• Title/Summary/Keyword: Visual Storytelling

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A Study on Structural Aspect of Storytelling in Contemporary Cinema -Focused on the style of Structural Film and Apichatpong Weerasethakul's Film- (현대영화에 나타난 스토리텔링의 구조적 경향에 관한 연구 -구조영화와 아피찻퐁 위라세타쿤의 영화양식 비교를 중심으로-)

  • Seo, Won-Tae
    • Journal of Digital Convergence
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    • v.12 no.9
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    • pp.325-333
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    • 2014
  • The purpose of this research is to analyse the structural aspect of storytelling in contemporary cinema which is focused on the Apichatpong Weerasethakul's film. The structural/materialist filmmakers insisted the formal experiment of film form itself and the methodology to create meaning by using it. Apichatpong Weerasethakul accepted and recreated aesthetic result of the structural/materialist film to transform his own cinematic style. As a result, he expanded his film aesthetic to post-modern film aesthetics. For this, he created the structure of film by using diegetic and non-diegetic sound and image creatively. The conventional storytelling method of contemporary cinema is based on the classic theory of 'poetica' of Aristoteles, which creates illusory diegesis of cinema. but Apichatpong Weerasethakul seeks and re-constructs storytelling methodology based on the product of structural/materialist film.

Meta-representation of Video Game through the Cross-media Storytelling: Focusing on the Animated Motion Picture Game Over (크로스미디어 스토리텔링을 통한 비디오 게임의 메타적 재현 : 애니메이션 <게임오버>를 중심으로)

  • Cho, Eun-Ha
    • Journal of Korea Game Society
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    • v.12 no.3
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    • pp.25-36
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    • 2012
  • Cross-Media Storytelling(CMS) is the new method of media representation. It picks the features and the elements in one media, and uses them in another media. 'Remediation' in digital era uses the content of old media in new form based on new technology. But 'CMS' represents the basic elements of the media experience in each unique style of media. It changes the focus from the technology to experience. So CMS is the new strategy of the media not based on the new technology. Adam PESapane's (2006) is a example for this strategy. It takes the game media as a subject matter. But it expresses the meta-representation of game experience in the "stop motion animation" Especially it emphasizes the narrative chain between the usual phenomenon and the visual imagination. And it shows the possibility of representation of new media experience in the old media genre. So it suggests the conditions of CMS.

An Analysis of Visual Storytelling Characteristics of Desire in Animation - Regarding Affiliation, Achievement, and Nurturance (애니메이션에서 욕망 비주얼 스토리텔링 특징 분석 - 소속, 성취, 보호에 대하여)

  • Jiang, Weiyi;Wang, Yuchao;Kim, Jong Dae;Chin, Danni;Kim, Jae Ho
    • Journal of Korea Multimedia Society
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    • v.19 no.6
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    • pp.1074-1088
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    • 2016
  • Successful Visual Story Telling(VST) of desire is a crucial key for the success of animation because desire is the leading power of story development of animation. An analysis of the desire of VST using the top 5 successful American feature film animations is carried out. Totally, 147 desire shots are extracted by using the proposed Objective Selection of Desire Shots(OSDS) method based on the theory of Makee's conflict and desire pursuing modeling, Maslow's 20 desire types, Greimas's actant model, and the 17 narrative process classification. In addition to them, the 5 Beat(5B) model of a scene is proposed. Five image specialists have evaluated VST of the selected 147 desire shots. For each shot, the desire type among the 20 desires and the strength are obtained. Among them, the top 3 desires(affiliation, achievement, and nurturance) appearing 51.8% are analyzed. The composition elements of shots affecting the desire type and the strength have found. These can be used for better VST of preproduction and production of animation.

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 on the Visualization of Classic Makeup in Korea through the Language in Old Documents (고문헌 속 언어를 통한 한국의 고전화장 시각화 방안 연구)

  • Barng, Kee-Jung
    • Journal of Fashion Business
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    • v.25 no.1
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    • pp.96-107
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    • 2021
  • The purpose of this study was to determine how to visualize classic makeup through Korean visual language in old literature. It provides consumers with creativity to understand and communicate and proposes a new conceptual visualization model. The research method was carried out by drawing from old literature studies, previous reproduction records, examples, and international standard diagram text language expression. First, the visualization work expressed in visual language in old literature was an objective and efficient method of information delivery as a characteristic of information design. Second, visual language expressed in old documents could be divided into makeup materials and actions. Also, the diagrams were appropriate for visualizing materials and materials for storytelling. Third, in the visualization of Korean classic makeup in old literature, images were more appropriate than diagrams in the case of action. The researcher proposed a method of visualizing historical knowledge that went one step beyond the existing simple event timing method. Timeline, correlation diagram, image, and text were combined in various ways to find the most effective historical knowledge visualization method. The representation of Korean classic makeup goes beyond the meaning of language or text and is the cultural content of re-creation, which requires systematic globalization.

Game Analysis for Next Generation User Interface based on Storytelling (차세대 스토리텔링기반 유저 인터페이스를 위한 게임분석)

  • Lee, Dae-Young;Kim, Seon-Ju;Yu, Hui-Beom;Won, Sun-Jin;Sung, Jung-Hwan
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.534-539
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    • 2008
  • Nowadays, UI(User Interface)'s main target area is getting larger from user's convenience oriented interface, to user's satisfaction oriented interface. In this study, we attempted 'Storytelling User Interface' for fulfillment of user's satisfaction. We analyzed UI in games, distinguished and clarified its effectiveness that conveys main contents and special features to its audience. The most important element in storytelling UI is 'Inherent Drama'. This was proved through the game analysis with Blizzard's 'Diablo', Sierra's 'Home world', Eden Games' 'Test Drive Unlimited', EA's 'Black And White', and Sony Entertainment's 'Eye Of Judgment'. And we divided storytelling elements into 3 pieces, Mood Design - that shows story's background, or traits, Natural Control - for user's feeling as a hero in the content, and Flow Directing - using animation, visual design and sound, etc. Via these elements, we can make the best use of background, icon, animation, every structures and flow in games. Finally, we embodied three pieces for putting in practice for effective improving interface.

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Analysis on the Popularity and Storytelling of Pokomon GO (<포켓몬GO>의 인기요인과 스토리텔링 분석)

  • Lee, Jae Hong
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.159-168
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    • 2016
  • $Pok{\acute{e}}mon$ Go is an augmented reality (AR) game developed jointly by Niantic and Nintendo. It's a new type of augmented reality role-playing game (RPG) where AR elements like location information, visual recognition technology and GPS navigation technology are integrated with the intellectual property of the popular $Pok{\acute{e}}mon$ anime. The global success of $Pok{\acute{e}}mon$ Go can be attributed to the innovative incorporation of AR technologies into the game but also to the utilization of the Pokemon story which had been developed for 20 years. In summary, Pokemon Go is the fruitful result of a successful storytelling that combines the humanistic imagination of a popular, cultural archetype and the engineering imagination of AR game technologies.

A Study on the Mixed Reality (MR) Based Storytelling Convergence Coding Education (혼합현실(MR)기반 스토리텔링형 융합 코딩교육에 관한 연구)

  • Lee, Byong-Kwon;Jung, Doo-Yong
    • Journal of Internet of Things and Convergence
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    • v.5 no.2
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    • pp.27-32
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    • 2019
  • Recently, the introduction of the elementary and middle school software education essential courses in 2018, the emergence of educational solutions, and the need for digital content for software education rather than simple coding. In addition, in the case of current coding education, it is necessary to study how to induce interest in elementary, middle and high school students. In this study, we included the interactive (UX / UI) function using MR(Mixed Reality) and induced interest in coding education, and it was possible to cultivate logical thinking by applying storytelling coding rather than injection education. Suggested way. As a result of research, elementary, middle, and high school students easily proposed logical thinking education beyond the existing injection education method using mixed reality(MR) technology, and will break away from the injection coding education which is a problem of the school and school.

The Research on Aesthetic Characteristics of Storytelling Expressed in Modern Fashion Photographs - With a Focus on Steven Meisel's Fashion Photos - (현대 패션사진에 나타난 스토리텔링의 미적 특성 - 스티븐 마이젤 패션사진을 중심으로 -)

  • Park, Mi-Joo;Yang, Sook-Hi
    • The Research Journal of the Costume Culture
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    • v.17 no.1
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    • pp.132-148
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    • 2009
  • The objective of this article is to examine the possibility of 'story-telling' as united concept of causality and subjectivity through sequence combination, and the 'similarity' between object and image in fashion photographs making diversity of meanings. To analyze and investigate the research, as evidential data this paper used the photos of Steven Meisel from 2002 till 2007 Vogue published in Korea, U.S, and Italy, as well as other visual data like graphic collections, catalogs, art-related data and internet data. This research runs both theoretical and positive investigations to suggest the function of story-telling in the Process of opened-communicative roles of fashion photos. Thus this paper investigated Steven Meisel's storytelling in his fashion photos; short moment of event, continuity of time, compound of sequence, and complexity of viewpoint. This paper also studied the aesthetic characteristics of Steven Meisel's fashion photos as categories of overlapped meaning, arbitrariness of interpretation, exclusivity of message, and decoding. The research result suggests that clothing not only includes current age's value but also among social constitutions it includes multilateral characteristics. Ultimately this paper is also making meaning alive by cutting off the chain of 'firm' meanings of fashion photo. That seems like opening the opportunity for correctly understanding fashion's meaning which has the aspects of ambivalence of changing meanings and values by the motivation of context and text.

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Utilizing Shutter and Storytelling in Motion Picture Taking (영화촬영에서의 셔터의 활용과 스토리텔링)

  • Ryu, Jae-Hoon
    • The Journal of the Korea Contents Association
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    • v.14 no.12
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    • pp.574-585
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    • 2014
  • Filming of movie is not working for translating scenario of story or character's moving. Director of Photography accumulates emotion in scenario through image. The accumulation of continuation is the essence of movie. Therefore, cinematographer strives consistently to analysis scenario and to express through visual which operation of the most basis can be filming technology. Eventually, Filming of movie is based on mean of technology to show artistry work. Accordingly, searching the most fundamental of filming's technical factor considerably help to understand movie art. There are variation technology factors to expose character's emotion. And the most simple and influential try by only using the pure function of camera is utilizing shutter without supporting lighting and production design. As a result, this thesis discuss about essential and basic factors of utilizing shutter.