• Title/Summary/Keyword: story-narrative

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A Study on the Effects of Storytelling on Digital Game Development (스토리텔링이 디지털 게임 개발에 미치는 영향에 관한 연구)

  • Park, Chanik
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.14 no.4
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    • pp.149-154
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    • 2018
  • A game story that used to be free needs a work of concrete and artificial organizing and arranging these days. This is because a game story is frequently made into a new genre such as a movie or an animation. As shown in many previous studies, most of the movies made from successful digital games failed to receive satisfying box office results. To overcome this, narratively completed storytelling should be presented from the development phase of a game. The methods are as follows: It is necessary to maximize the synergy effect through the interaction between storytelling experts, game developers, animators, and movie producers in developing a game. This will help to create a game with more sophisticated and complete narrative structure than now. It is necessary to secure the diversification of game genres. Currently in Korea, online games are unusually leading the game industry. PC games or console games are more advantageous than online games for putting a finished narrative structure into a game.

The narrative strategy in French Lieutenant's Woman ("프랑스 중위의 여자"의 서사전략)

  • Kim, Sang-Gu
    • English Language & Literature Teaching
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    • v.7 no.2
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    • pp.115-127
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    • 2002
  • This study aims to investigate John Fowles's The French Lieutenant's Woman. This important postmodern novel is arguably the most important fiction published in England during the 1960's. John Fowles, along with Muriel Spark, Irish Mudoch and Doris Lessing is one the most influential postmodern writers. This is a study on the narrative technique, multiful endings, parody and author intrusion. The French Lieutenant's Woman is metafiction - a novel about writing a novel. The author says "This story I am telling is all imagination" in chapter 13. That is to say that John Fowles subverts traditional and even modernist poetics. His own intentional attempt to depart from traditional narrative structure is itself one of the novel's central issues. Through The French Lieutenant's Woman John Fowles shows postmodernist writers' narrative strategy.

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A Convergent Study on the Narration of Novel through Text-mining (소설 내러티브의 변화: 텍스트마이닝 기반 장르별 내러티브 분석)

  • Park, Jungsik;Park, Mi Sun
    • English & American cultural studies
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    • v.17 no.1
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    • pp.81-106
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    • 2017
  • Using recently emerging quantitative methods, this article provides a comparative study of the diachronic changes in the narrations of novel, history, and science from the early 18th-century to the 20th-century. To trace the narrative changes in different genres, this article discusses how text-mining methodology can be introduced in literary studies. We compared the traces of narrative in three genres—novel, history, and science—as a pilot study, with the three major grammatical elements of narrative: pronoun, subordinating conjunction, and action verbs in past tense. The results of data-mining show that the use of pronoun and action verb has increased in the genre of novel toward the $20^{th}$ century, while history and science has developed less story-like writing styles.

A research for character information extraction method on Narrative Stories (설화 스토리 내 인물정보 추출 방법에 관한 연구)

  • Ko, Byeong Kyu;Kim, Jeong In;Lee, Eun Ji;Kim, Pan Koo
    • Smart Media Journal
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    • v.5 no.2
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    • pp.59-64
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    • 2016
  • Storytelling techniques have been using for utilizing in various fields such as education, marketing and so on. In creative content sector, especially, the amount of creating the a newly story content from existing oral tales which are short and quite hard to understand the context has been increased. However, there are some limitations for creating the ideas of the story according to the expansion of the stories while the approach for new adaptation of existing stories is quite challenging. In this paper, therefore, we described the preliminary steps of text analysis and object extraction method for story development which can be applied to the storytelling authoring supported software.

Iconography on the Reliefs of the Life Story of Buddha in Chandi Borobudur (보로부두르 대탑의 불전(佛傳) 도상(圖像))

  • YOO, Geun Ja
    • SUVANNABHUMI
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    • v.2 no.1
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    • pp.17-53
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    • 2010
  • The Chandi Borobudur was likely constructed around 800 AD, during the period of the Sailendra dynasty in central Java, Indonesia. The Chandi Borobudur have 1460 narrative panels of reliefs which are distributed from the hidden foot to the fourth gallery. The 160 panels show various scenes of actions producing the corresponding results according to the Karmavibhanga(分別善惡報應經) text. Blameworthy activities with their purgatorial punishments and praiseworthy activities with their subsequent rewards are both shown. The 120 panels depict the biography of Buddha according to the Lalitavistara (方廣大莊嚴經) text. The 620 panels depict stories from Jatakas (本生譚) and Avadanas (譬喩經). The stories of 560 panels are based on Mahayayana (入法界品, 488 panels) and Bhadrucari (普賢行願讚, 72 panels) of Gandavyuha (華嚴經) text. In this study, among the 120 narrative reliefs which tell the life story of Buddha according to the Lalitavistara text in Chandi Borobudur, the images of Birth of Siddhārtha(誕生), The Great Departure (出家), Attaintment of Enlightenment (成道) and The First Sermon (初轉法輪) have been compared with the images of biography of Buddha showing in Ancient India, Gandhara and South India, and China. From a historical perspective of cultural exchange, Borobudur is very important site because it is located on the south route of transmission of Buddhism from India to South Asia, China, Korea and Japan. Study on the reliefs sculptured on the wall of Chandi Borobudur provide us information to understand the process of spreading and changes in styles of Buddhist arts.

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Extracting Beginning Boundaries for Efficient Management of Movie Storytelling Contents (스토리텔링 콘텐츠의 효과적인 관리를 위한 영화 스토리 발단부의 자동 경계 추출)

  • Park, Seung-Bo;You, Eun-Soon;Jung, Jason J.
    • Journal of Intelligence and Information Systems
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    • v.17 no.4
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    • pp.279-292
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    • 2011
  • Movie is a representative media that can transmit stories to audiences. Basically, a story is described by characters in the movie. Different from other simple videos, movies deploy narrative structures for explaining various conflicts or collaborations between characters. These narrative structures consist of 3 main acts, which are beginning, middle, and ending. The beginning act includes 1) introduction to main characters and backgrounds, and 2) conflicts implication and clues for incidents. The middle act describes the events developed by both inside and outside factors and the story dramatic tension heighten. Finally, in the end act, the events are developed are resolved, and the topic of story and message of writer are transmitted. When story information is extracted from movie, it is needed to consider that it has different weights by narrative structure. Namely, when some information is extracted, it has a different influence to story deployment depending on where it locates at the beginning, middle and end acts. The beginning act is the part that exposes to audiences for story set-up various information such as setting of characters and depiction of backgrounds. And thus, it is necessary to extract much kind information from the beginning act in order to abstract a movie or retrieve character information. Thereby, this paper proposes a novel method for extracting the beginning boundaries. It is the method that detects a boundary scene between the beginning act and middle using the accumulation graph of characters. The beginning act consists of the scenes that introduce important characters, imply the conflict relationship between them, and suggest clues to resolve troubles. First, a scene that the new important characters don't appear any more should be detected in order to extract a scene completed the introduction of them. The important characters mean the major and minor characters, which can be dealt as important characters since they lead story progression. Extra should be excluded in order to extract a scene completed the introduction of important characters in the accumulation graph of characters. Extra means the characters that appear only several scenes. Second, the inflection point is detected in the accumulation graph of characters. It is the point that the increasing line changes to horizontal line. Namely, when the slope of line keeps zero during long scenes, starting point of this line with zero slope becomes the inflection point. Inflection point will be detected in the accumulation graph of characters without extra. Third, several scenes are considered as additional story progression such as conflicts implication and clues suggestion. Actually, movie story can arrive at a scene located between beginning act and middle when additional several scenes are elapsed after the introduction of important characters. We will decide the ratio of additional scenes for total scenes by experiment in order to detect this scene. The ratio of additional scenes is gained as 7.67% by experiment. It is the story inflection point to change from beginning to middle act when this ratio is added to the inflection point of graph. Our proposed method consists of these three steps. We selected 10 movies for experiment and evaluation. These movies consisted of various genres. By measuring the accuracy of boundary detection experiment, we have shown that the proposed method is more efficient.

A study on the digital media adaptation figures Creation (Digital media의 순응형 인물창조 연구)

  • Kang, Hong Gue
    • Journal of Digital Convergence
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    • v.10 no.11
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    • pp.595-601
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    • 2012
  • Narrative art is primarily narrative fiction realistic possibility for human figures into the contents of the work to build the core structure of the narrative, and the most important factor. Constitute the narrative structure of the story, while leading configuration is the subject of the act. Portrait of the artist's work presented in this perspective is the default attitude that gives the order to the drama itself, because it is the drama of aesthetic structure will eventually work through the people in the know. Mixture of aesthetic pleasure and aesthetic understanding of the regular drama is when you think that consciousness is through characters in his works is a shortcut to identify the writers think about the narrative structure.

Narrative Thought and ITS Implication on the Science Education (내러티브 사고의 과학교육적 함의)

  • Kim, Man-Hee;Kim, Beom-Ki
    • Journal of The Korean Association For Science Education
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    • v.22 no.4
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    • pp.851-861
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    • 2002
  • In this paper, two modes of thought are assumed, which are known as the paradigmatic and the narrative mode of thought by Bruner(1985; 1986). The former leads to well-formed argument, but the latter to good story; each providing distinctive ways of ordering experience, of constructing reality. Though the two are complementary, but not reducible to one another. However modern schooling has focused on the paradigmatic mode. It has come to its peak in science education. Recently some educators began to gaze at the narrative mode in other humanities, but not science. Narrative is commonly considered to be foreign to science. But many scientists are convinced that modern science depends on speculation much more than observation. The speculation is conducted by intrapersonal or interpersonal narrative, which was called "science-making" by Bruner(1996). The purpose of this paper is to introduce the narrative mode of thought compared to paradigmatic mode as the new concepts and to discuss its implications on the science education. Three implications will be suggested. The first holds that science class should improve student's narrative sensibility throughout the live science-making. The second holds that the narrative mode of thought should be used with the support of the paradigmatic mode in science classroom. Exactly narrative interpretations are adjuncts to scientific explanations. The third holds that the evaluation method should be developed for the narrative work in science education.

Study on the Creation and Usage of Cultural Contents for 'Geotaji Folk Tale' ('거타지' 설화의 문화콘텐츠 창작과 활용)

  • Lee, Kyu-Hoon
    • The Journal of the Korea Contents Association
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    • v.8 no.8
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    • pp.119-127
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    • 2008
  • The object of this study is to find ways of a creation and an usage of cultural contents, based on the survey of the culture archetype facts, the culture elements and the narrative structure of 'Geotagi folk tale'. This story takes its place as our cultural archetype, because of its perfect narrative structure and the myth-like features in the story line. Additionally, various cultural elements implied in the text have the world wide universality as well as the unique traditional characters of Korea. Thus, for above reason, 'Geotagi folk tale' can be helpful in creating the new cultural contents. In creating and using the cultural contents of 'Geotagi folk tale', the first way is to build up the Digital contents including the data base of the original text and others, and the creation of graphics. The second way is to create the story bank utilizing hypertext. The third way is to make flash animations or games concerning the folk tale. and the fourth way is to to develop the symbols of the folk tale as animation characters.

A semiotic analysis of trilogy (<슈렉> 3부작의 기호학적 분석)

  • Lee, Yun-Jin;Kwon, Jae-Woong
    • Cartoon and Animation Studies
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    • s.16
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    • pp.101-112
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    • 2009
  • The purpose of this study is to analyze trilogy by means of semiotics. trilogy constructs a story as a whole while each piece delivers a concluded ending. This study used 'modele actantiel' and 'carre semiotique' of Greimas in order to clarify not only the meaning structure but also the course of narrative of . is a compelling story which reverses the fairy tale of a beautiful princess and a heroic prince. Each piece of the trilogy unfolds as following; (1)ls the love of a princess and an ogre possible? (2)Can the marriage of the couple get confirmed? (3)Can Shrek be free again? The repeated meaning structure of trilogy is the binary opposition of nature versus culture, and the narrative course forms the meaning square on the basis of the opposition. Human culture represented by the lord Farquaad and Duloc castle signifies cleanness, order, complex, anxiety, paranoia, authoritarian, and violent. On the contrary, Nature represented by Shrek and the swamp signifies barbarity, freedom, confident, maturity, unstrained, and humar. The meaning of Shrek series is generated by the structure of the basic discrimination of culture versus nature. However, as story twists the bias and fixed idea, the meaning structure of Shrek shows a unique relationship of culture and nature. Although Shrek, an ogre, lives alone in a swamp because of the bias of human world, he is depicted as self-sufficient, comfort, and broad-minded. On the basis of this meaning structure, Shrek is not a story that an ogre(nature) strives to enter the human culture, nor a story that nature wins a victory at the confrontation between culture and nature, but a story that human(culture) and ogre(nature) overcome their fixed ideas through the transition from culture to nature and vice versa.

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