• Title/Summary/Keyword: 내러티브 구조

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A Study on the Theme Museum Design Based on Phases of Narrative - Focused on Establishment of Narrative Structure (내러티브 특성에 근거한 테마뮤지엄 디자인 연구: 내러티브 구조 확립을 중심으로)

  • Choi, Go-Woon;Kim, Myung-Suk;Si, Chung-Kon
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.602-607
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    • 2006
  • 80 년대 이후 국내 뮤지엄은 양적으로 많은 성장을 이루었고, 현재 전국에는 200 여 개의 뮤지엄이 개관 중이다. 이 중 많은 뮤지엄들이 기존의 역사나 자연사를 주제로 한 뮤지엄과는 다른, 다양한 주제와 내용을 다루는 '테마 뮤지엄' 을 표방하고 있지만 여러 면에서 외국의 선진 테마 뮤지엄에 비해 열악한 것이 사실이다. 이에 본 연구에서는 완성도 있는 테마뮤지엄을 위해서 테마뮤지엄의 구조를 내러티브 특성에 따른 고찰을 통해 구조적으로 이해하고자 하였다. 이에 본 연구에서는 테마뮤지엄의 속성을 규명한 후, 완성도 있는 테마뮤지엄의 실현을 위해서는 뮤지엄 내 내러티브성의 확립이 필수적이라는 가설을 검증하고자 하였다. 또한 이를 통해 테마뮤지엄의 기본 속성이 내러티브 구조에 있음을 논증하고 이러한 내러티브 구조가 명확히 드러나는 테마뮤지엄을 실현하기 위한 디자인 방법론적 접근으로써 테마뮤지엄의 내러티브구조 확립을 위한 방법틀을 제안하였다. 이 방법틀은 테마뮤지엄의 내러티브 구조, 내러티브 유형별 포지셔닝맵, 내러티브 체험과 재방문력 창출의 상관 정도를 제공함으로써 테마뮤지엄 디자이너의 내러티브 구조에 따른 디자인 개선책 도출을 도울 수 있을 것으로 사료된다. 또한 제안한 방법틀의 디자이너와 사용자 간 수용도를 알아보기 위해 사례연구를 실시하였는데, 그 대상으로 국내 뮤지엄 가운데 8 곳을 선정하였다. 이를 통해 내러티브 구조에 따른 디자인 계획이 관람객의 만족도에 큰 영향을 미침을 입증할 수 있었다. 이상의 연구는 국내 중소규모 테마뮤지엄의 질적 성장에 기여할 것이며, '테마'라는 특성을 가진 환경에 확대하여 적용할 수 있을 것으로 사료된다.

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Narrative Structure and Signification of the Mobile Whole Aspect Movie -Focused on and - (모바일 전용 영화의 내러티브 구조와 의미구성 - 모바일 전용 영화 와 <건달과 달걀>을 중심으로)

  • Kang, Seung-Mook
    • The Journal of the Korea Contents Association
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    • v.8 no.11
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    • pp.94-102
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    • 2008
  • The development of digital technology constructs meaning through the narrative by digitalized story. Including mobile whole aspect movie, visual contents have the narrative structure and signification based on the digital technology. This study planned to explore the possibility that mobile movie can expand the classical narrative structure and bring up the method of signification. For this purpose, this paper proved the process to cohere narrative through redundancy and a double across of space-time structure according to the principle of causality in mobile movies such as and . According to the findings, mobile movies appeared to construct a consolidated structure through cohesion of meaning and to move the space-time doubly across at a subjective point of view of the characters for continuity of story. Such a result means the narrative structure and the method of signification of mobile movie are modifying or expanding the unique formation of classical films in accordance with mobile devices as digital media.

An Evaluation of Narrative Complexity Based on Knowledge Distribution Model and Information Entropy (정보이론에 근거한 지식분배 관점에서의 내러티브 복잡도 평가)

  • Kwon, Hochang;Kwon, Hyuk Tae;Yoon, Wan Chul
    • Proceedings of the Korea Contents Association Conference
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    • 2015.05a
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    • pp.27-28
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    • 2015
  • 내러티브의 복잡도는 수용자의 이해와 흥미에 직접적으로 영향을 미치기 때문에 창작과정에서 체계적으로 관리되어야 한다. 본 논문에서는 내러티브 구성에 있어서의 지식 분배 작업에 초점을 맞추어 정보 엔트로피 개념을 활용한 복잡도 평가 방법을 개발하였다. 수용자의 지식상태 변화 과정에서 발생하는 정보량을 엔트로피로 계산하여 복잡도 척도로 활용하였다. 실제 영화 내러티브를 대상으로 사례 연구를 수행하였고, 본 방법이 내러티브의 구조적 특성과 전개과정에서의 변화를 효과적으로 반영함을 확인하였다.

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In Search of Narrative Science as a Convergence Discipline and its Implication and Direction (융·복합 학문으로서 내러티브 과학의 시사점 및 방향 탐구)

  • Kang, Hyeon-suk;Lee, Ji-eun
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.5
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    • pp.45-53
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    • 2017
  • Until now, Academic disciplines were categorized according to the standards of the National Research Foundation of Korea, and this categorization has contributed to the development of each disciplines. However, as time goes by, there is a need for a transition to the new trends, convergence. Therefore, to suggest the resolution for pre-existing phenomenon and problems, this study explored the concept and traits of narrative science as a convergence discipline and discussed its implications and tasks. Narrative Science is a human science, based on narrative epistemology, and it focuses on human's interpretation, communication, and inter-subjectivity. Narrative Science has many inner structures per trait, and it provides pre-existing disciplines with narrativistic inter-relation. It also pays attention to human's inner areas. For the development of Narrative Science in the future, it should be free from a misunderstanding as a narratology discipline or a methodology of qualitative research. Under this change, Narrative Science discipline areas should be fused in the perspective of human science, based on narrative philosophy and psychology.

Narrative Functions of Sound Design in Films (영화 사운드디자인의 내러티브 기능 연구)

  • Lee, Dong-Hwan
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.626-637
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    • 2013
  • Film sound should be analyzed based upon the profound understanding of sound design process and the principle behind it. Lack of this knowledge prevents the research from having the comprehensiveness and concreteness. This study aims to reaffirm the important role of sound design in filmmaking while also investigating the narrative functions of sound design. The role of sound design as a cinematic technique was defined as creating audio-visual experience with a collection of information, emotion, and ideas organized and presented in the sound narrative of films. Each process of sound design, dialog, ambience, Foley, and sound effects, was proved to be performing this role as a result of a case study of various narrative films. The narrative functions of sound design was able to be defined as well.

A Design of Narrative Structure for Documenting Environmental Conflicts : Case of Mi-ryang Transmission Towers Construction Conflicts (환경갈등의 기록화를 위한 내러티브 설계 밀양 송전탑 건설 갈등을 사례로)

  • Seol, Moon Won
    • The Korean Journal of Archival Studies
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    • no.42
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    • pp.287-326
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    • 2014
  • Documenting environmental conflicts will be a priority target for documenting localities, because those conflicts are critical events that make intensive 'place experiences' of local residents. This study is to design a narrative structure for documenting conflicts in the process of Transmission Towers Construction in Miryang. This study begins with analysing the characteristics of environmental conflicts, and draws a conflicts documentation model including basic rules, narrative structure and development process. Basic rules are set up as mixed documentation of memory and evidence, application of 'frame', and dynamic description. Based on the rules, this study suggests a dynamic and open narrative framework adopting the metadata model of ISO 23081. This model is applied to documenting Transmission Towers Construction Conflicts in Mi-ryang. The full narrative and 'frame' of the conflicts are set after analysing development and issues of the conflicts, stakeholder, and properties of each conflict problem. Records descriptions are related to the context(each event occurred in the conflicting conditions, mandates, and stakeholder) descriptions to make multiple narratives in digital environments. Event description contains elements for articulating the 'frame' of each party of the conflict. The merits of this model are; i) to accumulate the adequate context information systematically by adopting dynamic narrative model, and ii) to acquire the new items and connect them to related items easily and consistently through multi-entity description. This documentation model of environmental conflicts may support to shape the collective memory of community, and to achieve good governance by managing conflicts in the process of locating non-preferred facilities with due regard to values and perceptions of residents and communities.

A Study on Narrative by the Control of the Time: Focused on the Analysis of the Trailer for Dead Island (시간의 조정을 통한 내러티브 연구 : <데드 아일랜드> 예고편 분석을 중심으로)

  • Roh, Chul-Hwan
    • Cartoon and Animation Studies
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    • s.40
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    • pp.397-421
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    • 2015
  • Aristotle's Poetics is the earliest work of dramaturgy. It explains some of the most important narrative notions, for example, Mimesis, Katharsis, Mythos(Plot), Ethos(Character), Anagnorisis and Peripeteia. etc. Aristotle considered the plot which is the arrangement of events, as the most important element of drama. This paper presents an example of a plot configuration as an alternative to the traditional narration used since Aristotle. Dead Island, developed by Techland and published by Deep Silver, is one of the most successful action role-playing survival zombie video games. Its trailer, the Winner of Gold Prize for Internet Film at Cannes Lions International Festival of Creativity in 2011. Since the purpose of the trailer is to attract the audiences/gamers to the film/game, it has generally a similer narrative method from its own works. But Dead Island trailer is different. We treat this trailer as an short animation. It could be a new example of the non-linear narrative by the control of the time for example, temporal arrangement, direction and speed. We analyse all shots of Dead Island's trailer with Poetics' rules and with $G{\acute{e}}rard$ Genette's some narrative notions for example temporal order and duration. Furthermore we look for how to maximize the audiences' curiosity by the adjustment of the time, combined with its shocking images.

Designing a Writing Support System Based on Narrative Comprehension of Readers (독자의 내러티브 이해를 반영한 창작 지원 시스템 설계)

  • Kwon, Hochang;Kwon, Hyuk Tae;Yoon, Wan Chul
    • Journal of the HCI Society of Korea
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    • v.9 no.2
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    • pp.23-31
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    • 2014
  • A variety of writing support systems focus on the information management or the feature analysis of the commercially successful narrative texts. In these approaches, the reader's role in the narrative creating process is overlooked. During a writing work, an author anticipates the reader's response or expectation to the narrative and he/she organizes the narrative either along or against the prediction about readers. Assessing and controlling the reader's comprehension in the development of events influences the aesthetic quality of the narrative. In this paper, we suggest a writing support system to visualize and adjust the characteristics of a narrative text related to the reader's comprehension, which is theoretically based on the narrative structure model and the event-indexing situation model. Under the development of the support system, we designed an interactive framework to create events as the basic units of story and arrange them onto both story- and discourse-time axes. Using this framework, we analyzed the organization of events about an actual film narrative. We also proposed both the continuity of the situational dimensions and the cognitive complexity as the characteristics to affect the reader's comprehension, hence we devised a method to visualize and evaluate them. This method was applied to the actual film narrative and the result was discussed in the aspect of the features of the narrative and wiring support strategies.

Digital Media Convergence and Interactivity in Film Narrative (디지털 미디어 융합과 영화 내러티브의 인터랙티비티)

  • Song, Minho
    • The Journal of the Korea Contents Association
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    • v.15 no.1
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    • pp.114-122
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    • 2015
  • This study has a main purpose on discussing the issue how the construction of film narrative will be changed by audience's desire to intervene into film narrative through the active participation, out of watching a film passively in movie theater. Compared with the collective theatergoing experience in big screen was defined as the past cinematic identity, the absolute value of movie theater fragmented increasingly in the era of media diversification facing with digital media convergence. As this situation can be compared with "the author's death" Roland Barthes predicted on the mono-media of the book, thus, we are to take the time to discuss the new emerging 'movies'. The most important thing in this discussion is the aspect of the transformation of narrative in the future screening. Especially, while 3 act structure and configuration evoking a catharsis in film narrative are elements defining aspect of the past narrative, then, the future narrative in film will change to the structure interacting with audience actively. This paper had a discussion how could be possible the aucience interaction in only movie valuing the passive experientiality uniquely in screening over the other media through investigating the attempts of interactive cinema so far and the possibility of future.

Pre-visualization of Interaction on Game Character's Quest Play : Towards of Narrative Structure (내러티브 구조 관점에서 본 게임 캐릭터의 퀘스트 플레이에 대한 인터랙션 사전 시각화)

  • Kim, Mi-Jin;Woo, Kim-Sang
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.3-11
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    • 2011
  • A game designer is the initial design of the quest based on narrative. It is important that to predict game character of play experience to establish these static content. This paper deal with player's affective interaction distinguishing among game characters are perform quest-play based on their characteristic status. To achieve this, First of all, previous studies regarding pre-visualization of narrative structure for other visual media are reviewed. Secondly, it is specified that quest-play experience and player's cognitive behavior. At last, these features of status by character were pre-visualized with QUG(Quest Unit Graph), which could be represented differences in precess of quest-play through analysis on world of warcarft game. Previous research is about of numerical balance in terms of character's achievement, whereas this study is meaningful that is proposed that visual model of quest-play interaction focused on narrative structure to predict game designer's architecture of quest experience.