• Title/Summary/Keyword: story making

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The consideration of the speciality of game scenario writer (게임시나리오작가의 특수성에 관한 고찰)

  • Lee, Jae-Hong
    • Journal of Korea Game Society
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    • v.2 no.1
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    • pp.84-91
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    • 2002
  • The big difference of game scenario writers from ordinary scenario writers is the creativity of interactive game element. Game scenario writers should complete scenario form before making conti of game production, develop new item that is the essence of game and be able to write mulit-scenario for diverse story developments. Also, he should have the ability to advise on effective arrangement for sound effect to game designer.

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Korean Nursing Students' Experience of Ego Identity Development (간호대학생의 자아정체감 발달 경험)

  • Koo, Hyun Young
    • Child Health Nursing Research
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    • v.23 no.3
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    • pp.340-352
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    • 2017
  • Purpose: This study was done to explore the experiences of ego identity development in Korean nursing students. Methods: Data were collected from 16 nursing students through in-depth interviews. The main question was, "Could you tell me your experience of developing an ego identity?" Data were analyzed using Strauss and Corbin's grounded theory methodology. Results: The core category of the experiences of ego identity development in Korean nursing students was 'trying to be a different new person'. Action/interaction strategies were 'solving the problem using experiences', 'making one's own success story', and 'making harmony with others'. Consequences were 'being sure of oneself as a new person'. Conclusion: Korean nursing students tried to use their experiences, achieve success, and harmonize with others. Their efforts were influenced by conflicts and supports of people around. Therefore, nurse educators should understand contextual and intervening conditions of nursing students, and try to help them achieve ego identities.

A Study of Hanbok Object in Ballet Performance - Focus on the Performance 'La, Chun-hyang' - (발레 공연에 나타난 한복 오브제 표현 연구 - 'La, 춘향' 공연을 중심으로 -)

  • Lee, Ji-Yeon;Soh, Hwang-Oak
    • Journal of the Korean Society of Costume
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    • v.62 no.6
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    • pp.98-111
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    • 2012
  • The purpose of this study is to examine how the Hanbok is expressed in the ballet performances through the 'La, Chun-hyang', a classic Korean ballet. 'La, Chun-hyang', was performed from 2009 and 2010, but there were some differences in choreography by the director's intention. According to these changes, the methods of expression of ballet objects were changed as well. Therefore, totally different personalities were shown despite the fact that theses were same performances. Every costume objects in dance performances like the ballet can be used to express the story and the characters. Moreover, the object designs of Hanbok portray creativity and originality that simultaneously refers to history. In order for stage costume objects to popularize, the making method and process have to be developed like the objects of the Hanbok that signified historicity.

A Study on the Storytelling of the Film (영화 <택시운전사>의 스토리텔링 연구)

  • Kim, Kyung-Ae
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.2
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    • pp.328-334
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    • 2020
  • In this paper I proved that the intention of the movie is to put the reader at the crossroads of choice, which is still in progress, in this context confirmed that the storytelling is very enlightening and popular. This was demonstrated by the thing of making a story the charactor's Affects process itself in the story and a change in the point of view from witness to participant in the discourse. Jang Hoon seeks to reconstruct the Gwangju Democratic Movement through Kim Man-seop, a character who now lives here with trauma. Faced with a sympathetic message from a common and familiar figure around us, such as a taxi driver, it should be said that the goal was to get the audience to accept past gruesome incidents as part of us. The film uses Affects as a way to make the 1980s "Them" become "we" and replace the 37-year-old incident with our modern story. Soon, the film's intention is to turn Gwangju's Democratic movement from "There, Their Story" to "Here, Our Story." That's why popular storytelling was needed and concluded that it was the popularity the film acquired.

The Research on Aesthetic Characteristics of Storytelling Expressed in Modern Fashion Photographs - With a Focus on Steven Meisel's Fashion Photos - (현대 패션사진에 나타난 스토리텔링의 미적 특성 - 스티븐 마이젤 패션사진을 중심으로 -)

  • Park, Mi-Joo;Yang, Sook-Hi
    • The Research Journal of the Costume Culture
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    • v.17 no.1
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    • pp.132-148
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    • 2009
  • The objective of this article is to examine the possibility of 'story-telling' as united concept of causality and subjectivity through sequence combination, and the 'similarity' between object and image in fashion photographs making diversity of meanings. To analyze and investigate the research, as evidential data this paper used the photos of Steven Meisel from 2002 till 2007 Vogue published in Korea, U.S, and Italy, as well as other visual data like graphic collections, catalogs, art-related data and internet data. This research runs both theoretical and positive investigations to suggest the function of story-telling in the Process of opened-communicative roles of fashion photos. Thus this paper investigated Steven Meisel's storytelling in his fashion photos; short moment of event, continuity of time, compound of sequence, and complexity of viewpoint. This paper also studied the aesthetic characteristics of Steven Meisel's fashion photos as categories of overlapped meaning, arbitrariness of interpretation, exclusivity of message, and decoding. The research result suggests that clothing not only includes current age's value but also among social constitutions it includes multilateral characteristics. Ultimately this paper is also making meaning alive by cutting off the chain of 'firm' meanings of fashion photo. That seems like opening the opportunity for correctly understanding fashion's meaning which has the aspects of ambivalence of changing meanings and values by the motivation of context and text.

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A Study on Making Beginner Utilization Guide of the Spatial Information Open Platform (공간정보 오픈플랫폼 초급 활용 가이드 제작에 관한 연구)

  • Kang, Jin-A;Song, Ki-Sung
    • Journal of Cadastre & Land InformatiX
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    • v.44 no.1
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    • pp.151-164
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    • 2014
  • This study research how beginner utilization guild is made of beginner utilization guild for expanding the V-World. We classified the subjects and investigated the purpose of the visit through satisfaction surveys, Depending on the purpose of the visit, we categorize a beginner, intermediate and advanced user of the V-World visit. This paper studies making beginner utilization guild in the majority of visitors of using map-based services. We carried out analyzing function of the V-World, configuration beginner utilization guild, creation contents, making guild. The V-World is a public service that the spatial information of having built of the country provide to Citizens.

A Study on the Utilization of Storytelling in Town-making Area Marketing and Town Development Plan Establishment - Focusing on Storytelling of Jeju Yongdam 1-dong Town - (마을만들기 장소마케팅과 마을발전방안 수립에 스토리텔링활용 연구 - 제주시 용담1동 마을스토리텔링을 중심으로-)

  • Hwang, Kyung-Soo;Yang, Jeong-Cheol;Oh, Yun-Jung;Lee, Gwan-Hong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.12
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    • pp.529-538
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    • 2017
  • The objectives of this study are to examine and propose a method for establishing a seed story regarding residents of Yongdam 1-dong and to utilize storytelling in establishing town development strategies. Globally, major cities seek urban restoration based on their regional culture and history. Yongdam 1-dong is a downtown area located in Jeju City, South Korea. This study attempts an innovative approach to town-making by storytelling about the residents' lives. The storytelling method may be utilized to establish town development plans in the following ways: 1) To make use of the storytelling method in the town to be introduced in various ways; 2) As an important reference in establishing town development plans; 3) To establish various town-making plans. For example, the method may be used to decide the direction, prepare program contents, plan related festivals, and conduct regional facilitator education programs; and 4) To help experts who participate in voluntary work in the region to understand the town. Using these contents, we can create one of various fields in town development.

Design and Implementation of a Digital Storyboard System for Efficient Video Contents Production (효율적인 동영상 콘텐츠 제작을 위한 디지털 스토리보드 설계 및 구현)

  • Choi, Jun-Ho;Hwang, Myung-Gwon;Kim, Pan-Koo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.05a
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    • pp.548-551
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    • 2008
  • Recently, general user is making a lots of contents but it's difficult what using professional video editing system. and also video editing system is consist of effect of contents so user can't make a video contents easily. Therefore, we construct a system and make a application that user can make a video oneself using each sample video elements in this paper. For the this one, we used the semantic property about each element and we also construct to story, the story is matching to low level data in video.

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The correlation between the study of fusion and Game Development (학문의 융합과 게임개발간의 상관관계)

  • Kim, Tae-Eun
    • Journal of Digital Contents Society
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    • v.16 no.4
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    • pp.651-657
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    • 2015
  • The game engineering is a fusion study that combines exquisite variety of fusion science and engineering. We presents the relationship between multi-disciplinary fusion and game development with the game developer's perspective when developing games. Humanities and sociological knowledge and experience with the developers has significant os impacts to refine the ideas on the game. This paper would present the process of the game design, story making based on the planned operation and the communication as between the team members for efficient operation through the process of creating the actual game, it will show the final version of the game. At the same time, it will research for the relationship between a number of studies for each process.

Concept and Properties of Transmedia Storytelling (트랜스미디어 스토리텔링의 개념과 특성)

  • Lee, Sang-Min
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.193-200
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    • 2009
  • Transmedia storytelling is that a number of contents based on various media platform establish a world, and refereed as newly appeared mode in the age of digital convergence. Transmedia storytelling, each different media organically creates and produce various meaning to create a world, makes alteration in not just only producer's area but also consumer's area. The first property of Transmedia storytelling is joint producing in creation and intelligence collectiveness for enjoyment. The second property is the differentiation of story through crossover and combination, which offer new experience and penetration to consumers. As last property, it is the process of collecting and transpiring story by making relationship to establish that world. Such properties of Transmedia storytelling will act as an analysing base for transmedia contents establishing through various media platform.