• Title/Summary/Keyword: space narrative research

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Narrative Strategies for Learning Enhanced Interface Design "Symbol Mall"

  • Uttaranakorn, Jirayu;McGregor, Donna-Lynne;Petty, Sheila
    • Proceedings of the IEEK Conference
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    • 2002.07a
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    • pp.417-420
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    • 2002
  • Recent works in the area of multimedia studies focus on a wide range of issues from the impact of multimedia on culture to its impact on economics and anything in between. The interconnectedness of the issues raised by this new practice is complicated by the fact that media are rapidly converging: in a very real way, multimedia is becoming a media prism that reflects the way in which media continually influence each other across disciplines and cultural borders. Thus, the impact of multimedia reflects a complicated crossroads where media, human experience, culture and technology converge. An effective design is generally based on shaping aesthetics for function and utility, with an emphasis on ease of use. However, in designing for cyberspace, it is possible to create narratives that challenge the interactor by encoding in the design an instructional aspect that teaches new approaches and forms. Such a design offers an equally aesthetic experience for the interactor as they explore the meaning of the work. This design approach has been used constructively in many applications. The crucial concern is to determine how little or how much information must be presented for the interactor to achieve a suitable level of cognition. This is always a balancing act: too much difficulty will result in interactor frustration and the abandonment of the activity and too little will result in boredom leading to the same negative result In addition, it can be anticipated that the interactor will bring her or his own level of experiential cognition and/or accretion, to the experience providing reflective cognition and/or restructure the learning curve. If the design of the application is outside their present experience, interactors will begin with established knowledge in order to explore the new work. Thus, it may be argued that the interactor explores, learns and cognates simultaneously based on primary experiential cognition. Learning is one of the most important keys to establishing a comfort level in a new media work. Once interactors have learned a new convention, they apply this cognitive knowledge to other new media experiences they may have. Pierre Levy would describe this process as a "new nomadism" that creates "an invisible space of understanding, knowledge, and intellectual power, within which new qualities of being and new ways of fashioning a society will flourish and mutate" (Levy xxv 1997). Thus, navigation itself of offers the interactors the opportunity to both apply and loam new cognitive skills. This suggests that new media narrative strategies are still in the process of developing unique conventions and, as a result, have not reached a level of coherent grammar. This paper intends to explore the cognitive aspects of new media design and in particular, will explore issues related to the design of new media interfaces. The paper will focus on the creation of narrative strategies that engage interactors through loaming curves thus enhancing interactivity.vity.

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A Study on the Blending Color in Karim Rashid's Works (카림 라시드의 작품에 나타난 블렌딩 색채에 관한 연구)

  • Kim, Sun-Young
    • Korean Institute of Interior Design Journal
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    • v.20 no.4
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    • pp.155-162
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    • 2011
  • In order to pursue the traces of truth, boundaries set by man for convenience were crossed or Integrated leading to the discovery of new paradigms. Such phenomena including collaboration, convergence, crossover and etc. are expressed in various forms across the society and culture. In particular, development of digital technology is moving away from its previous color based on scientific, statistical and quantitative perspective by using diverse variables. Also, as the borderlines of genres become increasingly more ambiguous, various concepts of color blending developed rapidly. Thus These chaosmos-like color blending have created new contents. This research aims to understand the principle of color blending in Karim Rashid's work, which advocates the world of design in diverse fields from industrial products to architecture. The principle of color blending such as information change, source color and destination color, interaction, and etc. makes it possible to extract the expressed element and method of color blending. Meanwhile, the features of color blending such as integrated space and time, vague form, and narrative genre can be inferred from case analysis.

Humanitarian Documentary: A Comparison Study between VR and Non-VR Productions

  • Nunes, Thatiany Andrade;Lee, Hyunseok
    • Journal of Multimedia Information System
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    • v.6 no.4
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    • pp.309-316
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    • 2019
  • Virtual Reality is broadly recognized as an "empathy machine". This reputation is due to the feeling of 'presence' that it provides to users, which is the sensation of being bodily present in a space, even when that space is virtual. The possibility of complete immersion attracts many creators looking to induce empathy and awareness about the most diverse subjects. One of the first types of VR non-fiction productions to be released was in the morally sensitive humanitarian documentary genre. This research aims to explore how VR productions differ from non-VR productions with a focus on humanitarian communication. Rather than targeting mechanical aspects of VR technology, this article compares the visual and narrative storytelling characteristics in VR and non-VR media. First, humanitarian communication and its nuances are explained. Then, 360° video filming characteristics are analyzed, followed by a comparison table contrasting VR and non-VR non-fiction. After evaluating VR non-fiction empirical studies, a discussion is initiated over the betterment of VR non-fiction storytelling in a way that could help it generate more empathy, since many productions seem to purely rely on the technology as a production novelty, and end up lacking emotional depth and audience engagement through story.

The Research Trend and Narrative Expandability of Borderlands Studies in Europe and North America -A Review Article: Globalizing Borderlands Studies in Europe and North America (유럽과 북미에서의 접경지대 연구 동향과 서사의 확장성 -『유럽과 북미 지역 접경지대 연구의 세계화』 읽기)

  • Ban, Kee-Hyun
    • Journal of Popular Narrative
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    • v.26 no.2
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    • pp.251-276
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    • 2020
  • The purpose of this article is to critically read Globalizing Borderlands Studies in Europe and North America to examine trends in border studies conducted so far in Europe and North America and to discuss the expandability and limitations of the narrative. It introduces a variety of case studies covering the borderlands of Europe and North America from ancient to modern times. It consists of a total of 10 chapters, in addition to the introduction chapter to clarify the purpose and definition of the collaboration and the short conclusion chapter on the prospects for the future of borderlands studies. This volume has some important implications for current borderland research in two main respects. First, it can introduce us we the areas and targets that the leading researchers from European and North American academia (usually the United States') have paid attention to. It also examines the current status of borderland research and predicts whether it will be possible to study various border areas where exist in other regions (especially in Asia) based on accumulating academic achievements, as well as the possibility of expansion of so-called 'globalization'. Second, it introduces the borderland as a conceptual space, beyond the border area as a physical space that is commonly thought of when it comes to 'border'. Cases of "conceptual borderlands" can be applied to a number of topics ranging from an individual's identities to the methods of governance, religions, economies, social institutions, families, labor issues, public health services and gender issues. There are, however, also some questions to be noted in the volume: the lack of consistent use of terminology, which can be considered general problems of collaboration studies; the fact that the authors still tend to understand borderlands within the imperialist discourse, perhaps because of their academic background is situated mainly in Europe and North America; the borderlands cases described here as the areas of conflict and struggle only. Nevertheless, the book is of significance in that it suggests a possibility of various borderlands studies and helps us to have better understanding of the current geopolitical situation imposed on the Korean Peninsula, which is located on the borderland between the continental and maritime powers.

Mobilities and Phenomenology of Place, A Perspective for the Popular Narrative Studies -David Seamon's Life Takes Place (모빌리티와 장소 현상학, 대중서사 연구의 한 관점 -데이비드 시먼의 『삶은 장소에서 일어난다』를 중심으로)

  • Kim, Tae-Hee
    • Journal of Popular Narrative
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    • v.25 no.4
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    • pp.469-506
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    • 2019
  • More than a few existing studies on popular narratives that pay attention to 'place' tend to adopt as their theoretical framework the celebrated distinction between space and place. According to this distinction, to put it simply, space is allegedly mobile, whereas place is static. Given this distinction, and in this age of high-mobility, where the spaces of mobilities seem to rapidly and extensively undermine the places of immobilities, would studies on popular narratives focusing on 'place' still remain convincing? Referring to David Seamon's recent book Life Takes Place: Phenomenology, Lifeworlds, and Place Making, this article aims to consider the possibility of studies on popular narratives in the era of high-mobility. To explore the concept of 'place' through phenomenological methodology, Seamon's book uses a theoretical framework called the 'progressive approximation,' which is attentive to synergistic relationality. According to this approach, the place should first be put under scrutiny as a whole, i.e. as the monad of place. Phenomenological studies on the monad of place as a whole identify places as the fundamental condition for human beings. Then, in accordance with the 'progressive' order of research, places are studied as dyads, i.e. as binary oppositions. Through these analyses, movement/rest, insideness/outsideness, the ordinary/the extra-ordinary, the within/the without, homeworld/alienworld are identified as the five dyads of place. To make a detour around these binary oppositions and confrontations, however, phenomenological studies on place now advance to the higher order of six place triads including place interaction, place identity, place release, place realization, place intensification, and place creation, whereby the study of place progressively approaches the 'approximate' essence of place. Reflectively asking himself about the idea of 'place' in the high-mobility era, the author of this informative and insightful book submits an answer that place is still the fundamental sine qua non of human beings. However, this answer is more likely to be bounded by the binary opposition of space/place, and movement/rest accordingly. In this article, I suggest as an alternative and hopefully more promising answer a perspective of transcending this kind of a dead-end dichotomy and of performing 'place-making' through the mobilities themselves, while presenting a noticeable example of the manner in which research on popular narratives could begin from this perspective.

Analysis of Fashion Window Display at Printemps Department Store in Paris, France - Focused on the period from 2009 to 2014 - (프랑스 파리 쁘랭땅 백화점 패션윈도우 디스플레이 분석 - 2009년부터 2014년 기간을 중심으로 -)

  • Heo, Seungyeun;Kim, Chil Soon;Kim, Sunha
    • Fashion & Textile Research Journal
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    • v.17 no.4
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    • pp.501-512
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    • 2015
  • This study was to consider and analyze of fashion window display design at Printemps department store in Paris, France which has tried continuously space presentations through the sensibility and differentiated strategy. The framework for analysis of this study was established by related precedent studies. Data collection was done by searching related specialty publications and website of Printemps department store, and the results of this study were drawn through qualitative analysis of experts' group. The results are as follows. Printemps department store set up presentation types of fashion window display design's themes that have been developed by the method of display presentation such as symbolic, ambience, surrealistic, realistic, and information. The most frequently used presentation development techniques applied in windows' VP of Printemps were the 'transferal of daily space', 'transferal of unexpected space', 'exaggeration of animal & plant', and 'descriptive narrative scene.' In addition, the display theme components such as the materials that can be easily accessible in everyday life, unique directing props, the memory or childhood, the image of animal or plant, and lighting etc. We found that the major colors of window display design at Printemps department store were purple, blue and black during the period from 2009 to 2014.

Group storytelling with multi-storyteller in single person media game contents on Youtube - focused on viewer-participating contents in channel (유튜브 1인 게임 방송의 집단 스토리텔링 -<대도서관 TV(buzzbean11)> 채널의 시청자 참여형 콘텐츠를 중심으로)

  • Kil, Hye-Bin;Kim, So-Young
    • Journal of Popular Narrative
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    • v.27 no.2
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    • pp.107-142
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    • 2021
  • Emergence of new media platform had changed relationship between the broadcaster and the viewer, which used to form 'performer-audience' structure. This research has focused on the transition of 'streamer-viewer' role in single-media broadcasting, such as Youtube or Twitch, and identify how they progress group storytelling as a team. Walter Benjam and Leslie Marmon Silko's notion of 'story and storyteller' and Erving Goffman's 'social role theory' was used to define participants' role in new media broadcasting. channel, on Youtube, was selected and analyzed as example case. The domain of 'front stage' was broadened in recorded contents comparing to live streaming. The audience of live streaming is included to the front stage during the expansion. The role of streamer, game participant, and live stream contents viewer is also adjusted during the change, which leads to group-creation of the contents. Streamer plays a role of main-storyteller and suggest identity of the community. Game participants work as sub-storyteller, filling in the blank space in game storytelling and making it sophisticated. They also perform based on community's identity, which streamer has built in advance. Lastly, live steam viewers are intermittent sub-storyteller, which seldom add up the narrative. Though, their main role is to preserve identity of game broadcasting community by reacting according to community's identity. As a result, the game broadcasting narrative is developed by combining and adding up pieces of story made in different level and role of participants. The research redefine the role of viewer and storytelling method in new media, especially in single-person broadcasting. Considering the rapid shift in recent media and contents, a new approach to the streamer-veiwer role and group storytelling of this research can be one of the new method to analyze contents produced in new media, such as Youtube.

The Study on the Lighting Directing of Animation - Focusing on the Emotional Vocabulary that Appears in the 3D Animation Scene (애니메이션의 조명 연출에 대한 연구 - 3D 애니메이션 장면에서 나타나는 정서적 어휘를 중심으로)

  • Lee, Jong Han
    • Cartoon and Animation Studies
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    • s.36
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    • pp.349-374
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    • 2014
  • The light is the language. Directors have to describe the scene component effectively his intention to configure the scene as an appropriately. After this act of the character, the layout of the props and scene lights will enter to the scene components. Those things help to audiences can understand narrative of work and emotion that producer want to send. Expressing their emotions especially using the lights by adjusting the colors and contrast makes audience to concentrate on work and understand naturally. This lighting technique clearly appears on early year theaters stage of England and Rembrandt's paintings. Properly dividing and controlling the lights dramatically increases the beauty of the work elements to express a variety of emotions such as worries and fear. Therefore, it can be evolve depending on director's intent of using lights on his work. Lights can increase involvement of human emotion through basic features that cognition of object, visualization of space-time and by artistic method in the product. This study will examine the role and how to use lighting to express the proper sentiment based on the narrative of the work. Making research named "Lighting Research of 3D animated film which applying light features to express emotion" previous study and have to combine emotional vocabulary and emotion-based theory for classifying the emotional language that can be applied on 3D animation. And choosing most emotional scene from 3D animation for analyze how they used lighting to expressing emotions. Directors trying to show up about the light role through light method that matched perfectly with an emotional language. Expecting this research work of directing 3D animations light for expressing emotional feelings will be continue successfully.

A Study on The Retorical Characteristic mentioned in The Web-Graphics (웹 그래픽에 나타난 수사적 특성에 관한 연구)

  • 김민수
    • Archives of design research
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    • v.16 no.1
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    • pp.297-304
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    • 2003
  • The purpose of this study is to explore and understand correlation between an appearance of the web-graphics and rhetorical analysis. This paper was adopted semiotic approaches and four rhetorical tropes as follows metaphor, metonymy, synecdoche, irony. The web-graphics are parts of the web-contents that are increased continuously in the web-space these days. To investigate cgaracteristic of individual web-graphic this study selected semiotic framework and analysis meaning of the rhetorical tropes. The results of this study can be founded as follows: · Rhetorical graphics we produced linguistic features between human and signs for the fundamental characteristic of the signification. · Rhetorical graphics offer to the users the due of the decoding precesses through the narrative structures to symbolic schema. besides, these are operated limited framework of condensation and displacement. · The web-graphics participate human's recognition processes and rhetorical codes in order to investigate the sign-vehicle of the deep-structures.

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Anthropology of power and passion, active nihilism: theme analysis on Sung, Suk-je's novel

  • Lee, Chan
    • Cross-Cultural Studies
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    • v.28
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    • pp.37-53
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    • 2012
  • This paper examines 'an active nihilism' in Suk-je Sung's novels in detail. The focus of this study is formed from the critical mind in a critical perspective that in Korean novels before and after 2000s, characters who embody 'problematic individuals' of $Luk{\acute{a}}cs$ have disappeared and those close to 'active nihilists' has become the mainstream. The most representative example of this phenomenon is Suk-je Sung's novels. 'Active nihilists' in his novels are described as 'ascetics' who mastered various spheres such as 'billiard', 'baduk gambling', 'alcohol', 'dance', and 'book collecting', and so on. In the sense that they reject the transcendental conditions of the modern world and live in the space and time of play in which they can display their passion and potentiality to the maximum, they beings jumping over the 'reality principle'. Also, what they want to repeat is not the endless exchange of labor and capital according to the capitalist system of exchange but rather the repeated existence of their power and passion. This 'anthropology of power and passion' is 'active nihilism' which could be expressed as the 'subject of creating new value' and 'Dionysian affirmation' by Nietzsche. Suk-je Sung's novels sharply prove the stylistic essence of 'a novel' which has to create its own form every time, constantly renewing the narrative style of the past ideal model. In this respect, they are very problematic and his innovation of a form draws the attention. Further, this will certainly be the important object of research in the diachronic dimension of contemporary Korean novel.