• Title/Summary/Keyword: Digital story

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Multi Emotional Agent based Story Generation (다중 감정 에이전트를 이용한 자동 이야기 생성 시스템의 설계)

  • Kim, Won-Il;Kim, Dong-Hyun;Hong, You-Sik;Kim, Sung-Sik;Lee, Chang-Min
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.45 no.5
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    • pp.134-139
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    • 2008
  • In this paper, we propose a story generation system using multi emotional agents. The proposed multi emotional agents are equipped with multiple emotional model so that it can be used as individually personalized agents that can generates unique storylines. Basically these kinds of multi emotional agents are easily employed as Avatar or NPC in computer games. In the proposed system, emotional agents are used as actor or actress whose characters and preferences are different each other. The storylines generated using the proposed system are realistic since the characters are emotional as humans.

Game Storytelling System in View of Character-centered Standpoint (캐릭터중심 관점에서 본 게임스토리텔링 시스템)

  • Kim Mi-Jin;Yoon Sun-Jung
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.416-422
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    • 2005
  • The feature of digital media's interactivity made the traditional storytelling to be evolved into a new concept of digital storytelling. Unlike films or animations, games' storytelling takes open-ended design method; thus, it is possible to create unlimited number of stones within a game depending upon the decisions of player characters. In this paper, a character-centered game storytelling system of a highly story-based RPG genre will be reviewed, and, it analyzes case studies of how a character with various story values can interact with its background story, virtual game world, and many events in its game storytelling system. Game storytelling structure and game mechanics are related to each other very closely. Therefore, it is possible to control the player's overall movement as the character's story develops according to a predictable structure or situation.

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Table Mediator: Digital Storytelling System based on Information Retrieval and Tabletop (Table Mediator: 정보검색과 테이블톱으로 구현된 디지털스토텔링 시스템)

  • Cho, Hyun-Sang;Jang, Gwan;Park, Soung-Soo;Hahn, Min-Soo
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.493-498
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    • 2008
  • We proposed "Table Mediator" which is a tabletop system for digital storytelling that uses web-retrieved information for the students' educational field trip. Students can perform their storytelling for their virtual pre-field trip to build up a sequential path as a story with web-retrieved documents, satellite images, geographical information, and group discussion. The proposed system was designed to lessen the limitation of individual interaction such as restricted viewpoint and biased inclination by group digital storytelling. Local interactions also have the limitation such as insufficient information and knowledge and the system supplied the rich live information such as subjective critiques or recently discovered history, or new updates for building a story that makes users arrange their own idea as a consistent story to lessen the limitation of the local interactions. The system can be used for various applications such as travel, education and other collaborative works with group interaction.

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A Study on Creation Discourse of Digital Story in Tablet PC : Focused on < Alice for the iPad > (태블릿PC 기반의 디지털소설 담화생성 연구 : < Alice for the iPad >를 중심으로)

  • Han, Hey-Jin
    • Journal of Digital Contents Society
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    • v.12 no.2
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    • pp.225-232
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    • 2011
  • is an innovative creation, accommodating characteristics of various genres and media, ranging from elements of media aesthetics to visual aesthetics and games. Although it takes a form of a book, it exceeds stereotypes seen in paperbacks or eBooks. Because of such differentiated characteristics of this appBook (which is provided in the form of app), it induce users(readers) to conduct interactional activity. This study will mainly discuss about the formation of discourse of app based digital novel in a media aesthetic point of view. Considering the mutual relation between property of media and contents of stories, it is desirable to accommodate the mutuality of understanding between the digital media and formation discourse in creating stories.

A Study on the Effects of Storytelling on Digital Game Development (스토리텔링이 디지털 게임 개발에 미치는 영향에 관한 연구)

  • Park, Chanik
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.14 no.4
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    • pp.149-154
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    • 2018
  • A game story that used to be free needs a work of concrete and artificial organizing and arranging these days. This is because a game story is frequently made into a new genre such as a movie or an animation. As shown in many previous studies, most of the movies made from successful digital games failed to receive satisfying box office results. To overcome this, narratively completed storytelling should be presented from the development phase of a game. The methods are as follows: It is necessary to maximize the synergy effect through the interaction between storytelling experts, game developers, animators, and movie producers in developing a game. This will help to create a game with more sophisticated and complete narrative structure than now. It is necessary to secure the diversification of game genres. Currently in Korea, online games are unusually leading the game industry. PC games or console games are more advantageous than online games for putting a finished narrative structure into a game.

브랜드의 story와 storytelling

  • Hwang, Bu-Yeong
    • Digital Contents
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    • no.11 s.162
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    • pp.116-119
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    • 2006
  • 소비자의 예상을 뛰어 넘는 이야깃거리를 브랜드가 제공하게 되면 그런 브랜드는 소비자에게는 '정말로 새로운' 브랜드 즉,'혁신적인 브랜드'로 보이게 될 것이다. 소비자의 기대를 뛰어 넘는 Story의 제공은 혁신성의 제시와 같은 의미가 되어, 후발 브랜드가 선발주자를 따라 잡는 계기가 되기도 한다.

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A Study on the Formative Digital Convergence Analysis of the 5-story Stone Pagoda at Jeongnimsaji in the Baekje Period (백제시대 정림사지 5층석탑의 조형적 디지털 융복합 분석 연구)

  • Shin, Mi-Young;Park, Seung-Chul
    • Journal of Digital Convergence
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    • v.18 no.10
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    • pp.429-435
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    • 2020
  • History is bound to change according to the interpretation of modern people, and based on this, we must find the will to practice for our future. In order to examine the ideology of a country, we can know the cultural aspect of that country through its religious ideology and its cultural heritage. This paper focuses on the stone pagoda of the Baekje period. In order to collect data on the 5-story stone pagoda of Jeongnimsaji, I would like to study the formative features of the 5-story pagoda of Jeongnimsaji by visiting the Jeongnimsaji Museum and familiarizing myself with domestic and foreign professional books, preceding papers, and references based on prior research.

A Coordinate System of Classification for Effective Visualizations of Story Properties (스토리 창작 특성의 효과적 가시화를 위한 분류 좌표계 연구)

  • Kim, Myoung-Jun
    • Journal of Digital Contents Society
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    • v.18 no.6
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    • pp.1119-1125
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    • 2017
  • Genres and actions of stories can be used to classify stories, and used effectively as well for visualizing story properties. This paper proposes a Genre-Action coordinate system for visualizing story property data in 2-dimension that has similarities between the genre and action items along the axes, i.e. a property of spatial continuum. With the proposed Genre-Action coordinate system we found that the genre and action items in the axes are arranged according to their similarities and we were able to achieve a spatially meaningful visualization of story properties where the related data form clusters.

Clustering Character Tendencies found in the User Log of a Story Database Service and Analysis of Character Types (스토리 검색 서비스의 사용자 기록에 나타난 인물 성향 군집화 및 유형 분석)

  • Kim, Myoung-Jun
    • Journal of Digital Contents Society
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    • v.17 no.5
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    • pp.383-390
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    • 2016
  • is a service providing story synopses that match user's query. This paper presents a classification of character types by clustering of character tendencies found in the user log of . We also present a visualization method of showing genre-action relationships to each character type, and investigate the genre-action relationships of the major character types. We found that a small number of character types can represent more than half of the character tendencies and the character types tend to have a relationship to particular genres and actions. According to this properties, it would be desirable to provide supports for creative writing classified by character types.

A Study on Implementation of Writing Supporting System(ICWS) for Interactive Storytelling Contents (인터렉티브 스토리텔링 콘텐츠 저작지원도구 설계 및 구현에 관한 연구)

  • Lee, Eun Ryoung;Kim, Kio Chung
    • Journal of Digital Convergence
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    • v.11 no.2
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    • pp.263-269
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    • 2013
  • This research paper is applying Writing Supporting System on the previous research study about writing tool data model on interactive storytelling about family Story. Family story writing supporting system enables users to create text, images, videos and digital contents based on experimental knowledge collected from the first and second generations. The paper about studies on writing tool system on family story, aims to create documentary based high quality contents about each family members and family history. At the same time, overcome generation gaps and the lack of creation infrastructures. Throughout this process, the author will contribute to the expansion of creation devices which can be applied in other researches and writing tools.