• Title/Summary/Keyword: story

Search Result 4,602, Processing Time 0.03 seconds

Early Virtual Studio Use Case Study: Focusing on domestic election broadcasting in the mid-1990s (초기 가상스튜디오 활용 사례 연구: 1990년대 중반 국내 선거방송을 중심으로)

  • Nah, So-Mi
    • Journal of Industrial Convergence
    • /
    • v.20 no.1
    • /
    • pp.53-62
    • /
    • 2022
  • The election broadcast began utilizing virtual studios in the mid-1990s. In 1996, SBS's virtual studio was evaluated as an innovation in Korean broadcasting technology that introduced the world's first virtual studio. However, there have been cases where KBS and MBC named it a virtual studio and used it for election broadcasting. Various CG (Computer Graphics) case studies of election broadcasting have been conducted since the 2000s, but the initial research is inadequate. Therefore, this paper complements existing research by analyzing the cases of the mid-1990s when they actually started using virtual studios. Beginning with SMOCKEY (KBS) and MAGICII (MBC) in 1995, we presented the initial model of the virtual studio, and then with SBS Virtual Studio, each broadcasting company evolved into the names Dream Studio (KBS) and Space 21 Studio (MBC). As a result of the analysis, it was found that the election broadcast is a chart showing the data and the winning prediction, and that the election broadcast was the trigger to compose the story based on the introduction of the virtual studio. It is a form of historical research dealing with the value of the early virtual studios in this paper. It is meaningful to see the process of Remediation.

A Study on Immersive Content Production and Storytelling Methods using Photogrammetry and Artificial Intelligence Technology (포토그래메트리 및 인공지능 기술을 활용한 실감 콘텐츠 제작과 스토리텔링 방법 연구)

  • Kim, Jungho;Park, JinWan;Yoo, Taekyung
    • Journal of Broadcast Engineering
    • /
    • v.27 no.5
    • /
    • pp.654-664
    • /
    • 2022
  • Immersive content overcomes spatial limitations through convergence with extended reality, artificial intelligence, and photogrammetry technology along with interest due to the COVID-19 pandemic, presenting a new paradigm in the content market such as entertainment, media, performances, and exhibitions. However, it can be seen that in order for realistic content to have sustained public interest, it is necessary to study storytelling method that can increase immersion in content rather than technological freshness. Therefore, in this study, we propose a immersive content storytelling method using artificial intelligence and photogrammetry technology. The proposed storytelling method is to create a content story through interaction between interactive virtual beings and participants. In this way, participation can increase content immersion. This study is expected to help content creators in the accelerating immersive content market with a storytelling methodology through virtual existence that utilizes artificial intelligence technology proposed to content creators to help in efficient content creation. In addition, I think that it will contribute to the establishment of a immersive content production pipeline using artificial intelligence and photogrammetry technology in content production.

AI Art Creation Case Study for AI Film & Video Content (AI 영화영상콘텐츠를 위한 AI 예술창작 사례연구)

  • Jeon, Byoungwon
    • The Journal of the Convergence on Culture Technology
    • /
    • v.7 no.2
    • /
    • pp.85-95
    • /
    • 2021
  • Currently, we stand between computers as creative tools and computers as creators. A new genre of movies, which can be called a post-cinema situation, is emerging. This paper aims to diagnose the possibility of the emergence of AI cinema. To confirm the possibility of AI cinema, it was examined through a case study whether the creation of a story, narrative, image, and sound, which are necessary conditions for film creation, is possible by artificial intelligence. First, we checked the visual creation of AI painting algorithms Obvious, GAN, and CAN. Second, AI music has already entered the distribution stage in the market in cooperation with humans. Third, AI can already complete drama scripts, and automatic scenario creation programs using big data are also gaining popularity. That said, we confirmed that the filmmaking requirements could be met with AI algorithms. From the perspective of Manovich's 'AI Genre Convention', web documentaries and desktop documentaries, typical trends post-cinema, can be said to be representative genres that can be expected as AI cinemas. The conditions for AI, web documentaries and desktop documentaries to exist are the same. This article suggests a new path for the media of the 4th Industrial Revolution era through research on AI as a creator of post-cinema.

A Study on the Dystopia of Korean Juvenile Science Fiction Since the 2000s (2000년대 이후 한국 아동·청소년 과학소설의 디스토피아 연구)

  • Choi, Bae-Eun
    • Journal of Popular Narrative
    • /
    • v.26 no.1
    • /
    • pp.103-132
    • /
    • 2020
  • By analyzing the characteristics and meaning of dystopia in Korean juvenile science fiction, this study aims to search for the principles of juvenile literature responding to the contradictions of scientific technologism in collusion with state capitalism, and to consider its limitations and significance. This study focuses on the juvenile science fiction in which children or teenagers fight against system dystopia functioning as a setting of the story. System dystopia consists of 'fake utopia' and 'concentration camps' holding those excluded from this 'fake utopia'. Young people whose right to life are violated under the system dystopia escape from concentration camps and fight against political power. We don't have many novels that have focused on environmental dystopia, but a nomadic subject is found in works set on Earth after environmental pollution or nuclear explosion. In short, juvenile dystopia science fiction deepens the contradictions of the hierarchical society based on scientific technologism, criticizing the repressive, material-oriented and differential educational realities of our society. They hope that children or teenagers will act as a resistance that sees through the deception and hypocrisy of the social system. These works are significant in that they expose the biopolitics strategy of political power in collusion with industrial capitalism and induce us to reflect on it. However, it seems to be the limit of humanism to equate human life with nature and to warn of dangers of technology, machinery, and material civilization as the counterpart. This paper has the significance of taking a general survey of juvenile dystopia science fiction since the 2000s, and revealing the writers' perception of scientific technologism and its limitations.

Agent "M" -The Apparatus of "Hate" and Human or Non-Human Beings as Living Dead (Agent "M" -'혐오'의 장치와 리빙 데드의 (비)인간)

  • Kwon, Doo-Hyun
    • Journal of Popular Narrative
    • /
    • v.27 no.1
    • /
    • pp.133-185
    • /
    • 2021
  • This study is an attempt to connect television drama M, which deals with abortion issues, with theoretical focus such as materiality, relativity, and agency, to understand diffractively as an cartography of agential reality. According to Karen Barard's Agential Realism, Television drama M is a sociocultural phenomenon produced by the agential intra-actions of material-discursive apparatuses such as medical technology, ghost stories and legends, and male-affect. The 1990s repeatedly revealed "hate" through apparatuses such as technology, discourse, and affect, which are directed at women's gendered bodies. The material -discursive practice of plastic surgery and abortion proves that the agential reality surrounding the body is closely intertwined with medical technology, as well as with the genderized hate. Another related material-discursive phenomenon is rediscovery of the legend and fad of the ghost story, which is also produced from the hate of the denaturalized body, which is once again expanded and reproduced. Appearing in this environment of affect, M enacts diffraction, which is based on backlash, lacking posthuman implications for the materialization of the techno-body. M puts humanistic assumptions about "Man" as a universal definition, historically framed and defined in context. But it is not universal and it is gendered. The current time when the political turmoil surrounding medical technology, discourse, and bodily matters is violently intra-acted is the time to carefully account and respond to the alternative definitions of human beings that M has rejected.

Gender of the Square and Sexuality Politics of 'Revolution' -1996-2016, Revolutionary Records and Memories (광장의 젠더와 혁명의 성정치 -1996-2016, 혁명의 기록과 기억'들')

  • So, Young-Hyun
    • Journal of Popular Narrative
    • /
    • v.26 no.2
    • /
    • pp.157-190
    • /
    • 2020
  • How is the "Yonsei University Incident" of August 1996 remembered from a periphery perspective and a gender perspective? With this question in mind, I reviewed the history of the revolution and the missing memories in the period from 1996 to 2016 in Korean literature. I tried to recover the story of the revolution experienced and remembered by those who were politically invisible or gender-excluded, by centering on novels with strange reminiscences of the student movement in 1996, namely Yoon I-Hyung's "Big Wolf Blue" ("Big Wolf Blue", 2011), Choi Eun-Young's "Responsibility"(2018), Hwang Jung-Eun's Didi's Umbrella (2019) and Park Sang- Young's "A piece of Rockfish Sashimi The Taste of the Universe"(How to Love in Metropolis, 2019). There is a correlation between the perception of the periphery and the name of the "unrememberable" revolution. And this fact tells us that revolution does not mean the same thing to everyone, even when it "passes" through the midst of a revolution that shares the imagination of a better society and the desire to reorganize the system. In other words, it emphasizes that the logic of exclusion and hierarchy was still in operation even at the moment of revolution. It would be said that this review is not only a rethinking of the student movement, but also a reevaluation from the gender perspective of Korean society in the 1990s.

Burning and The Ethical Subject (영화 <버닝>과 윤리적 주체)

  • Kwak, Han-Ju
    • Journal of Popular Narrative
    • /
    • v.26 no.4
    • /
    • pp.117-144
    • /
    • 2020
  • The film Burning (Lee Chang-dong, 2018) is one of the most noted Korean films in recent years as a work that unfolds an elaborate narrative in a delicate visualization. This film is a multi-vocal text in which different types of characters appear and scattered objective facts and ambiguous subjective desires are intertwined, so it is a text that has room for diverse interpretations. This article attempts to read Burning as an ethical discourse centered on the protagonist Jong-su, noting that the film raises universal and significant ethical issues that transcend the specific social and historical conditions of a contemporary Korean youth. I would like to examine the situation in which Jong-su is facing and his reaction to it, above all, from the perspective of Jong-su's ethical awakening and leap forward. Jong-su, a young South Korean non-regular man living in the present, encounters and connects with Hae-mi and Ben and attempts to understand the mysteries of the world. His trajectory, which the film shows closely, inevitably intersects the social and historical dimension of confusion and frustration of a young man graduated from the Department of Creative Writing, the reality of family dissolution and the individual psychological dimension of the sudden disappearance of his lover Hae-mi. Burning is a magistrate film that depicts Jong-su as an ethical subject oriented toward 'communal togetherness' while confronting the world and exploring its mysteries despite all his unfavorable conditions, such as his social position of the precariat youth and the epistemological uncertainty of reality perception. It is read as a story of his painful growth, in which Jong-su is becoming a 'writer', who once was a helpless non-regular delivery worker.

A Study on the narrative characteristic of (<불타는 그라운드> 서사 특성 연구)

  • Ko, Hoon
    • Journal of Popular Narrative
    • /
    • v.27 no.3
    • /
    • pp.127-150
    • /
    • 2021
  • This study focuses on analyzing the epic characteristics of a korean sports cartoon called "Burning Ground" in the 1970s. Through this, we would like to reveal that only "Burning Ground" has a unique narrative. We hope that such research will accumulate and serve as the basis for the study of Korean sports cartoon. In the 1970s and 1980s, Korean sports cartoons were narratives of the main characters. The story of the family is central to the narrative. Family revenge is mainly the central narrative. Plural narratives are serious, and sports act as auxiliary narratives. It uses 'Spocon', a characteristic of Japanese sports cartoons, to show its efforts to get revenge. Therefore, it is extremely rare to use professional knowledge in Korean sports cartoons in the 1970s. Burning Ground uses an escalating system to construct incremental narratives. The three-dimensional narrative is composed by utilizing various narratives of surrounding characters. The use of expertise in football is a feature of the 1990s, and showing this in the 1970s means that the work is ahead of its time. There are limitations of Japanese cartoon theft and plagiarism. However, through this, it provides evidence to examine the relationship between Korea and Japan. And timeless epic speciality must be recognized. The study is meaningful in that it can broaden the perspective of Korean cartoon research in the 1970s.

A Study on the 'Zombie Narrative' in Modern Korean Novels (한국 현대 소설에 나타난 '좀비 서사'에 관한 고찰)

  • Kim, So-Ryun
    • Journal of Popular Narrative
    • /
    • v.27 no.2
    • /
    • pp.79-104
    • /
    • 2021
  • The content that is actively consumed in popular culture today is definitely the 'Zombie Narrative'. 'Zombie' is soon positioned as a unique character that reveals the times in which we live in conjunction with the uniqueness of Korean society. Zombies, however, are rarely narrated in traditional Korean modern novels though science-fiction novels constructively deal with them. This paper focuses on the existence of 'zombie', which seldom appears in modern novels. The paper also aims to illuminate the literary value of the 'zombie narrative' that is explosively consumed in modern society. In the main part, I talk about the horrors of 'ignorance' appearing in the existence of zombies in relation to those of the problem concerning "unknown". As one of the crucial characteristics of the zombies, moreover, the "absence" of the "thinking" was considered in terms of "ignorance" in relation to the concept of "Banality of evil" raised by Hannah Arendt. This paper also pays attention to the possibility of a new solidarity between zombies and humans depicted in novels. This possibility can be seen as a search for solidarity between humans and zombies, beyond the solidarity between humans who survived from zombies. The paper enlightens a new relationship between a captor and a captive that dichotomous scale impossibly explains and presents a possible new story. As discussed above, as this study searches for the existence of 'zombies' that seldom appear in contemporary Korean novels, it clearly signifies the literary value of 'zombies' and further possible narratives concerning 'zombies'. Furthermore, this study appreciates the extension of the existing 'zombie narrative' researches, which has been mainly focused on films.

Empathic Tendency and Theory of Mind Skills in Young Individuals with Schizophrenia: Its' Associations with Self-Reported Schizotypy and Executive Function (젊은 조현병 환자에서 공감경향과 마음이론기술: 자기보고 조현형차원 및 실행기능과의 연관성)

  • Kim, So Yeon;Kong, Wanji;Koo, Se Jun;Kim, Hyeri;Park, Hye Yoon;Seo, Eunchong;Lee, Eun;An, Suk Kyoon
    • Korean Journal of Schizophrenia Research
    • /
    • v.24 no.1
    • /
    • pp.26-35
    • /
    • 2021
  • Objectives: Social function deficit is known as a core feature of schizophrenia. This study aimed to investigate differences in empathic tendencies and theory of mind (ToM) skills between healthy controls and young individuals with schizophrenia, and to examine the associations between empathic tendencies, ToM skills and schizotypy, and executive function in schizophrenia. Methods: Thirty patients with schizophrenia and 30 healthy controls were enrolled and assessed using the interpersonal relationship index (IRI; perspective taking, fantasy, empathic concern, and personal distress subscales), ToM-Picture Story Task (ToM-PST; sequence and cognitive questionnaire), Wisconsin schizotypy scale (revised physical anhedonia and perceptual aberration), and Stroop tests for empathic tendencies, ToM skills, schizotypy, and executive function. Results: In individuals with schizophrenia, the IRI for perspective taking and ToM-PST score for cognitive function were lower, and the IRI for personal distress was higher than those in healthy controls. The IRIs for perspective taking and fantasy were related to revised physical anhedonia, and that for empathic concern was associated with revised physical anhedonia and perceptual aberration. The ToM-PST score for sequence was associated with the Stroop test score for schizophrenia. Conclusion: These findings indicate deficits in empathic tendencies and ToM skills, which may be independently and primarily associated with schizotypy and executive function in young individuals with schizophrenia.