• Title/Summary/Keyword: 플롯구조

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Spatial Distribution Patterns and Population Structure of Doellingeria scabra at Mt. Maebong in Korea (한국 매봉산 참취의 공간적 분포 양상과 집단 구조)

  • Lee, Byeong Ryong;Huh, Man Kyu
    • Journal of Life Science
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    • v.29 no.7
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    • pp.762-768
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    • 2019
  • Doellingeria scabra Thunb. (syn. Aster scaber Thunb.), a perennial herb in the family Asteraceae, is frequently found in the wild mountain regions of Korea. This aim of this work was to measure the characteristics of patchiness of D. scabra in a local population on Mt. Maebong in Taeback-ci, Gangwon-do. The spatial distribution pattern of this species was estimated by analyzing ecological data by methods including the index of dispersion, Lloyd's mean crowding, and Morisita's index. The mean population density of the D. scabra population was 2.94. The D. scabra individuals were uniformly or randomly distributed in small-scale plots and were aggregately distributed in two large-scale plots ($16{\times}32m^2$ and $32{\times}32m^2$). The mean crowding ($M^*$) was 0.916. The mean patchiness index (PAI) was 0.796. Morisita's coefficient tended to decrease the density of the population as the plot size increased. The expected value of Eberhardt's index ($I_E$) in the local population was 2.623. Moran's I of D. scabra significantly differed from the expected value in 6 of 8 cases (75.0%). The first five classes were positive, with four showing statistical significance, indicating similarity among individuals in the first four distance classes (I-IV, 8 m), The results presented here could provide a theoretical basis for the conservation of D. scabra (Korean: chamchwi) and for the rehabilitation and sustainable management of forest ecosystems on Mt. Maebong, as well as on other mountains.

A Case of Development of Experiential Game Tourism Program Using Korean Classical Literature (한국고전문학을 활용한 체험형 게임 관광프로그램 개발 사례 : 중인가객 김수장과 『해동가요』를 대상으로)

  • Park, Bo-Yeon;Kim, Tai-Woong
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.748-756
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    • 2021
  • In this study, as the first attempt to develop an experiential game tourism program using Korean classical literature, the primary research was conducted on Kim Soo-Jang and his anthology "Hae Dong Ga Yo". To this end, a theoretical review of the value of hands-on games and Korean classical literature as tourism content was conducted first. Afterwards, the consumers for the program were set up into three categories: family unit, MZ generation including lovers, and foreigners. A survey was conducted to confirm the program preference of each group. According to the analysis framework, the main value of each historical and cultural resource in "Hae Dong Ga Yo" and seven sijo pieces created by Kim Soo-Jang was discovered and, based on the survey, the preferences of the consumer related to the target were analyzed. Accordingly, the narrative structures were organized differently for each group. An adventure plot was designed for the family unit, a love plot for MZ generation and lovers, and a mixture of adventure and love for foreigners. Utilizing stories from Kim Soo-Jang and his works, which are rarely used despite their value, this study attempted to develop them into hands-on game tourism programs to create new outlets in terms of both Korean classical literature and the tourism area. In the future, if various Joseon literati are discovered and their storytelling is continued, we can expect the vitalization of the travel product line with the concept of classical literature travel.

Spatial Distribution Pattern of Patches of Erythronium japonicum at Mt. Geumjeong in Korea (한국 금정산에 븐포하고 있는 얼레지의 공간적 분포 양상과 집단 구조)

  • Man Kyu Huh
    • Journal of Life Science
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    • v.33 no.3
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    • pp.227-233
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    • 2023
  • The purpose of this paper was to describe a statistical analysis for the spatial distribution of geographical distances of Erythronium japonicum at Mt. Geumjeong in Korea. The spatial pattern of E. japonicum was analyzed according to the nearest neighbor rule, population aggregation under different plot sizes by dispersion indices, and spatial autocorrelation. Most natural plots of E. japonicum were uniformly distributed in the forest community. Disturbed plots were aggregately distributed within 5 m × 5 m of one another. Neighboring patches of E. japonicum were predominantly 7.5~10 m apart on average. If the natural populations of E. japonicum were disturbed by human activities, then the aggregation occurred in a shorter distance than the 7.5~10 m distance scale. The Morisita index (IM) is related to the patchiness index (PAI) that showed the 2.5 m × 5 m plot had an overly steep slope at the west and south areas when the area was smaller than 5 m × 5 m. When the patch size was one 2.5 m × 5 m quadrat at the west distributed area of Mt. Geumjeong, the cluster was determined by both species characteristics and environmental factors. The comparison of Moran's I values to a logistic regression indicated that individuals in E. japonicum populations at Mt. Geumjeong could be explained by isolation by distance.

A Study on the Satirical Content Plot of an Absurd Play - Focused on Lee Keun-sam's Play - (부조리극의 풍자적 콘텐츠 플롯 연구 - 이근삼 희곡 <원고지>를 중심으로 -)

  • Son, Dae-Hwan
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.5
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    • pp.73-82
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    • 2019
  • The satirical content of the absurd play, centered on Lee Keun-sam's play, represents the family image of a modern capitalist society where only duty is emphasized while the characters are lost in love with the family. They show humans becoming subordinate to economic logic as traditional relationships and family relationships change into material ones due to the rapid development of the economy. The narrator expresses the roles of the performer and the narrator together. It also presents the plot as a characteristic element of epic and absurd dramas, and directs actors as directors. It also foretells the events that will take place in the future, presents the inner consciousness of the characters in the play, and reduces and expands events and times. In terms of conflict, in order to fulfill the financial responsibility of their children, the professor translates them like a machine and the wife distributes the money they earn as they demand. The middle-aged professor and his wife are not willing to make a difference in the real world, so specific conflicts are not revealed. Therefore, no concrete conflict appears within this work. The plot of consisted of 22 epicentre compartments, consisting of a time frame from evening to the next morning. And no special events happen and show only one family's daily life. In addition, materials that show simple repetition of daily life such as newspapers, rice, birthdays, etc. are effectively showing the character of absurdity through repeated structure. The linguistic features of the absurd play focus on expressing anxiety, despair, fantasy and the sense of loss that the object's purpose has disappeared. The stage system avoids detailed portrayals of naturalist plays and creates a thoroughly simplified image that the theme of the play demands, which shows that the stage unit is also an important element that characterizes the absurdity of reflexes.

Study of Re-writing "A Tale of the Conquest over a Big Enemy from an Underground Nation" - Focusing on picture book narrative (지하국대적퇴치설화를 활용한 새로쓰기 연구 - 그림책 서사를 중심으로)

  • Kim, Hwa-Lim;Kim, Hanil
    • Smart Media Journal
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    • v.6 no.4
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    • pp.88-93
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    • 2017
  • The story of "A Tale of the Conquest over a Big Enemy from an Underground Nation" is a story that is distributed all over the world. This familiar narrative structure can be accepted without great objection even in places with different cultures. In case of storytelling with the elements extracted from the narrative according to the previous research, storytelling of the picture book was carried out using the element and structure of the narrative. One of the ways to content the story is called a re-writing. In this paper, we divided the components of picture book into literary subjects, plots, characters, and backgrounds. "A Tale of the Conquest over a Big Enemy from an Underground Nation" is analyzed in the same way. And presented storytelling of the picture book.

A study of contempt characters for storytelling (스토리텔링을 위한 모멸형 케릭터 연구)

  • Lee, Kang-Hyun
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.777-784
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    • 2013
  • A novel is a conversation between self and the real world. They are not only sensitive act to the real world, but also a pattern of the real through the converse between self and the real world without making the real his own. This analysis on the works of Son and his essence shows that he tried to express his self-denial aesthetics and human-denial aesthetics as well as self-closing aesthetics.

Episodic Storytelling : The convergence between Movie and Game (에피소드형 스토리텔링 : 영화와 게임의 접점)

  • Choe, Soo-Young
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.692-698
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    • 2006
  • 영화와 게임 산업의 융합은 최근 콘텐츠 산업 분야의 주요 이슈이다. 사실 지난 20여 년간 그 동안 둘의 융합을 위한 많은 시도가 있어왔지만, 그 결과가 성공적인 것은 아니었다. 하지만 많은 시행착오에도 불구하고 융합의 시도는 계속되어 왔고, 그 결과 근래에 이르러 두 분야의 융합이 본격적으로 이루어짐을 알리는 현상들이 나타나고 있다. 그러한 현상들 중 서사 분야에서 두드러지는 것이 '에피소드형 스토리텔링'의 증가 현상이다. 이에 따라 본 연구는 최근 영화 및 게임, 혹은 기타 여러 콘텐츠 산업에서 나타나고 있는 '에피소드형 스토리텔링' 현상에 주목하고, 이를 기존의 서사이론의 연장선 상에서 파악하는 것을 목적으로 한다. 이를 위해 영화계에서 최근 등장한 멀티 플롯 영화의 유행을 살펴보고, 에피소드식 스토리텔링의 예로 최근작인 <킹콩>의 스토리 구조를 분석하였다. 그 다음, 이러한 에피소드형 스토리텔링이 최근 주목을 받고 있는 이유를 에피소드 구성 특유의 '반복경험'에서 찾고 그것이 리스크가 높은 콘텐츠 산업에 기여하는 바가 있다는 가설을 제시하였다.

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Comparative Analysis of Original Fairy Tale and Parody : Focused on and (원작 동화와 패러디 동화 비교 분석 : <아기 돼지 삼형제>와 <늑대가 들려주는 아기돼지 삼형제 이야기>를 중심으로)

  • Kim, Ji-Young
    • The Journal of the Korea Contents Association
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    • v.7 no.12
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    • pp.13-19
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    • 2007
  • The purpose of this research is to compare and , analyze the structure of an original fairy tale and a parody, and find out the features of a parody. , the original fairy tale, published in Woongjinthinkbig and , the parody, issued in Borim are chosen as research materials. After analysing the structure of the original fairy tale and the parody, they have many differences such as plot, theme lesson, characters, a point of view style and setting. The features of the parody is to break literacy custom, come to open ending and help readers to sympathize with characters.

Interactive Storytelling Materialized with Real-Time Edited Videos - A proposal of a volume branch structure - (실시간 편집 영상으로 구현하는 인터랙티브 스토리텔링 - 볼륨 브렌치 구조 제안 -)

  • Kwon, Dong-Hyun
    • Journal of Digital Convergence
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    • v.18 no.9
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    • pp.391-402
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    • 2020
  • In today's era of media convergence, users can watch a drama by choosing a story like a game or enjoy a game directed like a movie. These two media material interactive storytelling, and there have been discussions about them for many years. The purposes of this study are to propose a new branch structure for interactive storytelling and find a new perspective for the method of proceeding with a branch structure. The main research targeted a game that materialized interactive storytelling best. Based on the findings, the study proposed a volume branch structure including a plot border and adjuster concept for interactive storytelling to keep the story narrative and help the users feel interactions freely. This structure can be materialized only with real-time edited videos in the game media and will be possible in the application cases of a physical engine that continues to develop and artificial intelligence that has not been introduced in games actively.

A Study of the Narrative Features in Animation as an Art Form - Focusing on Brad Bird's "The Iron Giant(1999)", "The Incredibles(2004)", "Ratatouille(2007)" - (예술 형식으로서의 애니메이션의 서사적 특성 연구 - 브래드 버드 감독의 "아이언 자이언트(1999)", "인크레더블(2004)", "라따뚜이(2007)"를 중심으로 -)

  • Kim, Soong-Hyun;Lee, Tae-Hoon
    • Journal of Digital Convergence
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    • v.16 no.3
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    • pp.429-438
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    • 2018
  • Brad Bird, a screenwriter and animation director in the United States, criticized the situation in which most animations were produced and released for the children since the early 2000s. He said that animation is an art form capable of conveying messages not only to children but also to adults, and that their development potential is high. In this study, I analyzed overall components such as narrative structure, character, subplot, symbol, and foreshadow of Brad Bird's animated feature films , , and examined his narrative features and strategies. As a result, the narrative features of animation as an art form are as follows: First, conveying the message of a serious subject that will deeply sympathize with adults as well as children. Second, expressing the social agenda which criticizes the contradiction of the real world and the periodic mistakes. Third, solid narrative structure through a dense plot based on realistic situation setting. I hope that this study will be used as basic research material for various animation production in the future.