• 제목/요약/키워드: the Types of storytelling

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언어학적 단서를 활용한 동화 텍스트 내 발화문의 화자 파악 (Identification of Speakers in Fairytales with Linguistic Clues)

  • 민혜진;정진우;박종철
    • 한국언어정보학회지:언어와정보
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    • 제17권2호
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    • pp.93-121
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    • 2013
  • Identifying the speakers of individual utterances mentioned in textual stories is an important step towards developing applications that involve the use of unique characteristics of speakers in stories, such as robot storytelling and story-to-scene generation. Despite the usefulness, it is a challenging task because not only human entities but also animals and even inanimate objects can become speakers especially in fairytales so that the number of candidates is much more than that in other types of text. In addition, since the action of speaking is not always mentioned explicitly, it is necessary to infer the speaker from the implicitly mentioned speaking behaviors such as appearances or emotional expressions. In this paper, we investigate a method to exploit linguistic clues to identify the speakers of utterances from textual fairytale stories in Korean, especially in order to handle such challenging issues. Compared with the previous work, the present work takes into account additional linguistic features such as vocative roles and pairs of conversation participants, and proposes the use of discourse-level turn-taking behaviors between speakers to further reduce the number of possible candidate speakers. We describe a simple rule-based method to choose a speaker from candidates based on such linguistic features and turn-taking behaviors.

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담양 죽제품 연구 (A Study on Bamboo Products in Damyang)

  • 조숙경
    • 한국가구학회지
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    • 제26권2호
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    • pp.145-153
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    • 2015
  • This paper or article is about bamboo products from Damyang that have been degenerated by the threat of Chinese low-cost products. Comparing the products from Damyang and China, we could point out four problems and come up with solutions. Firstly, we need strong and specific storytelling based on historical facts and various research to boost the bamboo industry. In order to introduce interesting storytelling to the public, it is also necessary to train some good-quality workers. The public would be more familiar with the bamboo products from Damyang than Chinese products. Secondly, technologies used for bamboo products from Damyang are extremely behind the times. Skill shortages for bamboo products caused to create unattractive products to the public for approximately 30 years. Thus, we need to acquire advanced technologies from abroad as well as to develop our own. Thirdly, Even though attractive bamboo products would be produced with advanced technologies, workers in bamboo industry lack knowledge of distribution channels and marketing strategy so that there is no way to introduce their products effectively to the consumers. Therefore, government agencies or marketers should educate workers to help running their business successfully. Finally, bamboo products have been fashion and living items for some specific consumers for the last years. However, we need to create variously new types of bamboo products through the collaboration with a wide range of artists to be widely appealing. In conclusion, it is important to be aware of the problems and solutions above. The 17th Bamboo Expo in Damyang will be a great opportunity to introduce Korean bamboo products in worldwide and develop the bamboo industry.

Humanitarian Documentary: A Comparison Study between VR and Non-VR Productions

  • Nunes, Thatiany Andrade;Lee, Hyunseok
    • Journal of Multimedia Information System
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    • 제6권4호
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    • pp.309-316
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    • 2019
  • Virtual Reality is broadly recognized as an "empathy machine". This reputation is due to the feeling of 'presence' that it provides to users, which is the sensation of being bodily present in a space, even when that space is virtual. The possibility of complete immersion attracts many creators looking to induce empathy and awareness about the most diverse subjects. One of the first types of VR non-fiction productions to be released was in the morally sensitive humanitarian documentary genre. This research aims to explore how VR productions differ from non-VR productions with a focus on humanitarian communication. Rather than targeting mechanical aspects of VR technology, this article compares the visual and narrative storytelling characteristics in VR and non-VR media. First, humanitarian communication and its nuances are explained. Then, 360° video filming characteristics are analyzed, followed by a comparison table contrasting VR and non-VR non-fiction. After evaluating VR non-fiction empirical studies, a discussion is initiated over the betterment of VR non-fiction storytelling in a way that could help it generate more empathy, since many productions seem to purely rely on the technology as a production novelty, and end up lacking emotional depth and audience engagement through story.

가상현실 및 증강현실을 활용한 브랜디드 엔터테인먼트의 내용분석 연구 (Content Analysis of Digital Reality Contents as a Branded Entertainment)

  • 조창환;이희준;김호현;이소윤;길영환
    • 광고학연구
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    • 제29권5호
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    • pp.127-160
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    • 2018
  • 본 연구는 가상현실(VR) 및 증강현실(AR)을 사용한 브랜디드 엔터테인먼트, 즉 리얼리티 브랜디드 콘텐츠(Reality Branded Content, RBC)에 대하여 내용분석 방법을 통해 그 형식과내용을 탐색하였다. 이를 위해 RBC의 특성을 파악하기 위한 분석 항목들을 도출하였으며 300개의 표본에 대하여 카이제곱 검정과 일원분산분석 등의 통계분석 기법을 사용하여 분석하였다. 그 결과, RBC는 주로 디리버티브 스토리텔링 기법을 사용하며, 감성적 소구를 하는 것으로 밝혀졌다. 또한 디지털 리얼리티 기술유형(VR, AR) 별 상호작용성량을 확인한 결과, 증강현실을 사용한 RBC의 상호작용성량이 상대적으로 더 많은 것으로 나타났다. 아울러 상호작용성 유무에 따른 RBC의 인지된 가치량과 콘텐츠 수용에 관여하는 감각의 양적 차이를 살펴본 결과, 인지된콘텐츠 가치량은 상호작용성 기능이 있는 경우가 없는 경우보다 높았고, 관여된 감각의 양은 상호작용성 기능이 없을 때 더 높게 나타났다. 이어 분석의 결과를 토대로 본 연구가 갖는 학문적의의를 논하였으며, 향후 RBC를 활용한 마케팅 커뮤니케이션의 효과 제고를 위한 실무적 시사점을 제시하였다.

A Comparative Study on the Characteristics of Interactivity between Virtual Reality (VR) and Interactive Cinema

  • Jeong, Da-Hee
    • Journal of Multimedia Information System
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    • 제8권3호
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    • pp.167-174
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    • 2021
  • This paper compares VR cinema with interactive cinema from an interactive perspective to examine cinemas as a new medium. Rather than revealing the difference through this, the focus is on presenting a methodology that understands the cinema in a new environment that is now standing at the starting point. The development of video technology is changing not only the external elements of content but also the internal storytelling method, but the lack of killer content has always been pointed out as a problem compared to the remarkable development of technology. Therefore, it is necessary to specify the characteristics and types of interactions represented by VR (virtual reality) and new media represented by interactive media and to present directions. Therefore, the types and characteristics of interactions were compared with VR film produced in line with the new phenomenon and interactive film . Through this, we would like to present the meaning and value of the new film format from a media perspective.

도시 공공공간 조명디자인 유형과 장소성에 관한 연구 (A Study on the Type and Sense of Place of the Lighting Design of Urban Public Space)

  • 마동칭;윤지영
    • 한국과학예술포럼
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    • 제27권
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    • pp.101-114
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    • 2017
  • 본 논문은 도시 공공공간, 조명 디자인과 장소성과의 관련성에 의거하여, 도시 디자인에서 장소성을 표현하는 도시 조명디자인의 유형을 분류하고 유형별 특성을 파악하는데 그 목적이 있다. 우선 선행 연구고찰을 토대로, 공공공간의 조명디자인의 장소성 평가를 위한 6개 디자인 평가요소를 추출하였고, 12개의 우수 조명 디자인 사례에 대해 분석하였다. 연구결과 12개 사례에 대해 기본형, 은유플롯형, 인터랙티브형, 미디어 복합형 등의 4개 유형으로 공공공간 조명디자인을 분류하였고 각 유형별로 주도적인 디자인 평가요소와 그 특성을 파악하였다. 연구 결과로는, 첫째, 기능성, 지속 가능성, 심미성은 도시 공공공간 조명을 통한 장소성을 실현시키는 기본적 요소라고 할 수 있다. 둘째, "은유 플롯형"에 속한 사례는 6가지이며, 이 유형의 사례는 특정 지역에 대한 테마 즉 스토리텔링의 발굴이기 때문에, 조명 디자인에서도 뚜렷하고 명확한 지역 정체성을 형성할 수 있다. 셋째, "인터랙티브형"과 "미디어복합형"은, 새로운 매개 기술 및 최첨단의 조명 방식이 개입되었기 때문에, 도시 조명디자인의 의미와 외연이 광범위하게 확장되었다고 할 수 있다. 연구 결과를 통하여 도시 공공공간의 조명디자인의 유형과 특성을 파악하여 장소성을 강화하고 도시 이미지를 향상시킬 수 있는 도시 공공공간의 조명디자인 개발을 위한 기초자료를 제공하고자 한다.

<모네, 빛을 그리다展>과 <반 고흐 인사이드: 빛과 음악의 축제>의 실증적인 접근을 통한 몰입적 특성에 대한 비교 연구 (A Comparative Study of Immersiveness in and through an Empirical Approach)

  • 이보아;하승완;서재인
    • 한국멀티미디어학회논문지
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    • 제20권4호
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    • pp.686-695
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    • 2017
  • The purpose of the study is to analyze the impact of storytelling factor, technical factor and exhibition environment factor on the degree of satisfaction, degree of immersion and immersion types in and . Our findings show that the degree of satisfaction not only has a significant correlation with the degree of immersion, but also influences on the holding power and behavioral intention. According to the results of correlation analyses, three factors have an impact on the degree of satisfaction and immersion. Immersion factors influence negatively on Focused Attention and Heightened Enjoyment, however, the factors effect positively on Temporal Dissociation and Curiosity. As the influence of immersiveness on the degree of satisfaction and immersion, and immersion types have been verified, this study offers a fresh understanding of the importance of immersion factors as evaluation criteria for digital exhibitions.

애니메이션에서 욕망 비주얼 스토리텔링 특징 분석 - 소속, 성취, 보호에 대하여 (An Analysis of Visual Storytelling Characteristics of Desire in Animation - Regarding Affiliation, Achievement, and Nurturance)

  • 강위역;왕위차오;김종대;진단니;김재호
    • 한국멀티미디어학회논문지
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    • 제19권6호
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    • pp.1074-1088
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    • 2016
  • Successful Visual Story Telling(VST) of desire is a crucial key for the success of animation because desire is the leading power of story development of animation. An analysis of the desire of VST using the top 5 successful American feature film animations is carried out. Totally, 147 desire shots are extracted by using the proposed Objective Selection of Desire Shots(OSDS) method based on the theory of Makee's conflict and desire pursuing modeling, Maslow's 20 desire types, Greimas's actant model, and the 17 narrative process classification. In addition to them, the 5 Beat(5B) model of a scene is proposed. Five image specialists have evaluated VST of the selected 147 desire shots. For each shot, the desire type among the 20 desires and the strength are obtained. Among them, the top 3 desires(affiliation, achievement, and nurturance) appearing 51.8% are analyzed. The composition elements of shots affecting the desire type and the strength have found. These can be used for better VST of preproduction and production of animation.

물질의 세 가지 상태에 대하여 중학생들이 만든 비유의 분석 (Analysis of the Analogies on Three States of Matter Generated by Middle School Students)

  • 권혁순;최은규;노태희
    • 대한화학회지
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    • 제47권3호
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    • pp.265-272
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    • 2003
  • 본 연구에서는 중학교 1학년 학생들이 만든 물질의 세 가지 상태에 대한 비유를 분석하여 비유의 유형, 학업 성취 수준에 따른 차이, 그리고 오개념 유발 가능성을 조사하였다. 연구 결과, 많은 학생들이 일상생활에서 쉽게 경험할 수 있는 구체적인 소재나 상황을 비유물로 선택하여 부연 설명과 함께 이야기하듯 서술하는 비유를 만드는 것으로 나타났다. 그러나 입자 배열을 변화시키는 잠열의 출입이나 분자의 운동 등의 인과 관계를 고려한 비유는 만들지 못했다. 성취 수준에 따라서는 하위 학생들보다 상위 학생들이 분자의 배열과 운동을 모두 포함하고, 설명을 곁들인 이야기식 비유를 더 많이 만들었다. 한편, 학생들은 고체 상태에서 분자가 움직이지 않는다거나 상태에 따라 입자가 바뀔 수 있다는 것과 같은 오개념을 유발할 수 있는 비유를 만들었다.

섬유의류산업의 지속가능성 증진을 위한 의복종류별 방안 모색 (An Exploration according to Clothing Category for Increasing the Sustainability of Fashion and Textiles)

  • 나영주;이현규
    • 한국의류산업학회지
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    • 제15권2호
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    • pp.294-301
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    • 2013
  • Sustainable fashion & textile is more than eco fashion & textile with the concepts for the next generation's happiness, prosumer value, and community responsibility. This study considers methods to enhance fashion and textile industry sustainability in accordance to clothing types (material, product life and washing properties) and to investigate company strategies. Company strategies are of redesign with stock, volunteering & measuring trash amount, participation by evaluation stores, clerk environment education, hiring QC specialist and reinforcing partnerships. For the case of daily innerwear, throwing away and recycling is more efficient for the environment than laundering in the consumer use stage; subsequently, we recommend the use of polypropylene fiber (a cheap and an eco-friendly material) for this item that can be recycled and reformed after use. For the case of single layer clothing (such as sportswear, blouse or pants) we recommend the use of thermoplastic materials with welding or fuse assembling technology instead of a sewing method of seams as well as the recycle design that is simply melted and reformed into new clothing without an after use dissembling process. Secondhand use or resale is suitable for denim/jean items if the clothing has a storytelling or private history tag. Lastly, module-type jacket or coat shows the variety of styles with one clothing worn w/o collar or sleeve details and changed into vest/coat; in addition, it is possible to add or partly tear off some jacket/coat fibers of the felt material to reform it into a new design.