• Title/Summary/Keyword: digital stories

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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.

A case study on the promotional animation of the mobile game 'Honour Of Kings' (모바일 게임 <왕자영요>의 홍보 애니메이션 사례연구)

  • JIANG, QIANQIAN;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.19 no.8
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    • pp.293-299
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    • 2021
  • With the development of OSMU mode in the game industry, the most popular 3D mobile game 'Honour Of Kings' in China, in addition to the entertainment effects of the game itself, has paid more attention to the production of promotional animation video contents in recent years. The huge animation market is generating abundant game revenue for 'Honour Of Kings'. This paper selected the most popular game promotional animations 'MU BIAO' and 'Bu Ye Chang'an' through a survey of 30 CG promotional animation in the official story station of 'Honour of Kings'. Important elements such as rich stories and the special effects of the gorgeous scenes, etc are summarized. Through the research of this paper, grasped the importance of promotional animation content in the game industry, and can expect the common growth of the game industry and the animation industry, which is one of the ways to create high profits in the game market.

Analysis on Immersion of Digital Animation -Focused on complex analysis on the concept and story- (디지털 애니메이션의 몰입감 분석 연구 - 콘셉트와 스토리의 복합적 분석을 중심으로 -)

  • Kim, Ki Bum;Kim, Kyoung Soo
    • Korea Science and Art Forum
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    • v.24
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    • pp.1-13
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    • 2016
  • The aim of this study is to find the reasons of success and failure of digital animations in terms of 'immersion.' For the purpose, the causes of immersion were analyzed through complex comparison about concepts and stories of two animation films with similar size of budget: 'Shrek 2' which ranked number 1 in the box-office of animation and 'Mars Needs Moms' which ranked number 172 in the same category. The complex results showed that immersion becomes bigger with creativity and popularity of the characters' outer concept, diversity and organic of the characters' inner concept, and diversity and consistency of the background. Moreover, gradual arrangement of characters' appearance in the story and increasing number of the characters, and visual changes around the plot heightening with a well-organized passage increase immersion. After all, immersion of digital animation requires developing creative, diverse, and popular concept and arranging and strengthening strategic well-organized plot of parts and the whole. This is the key to convergence it.

Construction of Aluminum Curtain Wall with 3D Elevation for TRUTEC Building (트루텍 빌딩의 3차원 입체 커튼월 시공)

  • Park, Choel;Hong, Doo-Pyo
    • Proceedings of the Korean Institute Of Construction Engineering and Management
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    • 2007.11a
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    • pp.119-122
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    • 2007
  • TRUTEC building, which is located at DMC B block is zone, is just one the office building in Soeul. TRUTEC building is designed by Barkow Leibinger Architeken in Germany, has 5 stories under and 12 stories above and has been finished with the unique three dimensional curtain wall unit. Big trial to make unique elevation succeeded as getting rid of the typical plain curtain wall unit. In addition, aluminum bars are treated by the latest CNC machine in order to achieve 3D section. Construction of curtain wall is highly focused from the moment of contract to keep the schedule because the contract period is 18 months. Regular design meeting and technical meeting between stakeholders including construction manager, designer, engineer, consultant and so on have been held during the construction to minimize the risks from the unique elevation and trial. Step by step mock-up test (design mock-up and visual mock-up on site) has been performed before functional mock-up test.

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A Study on Analysis of an Urban Spatial structure, based on the GIS Technique

  • Kwon, Chang-Hee;Cho, Jae-Wan
    • 한국디지털정책학회:학술대회논문집
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    • 2005.11a
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    • pp.291-298
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    • 2005
  • This paper is an analysis of the Category Individual Residence urban spatial structure along the National Route 20 (Koushu-Kaido), one of the major roads in Japan, and the degree of differences between locations and its changes between the points of time. The analysis was based on the GIS technique. Whilst, previous studies were based on municipal boundaries or mesh units as sources of data, GIS allowed the use of variable geographical units, Roadside zone, Inner zone, North zone, South zone, Blocks. As an example to apply the technology of GIS, 1986's sand 1991's building polygon data of the Urban Planning Bureau of Tokyo Metropolitan Government are used. The layers referred to the analyses is the building polygons with the amount of stories, building area, floor area and the material of the building. Two statistical analysis are executed; one is the test of the regional equality about the number of story of building, building area, floor area and fireproof building ratio.

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Designing Education Contents for Chinese Character Utilizing Internet of Things (IoT)

  • Jung, Sugkyu
    • Smart Media Journal
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    • v.5 no.2
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    • pp.24-32
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    • 2016
  • Recently, the development of electronic teaching materials and the demand of digital learners have led the needs on the education contents that replace learning from character information and the change of an information design method for this. Chinese character education in the traditional schooling mainly focuses on writing and memorization (semantic memory). This way that the stories do not exist has brought the learners' recognition that Chinese character is difficult to learn. Meanwhile, for a language study such as English, cross-media development between printed materials and audio-visual materials has been actively introduced. The method that extends episode memories along with memorization through a story is widely used. Therefore, this content suggests a prototype, which is broken away from an existing way of learning Chinese character that mainly focuses on writing, one sided instruction and information cramming. This makes learners learn through a story from printed materials and animation. Furthermore, it suggests a method that extends episode memories through Chinese education contents based on IoT explaining the principle of Chinese character by combining IT technology (information and communications, IoT) and education contents on block toys.

Ensemble Engine: Framework Design for Visual Novel Game Production

  • Choi, Jong In;Kang, Shin Jin
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.5
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    • pp.11-17
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    • 2019
  • In this study, we propose an ensemble engine, which is a framework for game engine optimized for visual novels genre, focusing on storytelling among various game genres. The game of Visual Nobel genre is based on multi-ending story and features branching of various scenarios according to user's choice. The proposed engine supports various multi-scenarios and multi-endings based on nodes according to the characteristics of these genres. In addition, it provides a convenient and intuitive user interface that not only enhances user immersion but also provides VR function to maximize the sense of presence. We will demonstrate the usefulness of the proposed game engine by designing the framework of a game engine suitable for this feature and actually creating variety stories automatically.

Color Path : A Location Based Drawing and Storytelling Project (위치기반의 드로잉과 스토리텔링 연구)

  • Woo, Suk-Young;Park, Seung-Ho
    • Archives of design research
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    • v.20 no.1 s.69
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    • pp.65-78
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    • 2007
  • The mobile phone and wireless network, location based technology and other newly introduced technologies and communication media gave birth to the new terminology "ubiquitous" and are changing our daily life. Influence of such technologies and communication media is not an exception in the arts. New media art pieces using these technologies are increasing, and taking on the characteristics of public art within a wider scope of a city as a backdrop, beyond the traditional boundaries of art galleries. Of such art, locative media art using locative media has a closer relationship with city space than any other form of an, and makes various attempts to allow the spectator to reinterpret and experience city space and induce communication. These characteristics of locative media art can be considered as a method that can solve quality problems of the city space, especially the loss of the sense of place and the absence of communication. is one such locative media project with a purpose of solving quality problems of city space, especially the recovery of commercial sites and inducing communication. This project uses the paths of the city as its canvas, movement of people as its brush, the color of the roads as its pallet, and by allowing the partakers to draw paths of their own and to share their paths with others. People are encouraged to share stories about their paths. The project proceeds using barcodes that are frequently used commercially. When users wish to create their own place, they can enter their place and colors of their choice using input devices installed in the city space. Paths that are created through such a process will be displayed in public areas throughout the city, shared with others, and can create and share a stories about the city using on/off-line media.

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A study on curing the wounded heart applications development and effect analysis by utilizing narrative therapy techniques (이야기치료 기법을 활용한 마음상처 치유 어플리케이션 개발 및 효과분석)

  • Ha, Tai-Hyun;Baek, Hyeon-gi
    • Journal of Digital Contents Society
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    • v.16 no.2
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    • pp.207-218
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    • 2015
  • This study is to design and implement Smartphone application by applying the principles and processes of narrative therapy for the participants. The application is able for participants to fight out of the difficulty in question centered on the issue, and to be able to find a positive new stories to be evolving the story of their lives as well. Therefore, using the application will help them to live a healthier life out of the problems. As a way of currying the wounded heart of the youth, narrative therapy techniques were applied to Smartphone appliances accustomed to the youth. The youths' wounded minds will not only be easily cured but also can be a important factor in determining the direction of life. In this study, narrative flow was structured into four stages; relationships, externalization, creating new stories and strengthening the new story bsed on Doll & Doll' theory. Based on them, the Smartphone application for curing the wounded heart was designed and developed by utilizing narrative therapy techniques. The application was tested by 30 University students in Jeonbuk province in Korea and the results showed that they were satisfied with the application with relation to improving their heart health.

Visualization research based on hero tale stories in a fantasy movie (영웅서사구조 중심으로 하는 판타지영화의 시각화 연구)

  • Han, Myung-Hee
    • Journal of Digital Contents Society
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    • v.11 no.2
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    • pp.185-194
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    • 2010
  • The digital contents industry already heads toward the OSMU(One Source Multi Use) method of media. In case the success of the original novel recreates to a movie, the success of a movie is again noticed with the original novel. For this reason, a novel and movie are open at the same time, In this paper, we analyze through the case study of three fantasy films having the narrative structure of the germane myth : The Lord of The Rings, Harry Potter, The Chronicles Of Narnia based on the analysis basis : Hero's Journey 12 steps by J. Campbell, The analysis of scenes of each film visualizing the narrative structure of a novel can be used as the basic materials in the process of visualizing the scale of the original and message of a writer, we consequently believe that these analysis will be able to be applied the appropriate visual techniques (the special effect, the scene tractions, and etc.)in visualization of films.