• Title/Summary/Keyword: 서사적 기술

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A Case Study on Literary Therapy Using Self-Narritive Analysis -Application of Convergence Techniques in Epic Analysis- (자기서사 분석을 활용한 문학치료 사례연구 -서사분석의 융복합적 기법적용-)

  • Kim, Eunjung
    • Journal of Digital Convergence
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    • v.19 no.3
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    • pp.273-278
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    • 2021
  • The purpose of this study is to help self-healing by identifying self-description by utilizing the self-description diagnosis of literary therapy and the resonance of the work narrative. Therefore, the research was conducted through the methodology of literature therapy, which uses the self-introduction team of literary therapy and basic photography team to understand their own narrative and to heal themselves through resonance with the work narrative. Through this study, we understood that it is possible to understand and identify and understand one's psychological problems through self-description and self-culture techniques. This case study revealed that it can be used as a new technique for understanding self-description by applying the methodology of literary therapy and for healing self-exploration through resonance with the work narrative.

Analysis on Peritext of the Picture-book 『The Legend of Pat-bing-su』 (그림책 『팥빙수의 전설』 페리텍스트의 서사적 의미 분석)

  • A Reum Nam;Sang Lim Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.185-193
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    • 2023
  • The purpose of the study was to analyze the narrative meaning of the peritext in the picture-book of 『The Legend of Pat-bing-su』. For the purpose, based on the narrative components proposed by Nam and Kim, the narrative meanings of the peritext were analyzed. As the results, the peritexts of 『The Legend of Red Pat-bing-su』 include basic information of the title, author's name, and publication information, and physical elements of hard cover binding with matte rectangular paper that matches the narrative, which support prior understanding of the narratives. In addition, the peritext components such as covers, endpapers, title page, and copyright page lead readers to predict or expand narratives components to predict, expand, or transform the narrative, and provide additional information for understanding plots or genres.

A study on narrative text analysis from the perspective of information processing - focusing on four computational methodologies (정보처리 관점에서의 서사 텍스트 분석에 관한 연구 - 네 가지 전산적 방법론을 중심으로)

  • Kwon, Hochang
    • Trans-
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    • v.13
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    • pp.141-169
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    • 2022
  • Analysis of narrative texts has been regarded as academically and practically important, and has been made from various perspectives and methods. In this paper, the computational narrative analysis methodology from the perspective of information processing was examined. From the point of view of information processing, the creation and acceptance of narrative is a bidirectional coding process mediated by narrative text, and narrative text can be said to be a multi-layered structured code. In this paper, four methodologies that share this point of view - character network analysis, text mining and sentiment analysis, continuity analysis of event composition, and knowledge analysis of narrative agents - were examined together with cases. Through this, the mechanism and possibility of computational methodology in narrative analysis were confirmed. In conclusion, the significance and side effects of computational narrative analysis were examined, and the necessity of designing a human-computer collaboration model based on the consilience of the humanities and science/technology was discussed. Based on this model, it was argued that aesthetically creative, ethically good, politically progressive, and cognitively sophisticated narratives could be made more effectively.

An analysis of a Semiotic Point Of View In Computer Game : "New Super Mario Brothers" (닌텐도 "뉴 슈퍼마리오 브라더스"의 기호학적 분석 연구)

  • Jeong, So-Yun;Song, Mi-Sun
    • Journal of Korea Game Society
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    • v.8 no.2
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    • pp.3-12
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    • 2008
  • This paper described a character of the narrative in the computer game, especially targeting the newest edition 'SUPER MARIO(NDS, ie computer game in NITENDO). The series had gained popularity over 20 years with its attractions as changing graphics, developing computer technology. It also had been proved that a narrative was connected with a semiotic factor in the game. The analyzation of doer and space in the game that showed the narrative character explained the repetition and the modification, then deduced certain motif from it. This study was to certify that immersion and interesting in game were interacted with between a game factors and narratives, and it is meaningful for developing game story.

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Analysis on the Spatial Narrative of the Movie Hugo (영화 <휴고>의 공간서사 분석)

  • Chen, Hao-Shu
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.3
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    • pp.111-119
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    • 2019
  • Time and space are the foundations of all the narrative. As the aim and content of narrative, spatial narrative plays an increasingly important role in the narrative movies. With the development and application of digital technique, the expressiveness of movie space is enhancing, and spatial narrative has become the focus of directors and critics. As a developing cinematic narrative form, spatial narrative is taking advantage in many aspects, including narrative structure, narrative effect, creative skills and audience acceptance, which can bring breakthrough and innovation to the creation of cinematic narrative. Based on the spatial theory in movies, the paper analyzes the space presentation approaches in the movie Hugo. Combined with the motivating factors, structure factors, symbolic significance and psychological factors of narrative space, the paper specifically analyzes the significance of spatial narrative in American movie Hugo. By researching the glamour of narrative space in the movie, the paper intends to provide certain reference value to the narrative expression of the movies today.

Philosophizing Game as Aesthetic Technology (미학적 테크놀로지로서 철학화하는 게임)

  • Jeon, Seok;Cho, Hyun-Koung;Yoon, Joon-Sung
    • 한국HCI학회:학술대회논문집
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    • 2007.02c
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    • pp.183-188
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    • 2007
  • 게임은 데카르트적 좌표(Cartesian coordinates)의 전통을 뒤흔들고 육체와 정신, 이성과 감성, 실재와 가상을 가로지르면서 진화하고 있다. 수많은 철학적 담론을 야기하는 사유의 대상이 되고 있는 게임은 "미학적 기술(Aesthetic Technology)의 철학화(Philosophizing)"로 새롭게 정의될 수 있다. 게임의 메타포적 특성은 철학화하는 게임을 규정하는 중요한 면이다. 메타포(Metaphor)는 '개념의 매핑'(Mapping of the Concept)이며, 분리된 정신과 육체, 내용들을 연결하는 게임 역시 개념의 매핑으로 메타포가 된다. 게임의 메타포적 특성은 몰입(Immersive)과 연결되며 게임 기술의 발달로 개념의 매핑은 '개념의 몰핑'(Morphing of the Concept)으로 나아간다. 게임과 서사 사이의 갈등 또한 철학화 하는 게임의 까다로움을 드러내는 것이다. 게임학(Ludology)과 서사학(Narratology)의 이론적 논쟁에도 불구하고, 게임의 서사와 문학의 서사 사이에는 분명한 존재론적 차이가 있다. 우리는 게임에서 단지 사물이 움직이는 것을 보는 것이 아니라, 우리는 '우리 자체가(우리 스스로가) 움직이기 때문에 움직이는 것들을 보는 것'이기 때문이다. 그러므로 게임의 앵글(보는 방식)은 의미와 행위자가 아니라 '사용과 사용자(Use and User)'로 이동되어야 하며, 이때 서사는 '규칙의 해석(Interpretation)' 과정에서 생기는 잉여물(Surplus)이 된다. 게임은 수적으로 재현되며, 수적 재현을 통해 만들어지는 생산물(Product)은 서사가 아니라 알고리즘(Algorithm)이라는 숨은 규칙을 지닌 데이터베이스(Database)이다.

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Narrative Imagination Applied to the God Jiutian Yingyuan Leisheng Puhua Tianzun: As Observed in the Narrative of Wen Zhong in Investiture of the Gods and of Kang Jeungsan in The Canonical Scripture (구천응원뇌성보화천존(九天應元雷聲普化天尊) 신격의 서사적 상상력 탐구 - 『봉신연의(封神演義)』의 문중(聞仲)과 『전경』의 강증산(姜甑山) 서사를 중심으로 -)

  • Yoo, Su-min
    • Journal of the Daesoon Academy of Sciences
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    • v.35
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    • pp.255-293
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    • 2020
  • This study examines the God, Jiutian Yingyuan Leisheng Puhua Tianzun (九天應元雷聲普化天尊, 'The Supreme God of the Ninth Heaven, Celestial Worthy of Universal Creation through His Thunderbolt, the Originator with Whom All Beings Resonate' in Daesoon Jinrihoe), in terms of narrative imagination, by investigating the narrative of Wen Zhong (聞仲) in Investiture of the Gods (Fengshenyanyi 封神演義) and the narrative of Kang Jeungsan (姜甑山) in The Canonical Scripture (Jeongyeong 典經). This examination occurs along three dimensions: Firstly, I look into the cultural contexts of the image of the Thunder God (雷神) in Gojoseon (古朝鮮) mythology and the Korean seondo (仙道) tradition both of which are reflected in the narrative of Wen Zhong. At the same time, I also argue that the cultural contexts examined above are able to be found in the narrative of Kang Jeungsan. Secondly, I consider the essential meaning of the concept of "deifying" (封神) in the narrative of Wen Zhong and its connection to "the resolution of grievances" (haewon 解冤) in the narrative of Kang Jeungsan. Thirdly, I consider the traits of embracing heterogeneous things (異類) in the religious group "Jiejiao" (截敎) that Wen Zhong belonged to in relation to the values of "mutual beneficence" (sangsaeng 相生) that Kang Jeungsan pursued. In this study's conclusion, I posit that the "mentalité" of Dong-yi (東夷) culture and tales including Yin (殷) is identifiable in narrative imagination applied to the God, Jiutian Yingyuan Leisheng Puhua Tianzun. This means that the nature of Jiutian Yingyuan Leisheng Puhua Tianzun is closely related to the tradition of Korean seondo and Korean Daoism.

An Archaeology of Cinema as a Real/Imaginary Narrative Medium (상상적/실제적 서사 미디어로서 영화에 대한 미디어고고학)

  • Jeong, Chan-Cheol
    • Journal of Popular Narrative
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    • v.25 no.4
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    • pp.361-395
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    • 2019
  • This paper take a media archaeological approach to cinema transformed into a narrative medium during its transitional period, 1903-1915. To accomplish this, I will explore the question of as which narrative medium cinema was imagined and also how it was institutionalized as a narrative medium with authorship. I will explain that the imaginary and real ideas and changes on cinema resonated with each other on the foundation of its technological aspects such as indexicality, 23 frames/sec. and montage. It was during the transitional period that cinema was transformed from a medium representing spectacle to a medium of narration. The establishment of the American film copyright law in 1912 was an institutional, real outcome from the contemporary understanding of cinema as a narrative medium. At the same time, various ideas emerged that led to imagining of cinema as a complete narrative medium, incomparable to any other. From a media archaeological perspective, the imaginary ideas of media resonate with their actual course of development. These imaginary ideas are not just imaginary, but rather reflect the contemporary desire for the medium. This paper looks into the transitional period based on this media archaeological point of view. To this end, this paper will briefly introduce the notion of media archaeology as a media theory and then discuss Eric Kluitenberg's concept of 'an archaeology of imaginary media' and its methodologies. Second, it will explore literary and cinematic imagining of cinema as a powerful medium of storytelling, while discussing the ways in which cinema's technological characteristics played a decisive role in these imaginings. Also to show the techno-deterministic role of cinema in the real world, this paper will explore how its technological characteristics were considered as an important element in the processes through which America's first motion picture copyright was institutionalized in 1912 after two historical copyright cases: one is Edison v. Lubin in 1903 and Kalem v. Harper Brothers in 1909. Ultimately, this paper will lead us to an understanding of the history of cinema as a medium and its developments in more multi-layed way, as communication between the real and imaginary, and give us perspectives toward what cinema is.

Exploring Narrative Intelligence in AI: Implications for the Evolution of Homo narrans (인공지능의 서사 지능 탐구 : 새로운 서사 생태계와 호모 나랜스의 진화)

  • Hochang Kwon
    • Trans-
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    • v.16
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    • pp.107-133
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    • 2024
  • Narratives are fundamental to human cognition and social culture, serving as the primary means by which individuals and societies construct meaning, share experiences, and convey cultural and moral values. The field of artificial intelligence, which seeks to mimic human thought and behavior, has long studied story generation and story understanding, and today's Large Language Models are demonstrating remarkable narrative capabilities based on advances in natural language processing. This situation raises a variety of changes and new issues, but a comprehensive discussion of them is hard to find. This paper aims to provide a holistic view of the current state and future changes by exploring the intersections and interactions of human and AI narrative intelligence. This paper begins with a review of multidisciplinary research on the intrinsic relationship between humans and narrative, represented by the term Homo narrans, and then provide a historical overview of how narrative has been studied in the field of AI. This paper then explore the possibilities and limitations of narrative intelligence as revealed by today's Large Language Models, and present three philosophical challenges for understanding the implications of AI with narrative intelligence.