make a diagnosis regarding the applicability and concomitant problems in our country. It reviews French local festival and culture contents, represented by Bordeaux wine Festival. This research analyses the structure of storytelling and the emotional factors as communication and experience tool of historical and cultural resources in terms of cultural semiotics. The findings are as follows: First, it is about a strategy linked with historical and cultural resources as a package touristic product made of the tradition, history, cultural heritage, arts and winery experience. Second, it is about a storytelling strategy. The status of Bordeaux wine holds a splendid story originated in long historical background and benefits of nature. Third, it is about a strategy oriented to communication and experience. Fourth, it is about a strategy inducing fun and fantasy. A festival is a form of a play, and the play is the culture itself. The revitalization of local festivals which allow the increment of one's most personal happiness index is estimated to have the most crucial values and significance. Finally, the cases of European local festivals are considered to be worth benchmarking in many different domains in the sense that they create new contents by making interesting stories adapted from the past history.

Directing User's Eye Gaze Movement in an Interactive VR Animation (인터랙티브 VR 애니메이션의 시선 유도를 위한 연출)

  • Ahn, Chan-Je;Lee, Tae-gu
    • The Journal of the Korea Contents Association
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    • v.21 no.3
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    • pp.103-113
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    • 2021
  • Rather than a directing method of existing animations, VR animation needs a different method of direction. Existing animations were displayed on a screen in movie theaters. But using an existing direction method for the 360° perspective in a VR animation makes it difficult for the user's gaze to move in a way the directors have intended. I analyzed 3 VR animations with a theoretical background of Rudolf Arnheim's visual perception theory and Bruce Block's visual factors that bring high attention. In the process of perception of space, focus on the gaze, movement of the gaze, the 'movement' factor was used most often to attract the gaze. An interactive VR animation attracts user's gaze by allowing users to participate in important points of the story. With an analysis of the animation, it proposed a gaze attraction through the movement of the character with an interaction directing method for reducing motion sickness. Also, it proposed intuitively attracting gaze movement by using GUI and attracting user's participation by using an interactive event with an interaction directing method of storytelling comprehension. With two types of directing proposal, we expect it to be utilized as a basic research method for attracting users to be immersed in storytelling while reducing cyber motion sickness, which is a problem in VR animation.

A Study on Storytelling of Yeongweal-palkyung Applied by Halo Effect of King Danjong' Sorrowful Story (단종애사(端宗哀史)의 후광효과를 적용한 영월팔경의 스토리탤링 전략)

  • Rho, Jae-Hyun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.36 no.3
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    • pp.63-74
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    • 2008
  • With the awareness that Sinyeongwol Sipgyeong(ten scenic spots in Yeongwol) were designed too hastily and only for PR purposes after the change in the tourism environment, this paper indicates that most tourism and culture sources in Yeongwol are related to King Danjong, the sixth king of the Joseon Dynasty. This study proposes a 'Storytelling Plan' for the landscape content called 'Cultural Landscapes - Yeongwol Palgyeong(eight scenic spots in Yeongwol)' after reviewing types and content of Yeongwol Palgyeong through the halo effect of the well-known sad history of King Danjong and the cultural value of Yeongwol. The significance of the unity of the historic site and neighboring landscape is focused on by investigating the anaphoric relations between cultural landscape texts('Yeongwol Palgyeong') and historic content(the sad history of King Danjong). For this, the cultural lnddscape of Yeongwol has been framed and layered to make spatial texts. To emphasize the 'Telling' as well as the 'Story,' interesting episodes have been reviewed to discover a motive. To diversify the 'Telling' methods, absorptive landscape factors have been classified as 'Place,' 'Object' and 'Visual Point.' In addition the storytelling of Yeongwol Palgyeong was examined in consideration of the story and background of 'Yeongwol Palgyeong - Sad Story of King Danjong' and the interaction of a variety of cultural content by suggesting micro-content such as infotainment and edutainment as absorptive landscape factors. In order to make the storytelling plan available in practice as an alternative plan for Yeongwol Tourism, a visual point should be properly set to make the landscape look sufficiently dynamic. In addition, real landscape routes and narration scenarios should be prepared as well. Professional landscape interpreters who are well informed of the natural features of Yeongwol and the history of King Danjong should be brought into the project, and Internet and digital technology-based strategies should be developed.

가치혁신 전략을 적용한 디지털콘텐츠 평가에 관한 연구;구글과 네이버의 검색 서비스를 중심으로

  • No, Mi-Jeong;Mun, Hyeong-Nam
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2007.05a
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    • pp.229-238
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    • 2007
  • This study was intended to point out the limit of existing digital content-centered studies, or approaches from the viewpoint of the supplier and in the aspect of business profit model and find ways to assess the quality of digital content, considering the characteristics of digital content. For this, the study is to apply value innovation strategy to digital content assessment, to analyze the applicability, and to propose a new and practical framework for digital content assessment method. To this end, this study selected the global No. 1 search service provider Google and local portal site Naver search service. The study on assessment factors by value innovation strategy was based on existing literature, while user-value elements in that respect were confined to information quality, interactivity, communication, interactive storytelling, and usability. This study objectified the relation with the value innovation strategic analysis, through qualitative and quantitative analyses on value elements of search service users.

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A Study on Concept Generation and Development for Street Furniture Design through Extracting Design Factors from the Space Design

  • In, Chi-Ho
    • Journal of the Korea Furniture Society
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    • v.22 no.3
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    • pp.183-189
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    • 2011
  • This is a study on methods for designers of furniture and products to generate and develop design concept in consideration of design and existing conditions of the space when they design street furniture. In particular, in case when they participate in a process of designing new space, this study aims to reveal methods generating strategic elements and basic ideas for designing street furniture through cases study of projects by understanding and analyzing concept of overall space design and by extracting artistic elements for deployment of specific designs. First, Design DNA, which decides overall flow of design concept of street furniture, is extracted through analyses of basic concepts of space design. Next, by applying 3V Design Process, alternatives of the concept generation are suggested through methods of storytelling and design language under the two approach methods of verbalization stage and visualization stage. Also its methods were explored through suggestion of designs by developing each idea of the respective concepts into specific design vocabulary.

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A Basic Study on the Development of Functional Games for University Lectures - Focusing on clinical reasoning capabilities (대학 강의용 기능성게임 개발 기초연구 - 임상추론역량을 중심으로)

  • Seo, Hee-Kyung
    • Journal of Korea Game Society
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    • v.19 no.3
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    • pp.65-74
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    • 2019
  • This study presented specific alternatives for the use of digital storytelling elements as college education and provided basic data for future Serious games to be more popularized and used as reference materials in various academic circles by considering the criteria for the quality evaluation of game contents, which had been pointed out as limitations of functional games. In particular, the factors to be considered were mainly in developing functional games to learn the clinical reasoning process.

A Study on the Type and Sense of Place of the Lighting Design of Urban Public Space (도시 공공공간 조명디자인 유형과 장소성에 관한 연구)

  • Ma, Dong Qing;Yoon, Ji Young
    • Korea Science and Art Forum
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    • v.27
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    • pp.101-114
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    • 2017
  • Based on the relationship between urban public space, urban lighting and the sense of place, this paper aims to analyze the lighting environment types with the sense of place and their characteristics. First, with the theory study as the research foundation, it extracts six spatial factors of public space lighting design and then analyzes 12 relevant cases on the basis. Finally, it divides the 12 cases into four types, Basic types, Storytelling, Interactive and Multi-Media and analyzes the core design factor and characteristics of various types. The results show that: first, functionality, sustainability and aesthetics are the basic factors to realize the urban public space lighting places. Second, the six cases of "Storytelling" show that the theme of specific areas, namely the exploration of "story" is conducive for lighting design to form clear and definite environment recognition. Third, for "Interactive" and "Multi-Media", the intervention of new media technology and new lighting way has made the wide expansion of urban lighting design connotation and extension. The research results show that strengthening the urban location performance by the lighting design could improve the city image, which provides the basis for the development of urban public space lighting design.