• Title/Summary/Keyword: source story

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Analyze on Compatible Story Value between Games and Films (영화와 게임의 호환 가능한 Story Value 분석 - 영화의 게임화, 게임의 영화화 사례를 중심으로)

  • Lee, Ja-Hye
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.645-650
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    • 2008
  • Currently, the motion picture and game are leading the entertainment industry based on "One Source Multi Use" system, Games and films hold widely the subjects and stories in common, but we seldom find the successful cases, In each case of cinematizing game or making game of a film, the question is "Story Value" the essential of storytelling. This study cross analyzed Story Value of both cases of games based on the films and cinematized games, and propose an compatible Story Value between games and films.

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The Role of Evaluative Language in News Translation : Focusing on Soft and Hard News

  • Ban, Hyun;Noh, Bokyung
    • International Journal of Advanced Culture Technology
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    • v.6 no.2
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    • pp.65-71
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    • 2018
  • In the digital era, news consumption is not confined in geological boundaries. Technological advances bring the instant dissemination of news into life and allow news audience to consume events that occur far away almost in real time. The transmission has blurred the boundary between traditional media and new media, and the one between physical and virtual world. That is, what if a journalist applies news framing to the news translation process? This paper aims to investigate the gap between the ST and the TT created when the source news texts undergo a translation process. To achieve this aim, the appraisal theory developed by White (2003) is employed to identify a difference between the ST and the TT. Furthermore, we have attempted to identify differences between soft news stories and hard news stories while the STs from both news stories are translated into the TTs. Two time-sensitive events, Hugh Grant's marriage and a U.S. and North Korea summit, were selected. The former (a soft news story) is extracted from the Telegraph and the latter (a hard news story) is from the Washington post. As a result, it was found that such strategies as attitude, engagement, and judgment were used when the source news texts from the hard news story are translated into the target news texts. Under the appraisal theory, the strategies involve evaluative language which refers to positive or negative language that judges the worth of entities. In general, it is said that a journalist frames the SS (especially from the hard news story) to convey his ideology to news consumers. Hypothetically, we assume that a similar framing process takes place in deriving the TT from the SS of the hard news story. Thus, we could conclude that the TT from the hard news story differs from the TT from the soft news story and that the difference can be explained within the framework of White's appraisal theory.

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.

Investigating the Resolutions and Hopes of Korean Society Through Gratitude and Awareness, Inspired by "Three Days To See" by Helen Keller

  • Wooyoung Kim
    • International Journal of Advanced Culture Technology
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    • v.11 no.4
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    • pp.88-103
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    • 2023
  • In a challenging era of despair and hope, Helen Keller's story and her work, especially the remarkable journey depicted in "Three Days to See" from her autobiography "The Story of My Life," serve as a deep source of inspiration and wisdom. Her incredible life story reveals the path we should follow and the hope we should embrace. Her story showcases an incredible ability to overcome adversity in the human spirit. It reinforces the idea that even in the darkest moments, one can find the light of hope and resilience. Her story is a testament to the indomitable human will. Furthermore, Helen Keller's narrative often reminds us of the importance of gratitude for gifts and opportunities that are often taken for granted. Her longing for the simplest things, like sight, teaches us to cherish the abilities and privileges we currently possess. When facing contemporary challenges and uncertainties, her story conveys a profound message of unwavering hope and steadfast faith. She encourages us to seize the present moment, value the gifts we have, and embark on the journey of life with patience and hope, even when the path appears difficult. In this paper, we explore the life of Helen Keller and her literary work, emphasizing the importance of patience and hope in the difficult times faced by Koreans today, and we aim to present our attitude towards contributing to the nation's development. We seek to provide methods for preparing for a better and more hopeful future. We assert that we must carry hope and determination for the future and strive for new optimism and hope in Korean society.

Seismic behavior of special moment-resisting frames with energy dissipating devices under near source ground motions

  • Bayat, Mahmoud;Bayat, Mahdi
    • Steel and Composite Structures
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    • v.16 no.5
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    • pp.533-557
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    • 2014
  • In this study, the performances of the SMRF building equipped with energy dissipating devices are studied. Three types of these structures with different heights are considered. The Added Damping and Stiffness (ADAS) devices are used as energy dissipating devices in these structures. The behavior of these structures with ADAS devices subjected to near source ground motions are investigated. Three SMRF buildings with five, ten and fifteen-story, with ADAS devices were chosen. The nonlinear time history analysis was used by applying the near source ground motions with PERFORM 3D.V4 and conclusions are drawn upon an energy criterion. The effect of PGA variation and height of the frames are also considered based on the energy criterion.

Transfer of Media Contents between Different Genres : focused on Dramas, Films, and Musicals (미디어 콘텐츠의 장르 간 영역 이동에 관한 연구 : 드라마와 영화, 뮤지컬을 중심으로)

  • Lee, Moon-Haeng
    • The Journal of the Korea Contents Association
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    • v.9 no.10
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    • pp.148-158
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    • 2009
  • Recently, media contents are moving frequently between different media. TV, film, musical or animation, adapt killer story to each other. This tends to develop the new possibility of distribution of media contents. This study will analyse the trend of content industry. Particularly, we will focus on TV dramas, films and musicals : 61 samples have been extracted by Naver website. As a result, remakes have been increased since 2006. TV dramas and films have been used the most for source genres. Particularly, the story of films have been transferred for almost every genres including musicals.

A Study on the Box-office Performance of Films based on Computer Games - Forcusing on film Warcraft: The Beginning 2016 - (컴퓨터게임 원작 영화의 흥행성에 관한 연구 -영화 워크래프트 : 전쟁의 서막을 중심으로-)

  • Park, Chanik
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.4
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    • pp.193-199
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    • 2017
  • This study applied the scenario of the film "Warcraft: The Beginning, 2016" based on the world view and nonlinear story of online games to the basic requirements of a good story of five items. Based on this, it was found that the storyline of the film "Warcraft: The Beginning, 2016" was faithful to the game series with the same title, but weak for a film. This film did not satisfy any of the five requirements of a good scenario used for Hollywood production. Even before this film, many hit games were made into films, but box office hits are hard to find among them. As the game World of Warcraft was very famous worldwide, when it was made into a film, the film was expected to be a box office hit. However, it failed miserably at the box office. This is a result of failing to recognize that the characteristics of games that an individual leads the story are different from those of films that no interaction or choice can be made. It is necessary to understand that although games and films are the same in that they have narrative structures and visual stimulation graphics, they are totally different in the way they immerse people.

A Case Study for successful game media franchise : The maple story (성공한 Game 원 소스 멀티 유즈 사례에 관한 연구 (메이플 스토리를 중심으로))

  • Cho, Hyung-ik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.172-174
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    • 2013
  • Today, one of the most important reasons that Media franchise becomes a core part in the visual contents is that they can create added value and profit optimization easily with main source contents. For succeeding in media franchise, outstanding main contents develop and planning ability which can graft main contents onto other genres are required. This paper will analyze media franchise success cases, with The Maple story as the center, will inquire How he succeed in Korea contents market, and will suggest pointing spot of Korea style media franchise. planning ability and several other causes.

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Demand response modification factor for the investigation of inelastic response of base isolated structures

  • Cheraghi, Rashid Eddin;Izadifarda, Ramezan Ali
    • Earthquakes and Structures
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    • v.5 no.1
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    • pp.23-48
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    • 2013
  • In this study, the effect of flexibility of superstructures and nonlinear characteristics of LRB (Lead Rubber Bearing) isolator on inelastic response of base isolated structures is investigated. To demonstrate the intensity of damage in superstructures, demand response modification factor without the consideration of damping reduction factor, demand RI, is used and the N2 method is applied to compute this factor. To evaluate the influence of superstructure flexibility on inelastic response of base isolated structures, different steel intermediate moment resisting frames with different heights have been investigated. In lead rubber bearing, the rubber provides flexibility and the lead is the source of damping; variations of aforementioned characteristics are also investigated on inelastic response of superstructures. It is observed that an increase in height of superstructure leads to higher value of demand RI till 4-story frame but afterward this factor remains constant; in other words, an increase in height until 4-story frame causes more damage in the superstructure but after that superstructure's damage is equal to the 4-story frame's. The results demonstrate that the low value of second stiffness (rubber stiffness in LRBs) tends to show a significant decrease in demand RI. Increase in value of characteristic strength (yield strength of the lead in LRBs) leads to decrease in the demand RI.

Story-based Information Retrieval (스토리 기반의 정보 검색 연구)

  • You, Eun-Soon;Park, Seung-Bo
    • Journal of Intelligence and Information Systems
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    • v.19 no.4
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    • pp.81-96
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    • 2013
  • Video information retrieval has become a very important issue because of the explosive increase in video data from Web content development. Meanwhile, content-based video analysis using visual features has been the main source for video information retrieval and browsing. Content in video can be represented with content-based analysis techniques, which can extract various features from audio-visual data such as frames, shots, colors, texture, or shape. Moreover, similarity between videos can be measured through content-based analysis. However, a movie that is one of typical types of video data is organized by story as well as audio-visual data. This causes a semantic gap between significant information recognized by people and information resulting from content-based analysis, when content-based video analysis using only audio-visual data of low level is applied to information retrieval of movie. The reason for this semantic gap is that the story line for a movie is high level information, with relationships in the content that changes as the movie progresses. Information retrieval related to the story line of a movie cannot be executed by only content-based analysis techniques. A formal model is needed, which can determine relationships among movie contents, or track meaning changes, in order to accurately retrieve the story information. Recently, story-based video analysis techniques have emerged using a social network concept for story information retrieval. These approaches represent a story by using the relationships between characters in a movie, but these approaches have problems. First, they do not express dynamic changes in relationships between characters according to story development. Second, they miss profound information, such as emotions indicating the identities and psychological states of the characters. Emotion is essential to understanding a character's motivation, conflict, and resolution. Third, they do not take account of events and background that contribute to the story. As a result, this paper reviews the importance and weaknesses of previous video analysis methods ranging from content-based approaches to story analysis based on social network. Also, we suggest necessary elements, such as character, background, and events, based on narrative structures introduced in the literature. We extract characters' emotional words from the script of the movie Pretty Woman by using the hierarchical attribute of WordNet, which is an extensive English thesaurus. WordNet offers relationships between words (e.g., synonyms, hypernyms, hyponyms, antonyms). We present a method to visualize the emotional pattern of a character over time. Second, a character's inner nature must be predetermined in order to model a character arc that can depict the character's growth and development. To this end, we analyze the amount of the character's dialogue in the script and track the character's inner nature using social network concepts, such as in-degree (incoming links) and out-degree (outgoing links). Additionally, we propose a method that can track a character's inner nature by tracing indices such as degree, in-degree, and out-degree of the character network in a movie through its progression. Finally, the spatial background where characters meet and where events take place is an important element in the story. We take advantage of the movie script to extracting significant spatial background and suggest a scene map describing spatial arrangements and distances in the movie. Important places where main characters first meet or where they stay during long periods of time can be extracted through this scene map. In view of the aforementioned three elements (character, event, background), we extract a variety of information related to the story and evaluate the performance of the proposed method. We can track story information extracted over time and detect a change in the character's emotion or inner nature, spatial movement, and conflicts and resolutions in the story.