• Title/Summary/Keyword: storytelling structure

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The Design of a Fashion Storytelling Method for Fashion Show (패션쇼를 위한 패션 스토리텔링 기법의 설계)

  • Sung, You-Jung;Kwon, Gi-Young
    • Fashion & Textile Research Journal
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    • v.11 no.6
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    • pp.857-866
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    • 2009
  • The objective of this study was to design a fashion storytelling method, which is a strategic instrument for constructing a fashion show with artistry and popularity, based on the principle and structure of storytelling. In order to understand the concept and principle of storytelling composed of story and telling and to introduce storytelling into fashion shows, we associated fashion design with the substance of a story, a show with the form of telling, and a fashion show with storytelling. Based on these associations, we analyzed the relationship between fashion show and storytelling and developed basic elements and structure necessary to design a fashion storytelling method. Through this study, we designed a fashion storytelling method with five steps, which are story planning, story development, fashion show structure design, fashion show production, and fashion show execution. These steps were again classified into contents setting step, structure design step, and expression step. The contents setting step included story planning and development for creating stories, and the structure design step means the design of fashion show structure that adds telling to the stories. Lastly, the expression step included fashion show production and execution that forms a storytelling by combining the stories and the telling.

Securing Placeness at Rural Tourism Village Via Storytelling Implementation -Focusing on Case study of Gaesil Village- (스토리텔링구현을 통한 농촌관광마을에서의 장소성확보 -개실마을의 사례를 중심으로-)

  • Lee, Byoung-Hoon
    • Journal of Korean Society of Rural Planning
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    • v.18 no.1
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    • pp.47-57
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    • 2012
  • The following study has examined possible methodological approach and prospect of implementing storytelling in rural tourism field. It is aimed towards deducing principles of space composition behind securing placeness of rural tourism village through storytelling. The research had been conducted by archival research and case study on field of interest, and its findings are as follows: 1) Storytelling exhibits principles of narrative structure (exposition, complication, climax, and resolution) in various fields, and has shown tendency to structuralize a plot. 2) It can be said that storytelling is deeply related with people's associations of their inner mind. This can be a logical explanation of a certain sight or location, which is a physical environment itself being the actual narrator and distributor in storytelling. 3) In order to convey a story in a more convincing way, storytelling a naming strategy based on a rhetorical technique, which has been shown to positively influence creating unique placeness of a rural village. As indicated in our study, means of storytelling-"Continuity and tourist circulation of space composition with a narrative structure, spatial hierarchical order, concealment and revelation, cast, and naming based on rhetorical technique and facilities positioning"-is a viable solution that can bring recovery of the rural village's unique placeness, as well as spatial development for sustainable rural tourism.

A Study on Narrative Structure of the Hero Character in the Movie 'Captain America' Series (영화 '캡틴아메리카' 시리즈에 나타난 영웅 캐릭터의 서사구조에 관한 연구)

  • Park, Chanik
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.15 no.3
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    • pp.111-118
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    • 2019
  • Chapter 1 and 2 of this study examined the methodology of modern storytelling using the hero narrative structure. This involved analyses of Joseph Campbell's monomyth structure, which is the prototype model of modern storytelling and Christopher Vogler's story structure in which the monomyth structure is classified into 3 Acts and 12 Stages. In addition, the movie 'Captain America' was analyzed based on Vogler's narrative structure theory. According to the analyses results, the hero of 'Captain America' fully follows Christopher Vogler's hero narrative structure but in some cases, he does not follow the existing hero narrative structure. It is interpreted that this is because heroes of modern tales have different birth backgrounds from mythical heroes. There is also a difference even in the stage where a hero completes all adventures and returns home between modern tales and myths due to different social backgrounds. Therefore, these findings provide a basis for modification and supplementation of a modern hero epic. Through this analysis, the modified modern hero narrative structure is evaluated to be appropriate as a basic model for modern storytelling. Further, it is expected that those who frame a film script can complete a new hero epic while following the structure of syntagmatic systems by selecting a level among Northrop Frye's paragmatic systems based on this structure and considering story themes and heroes' personality and characteristics.

An Analysis of Game Storytelling Structure Focused on the Characters in RPG (캐릭터 중심의 RPG 스토리텔링 구조 분석)

  • Kim, Mi-Jin;Yoon, Sun-Jung
    • Journal of Korea Game Society
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    • v.5 no.3
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    • pp.17-24
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    • 2005
  • The interaction property of digital media have changed traditional storytelling into a new concept, digital-storytelling, which has been widely accepted. Nowadays open-ended game storytelling, which different from story design of movie or animation, is chosen for the development of RPG. It can make infinite stories according to player character's decision. In this paper, we propose a game storytelling structure focused on the characters for RPG, and analyze how characters designed with various story-values interact with background stories and events in the cyber game world through case studies. This research is necessary to design predictable game mechanics and provide methods to control game play in case of special-purpose game.

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Finding a method of narrative storytelling in interactive cinema (인터랙티브 영화에서의 서술적인 이야기 전개의 구조에 관한 방법론에 관하여)

  • Cho, Jae-Joon
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1279-1286
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    • 2009
  • "Interactivity refers to the possibility of an audience actively participating in the control of an artwork or representation." Andy Cameron, Dissimulations Interaction can be described as a way or function that improves the participation of audiences/viewers to being immersed into the medium itself. Until now, however, in terms of interactive cinema, interaction has not shown a sufficient participation for audiences. Specifically, audiences/viewers described that the structure of storytelling has failed to satisfy their requirements, in order to participate in the structure of storytelling. The aim of the research itself, therefore, began to ask and wonder why audiences/viewers criticised the participation which audiences/viewers are able to control storytelling, in interactive cinema, could not satisfied them in order to control and follow a storyline of interaction. In general idea, in interactive cinema, the function which allows audiences/viewers to be immersed into the storylines, must allow the immediacies of interaction. Audiences/viewers must therefore be able to satisfy the general idea of interactive cinema through controlling the directions of every choice offered. They must also be able to be immersed in the interactive storylines. Which of the prime causes can be improved or re-considered, to satisfy the participation requirements of audiences/viewers? The intention of this research also began to investigate a suitable method of storytelling within a narrative structure of interactive medium (interactive cinema). Through questioning the matter (it will be described in a later chapter), this research will be focused on the relationship between narrative structured interaction and audiences/viewers, which is of prime importance in relation to interaction. To further the research, Pilot study (experiment with the basic interactive narrative structure) was offered in order to understand and maintain a suitable method of storytelling within a narrative structure of interactive cinema and it also was explored to understand how the aim of the research would be maintained for further qualitative research.

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A Study on Establishing Relationship between Fashion Design Process and Storytelling (패션 디자인 프로세스와 스토리텔링의 관계 정립에 관한 연구)

  • Sung, You-Jung;Kwon, Gi-Young
    • Fashion & Textile Research Journal
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    • v.11 no.2
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    • pp.210-218
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    • 2009
  • The Purpose of this study is to demonstrate Storytelling as an effective device for Fashion Design by establishing relationship between Fashion Design Process and Storytelling. Through researching a social background and a concept of storytelling, found that story used interactively is a powerful tool for attention, understanding and change in both individuals and communities. Analysed the elements and the structure of storytelling and Fashion Design Process, by researching preceding researches. Therefore, we proposed a new four elements -text factor, visual factor, audio factor and virtual factor- and four steps (1)exploring stories, (2)planning a story, (3)building the story, (4)do storytelling- of storytelling and four steps-(1)gathering and analysing informations, (2)building a concept, (3)planning and developing a design, (4)do evaluation and make decision- of fashion design process. Through comparative analysis, we found a closeness between two structures, a use of common factors and also found characteristics to be considered in each stage. In the first stage, we found text, visual and audio factor as common factors. In the second stage, we suggested text and visual factor as common factors and also suggested clarity, realism and probability as characteristics. In the third stage, we found text, visual and virtual factor and also found dynamism, immersion and continuity. In the last stage, we suggested text, visual, virtual and audio factor and also suggested presence and interactivity as characteristics.

The Design of Interactive Story Generation method based in CBD (컴포넌트기반 인터랙티브 스토리 생성 방법 설계)

  • Song, Yu-Jin;Lee, Eun-Joo;Han, Deok-Soo
    • Journal of Korea Multimedia Society
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    • v.17 no.6
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    • pp.751-758
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    • 2014
  • Under the environment of various network and multimedia, various theories are studied to make utilize digital story telling authoring. In the era of digital convergence and ubiquitous information, they want to send information with additional emotional information which is preferred constructive sending method. Digital storytelling refers to a unified technology for narrative structure with the picture and act. If engraft with particular research field, It will make interactive or linear story structure. These structures have problems that they are mismanaging on the result and they are not integrated systemization in each society. Because those are designing storytelling without development process and they are focusing on web distribution. This thesis is design using the object-oriented methodology of component-based design methodology, This thesis create digital storytelling and design metadata for contents management. In the requirement phase, subject and predicate part are extracted from the narrative structure of the story and restructure an organization. We explain by giving specific examples "kongjwi and patjwi" story as a case study.

Study on the Influencing Factors about Purchase and Service Delivery Process of Artistic Structure (건축물 미술작품의 구매와 서비스 전달과정에 대한 영향 요인)

  • Kim, Mi Young
    • Journal of Service Research and Studies
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    • v.2 no.2
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    • pp.115-123
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    • 2012
  • Part of public arts, environmental sculpture not only enhance the beauty of a building, but also a landmark having intimate values with the city environment and symbolic meanings. 'Space storytelling' is not only a connecting bridge between the space and human, but also plays a role in promoting creation of story like a catalyst. Storytelling is expanding to many related industries and one of which is artistic structure, and the storytelling of residental space is getting widely applied to establish the competitive superiority. The purpose of this study involves logically examination the service deliver process of space storytelling based on the residential space. And this study expected to research the influencing factors about purchase and service delivery process of artistic structure.

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A Study on the Structure and Characteristic of Overlapping of Storytelling about Experience Space - Focus on the Museum space - (체험 공간 스토리텔링의 중첩 구조 및 특성에 관한 연구 - 뮤지엄 공간을 대상으로 -)

  • Ahn, Hyunjeong
    • Korean Institute of Interior Design Journal
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    • v.22 no.4
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    • pp.41-51
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    • 2013
  • Lately in many cases, Spaces are designed by stimulating user's sensibility, emotion, psychological software over based on the user behavior and purpose of space. Because space is not only practical using and use purpose but also the place for expressing ourselves by experiences. But space is a physical thing. so we need to arrange a structure of abstract and formless source of design by sophisticated grammaticalization. Especially storytelling of that abstract thing have characteristics of relation, process among users and space. because storytelling is focused on the discourse of stories and relationship record of that discourses. So this is used by expression device for user's emotion things and subjects in numerous cases. And storytelling is the basic, important element for user's experience in a space. By the way, Overlapping is also basic element for being possible to make experiences by concrete thing. that is because, Overlapping is layering phenomenon of some objects. Overlapping is made distance, distance make depth, and this relations take us an experience. Finally storytelling, Overlapping and space of experience are relation of cause and effect. So in this thesis, researcher looks for the relation characteristics between storytelling and overlapping by experience. and makes the abstract source into concrete and sophisticated formular.

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.