• Title/Summary/Keyword: Interactive Drama

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Distal Demonstrative Hitlo in Taiwanese Southern Min

  • Zhao, Yi-jing
    • Proceedings of the Korean Society for Language and Information Conference
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    • 2007.11a
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    • pp.522-530
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    • 2007
  • This article investigates the use of distal demonstrative Hitlo in Taiwanese Southern Min (TSM) from a discourse-pragmatic perspective. The analysis is based on a 5-hour corpus of spoken data, including daily conversations, radio interviews, TV drama series, and some random examples. A total of 172 tokens of Hitlos are identified in the data. They can be divided into six categories according to their functions: firstly, exophoric usage, those Hitlos which refer to an object non-linguistically which can be identified in the immediate situation; secondly, endophoric usage, those which refer to an element textually; thirdly, referent introducing function, those which can be used to introduce a new but identifiable referent into the conversation (the referent usually has topical importance); fourthly, hedging expression, those which serve as a marker of imprecision; fifthly, a condition introducing marker, those which function as an indicator of the coming of a conditional sentence; finally, pause fillers, those which help speakers to manage speech turn or indicate the mental states In addition, an interactive function which Hitlo is found to serve will be discussed. Moreover, a grammaticalizational process involving semantic bleaching which Hitlo is probably undergoing is revealed in general. Finally, a filled demonstrative principle, stating that it may be a universal phenomenon to use demonstratives as filled pause will be proposed.

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Fashion style and user response to interactive online dressing games - Analysis of Korean traditional attire - (온라인 스타일링 게임 컨텐츠의 패션과 사용자 반응 - 한국전통복식 분석 -)

  • Choi, Yeong-Hyeon;Lee, Kyu-Hye
    • The Research Journal of the Costume Culture
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    • v.28 no.4
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    • pp.420-428
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    • 2020
  • This study analyzed the expression of hanbok in online fashion styling games, and examined the main themes of and user reactions to hanbok fashion styling games through semantic network analysis and sentiment analysis. KrKwic, Textom, and NodeXL were used for data collection and analysis. The findings of the study are as follows: First, depending on the designer's expressive method, hanbok fashion styling games provide typical traditional hanbok, modern hanbok, and dress-like fusion hanbok, demonstrating contents with various themes for different sexes, classes, and situations. Second, as a result of analyzing the themes of hanbok-related styling game contents, it turned out that the main themes are tradition, color, historical drama, fusion hanbok, holiday, and love. Most of them produce modernized hanbok that reflect the situation and utility rather than strictly traditional ones. Third, as a result of analyzing user reviews of hanbok styling game contents, positive factors mostly turned out to be the satisfaction of the hanbok contents, with the users also showing positive intent to wear hanbok. Through this, it was found out that hanboks portrayed in game contents could potentially cause the user's positive intent to wear hanbok. Negative factors turned out to be the discordance between the intrinsic image of hanbok and the game character's image.

Active Narrative of Digital Game and Improvisation (디지털 게임의 능동서사와 즉흥연기)

  • Yu, Hui-Beom;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.16 no.2
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    • pp.75-86
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    • 2016
  • Game studies of theatrical approach explained interactive property of game in humanistic background. Those studies analyze the game, and based on Aristoteles Poetic Attribute. But theatrical approach has a problem by user's unpredictable intervention in narrative (Active narrative). This paper intended to see in the glance of any impact on the Aristotelian model by active narrative. As a result of the active narrative remake the causality between materials of drama. Also, it can be seen to define a kind of the "Improvisation" in theatrical view. But it exposed a essential difference in the form an expression by substance and material of media. It was defined forms of improvisation in the gaming environment which are 'Self-generated Individuality', 'Self-definition Faction', 'Eccentric Behavior Contending', 'Trolling' and 'Bug Play'. Finally this paper proposes the characteristics of the improvisation of the game and the direction to be improved game analysis model in humanities through forms of improvisation in game environment.