• Title/Summary/Keyword: interactive narrative

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A study on the applicability of interactive technology in VR video content production

  • Liu, Miaoyihai;Chung, Jeanhun
    • International journal of advanced smart convergence
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    • v.11 no.2
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    • pp.71-76
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    • 2022
  • The continuous development of virtual reality technology in the last five years has brought about a big change in the future film industry. Interactive VR movies using virtual reality technology in movies showed the result of increasing the immersion of the audience due to the characteristics of interaction. This will provide a unique opportunity for a new experience of immersion in various forms of cinema in the near future. In this paper, the interaction of narrative VR movies was studied as an example of the movie , which won the [The Best VR Experience Award] at the Venice International Film Festival, In future development, improve the scene transition, Dizziness, Ways of interaction and other questions, let the audience increase the sense of participation, immersion and curiosity when watching movies, and make watching movies a more interesting thing in life.

A Study about the Storytelling of Documentary on Virtual Reality Platform (가상현실 플랫폼에서의 다큐멘터리 스토리텔링에 관한 연구)

  • Lee, Young-Soo
    • The Journal of the Korea Contents Association
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    • v.17 no.3
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    • pp.523-531
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    • 2017
  • This paper tried to study how the narrative to allow the audience to emotionally immerse in documentary using virtual reality platform has shown. For this purpose, it defined the VR documentary as contents what make creative approach and rebuild reality using VR media platform, and analyzed it by comparison with narrative of existing documentary. First, the contents like succeeding journey documentary use mainly virtual realty as experience of accessibility. However the contents that have purpose to experience other people's reality show from self-narrative of first person documentary to interactive storytelling of web interactive documentary. The case of interactive VR documentary is taking a step forward from web documentary and shows easy way to reach internal purpose of documentary as making experience with virtual self. The VR documentary has a lot of possibility as virtual space experience to give accessibility and virtual self.

A Study on the Creation of Interactive Text Collage using Viewer Narratives (관람자 내러티브를 활용한 인터랙티브 텍스트 콜라주 창작 연구)

  • Lim, Sooyeon
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.4
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    • pp.297-302
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    • 2022
  • Contemporary viewers familiar with the digital space show their desire for self-expression and use voice, text and gestures as tools for expression. The purpose of this study is to create interactive art that expresses the narrative uttered by the viewer in the form of a collage using the viewer's figure, and reproduces and expands the story by the viewer's movement. The proposed interactive art visualizes audio and video information acquired from the viewer in a text collage, and uses gesture information and a natural user interface to easily and conveniently interact in real time and express personalized emotions. The three pieces of information obtained from the viewer are connected to each other to express the viewer's current temporary emotions. The rigid narrative of the text has some degree of freedom through the viewer's portrait images and gestures, and at the same time produces and expands the structure of the story close to reality. The artwork space created in this way is an experience space where the viewer's narrative is reflected, updated, and created in real time, and it is a reflection of oneself. It also induces active appreciation through the active intervention and action of the viewer.

A Cinematographic Approach in Interactive Storytelling: An Analysis of the Film (인터렉티브 스토리텔링 연구: 영화 <안티크라이스트>를 중심으로)

  • Kim, Jin-Hyung
    • The Journal of the Korea Contents Association
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    • v.11 no.5
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    • pp.172-184
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    • 2011
  • The purpose of this paper is to explore a cinematographic approach in interactive storytelling on the film . The film contains an allegory of the Genesis myth and the origins of sin. However the narrative cannot firmly construct without spectators' intervention. The narrative of this film is generated not deterministic but interactive and emergent. In this study, I analyze key interfaces, which encourage spectators' participations which cause the effects of interactive storytelling. These study results will contribute to broaden the horizontal level to film as interactive storytelling.

A Study on the Narrative of the Interactive Movie based on the concept of Gamification - focused on (게이미피케이션 개념을 적용한 인터랙티브 영화 서사 연구 - <블랙미러: 밴더스내치>를 중심으로)

  • Kim, Hye Bin;Ahn, Sang Won
    • Journal of Korea Game Society
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    • v.19 no.3
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    • pp.101-112
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    • 2019
  • This study examines the potentials and limitations of interactive movies at present by reading the narrative of the interactive movie, through the concept of gamification. The 'quest' of the is to choose an option to play out the story in unpredictable world, and the 'reward' is the hierarchy of the ending. It is necessary to reduce uncertainty between option and ending, intensify playfulness, and provide a variety of discriminative endings in order to make viewers immerse deeper in interactive movies. Such an analysis implies that the intensification of gamification elements may influence the immersion in interactive movies positively.

Study upon Microscopic Narrative Structure of Illusion Interactive Media Art (환영적 인터랙티브 미디어 아트의 미시 서사구조에 대한 연구)

  • Ha, Im-Sung
    • Cartoon and Animation Studies
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    • s.28
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    • pp.181-208
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    • 2012
  • Illusion played by mutual communication in Interactive Media Art is studied in this thesis from the narrative point of view, not from the entertaining point of view. Microscopic narrations founded in screen changes are analyzed by traditional narrative factors such as plot, point of view, narration, time creating the identity of Interactive Media Art. Traditional narrative factors in consequence have been converted to different forms after being combined with the features of Interactive Media Art. Plot has been converted to fragmentary plot and creators' point of view in many work pieces has been recreated to the outside participants' point of view. Also, creators' narrations described from various points of view has transferred to participants' narrations based on physically spacious search. Times of the present sharing with the past are observed in Interactive Media Art, too. It is concluded that audience's active participation through mutual communication makes an influence on the change of essentially traditional narrative factors. Moreover, the factors mentioned in this thesis are regarded as the unique identity of out of various kinds of modern media art.

Digital Media Convergence and Interactivity in Film Narrative (디지털 미디어 융합과 영화 내러티브의 인터랙티비티)

  • Song, Minho
    • The Journal of the Korea Contents Association
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    • v.15 no.1
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    • pp.114-122
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    • 2015
  • This study has a main purpose on discussing the issue how the construction of film narrative will be changed by audience's desire to intervene into film narrative through the active participation, out of watching a film passively in movie theater. Compared with the collective theatergoing experience in big screen was defined as the past cinematic identity, the absolute value of movie theater fragmented increasingly in the era of media diversification facing with digital media convergence. As this situation can be compared with "the author's death" Roland Barthes predicted on the mono-media of the book, thus, we are to take the time to discuss the new emerging 'movies'. The most important thing in this discussion is the aspect of the transformation of narrative in the future screening. Especially, while 3 act structure and configuration evoking a catharsis in film narrative are elements defining aspect of the past narrative, then, the future narrative in film will change to the structure interacting with audience actively. This paper had a discussion how could be possible the aucience interaction in only movie valuing the passive experientiality uniquely in screening over the other media through investigating the attempts of interactive cinema so far and the possibility of future.

The Design of Interactive Story Generation method based in CBD (컴포넌트기반 인터랙티브 스토리 생성 방법 설계)

  • Song, Yu-Jin;Lee, Eun-Joo;Han, Deok-Soo
    • Journal of Korea Multimedia Society
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    • v.17 no.6
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    • pp.751-758
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    • 2014
  • Under the environment of various network and multimedia, various theories are studied to make utilize digital story telling authoring. In the era of digital convergence and ubiquitous information, they want to send information with additional emotional information which is preferred constructive sending method. Digital storytelling refers to a unified technology for narrative structure with the picture and act. If engraft with particular research field, It will make interactive or linear story structure. These structures have problems that they are mismanaging on the result and they are not integrated systemization in each society. Because those are designing storytelling without development process and they are focusing on web distribution. This thesis is design using the object-oriented methodology of component-based design methodology, This thesis create digital storytelling and design metadata for contents management. In the requirement phase, subject and predicate part are extracted from the narrative structure of the story and restructure an organization. We explain by giving specific examples "kongjwi and patjwi" story as a case study.

An Approach for Generating Story-Plot Using Association Analysis of Narrative Patterns (서사 패턴의 연관분석을 통한 이야기 장면 생성 방법)

  • Kim, Jung-Il;Lee, Eun-Joo
    • Journal of Information Technology Services
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    • v.12 no.1
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    • pp.247-257
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    • 2013
  • A narrative structure is essential for a story generator to create a story plot. In digital storytelling system, a narrative structure can be generally designed as a tree or a graph, and the story generator in the digital storytelling system creates continuous story plots based on the narrative structure. When a narrative structure is designed with a tree or a graph, it is hard for the story generator to create various kinds of story-plots due to the inflexible nature of a tree or graph structure. It may result in degrading the quality of story-plots to provide similar story-plot to various kind of user. In this paper, we proposed an approach to create a story-plot based on association analysis of data mining to overcome the disadvantage. In detail, we defined a narrative structure which consists of narrative patterns, and then implemented a story generator which creates a story-plot using the proposed narrative structure. As a result, we confirmed that implemented story generator was able to create a story-plot according to understanding level of user in case study.

Selective Interactivity and Reflexive Intermediality: Focusing on the Neflix Film (선택의 상호작용성과 성찰의 상호미디어성: <블랙미러: 밴더스내치>를 중심으로)

  • Kim, Mookyu
    • The Journal of the Korea Contents Association
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    • v.21 no.8
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    • pp.60-68
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    • 2021
  • The purpose of this paper is to examine the formal characteristics of , which has been screened on Netflix since 2018. This film can be considered an interactive narrative because it gives viewers the opportunity to select their own narrative forks which lead to various endings. However, it also limits viewers' freedom of interactions in many ways, resulting in the pessimistic narrative world of series. In this contradictory situation, the conflict between the user's selectability and the narrator's authoriality emerges. And this collision gives rise to a complex form in which nonlinear interactive and linear narrative forms blend together. It can be understood as a form of self-reflection, such as forms of the metalepsis and breaking the fourth wall. In this paper, this particular form will be regarded as a sort of reflexive intermediality, i. e. the form for media reflexion.