• Title/Summary/Keyword: Fiction

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Humanitarian Documentary: A Comparison Study between VR and Non-VR Productions

  • Nunes, Thatiany Andrade;Lee, Hyunseok
    • Journal of Multimedia Information System
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    • v.6 no.4
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    • pp.309-316
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    • 2019
  • Virtual Reality is broadly recognized as an "empathy machine". This reputation is due to the feeling of 'presence' that it provides to users, which is the sensation of being bodily present in a space, even when that space is virtual. The possibility of complete immersion attracts many creators looking to induce empathy and awareness about the most diverse subjects. One of the first types of VR non-fiction productions to be released was in the morally sensitive humanitarian documentary genre. This research aims to explore how VR productions differ from non-VR productions with a focus on humanitarian communication. Rather than targeting mechanical aspects of VR technology, this article compares the visual and narrative storytelling characteristics in VR and non-VR media. First, humanitarian communication and its nuances are explained. Then, 360° video filming characteristics are analyzed, followed by a comparison table contrasting VR and non-VR non-fiction. After evaluating VR non-fiction empirical studies, a discussion is initiated over the betterment of VR non-fiction storytelling in a way that could help it generate more empathy, since many productions seem to purely rely on the technology as a production novelty, and end up lacking emotional depth and audience engagement through story.

Research on the Characteristics of Virtual Space in Science Fiction Movies - Based on André Bazin's Film Ontology - (SF영화 속 가상공간의 특징에 대한 연구 - 앙드레 바쟁의 영화 존재론을 중심으로 -)

  • Geng, Heqi;Choi, Donghyuk
    • Journal of Korea Multimedia Society
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    • v.25 no.9
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    • pp.1356-1366
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    • 2022
  • In the display of virtual space, the degree of space virtualization cannot be judged only by the degree of material technology. Based on the non-material relationship, the virtual space that this research focuses on is a conceptual and ontological point of view (based on the conceptual and ontological viewpoints of non-material relations), including practical technical issues. The research on the characteristics of virtual space ontology not only has an impact on the space design of science fiction movies, but also becomes a powerful medium that brings changes to the world. In the future, there will be a large number of cases where fantasy things in science fiction movies are actualized. From this perspective, based on the study of several science fiction movies using virtual reality scenes, this paper puts forward a study on the representation characteristics of virtual space ontology. In addition, the study of the virtual reality is of great significance for verifying the possibility of virtual reality in the application of deep space technology in the future. At the same time, it provides reference value for the development of special effects film field from montage theory-based to Bazin theory-based expression, and contributes to the theoretical system of film space.

A Study Based on Alienation Theory to Analyze Different Modes in Meta- Fictional Games

  • Qi Yi;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.4
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    • pp.185-190
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    • 2023
  • With the continuous development of the game field, the subdivision of game types is becoming more and more precise. There are also more and more games that draw on some achievements in other fields in their game design. Among them are meta-fiction games based on metafiction. This article will explore whether the combination of a meta-fiction game and a side-scrolling game with a unique visual experience is appropriate. If the side-scrolling game is the external form of the game, then the meta-fiction game is the internal content core of the game. The degree of fit between the external form and the internal core will undoubtedly determine the lower limit and upper limit of the game quality. Based on alienation theory, this article takes several highly rated side-scrolling games on the market as examples to conduct a theoretical analysis on the compatibility of side-scrolling games and metafiction games. The analysis results suggest that compared to first-person games, side-scrolling games with a unique third-person perspective have the best compatibility with meta-games.

A Study on the Application of LibraryThing Folksonomy Tags through the Analysis of Elements related with Work (저작관련 요소분석을 통한 폭소노미 태그의 활용 방안에 관한 연구: LibraryThing을 중심으로)

  • Kim, Dong-Suk;Chung, Yeon-Kyoung
    • Journal of the Korean Society for information Management
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    • v.27 no.1
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    • pp.41-60
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    • 2010
  • This study aims to analyze the properties of the tags used in the fiction genre, the structural aspect of the patterns and the contents of the tags by utilizing LibraryThing, where the tags are assigned in work units of FRBR. A comparative analysis was conducted in terms of the level of association between the descriptive terms in bibliography and LCSH terms. The study also examined the sources of the tags not included in the bibliographic descriptions or LCSHs, what aspects of work they represented, and the terms used as tags in relation to the work. By restricting the study to a single genre, a number of tags that reflected the characteristics of fiction (three elements of the fiction which are theme, plot, style and three elements of the fiction composition which are character, event, setting) were extracted. This study finds out the role of the tag making up the taxonomy and proposes a new direction for the tagging system by demonstrating the possibility of using tags as facets in information organization and retrieval.

Storytelling of Korean Virtual Reality Game Fiction (한국 가상현실 게임소설의 스토리텔링)

  • Kim, Hu-In;Lee, Minhee;Han, Hye-Won
    • The Journal of the Korea Contents Association
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    • v.18 no.1
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    • pp.55-63
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    • 2018
  • This study aims to analyze remediation of games and fictions in Korean virtual reality game fictions and to derive the storytelling of virtual reality game fictions through them. The purpose of this study is to explore the possibilities that Korean game fiction based on the web can be expanded as popular literature. The main character of the fiction is a male in his twenties. In the neoliberal society, he is set as a member of the neglected class and lacking privilege. He enters the virtual world because of the deficiency experienced in the real world. It minimizes the mediation process between the real world and the interface. On the other hand, the repetitive actions performed by the protagonist belong to the category of self - destructive labor. As a result, he shows signs of narcissism. In the Korean virtual reality game fiction, the magic circle appears blurred, and the real world and the virtual world are linked. In this process, the virtual world functions as a substitute space to solve the problem of reality. The establishment of such a space, and the resolution of conflicts are merely narrative characteristics of Korean game fictions that are different from North America and Europe.

소설과 말기 암환자를 통해 본 한국인의 죽음의 의미

  • Jeon, Hye-Won;Kim, Bun-Han
    • Korean Journal of Hospice Care
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    • v.3 no.2
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    • pp.34-54
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    • 2003
  • Every one experiences death one day, however no one can knows exactly what it is because people can not experience death until it comes, it is therefore impossible to judge correctly on the phenomenon of the death. On the whole, man experiences indirect death through the mass communications such as TV drama, fiction, magazine etc because those methods can easily access by every one. In addition to this, people usually acquire the negative awareness of death through the dramatic change of story like dying of cancer for dramatic effect by giving scare and fear to the cancers. The purpose of this study is to provide basic information on the spiritual care that enables the facing death patients to accept death as a part of life and divert hope from scare about after death by comparing and analyzing of two aspects of death meaning I.e, Korean fiction and the end stage cancer patients. Additionally, for medical staff to understand the facing death cancer patients by making to aware patients correctly and provide the better quality of care. The study was performed from September 28, 2002 to February, 28 2003. The materials of this study were collected by direct data obtained from observation, interviews, note and diary of end stage of cancer patients and written materials acquired from Korean contemporary fiction. Participants of this study were 4 end stage cancer patients including 2 lung cancer patients, 1 liver cancer patient and 1 esophagus cancer patient. The methodology used in this study was divided into two types; Huberman & Miles methodology was used for fiction to find and categorize subject, and Colaizzi, one of phenomenological methodology was used for end stage cancer patients to find the major meaning, subject and categorization. 1.The death investigated in the fiction, was found as a progress of negative emotion, acceptance and sublimation, life related subjects in the negative emotion were tenacity for life, anxiety, lingering attachment, responsibility, abandonment and death related subjects were shock, isolation, fear, scare and rejection. Acceptance related subjects were acceptance, destiny, secularism, preparation and arrangement, and sublimation related subjects were sublimation through Christian and Buddhism. 2.The death showed in the participants was negative emotion, acceptance and sublimation, life related subjects were repentance, anxiety, responsibility and hopelessness, and death related subjects were dejection, solitude, anger, fear and scare. The acceptance was a type of religious acceptance that admitted instantly by reaching an understanding with the God, and death was accepted as a progress of preparation, arrangement, acceptance and hope. Sublimation related subjects were Christian sublimation and relief or destiny incurred from self-reflective sublimation through communications and thoughts. 3.The death in view of fiction and participants were positively accepted both death and negative emotion, and the study disclosed the fact that death was sublimated dependent on religion. 4.The progress of negative emotion, acceptance and sublimation was disclosed more complicated and various in the real end stage cancer patients and acceptance only found in the patients on the form of religious acceptance, according to the results compared with fiction and real end stage cancer patients. The death showed in the fiction was standardized, gradated and similar progress with psychological status of Kubler-Ross. However, death in the participants was showed complex and various feelings simultaneously, and sometimes they accepted death positively. The sublimation through religion was found in Buddhism and Christian in the fiction and mostly Christian in the participants due to a number of Hospice patients. It was found that negative emotion various types of death was more found in the participants than fiction. It is therefore necessary to study on the response of death in various types. In the participants death was incurred more systematic and variously, we knew that nursing practice focused on experience of participants is required and reality on death is much profound than we analyzed and presented, lots of situations and reactions should be premised because we can not completely rule out the negligence possibility of care mediation of participants. In caring for the facing death patients, we discovered and confirmed again through this study that the spiritual care should be needed as a mediation method.

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Dystopia in the Science Fiction Film: Blade Runner and Adorno's Critique of Modern Society

  • Park, Seung-Hyun
    • International Journal of Contents
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    • v.8 no.3
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    • pp.94-99
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    • 2012
  • Science fiction films touch coming-future themes, particularly those referring specifically to futuristic technology and its influence over human life. Dealing with the resistance of the replicants in the approaching millennium, Blade Runner brings the feat of modern civilization into doubt through the image of the dystopian future. In Blade Runner, a city is filled with waste, pollution, and dirt and a corrosive rain falls from the polluted clouds. Adorno criticizes contemporary society and its civilization. Characterizing advanced capitalist society by its total administration penetrating into every sphere of life, he contends that modern society promotes alienation, atomization, conformism, and fatalism. Blade Runner provides a chance to contemplate the problems of modern society, proposed by Adorno's critical works. Therefore, this paper attempts to analyze futuristic characteristics described in the film with Adorno's critique of modern society.

The Impact of an Ontological Knowledge Representation on Information Retrieval: An Evaluation Study of OCLC's FRBR-Based FictionFinder (정보검색에 온톨로지 지식 표현이 미치는 영향에 대한 연구: OCLC의 FRBR기반 FictionFinder의 평가를 중심으로)

  • Cho, Myung-Dae
    • Journal of the Korean Society for information Management
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    • v.25 no.2
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    • pp.183-198
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    • 2008
  • With the purpose of enriching existing catalogues with FRBR, which is the Functional Requirements for Bibliographic Records, in mind, this paper aims to evaluate the impact of bibliographic ontology on the overall system's performance in the field of literature. In doing this, OCLC's FictionFinder(http://fictionfinder.oclc.org) was selected and qualitatively evaluated. In this study 40 university seniors evaluated the following three aspects using the 'transferring thoughts onto paper method': 1) In which ways is this FRBR-aware bibliographical ontology helpful? 2) Are the things which are initially attempted to be helped being helped? 3) Would users seeking one work in particular also see all other related works? In conclusion, this study revealed that, as Cutter claimed in his $2^{nd}$ rule of the library, collocations give added-value to the users and overall ontology provides better interface and usefulness. It also revealed that a system's evaluation with qualitative methodology helped to build full pictures of the system and to grip the information needs of the users when the system is developed. Qualitative evaluations, therefore, could be used as indicators for the evaluation of any information retrieval systems.

A Study on the Dystopia of Korean Juvenile Science Fiction Since the 2000s (2000년대 이후 한국 아동·청소년 과학소설의 디스토피아 연구)

  • Choi, Bae-Eun
    • Journal of Popular Narrative
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    • v.26 no.1
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    • pp.103-132
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    • 2020
  • By analyzing the characteristics and meaning of dystopia in Korean juvenile science fiction, this study aims to search for the principles of juvenile literature responding to the contradictions of scientific technologism in collusion with state capitalism, and to consider its limitations and significance. This study focuses on the juvenile science fiction in which children or teenagers fight against system dystopia functioning as a setting of the story. System dystopia consists of 'fake utopia' and 'concentration camps' holding those excluded from this 'fake utopia'. Young people whose right to life are violated under the system dystopia escape from concentration camps and fight against political power. We don't have many novels that have focused on environmental dystopia, but a nomadic subject is found in works set on Earth after environmental pollution or nuclear explosion. In short, juvenile dystopia science fiction deepens the contradictions of the hierarchical society based on scientific technologism, criticizing the repressive, material-oriented and differential educational realities of our society. They hope that children or teenagers will act as a resistance that sees through the deception and hypocrisy of the social system. These works are significant in that they expose the biopolitics strategy of political power in collusion with industrial capitalism and induce us to reflect on it. However, it seems to be the limit of humanism to equate human life with nature and to warn of dangers of technology, machinery, and material civilization as the counterpart. This paper has the significance of taking a general survey of juvenile dystopia science fiction since the 2000s, and revealing the writers' perception of scientific technologism and its limitations.

'Nobody helps the family.' South Korean Cultural Identity in Bong Joon-ho's The Host (2006)

  • McSweeney, Terence
    • Cross-Cultural Studies
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    • v.20
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    • pp.275-294
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    • 2010
  • This article examines Bong Joon-ho's science fiction/horror film, The Host (2006) and interrogates its depiction of a contemporary South Korean family in crisis. The writer considers the film as a resonant cultural artefact and a manifestation of particularly new-millennial anxieties concerned with the continued involvement of the United States in South Korean affairs, fears of an erosion of traditional family values and mistrust of officious, state endorsed bureaucracy. The Host emerges as a profoundly visceral depiction of an ordinary family set against everyone with no one to turn to except each other.