• Title/Summary/Keyword: 서사성의 활용

Search Result 111, Processing Time 0.024 seconds

Exploratory Study on the Construction of Sewol Ferry Memorial Space: Focusing on the Perspective of Placeness and Dark Tourism (세월호 기억공간 건립 관련 탐색적 연구: 장소성 및 다크투어리즘 관점을 중심으로)

  • Chun, Myung-Hoon;Ko, Jeong-Min
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.8
    • /
    • pp.126-139
    • /
    • 2022
  • This study aims to present the criteria of location selection and contents composition of Sewol ferry memorial space from the perspective of placeness and dark tourism, one of the main concepts of cultural tourism theory, and to draw academic concepts and implications related to it. First, the location selection of Sewol ferry memorial space was proposed by applying the concept of placeness to each important location, and the direction of the contents composition was presented based on the contents components such as characters, stories, places and dark tourism composition directions. As a result, when the Sewol ferry memorial space is designed in use of systemizing the narrative structure of the storytelling method and implementing it specifically, it is suggested that it is possible to construct a Sewol ferry memorial space by distributing and course-making based on the narrative structure rather than focusing on the location selection of a specific place. In addition, it was argued that the contents composition criteria should be more complex and systematically established and applied considering the connection between placeness and dark tourism when the Sewol ferry memorial space is constructed in various sites like 416 life safety parks and Mokpo New Port. This study, which aims to answer research questions related to major issues based on the perspective of placeness and dark tourism on the Sewol ferry memorial space, is expected to be used as a reference for the construction of the memorial space in the future.

A Flat Staging Studies in the Animation "Song of the Sea(2014)" (애니메이션 "바다의 노래(2014)"에 나타난 평면적 스테이징 연구)

  • Kim, Soong-Hyun;Lee, Tae-Hoon
    • Journal of Digital Convergence
    • /
    • v.17 no.6
    • /
    • pp.373-380
    • /
    • 2019
  • In this study, I examined the visual elements for narrative structure and the symbols, scene components and visual styles in the images through analyze the flat staging in Tomm Moore's animated feature film, . As a research method, I figure out the general theories about staging and analyze extracted scenes which revealed flat staging in the , then summarize and clarify the flat staging production elements and features of Tomm Moore. As a result, in , the composition of the screen using the basic shapes, the screen composition containing the spiral which is symbol of the Celtic traditional pattern, the stable and flat frame expression through the balanced screen composition, expression of spatial sensation using perspective, appearance of the period by using the inverted perspective, and composition that can emphasize the flat formability are appeared as a characteristic. Through this, the two-dimensional planarity was maximized to convey the feeling of appreciating the illustrations of fairy tales. Tomm Moore, who produced animation based on folk tales in order to inherit the traditional culture of Ireland, has been attracting worldwide attention because of its flat staging to help narrative, enhancing the original expression and performance of animation. I hope that this study will be used as basic data for industry workers and researchers who make unique and excellent animated feature film.

Theoretical Background of Games for Social Change (사회 변화를 촉구하는 기능성 게임의 이론적 배경)

  • Chu, Jean Ho
    • Journal of Korea Game Society
    • /
    • v.22 no.1
    • /
    • pp.55-64
    • /
    • 2022
  • Serious games are developed under particular purpose. This study provides a theoretical background on serious games for social change as a basis for future experiments and practice. By examining the elements of games and related theories, narrative immersion and critical participation are identified as the two main experiences of games, which are realized through role play. Based on educational theories for behavioral and cognitive change, this study suggests to use role play as a strategy on serious games for social change. Analyzing the cases of serious games in Korea, this study concludes that participants are able to experience the context of the situation through role play.

A Study on the Characteristics of the Narrative and Application Methods of the Modern Elements of , a Drama of tvN (tvN 드라마 <백일의 낭군님>의 내러티브 특징과 현대적 요소의 활용 방식 연구)

  • Youm, Won-Hee
    • Journal of Popular Narrative
    • /
    • v.25 no.1
    • /
    • pp.249-280
    • /
    • 2019
  • This research aims at examining the present of fusion historical dramas through a TV soap opera, and discussing the narrative of this genre and external elements to be equipped. tried to break from conventionality of fusion historical dramas by intensifying it. By comprehensively suggesting the history of conflicts repeated in existing dramas, it helped its viewers to concentrate on it easily. In addition, by setting a separate space from the secret strife in a palace while depicting it, it expressed romance between a man and a woman faithfully. Moreover, two individual riddles were given so that the narrative became rich. Furthermore, the social problems of remaining singles and the tyranny of the establishment were dealt with. Novelty was presented with the viewpoint of seeing the past through today's perspective instead of seeing the present through the past; by trying to interpret modern culture in a way of Joseon, such as the figures reflecting the phases of the times and lines using newly-coined words and abbreviations. Therefore, the success of the drama contents lies not in breaking from customs but in thinking about what to change based on conventional characteristics. can be evaluated to be a work that can be an idealistic model of this genre.

A Study on Book Reviews for Further Readings (심화독서용 서평에 관한 연구)

  • Min, Kyeong-Rok
    • Journal of the Korean Society for Library and Information Science
    • /
    • v.52 no.3
    • /
    • pp.35-59
    • /
    • 2018
  • A book review expands readers' choice of resources by providing them with the contents and bibliographic data of various books. It also functions as a reader support service designed to enrich their reading experiences. In particular, in the field of children's reading, literary devices are used to convey knowledge and information to children. Therefore, a review for a children's book should help children follow a book with further readings so that they can expand their literary imagination through comparative reading. In light of the above, this study looks into the case of a children's story entitled Little Red Riding Hood to identify the points that should be addressed in the "Literature Comparison" section of a book review in order to suggest further readings to readers. First, the review should provide an objective description of the content of Little Red Riding Hood. Second, it should explain the literary value of the reviewed book and the discourse that surrounds it so as to analyze its unique features that separate it from other literary works. Third, the review should provide bibliographic information on other works that use narrative structures adapted from those of Little Red Riding Hood. Fourth, it should broaden readers' choice and access by introducing, if any, works adapted from Little Red Riding Hood into other media.

A Study on the Methods of Communication Education based on 'Empathy'; for Example <(500) Days of Summer> ('공감'을 기반으로 한 의사소통교육 방법 모색 ; 영화 <500일의 섬머>를 예로)

  • Kim, Kyung Ae
    • Journal of Digital Convergence
    • /
    • v.19 no.3
    • /
    • pp.279-285
    • /
    • 2021
  • This paper criticized that online classes during the Covid-19 period were centered on knowledge and information education, and sought ways to improve empathy as a way to improve students' sociality. The teaching-learning process was designed around the movie <(500) Days of Summer> which has the theme and story of parting and growth. On this paper the stage of empathy was divided into three stages, recognize-into, feeling-into, emotional-transaction stage. In particular, considering the process of transitioning from emotional empathy to behavioral empathy as the key to communication education, the class was designed in five stages, with an expression stage between the feeling-into stage and the emotional-transaction stage. This course is possible when learners sympathize with the work itself and reflect on their own narrative, so literary therapeutic was used, and students's response statements were collected to prove that this process is meaningful for improving empathy. In this article, the class was designed for the movie <(500) Days of Summer>, but this teaching-learning model can be applied to other contemporary film texts.

A Study on the Existential Reflection -A Study on the Yi Ji-yeop Sijo- (우울증 시조치료 방법론 모색 -이지엽 시조를 중심으로-)

  • kim, mung hee
    • The Journal of the Convergence on Culture Technology
    • /
    • v.8 no.3
    • /
    • pp.51-60
    • /
    • 2022
  • This study is to explore the existence reflection and transcendence to overcome depression in terms of the perspective and the hick of the treatment.,The suicide rate in Korea is the number one OECD country (2006-2019), and depression is spreading more recently.,Depression is a civilized disease connected to the abolition of materialism in the competition of a rapid industrial society, and there is a limit to overcoming depression by medication alone.,The purpose of this study is to define depression as a personal history and to recognize depression as a part of literature therapy and to explore ways to overcome it.,This study is an attempt to use the 'self-narrative' of Korean literature therapy and to reexamine the arguments from the perspective of the poetic therapy, which is to draw the suppressed feelings into the human being through the medium of the poetic work.,This is meaningful in integrating the divided self and freeing from the suppressed emotions to live a free life.

Scientific Study of Subjectivity on Recognition Types and Preferences of Animation Audiences (애니메이션 수용자의 인식유형과 취향에 관한 주관성연구)

  • Hyun, Seung-Hoon
    • Cartoon and Animation Studies
    • /
    • s.26
    • /
    • pp.31-56
    • /
    • 2012
  • This is a scientific study of subjectivity on recognition types and preferences of animation audience. Therefore, Q-methodology was used as a methodology of this study. As a result, it was possible to find the various characteristics according to the preferences of audience on animation genres. The features of each type were classified into 3 types. First was an artistic and literary value-oriented type that explored storytelling and descriptive value. Second was a pictorial and aesthetic value-oriented type that explored visual beauty such as characters and Mise en scene. Third was a visual and entertainment value-oriented type that explored entertainment factors and attractions. Thus, according to the classification of preference types, it was inferred that digital image generation audience with an active preference that can create and consume images have developed a tendency that independently consumed their preferences based on thoroughly personal or subjective preferences rather than classified and accepted their preferred culture as their symbolic expressions of hierarchical position. In this aspect, Q-methodological consideration that is useful to analyze the subjectivity of audience could be a significant work. Nevertheless, this study alone could not reveal various generative contexts of specific preferences. It seems to have more significant results by applying various qualitative or quantitative methodologies together with this study and analyzing recognition types and preferences of audience.

A study on game novel (게임소설 연구)

  • Ko, Hoon
    • Journal of Popular Narrative
    • /
    • v.25 no.4
    • /
    • pp.111-134
    • /
    • 2019
  • Since This study is about game novel. I'm going to discuss the flow and features of game novels. Game novels developed in Korea, the game industry developed and made it possible. Fantasy novels, Muhyeop novels, and the generation of games met, so game novels could develop. By looking at the trends of game novels, I want to lay the foundation for the study of popular literature genre. The reason behind the emergence of game novels is the meeting of the game generation and the novel. The types of game novels can be distinguished according to the 'location of the main characters' and 'the narrative style'. It is not the best, but it is the minimum work to identify the genre. The biggest characteristic of game novels is their connection to games. It also uses the system of the real game. Another characteristic is that a variety of variations are possible with other genres. Game novels were influenced by fantasy novels and Muhyeop novels. Game novels now hold a solid place in the realm of popular literature. But the limits are also clear. It is the repeated use of game novel progression. Here are the limitations that game have to overcome. In addition, active research should be carried out. This study is intended to promote research on these game novel genres.

A Case Study on Pillow Talk(1959) and Down with Love(2003): Split Screen in Romantic Comedy Films (<필로우 톡>(1959)과 <다운 위드 러브>(2003): 로맨틱 코미디 영화의 화면 분할)

  • Chang, Woo-Jin
    • The Journal of the Korea Contents Association
    • /
    • v.14 no.3
    • /
    • pp.80-93
    • /
    • 2014
  • This paper examines how split-screen technique works to meet the goals and strategies of the narrative in the romantic comedy films which deal with love and sex. The plot of romantic comedy films aims to the union and marriage of the couple, but is structured to delay the union as much as possible through comical situations and episodes. Usually split-screen scenes are placed before plot point 2 and serve to make a laugh and humor. Besides, it helps focusing on two main characters. Comedy related to love and sex comes from information gap between two main characters which can cause a tension, double meaning of spoken words and combination of split-screen images. Michael Gordon's Pillow Talk(1959) and Peyton Reed's Down with Love(2003) are reviewed in this study.