• Title/Summary/Keyword: the Types of storytelling

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A Classification of Ecotourism Storytelling Types for Standardization of Ecotourism Information (생태관광 정보 표준화를 위한 생태관광 스토리텔링 유형분류)

  • Lee, Seung-Ju;Lee, Hyun-Sook;Seo, Jong-Cheol
    • Journal of the Korean association of regional geographers
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    • v.18 no.1
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    • pp.1-16
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    • 2012
  • As the tourists of ecotourism are increasing, the supply for detailed information on tourist attraction is also significantly increasing. As a result of survey given to tourists, it showed that they are more interested in natural ecological resources rather than history or culture among resources of ecotourism and pointed out that more information on the region needs to be supplemented. In order to provide accurate, detailed and standardized information to tourists, ecotourism resources were categorized as experience type from the position of consumer and ecological resource type. And the category of experience is again divided into 4 types - nature, education, communication and adventure. Moreover, after developing the web-based homepage for it, the research proposed the cases of Tae-an area and Ulleungdo Island. If the problems from test operation are supplemented, it is expected to suggest the standard of mobile based digital storytelling technology in the field of ecotourism.

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A Concept of Escape Room and Storytelling Design (오프라인 방탈출 게임의 개념과 스토리텔링 구조 유형 연구)

  • Kim, Soowan
    • Journal of Korea Game Society
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    • v.21 no.5
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    • pp.29-40
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    • 2021
  • This study investigates concept of escape room game and sorting story type based on 428 games at 141 escape room actually played. The classification were processed by Act 3 of Trottier, and as a result of the investigation, result shows three story types in offline room escape games. As for the types shown as, reason, condition and purpose of escape are guided before entering the room; a+b+c, purpose of escape is guided before entering the room but conditions for escape should be determined through play; a+b(c), and finally figure out the condition, purpose of the game during the play;(a+b+c).

Domestic Research Trend on Special Education Exploiting New Media and Development of Storytelling Contents to Improve Sociality (뉴미디어를 활용한 특수 교육 국내 연구 동향 및 사회성 증진을 위한 상황이야기 콘텐츠 개발)

  • Lee, Hyunki;Yang, Janghoon
    • The Journal of the Korea Contents Association
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    • v.16 no.3
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    • pp.513-524
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    • 2016
  • New education methodologies exploiting new media technologies are emerging with the development of digital technology. There also have been researches on efficient methods to apply new technologies on special education. In this paper, we analyze 32 researches associated with application of new media technology on special education for research theme, media, and teaching types. The analysis results show that there is few research on intervention contents which consider special education environment and the roll of teacher. This motivates us to develop a social storytelling contents to improve sociality of the children with developmental disability which can be easily useable in special education environment. The basic structure of the contents is designed for a child to make a choice in the meantime of storytelling and experience the different results depending on the choice. The pilot test with a child with mild autism verifies that it draws attention from the child and it is easy to use in a special education environment, which lays down the possibility as an intervention content.

A Study on Character Storytelling for Children's TV Animation Based on Viewing Rate (시청률에 기반한 유아용 TV 애니메이션 캐릭터 스토리텔링 분석)

  • Kim, Seol-Ri;Kim, Nam-Hoon
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.79-85
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    • 2017
  • Since Korea started producing original animations targeting children, market of character for children has been led by TV animation with continuous broadcasting and OSMU. With a successful fondation in animation toy industry, its market is expanding to film industry, at the same time, brings positive effect for benefit of domestic animation. Therefore, this study researched viewing rate of children's TV animation and analyzed character storytelling to help foster and grow the direction of future animation characters. For the analysis, I selected 20 animations with high viewing rate and analyzed the storytelling of 95 characters based on their roles. The results of this study are as follows: in children's animation appeared various types of characters helping each other to make the viewer learn socializing. In addition, character's external setting varied depending on its role. Moreover, in the characters' internal setting, the most frequently appeared keyword was leadership, however, their personality keyword varied depending on the role.

A Study of User-Oriented Storytelling Based on Enneagram (에니어그램을 활용한 사용자 중심 스토리텔링에 관한 연구)

  • Kang, Jeong-Hwa;Oh, Gyu-Hwan;Lee, Yun-Jin;Suk, Hae-Jung
    • The Journal of the Korea Contents Association
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    • v.17 no.12
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    • pp.34-48
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    • 2017
  • The narratives of the digital age have attempted interactions, and the interactive storytelling represented by the Branch Narratives has a problem of the expensive production cost of many optional implementations and poor narrative compared to linear story. As an alternative to this, this study proposes a user-oriented storytelling using user's personality traits. Using the Enneagram, a model of human psyche, and the Actantial model of the semiotician Greimas, when stories and characters are the same, the story could be reconstructed by deriving different topics from the same story according to the user's Enneagram personality type. The theme is determined by defining the axis of the desire of the Actantial model by respectively setting the character with the user's Enneagram type as the subject and the core value in the type as the object. The axis of Power could be defined by the stress and security points in Enneagram. In this way, we can derive the themes of 9 Enneagram types and the corresponding Actantial model and make plots. The users will appreciate one of these reconstructed plots in different perspectives and themes, depending on their personality type. In this study, we applied the above methodology to the story of the pansori novel "Tokkijeon". User-centered storytelling is a new attempt to predict user's choice and reconstruct the story based on the user's personality and perspective.

The Effect of Augmented Reality Journalism on Immersion and Information Acquisition in Chinese Disaster and Sports News (AR 뉴스의 특성이 수용자의 몰입도 및 정보습득에 미치는 영향 - 중국의 재해, 스포츠 보도를 중심으로)

  • Liu, Jia Ni;Lee, Yoon;Lee, Hye Eun
    • The Journal of the Korea Contents Association
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    • v.21 no.2
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    • pp.474-488
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    • 2021
  • The application of Augmented Reality(AR) technology is visible in medical procedures, education, marketing, and journalism. By experimenting, this study examines how the evaluation of the three elements of augmented reality news contents(visual image, storytelling, interactivity) affects immersion and information acquisition. Specifically, a 2 (video technology: AR vs. general) × 2 (news type: disaster vs. sports) between-subject design was examined. Results showed that the evaluation of all three elements was higher when viewing AR news than when viewing general news. The level of immersion was higher when viewing AR news, and the evaluation of storytelling and interactivity had positive effect on the level of immersion regardless of the news types. However, the evaluation of visual images did not affect the level of immersion. Information acquisition was higher after viewing AR news, yet the effect of the evaluation of the three elements on information acquisition had not been found. Implication and discussion of the study were added in the end.

A Study of Transmedia Contents : Storytelling and Conceptualization (트랜스미디어 콘텐츠 연구 : 스토리텔링과 개념화)

  • Shin, Dong-Hee;Kim, Hee-Kyung
    • The Journal of the Korea Contents Association
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    • v.10 no.10
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    • pp.180-189
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    • 2010
  • Cultural contents refers to cultural and artistic contents that are saved, sold, and enjoyed in various digital media. In responding to rising content contents, OSMU has been utilized to make one content into various types of products. Recently, transmedia contents are replacing the role of OSMU. Transmedia contents builds up the united content with blending of various contents through plural media and they have emerged in the part of creating digital contents under the convergence paradigm. Transmedia contents becomes invasive and permeates fully the audience's lifestyle by developing content available across multiple forms of media. This study discusses the differences between OSMU and transmedia contents. It attempts to clearly define transmedia contents and to conceptualize the components of transmedia contents. In doing so, this study seeks a new method of storytelling utilizing transmedia contents. The discussions in this study should be useful for transmedia content developers to improve their work. Implications and directions for future study are discussed.

The Effects of Advertising Endorsers and Story Types in Storytelling Advertising (스토리텔링 광고에서 스토리유형에 따른 광고모델의 효과 분석)

  • Soh, Hyeonjin;Park, Pumsoon
    • The Journal of the Korea Contents Association
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    • v.18 no.7
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    • pp.74-83
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    • 2018
  • This study analyzed the differences in effectiveness between celebrity and consumer endorsers by type of story in storytelling ads. A $2{\times}2$ factorial design experiment was conducted: the type of advertising endorser (celebrity, consumer) and the type of story (life experience, brand myth). 200 women in their 30s and 40s participated in an online survey. Study shows that for a life-experience ad, the consumer model has higher advertising effectiveness than the celebrity endorser for all three dependent variables : ad attitude, brand attitude, and purchase intent. In the case of brand-myth ad, the celebrity endorser had more favorable ad attitude than the consumer endorser did, while there was no difference in brand attitude and purchase intent. The theoretical and practical implications of the study were discussed in the conclusion.

The Development and Application of Storytelling based Software Education Board Game (스토리텔링기반 소프트웨어교육 보드게임의 개발 및 적용)

  • Park, Jung-Ho
    • Journal of Digital Contents Society
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    • v.18 no.6
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    • pp.1057-1065
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    • 2017
  • Coding education for elementary school student spreads around the world. Game activity that children like is one of coding education methods. Among these, a board game is a tool where 3~4 children can participate together. This study developed a storytelling-based board game to help elementary school students understand Software education. The board game is composed of board, three types of command cards and dice. This study simultaneously surveyed and interviewed 57 fifth- and sixth-grade students at elementary school after playing the board game 4 times so as to analyze the usefulness of the developed software board game. In the results of study, most of elementary school students would be interested and participated in active. Elementary school students actually got to know algorithm easily through board game activity, and learned basic programming concepts such as sequence, condition, loop, variable and operation.

Analysis of Advertisement Types of Global Fashion Brands : A study focused on the trends of photo image components and styles of expression in global fashion advertisements. (글로벌 패션브랜드 광고의 유형 분석 - 패션광고 사진이미지 구성요소와 표현형식을 중심으로 -)

  • Chang, Gyeong-Hae
    • Journal of the Korea Fashion and Costume Design Association
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    • v.19 no.4
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    • pp.17-27
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    • 2017
  • This study analyzes the trends of photo image components and forms of expression in global fashion advertising photos. First, photo image components are classified into seven categories: location (indoor-outdoor), the model's movement, pose, facial expression, gender, race and number of models. The forms of expression are classified into six categories: direct expression, sensual expression, symbolic expression, storytelling expression, dramatic expression, and sexual expression. With the aforementioned classifications, the trends were studied for three years from 2013 to 2015. The analysis result indicates the following: for the details of photo image components, the portion of indoor photos, static poses and conscious facial expressions was over 60% of the total for every season of the 3 years, while there was a slight increase in the number of models and the diversity of races. For the forms of expression, the sensual expression showed the largest portion accounting for over 50% of the total, followed by direct expression and storytelling expression. The findings from this study show that the trends of photo image components and forms of expression in global fashion advertisements are changing. Therefore, domestic companies will need to develop photo image components and forms of expression in line with the changing global fashion advertisement trends.

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