• Title, Summary, Keyword: Digital Storytelling

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A Research on the Uses of Storytelling Approach for Architecture (건축분야에서의 스토리텔링 기법 활용방안 연구)

  • Yoon, Ki-Byung
    • Journal of the Korean housing association
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    • v.18 no.1
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    • pp.53-60
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    • 2007
  • Storytelling approach is the way to formulate and solve problems using stories. Story is a means to understand and react everyday life that can be regarded as multi-dimensional problems. The approach becomes popular in various fields in conjunction with digital technology. In particular, it is used to solve problems in relation to whole context. In design, storytelling approach is used to clarify design constraints. It can be used to clarify and communicate thoughts for design artifacts, and to understand how the artifacts might be used in particular circumstances. In particular, the approach is useful to use under uncertain circumstances. In architecture, storytelling approach can be used in the area of design generation, design critique and capturing design knowledge. In design generation, it can be used to describe and formulate design experiences rather than simple designing artifacts. The approach formalizes design based on stories of user experiences. Digital technology such as virtual reality can be used to experience designed spaces for design modifications. In design critique area, it can be used to fill uncertain facts for historical buildings as welt as different from present status. Such stories can be used to build digital modeling and used to open criticism. Stories can be used to formalize knowledge in architectural domain as a form of implicit knowledge for certain projects. In architecture, it often is required to design types of environment never experienced before as well as to accomodate fast changing technologies. Storytelling methodology can be used as a method to cope with uncertainty and complexity in design requirements along with accumulating design knowledge.

Structural Design of Interactive Storytelling (인터렉티브 스토리텔링의 구조적 디자인)

  • 이준희
    • Archives of design research
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    • v.16 no.4
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    • pp.375-384
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    • 2003
  • Interactive storytelling is a scenario created "on the fly" with digital content through user interaction. Every time interaction occurs between the user and content, a brand new story is created. Interaction intrigues people because it provides different story from same content. Through conventional media, people shared same content and experience. However through interactive media, people encounter unique experience, over same content possibly everytime they use it. People we, by their nature, very interactive being. However, interacting with media is not an activity that people are accustomed to. Hence, designing content has been all migrating experience from existing media to an unfamiliar ground. Unique and adoptive ways of designing content for digital interactive media is being sought out from the need as the result of the evolution of integrated society and emerging information technology. People are already used to some of interactive storytelling through hyper text in CD-ROM and web sites. More complicated and different structured models were born through games that offered graphics, virtual spaces and interactivity. When drawn onto a structural graph, few attributes and similarities seem to occur. This paper will try to outline and discuss structural graphs of interactive storytelling methods and suggest some ways for better storytelling design.

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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.

A Path Analysis of Digital Storytelling using Petri-Net Applied Humanities (인문학에 적용된 패트리넷을 이용한 디지털 스토리텔링 경로 분석)

  • Kim, Jin-Hae;Jeong, Hwa-Young
    • The Journal of Advanced Navigation Technology
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    • v.16 no.1
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    • pp.109-115
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    • 2012
  • Humanities is very difficult area to use the computer. However, recently, convergence trend has increase widely at all of the academic area. Therefore, in this paper, we propose a technical method to use an IT for the popularity of humanities. For this purpose, we implement a path process that use Petri-net to apply digital storytelling to humanities. We also make a structure to connect an examples and questions from sentences or articles as digital storytelling. The digital storytelling consists of six factors; author, synopsis, background, construction, view point, and user's or reader's review. Proposed method provides a process to analyze the data path of a literary work using Petri-net.

Development of Teaching Material for Digital Storytelling (디지털 스토리텔링 교재 개발)

  • Na, Bo-Ra;Koo, Duk-Hoi
    • 한국정보교육학회:학술대회논문집
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    • pp.19-25
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    • 2010
  • Education delivers knowledge through story. On that point Storytelling is related to education. However, the problem is raised that Storytelling in school is leaning toward teachers that's why it makes students passive story listeners. Therefore, this study developed Digital Storytelling material using in the education for elementary school students. It leads them to be able to interact actively. So, I organized applicable 12 themes for 24 times training contents in after-school tutoring program because Digital Storytelling education doesn't perform in elementary school yet. If the material is used in classes, I expect to increase learners' self-expressiveness and creativity, and besides to train the ability of adapting and taking the lead in this changing society by contributing the spread of the Digital Storytelling education. Finally, in a follow-up study, it is demanded to verify an educational effect of this material and to redesign the process of these material contents through application in studying.

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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.

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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Game Storytelling System in View of Character-centered Standpoint (캐릭터중심 관점에서 본 게임스토리텔링 시스템)

  • Kim Mi-Jin;Yoon Sun-Jung
    • Proceedings of the Korea Contents Association Conference
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    • pp.416-422
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    • 2005
  • The feature of digital media's interactivity made the traditional storytelling to be evolved into a new concept of digital storytelling. Unlike films or animations, games' storytelling takes open-ended design method; thus, it is possible to create unlimited number of stones within a game depending upon the decisions of player characters. In this paper, a character-centered game storytelling system of a highly story-based RPG genre will be reviewed, and, it analyzes case studies of how a character with various story values can interact with its background story, virtual game world, and many events in its game storytelling system. Game storytelling structure and game mechanics are related to each other very closely. Therefore, it is possible to control the player's overall movement as the character's story develops according to a predictable structure or situation.

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The Effects of Situation-Based Class using Digital-Storytelling on Elementary School Students' Science Learning Motivation and Scientific Attitude (디지털스토리텔링을 활용한 상황중심수업이 초등학생의 과학학습 동기 및 과학적 태도에 미치는 영향)

  • Kim, Soon-shik
    • Journal of the Korean Society of Earth Science Education
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    • v.12 no.3
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    • pp.174-183
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    • 2019
  • The purpose of this study was to investigate the effects of situation-based class using digital storytelling on elementary school students' science class motivation and scientific attitude for 50 fifth graders in B elementary school in P metropolitan city. In order to conduct this study, 25 students in 5th grade were selected as research group and 25 students in another class as comparative group, and the research group conducted situation-based classes using 8-hour digital storytelling. The comparative group received 8 classes of general science classes by curriculum. The results of this study are as follows. First, the situation-based class using digital-storytelling has a statistically significant effect on elementary school students' science learning motivation. Second, situation-based class using digital-storytelling has a statistically significant effect on the scientific attitudes of elementary school students. It is thought that the situation-based class through digital-storytelling has a positive effect on the exploration of science principles through students' daily experiences.