• Title/Summary/Keyword: story-telling

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Research on the Animation Storyboard Production Based on Storytelling (스토리텔링을 기반으로 한 애니메이션 스토리보드 제작에 관한 연구)

  • Kim Ji-Soo
    • The Journal of the Korea Contents Association
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    • v.6 no.3
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    • pp.154-162
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    • 2006
  • The weight of the story in the field of animation that is developed in digital and network is increasing gradually. It occurs not only in animation but several related fields. It shows the potential and needs of animation education based on the story. In this research several literary studies were conducted to identify essential factors of the story-telling in the animation story board production. To visualize the contents in details for the first time, we tried to find the intention of the producer of the animation story board and the work's depth by researching the role and production process in animation story board which applies all of the productions. The important visual factors in producing the animation will be the subjects of the research in near future, and the studies as the important communication art will be carried out by developing the visual and creativeness of the expressions.

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The Behavior Economics in Storytelling (이야기하기의 행동경제학)

  • Kim, Kyung-Seop;Kim, Jeong-Lae
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.4
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    • pp.329-337
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    • 2019
  • It is true that many tales delivered in an 'Story-telling' auditorium or theater have not so much exquisite and refined forms as distorted and deteriorated ones. Furthermore, when false interpretations of tale-performers added into the category of the texts of tales, the problems can be made worse. In case of oral folk tales, there can be discordance between the standpoint of a tale-performer and the contents of a tale. This thesis is directly aimed at pointing out the 'Behavior Economics' problems concerned with the reading and interpretation of tales through investigating the missing parts of a text in reading tales. Man's rationality is meant to be confined to bounded rationality. Instead of making best choices, bounded rationality leads consumers to make a decision which they think suffices themselves to the point requiring no more consideration on the given item. It is the very Heuristic that does work in the process of this simplified decision making process. Heuristic utilizes established empirical notion and specific information, and that's why there can be cognitive 'Biases' sometimes leading to inaccurate judgment. As Oral Literature is basically based on heavy guesswork and perceptual biases of general public, it is imperative to contemplate oral literature in the framework of Heuristic of behavior economics. This thesis deals with thinking types and behavioral patterns of the general public in the perspective of heuristic by examining 'Story-tellings' on the basis of personal or public memory. In addition, heuristic involves how to deal with significant but intangible content such as the errors of oral story teller, the deviations of the story, and responses of the audience.

The Effects of Picture Storybook Making Activities by Computer on Children's Storytelling Ability and Creativity (컴퓨터를 활용한 그림 동화 만들기 활동이 유아의 이야기 꾸미기 능력과 창의성에 미치는 영향)

  • Ko, Eun Ae;Chung, Chung Hee
    • Korean Journal of Child Studies
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    • v.26 no.4
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    • pp.189-207
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    • 2005
  • This study examined the effects of picture storybook making activities with computer plays on children's storytelling ability and creativity. Seventy 5-year-old children from two day-care classes participated in this eight-week program. The experimental class used the computer software of 'Stanley's Sticker Stories.' The comparison class used paper and pencil. Data analysis was implemented by ANCOVA and t-test. Significant differences were found between the experimental and comparison groups in story telling ability by story structure, imagination, vocabulary, sentence structure, and creativity showing that picture storybook making activities with the computer was more effective than traditional picture storybook making activities.

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Reading Don Lee's Yellow as a Short Story Cycle ("단편소설집의 사이클"로서 단 리의 『옐로우』 연구)

  • Lee, Su Mee
    • Journal of English Language & Literature
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    • v.57 no.5
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    • pp.727-755
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    • 2011
  • In this paper, I'll try to read Don Lee's Yellow intertextually with a more canonical text, Sherwood Anderson's Winesburg, Ohio, in order to see what kind of traditions and techniques Yellow references and/or rewrites as a way of tracking this production. Yellow's formal properties as a short story cycle are established through its use of particular conventions. For instance, Yellow follows the short story cycle model that includes the assemblage of recurring characters into one locale. Yellow's characters are all connected to and at some point located in the fictional small town of Rosarita Bay, California. The text form aligns it with established literary conventions and traditions and suggests the author's reliance upon or trust in those modes. Yellow's setting in a small town alludes to and has often been compared to Anderson's Winesburg, Ohio, which is perhaps one of the most well-known and extensively discussed short story cycles in American literature. Also following convention is Lee's construction of Rosarita Bay and the text's third person narrator as a member of that town. Both Rosarita Bay and the narrator become important figures through the related-tale nature of the text. The method of story-telling is similar to how the town Winesburg and its "seemingly sympathetic and non-overtly judgmental" narrator are operational in Anderson's text. In sum, Yellow is opportune for intertextual reading largely because it is a collection of stories that create a linked series.

A Study on the Positive Effects of Horror Adventure Game "White Day" (호러어드벤처게임 <화이트데이>의 순기능성에 관한 연구)

  • Lee, Jae-Hong
    • Journal of Korea Game Society
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    • v.12 no.3
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    • pp.37-48
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    • 2012
  • "White Day", a horror adventure game that has gone down in the history of the Korean gaming industry, is not a cruel horror game with hideous monsters and spooky mood, but a Korean-style horror game with auditory effects of ghastly sound. This paper aims at identifying the positive story-telling structure through the components of the game. This study found that the game is based on a well-organized scenario by the background, events and characters. In addition, its design and story-telling structure turned out to reinforce the positive effects of the game, by not imitating the western-style splatter games. As it provides players with playful components that bear mimicry and ilinx to maximize interactive fun, White Day is a prime example of positive games that are strongly needed in this era.

A study of Communication System between each Game Characters (게임캐릭터의 실시간 대화시스템에 대한 고찰)

  • Choi Sam-Ha;Kim Kyung-Sik
    • Journal of Game and Entertainment
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    • v.1 no.1
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    • pp.39-46
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    • 2005
  • Communication is an element of the story-telling in processing of the game as well as basic role of information exchange. In case of communication-based adventure games which are processed through communication, the communication is playing the role beyond its basic role up to providing a limited information on quests and solutions in Massively Multiplay Online Role Playing Game(MMORPG). Even though the communication is one of most important element for absorbtion into game, current communications with Non Playable Characters in games are just monotonous event-driven method following pattern based on prepared game scenario. In this research, we have analyzed natural language processing systems which are being used in the area of Artificial Intelligence for the purpose of more realistic communications in games, and have studied methods to apply these communications on games.

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The Effect of Traditional Cultural Festival Storytelling on Festival Attractiveness and Visitor Satisfaction(Focusing on Gangneung Danoje Festival) (전통문화축제의 스토리텔링이 축제매력성과 방문객의 만족에 미치는 영향(강릉단오제를 중심으로))

  • Lee, Je-Yong;Lee, Kwang-Ok;Yoo, Kwang-Woo;Kim, Myeong-Jong
    • The Journal of the Korea Contents Association
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    • v.16 no.9
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    • pp.396-409
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    • 2016
  • This study has been conducted among the visitors to the Gangneung Danoje Festival 2014 and its purpose is to identify the presence of any correlation between festival attractiveness/visitor satisfaction and the festival factors comprised of interaction, story and telling with storytelling considered as a means that induces communications among visitors as a new method of festival expression. The study has found that the storytelling in traditional cultural festival has statistically significant effect on both festival attractiveness and visitor satisfaction. In particular, when it comes to festival attractiveness, diversity of programs, transportation and accessibility, service quality and lodging have shown to have statistically significant effect while affecting the satisfaction among visitors. Therefore, consistent efforts should be made to develop quality cultural contents through interactions and storytelling between a traditional cultural festival and visitors.

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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Analysis of Vogue Magazine on Forms of Image Expression and Utilization of Model Poses in Fashion Photos (패션매거진 Vogue의 패션사진에 나타난 이미지 표현형식 및 모델 포즈의 활용유형 분석)

  • Kim, Young-Min;Kim, Young-Sam
    • Journal of the Korean Society of Costume
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    • v.66 no.4
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    • pp.111-127
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    • 2016
  • The study aims to examine the forms of 'image expression' and utilization of model poses in fashion photos, and to delve into the characteristics and the intents that make certain model poses effective in expressing an image. The study used the fashion photos in the fashion magazine, Vogue, to analyze the different model poses used to express different images. The results are as follows. First, image expression forms in fashion photos were categorized into 'direct product suggestion expression form', 'sensual image expression form', 'sexual image expression form', 'story telling expression form', 'everyday situation expression form', and 'fantastic image expression form'. The different utilization types of model poses were categorized into 'type utilizing intangible elements', 'type utilizing complicated elements', 'type utilizing living organisms', 'type utilizing props', 'type utilizing clothes', 'type utilizing location', 'type utilizing accessories', and 'type utilizing products'. Second, the most common expression form for fashion photos used in advertisements was the 'direct product suggestion expression form', which was followed by the sensual image expression form. The most popular form used in the editorial fashion photos was the direct suggestion product expression form, which was followed by the story telling expression form. Third, the most common model pose type for direct product suggestion form was the 'type utilizing product'. Fourth, 'direct product suggestion expression form' was mostly used in editorial fashion photos. The most common utilization types of model poses were 'type utilizing clothes', 'type utilizing props', and 'type utilizing place'.

The Effects of Digital Storytelling on Mathematical Communication Apprehension in 6th graders' Mathematics Instruction (초등학교 6학년 수학수업에 적용한 디지털 스토리텔링이 수학적 의사소통불안에 미치는 효과 분석)

  • Choi, Byoung Hun
    • Education of Primary School Mathematics
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    • v.17 no.1
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    • pp.41-56
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    • 2014
  • The purpose of this study was to investigate how Storytelling in Mathematics Instruction effects students' mathematical communication apprehension. In order to do this, I selected two grade six classes with no significant difference on the Communication Apprehension(CA) test. I applied normal story telling and digital story telling to each of the classes for ten weeks then analyzed the effects through the post CA test. As a result, for Normal Storytelling Class (NSC), there was no meaningful difference in the ex ante and ex post CA test results. However, for Digital Storytelling Class (DSC), there was a meaningful difference in regards to the communication apprehension subgroup. Also, between the two NSC and DSC groups' post CA results, there was a meaningful difference in mathematics lesson and subgroup factors. Consequently, these results suggest the appliance of Digital Storytelling helps lower CA in $6^{th}$ graders participation in math class and subgroup.