• Title/Summary/Keyword: 경험의 서사화

Search Result 38, Processing Time 0.023 seconds

A Study on th e Creation of Floral Art Works Applying th e Meth ods of th e Narration and Visualization of the Experiences (경험의 서사화와 시각화 방법을 적용한 화예작품 창작의 연구)

  • Han, Yujeong;Yoo, Taeksang
    • Journal of the Korean Society of Floral Art and Design
    • /
    • no.43
    • /
    • pp.39-56
    • /
    • 2020
  • This study is on the creation of floral art works based on the intuitive insight acquired by methodological process of ruminating the experienced meaningful events of the artists utilizing sensible perception. The researcher used the narration and visualization techniques. The narration process adopted the writing technique of subjective impression, emotion, stream of consciousness to capture sensations of subconscious state, which were applied in three steps of 'the exploration of experiences', 'the concretion of experiences', and 'the creation of meaning out of experiences'. The visualization process adopted collection, selection, classification, and interpretation of related images, which were applied in three methods of 'the creation of images', 'the utilization of intuition', and 'the perception through remembering'. Finally 5 art works of 'Hammock is Good', 'At the Rooftop with Warm Sunshine', 'Standing at the Waterside Alone', 'Dizziness at Hot Sand Field', and 'Having Good Time at a Botanical Garden'were created through the combination of these two methods mentioned above and complementary research and writing. The meaningfulness of this research lies in presenting methodological approaches of utilizing narration and visualization of experiences in art creation process.

Research of Aesthetic Distance on the Cinematization of Novel (영화 <우리들의 일그러진 영웅>에 나타난 원작소설과의 미적 거리 연구)

  • Kim, Jong-Wan
    • The Journal of the Korea Contents Association
    • /
    • v.12 no.6
    • /
    • pp.151-159
    • /
    • 2012
  • The purpose of this thesis is to figure out the mechanism that how can be shown the aesthetic distances of novel in the film. At discussion of the view point, novel can be told by two factors which are 'who is teller' and 'who is watcher' but in the film, novel's narration is divided into visual point and auditive point. And I will consider the phenomenon on the part of this difference. Next, I will argue about difference between novel and film from the Park Jongwon's aesthetic distances which interpreted Lee Munyeol's work. This thesis is going to observe that how the film adapted three types of view point and how that related the subject of the original novel. For this thesis, I tried to track 'the distances' between figure and identity, and reader and author. Also I did approach that how can be accepted the problem of 'aesthetic distance according to identity' based on this novel in the film and novel's text by reader. This study make a proposal or analysis to the differences between novels and films in terms of narrative point of view. Although it is shown by dividing into each chapter in novel and on connectivity in film, this paper finds out that both film and novel are shown the subject of reader's difference of the view point about 'author and director's identity'.

A Study on the Art Works Creation of the Subconscious Experiences though the Scene Setting Technique : Focused on the Floral Art Work Creation based on Artist's Experiences (장면화 기법을 통한 무의식적 경험의 작품화에 관한 연구 -본인 경험을 바탕으로 한 화예 작품 창작을 중심으로-)

  • Kim, Dawoon;Yoo, Taeksang
    • Journal of the Korean Society of Floral Art and Design
    • /
    • no.44
    • /
    • pp.53-73
    • /
    • 2021
  • This study is on the creation of art works through the methodological process of deducting the experiences and inspired feeling which the researcher experienced in the subconscious level as well as the conscious level in the field of floral art creation. The scene setting technique was applied to seize inner experiences and feeling in subconscious level. More concretely, visual note technique and image research technique were applied to record and preserve scenes as the seized inner mental images. To delineate the contents, the researcher created art works based on the experiences during the preparation period at the small town of Tours in France as well as the competitive and tough every day life during the attendance at the fashion school of ESOMD International Paris. The researcher was able to create 5 art works of Deja Vu, 'ㅅ(Seoul-Paris)', '崩(A Mountain on Two Moons)', '燈 (Load out and Stay)', 'ㅇ'deducting the deep experiences and inspired feeling through the methodological process in the subconscious level as well as the conscious level. The researcher was able to explore inner experiences finding self in disquietude and process of personal realization through the creation. The meaning of this research could be found as a case of qualitative research which presents approaches utilizing method of deducting experiences in subconscious level and applying to the creation of art works.

Active Narrative of Digital Game and Improvisation (디지털 게임의 능동서사와 즉흥연기)

  • Yu, Hui-Beom;Sung, Jung-Hwan
    • Journal of Korea Game Society
    • /
    • v.16 no.2
    • /
    • pp.75-86
    • /
    • 2016
  • Game studies of theatrical approach explained interactive property of game in humanistic background. Those studies analyze the game, and based on Aristoteles Poetic Attribute. But theatrical approach has a problem by user's unpredictable intervention in narrative (Active narrative). This paper intended to see in the glance of any impact on the Aristotelian model by active narrative. As a result of the active narrative remake the causality between materials of drama. Also, it can be seen to define a kind of the "Improvisation" in theatrical view. But it exposed a essential difference in the form an expression by substance and material of media. It was defined forms of improvisation in the gaming environment which are 'Self-generated Individuality', 'Self-definition Faction', 'Eccentric Behavior Contending', 'Trolling' and 'Bug Play'. Finally this paper proposes the characteristics of the improvisation of the game and the direction to be improved game analysis model in humanities through forms of improvisation in game environment.

The Diaspora Narrative and Aesthetics in Handol's Tarae (한돌 타래의 디아스포라 서사와 미학)

  • Shin, Sa-Bin
    • Journal of Popular Narrative
    • /
    • v.26 no.3
    • /
    • pp.189-219
    • /
    • 2020
  • This study is an analysis of Handol Heung-Gun Lee's Tarae, which is a coinage combining the Korean words for "playing an instrument" and "song", in terms of narrative and aesthetics. The components for analysis are the phenomena and nature of binary oppositions between nature and human beings, between alienation and interest, between division and unification, and between diaspora and people of the national community. Tarae in the period from the late 1970s to the early 1990s described the experience of pain and loss from non-resistance and disobedience in protest against social problems that emerged during the era of miliary dictatorship, such as industrialization, urbanization, reckless development, Westernization, university-oriented education, the gap between rich and poor, human alienation, and the conflicts arising from the division of the nation. After Handol overcame the lack of creative motivation with self-reflection and effort, Tarae took the form of a diaspora epic meta-narratives integrating the "sound of nature and his true nature" and "the awareness of diaspora and the spirit of the Korean people". The epics of the homeland, the national soil and the people, which began with "Teo", became more intense in terms of a sense of diaspora as they shifted their focus from an origin to a path with "Hanmoejulghi" as the turning point. Handol seeks inspiration in the source of narrative rather than in music. His Tarae focuses on "adding rhythm for lyrics". For this reason, the semiotic features of Tarae have a limitation in that its extrinsic phonology is simple even if its intrinsic meaning (i.e., emotion of sadness) is profound and subtle. In order to elicit sympathy from the audience and impress them, it is necessary to strike a balance between the implicit (semantic) part and the explicit (phonological) part. To share the emotion of sadness with more people, it is necessary to strengthen phonological elements. Sympathy for sadness and deep impression on the audience are more often induced by the mood of similar sentiments than by the stories of the same experience. The aesthetics of sadness in Tarae began with the narratives of past experience which were expressed in the contexts of loss, loneliness, and poverty that Handol had experienced since childhood. However, the aesthetics of sadness, deepened over the period of a long hiatus in Handol's career as a composer, formed the narratives of ultimate salvation, embodying even the diaspora experience of others (e.g., displaced people, overseas adoptees, ethnic Koreans in Russia, victims of Japanese military sexual slavery, etc.). This gave Tarae the potential to go beyond the limits of the ethnic group of Korea. Tarae, as a "dispersed sound", can benefit from the appeal of deep sadness at the point of contact with other forms of world music. It may form a global diaspora discourse because Tarae is oriented towards interculturalism rather than anti-multiculturalism. The future challenge and goal of Handol's Tarae would be to continue to find areas of sympathy and broaden the horizon of awareness as diaspora music.

A Study on the Mechanism of the Immersion of the Spectators of the Fictional Narrative Animation (허구서사 애니메이션의 관객 몰입 메커니즘 연구 - 구성주의 인지서사학적 접근을 중심으로 -)

  • Kim, Ki-Hong
    • Cartoon and Animation Studies
    • /
    • s.17
    • /
    • pp.37-51
    • /
    • 2009
  • Immersion is the key factor in determining success or failure for fictional narrative animations. It does matter to not only for the socio-economic achievements like box-office success but to the asthetical achievement, immersion is very important prerequisite character that are raised in terms of research needs. Fictional narrative animation shares the audience's immersive method with the narrative content and Virtual Reality, since animation has the character which narrates itself with the visual image format (including sound) and added the fact that 3D format which emphasizes realism compared with the recent 2D animation has been ubiquitous phenomenon. In other words, the artistic for called 'animation' is located between the view point that text has the immersive point intrinsic and oppositely, specific function of the certain media which stays extrinsic of the text enforce the participants into the immersion. In any case, the subject who experience immersion is the audience, so the most useful theory to research the phenomenon 'immersion' is Constructivism cognitive narrotologic approach which lies the peader-spectator as the centric notion and is more useful than text analysis or research on the visual effects. In this study, research and review about the studies on the audience's immersive experience would be preceded particularly aroud the constructivism theories, and examine the uniqueness and naures of the animation which makes the audience immersive.

  • PDF

A Study of Documentary Archiving Focusing on the case of Archiving by Seoul Metropolitan Archives ('다큐멘터리 아카이빙' 연구 서울기록원의 수집 사례를 중심으로)

  • An, Duree;Song, Young Rang
    • The Korean Journal of Archival Studies
    • /
    • no.65
    • /
    • pp.227-251
    • /
    • 2020
  • The documentation of a city can never be complete with only the documentation of the administrative domain, and requires that of its citizens, who are living in the city in different ways. This study attempts to present the documentation of the memories of the citizens, which either have never been produced or have been damaged and thus are difficult to be collected. From the Archival Activist point of view, this study suggests documentary as its research method, in order to leave trace of various experiences of Seoul, which are not recorded in document but are rooted in its people's memories and their daily lives. Documentaries are characterized by their narrative. This can be somewhat arbitrary, but it is due to their narrative that this study suggests documentaries, rather than oral statements, as a new form of method. While, due to its self-historicality, oral records are subject to producing redundant or irrelevant memories, documentaries enable the documentation of data relevant to the topic of collection. First, the study presents the narrative-based archiving, which is the same method of collection suggested by Seoul Metropolitan Archives, and then explores the role and significance of documentary archiving. It further presents the conditions in which documentary archiving is required in the context of narrative-based collection. The study presents the planning and implementation of documentary archiving and introduces one of the three documentaries produced by 2019 Seoul Archiving Project.

The Body Understanding and Narrative Research of "I Am What I Am" (2021) (애니메이션 <웅사소년>(2021)의 신체에 대한 인식과 서사 연구)

  • Xu, Yi-Jia;Choi, Eun-Kyoung
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.10
    • /
    • pp.172-180
    • /
    • 2022
  • Focusing on the concept of "narrative of desire" advocated by Peter Brooks, this paper aims to analyze the construction and presentation of the body narrative in I Am What I Am, combined with the "body situation" concept of Merleau-Ponty, the pioneer of body studies. This paper first analyzes the changes in the characters' physical and mental cognition in the film through the "desire narrative" and "visual body" proposed by body narratologist Peter Brooks. Secondly, this paper summarizes the physical and mental evolution of the coward-rebel-disciple-self-breaker experienced by the teenager, and analyzes the continuous plot composed of the body in time and space through the physical situation formed by time and space, that is, the visual presentation of the juvenile's personal body picture. So the protagonist's physical desire and visual body in "I Am What I Am" are the meta-driving forces of the narrative. The film presents the subject's physical desire in a visual way, and reproduces the deduction process of the body narrative through the body situation.shift from the common surreal, magical special effects, exaggeration, deformation and other techniques of commercial animations such as "Ne Zha: Birth of the Demon Child" (2019) and "Legend of Deification" (2020) to the true-life "I am What I am". "(2021), "To the Bright Side" (2022) and other visual experiences of the same kind marks breakthroughs made by Chinese animation and is of practical significance.

The Family and Individual in the Transmedia Storytelling of Young Adult Narratives (청소년서사의 트랜스미디어 스토리텔링에 나타나는 가족과 개인)

  • Chung, Hye-Kyung
    • Journal of Popular Narrative
    • /
    • v.27 no.2
    • /
    • pp.215-262
    • /
    • 2021
  • This thesis focuses on Wandeuki and Elegant Lies - novels written by Kim Ryeo-reong and adapted into the film by Director Lee Han; this thesis analyzes the process of storytelling being transformed as the media is converted. Also, this thesis discusses cultural-political implications of transmedia storytelling where different narrative responses coexist concerning post-IMF family disorganization and "individualization." First of all, this thesis critically reviews existing discourses on the concept of transmedia storytelling and refers to 'transfictionality' the narratological concept of Marie-Laure Ryan in order to look into media conversion storytelling that starts from original novels. The novels Wandeuki and Elegant Lies show two aspects of "individualization" that adopts existential conditions of family disorganization. Wandeuki deviates from patriarchal family romance through self-discovery and exhibits loose family bond, which is something similar to companionship of close individuals. Elegant Lies shows individualization of pain by portraying a teenager who found herself completely isolated, while showing that it is impossible for the people left behind to mourn. On the other hand, director Lee Han's films and show stories in which family members, who are confronting family dissolution, rediscover and restore their families against family dissolution. The film promotes the expansion of family community through multicultural identity, and the film completes condolence of the people left behind by having the remaining families survive as survivors of suicide. The storyworld of the novels puts emphasis on 'self-discovery' of individual adolescents, while the storyworld of the movies puts emphasis on 'rediscovery of family'. Through transformation of storytelling - especially the redesigning of narrative structures called "modification" - transmedia storytelling shows that the relationship between media-converted texts is far from "faithful representation," but rather, shows conflicting themes and perspectives. With a reference point of 'the emergence of character' transmedia storytelling, which is predicated on the original work but aims to free itself from the original work by transforming storytelling through media conversion, opens up polyphonic storyworld by creating heterogeneous voices. In the post IMF-era, where uncertainty mounts over family dissolution and individualization, polyphonic storyworld created by transmedia storytelling provides an opportunity to experience disparate desires over individual freedom/risk and complacency toward community. We can call this the cultural-political implication of transmedia storytelling based on transferring, transcednding, and transforming.

A Study on Space in the Moveis of Hirokazu Koreeda (고레에다 히로카즈 감독 영화의 공간 연구)

  • Hwang, Woo-Hyun
    • The Journal of the Korea Contents Association
    • /
    • v.18 no.12
    • /
    • pp.343-363
    • /
    • 2018
  • Classical film narrative fails to reflect the increasing complexity of modern society. In this era of film narrative crisis Hirokazu Koreeda presents a new solution. The director puts an emphasis on neutral valuation over subject matter rather than empathy of audiences which leads to a biased point of view. Thus Hirokazu Koreeda choose space over story as a critical narrative enabler. Two qualitatively opposite spaces are presented and the boundary space of the two are set as a main background where the valuation over the spaces waves up and down. Audiences who get accustomed to a one-sided value judgement led by storytelling can be neutralized by pendulum movement of valuation. The specific methods of using space as a main tool of value neutralization have changed through the director's filmography. Space had been thoroughly designed through the storyboard in early works. Later the director let audiences experience the spaces to evoke a sense of place.