• Title/Summary/Keyword: Narrative analysis

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History as Media Narrative and Representation of Collective Memory Focusing on the Prime-time Television News Reports Related with the May 18 Democratic Movement (매체 서사로서의 역사와 집합기억의 재현 5·18 민주화운동 관련 지상파방송 뉴스를 중심으로)

  • Joo, Jaewon
    • Korean journal of communication and information
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    • v.71
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    • pp.9-32
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    • 2015
  • The media, traditionally, serves to reinforce one's limited memory and transform those personal memories of society's members into collective memories. Notably, the mass media collects countless pieces of personalized memories for the creation of collective memories. Through the process of recollecting as well as recreating the past in the present, mass media exerts influence on the means the public appreciates and understands the history. Although numerous new medias like Internet overflows in today's society, television continues to stand firm as the salient means to construct the memories in daily lives. In this context, the research aims to analyze the televised news as the principal agent of memory producer to determine through which memories it recreates the $5{\cdot}18$ in today's media. The analysis of news values clarifies that every government placed distinctive news values on $5{\cdot}18$ within its historical context. Even so, such values were often fixed based on its relations to the existing political issues. Furthermore, through the discourse analysis, this research concludes that today's coverage of $5{\cdot}18$ is softening and becoming conventional.

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Cinematic Method on Kihachiro Kawamoto's works (카와모토 키하치로 작품의 영화적 표현 기법)

  • Park, Gi-Ryung
    • Cartoon and Animation Studies
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    • s.25
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    • pp.65-85
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    • 2011
  • In this essay, Japanese animator Kihachiro Kawamoto's works will be analyzed. Kawamoto made Breaking of Branches is Forbidden in 1968 and was famous for puppet animation as The Demon(1972), Dojoji Temple(1976) and House of Flame(1979) used Japanese traditional elements in his works. The themes are the agony and despair of a human being, and the narrative is developed dramatically. This is possible through a variety of techniques in animation expression. For example of this are the movement of the puppets and the lighting. In the case of Kawamoto's works, above all, it can be said that the dramatic development depends on editing - the relation of each shot to the next shot. Therefore, this analysis will focus especially on the editing of The Demon, Dojoji Temple and House of Flame. Kawamoto's method of editing will be examed and the analysis will confirm that classical continuity edting by controling space and time has been used. Namely that the effect of editing enhances dramatic development of the narrative on Kawamoto's works. This study will also discuss the benefit of using cinematic methods of in animation. Eventhough it is not essential, Kawamoto chooses cinematic method editing. Through their use, he is able to absorb the audience in the traditional Japanese world which ordinarily could be too difficult to understand through puppet animation.

Intercultural Comparative Research on Korea-Turkey : Focused on Content Analysis of Turkish Remaking Film (한국 영화 <7번방의 선물> 리메이크를 통해 본 한국-터키 문화 비교 연구 - 터키판 <7번방의 기적>을 중심으로)

  • Lee, Eunbyul;Park, Soohyun
    • The Journal of the Korea Contents Association
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    • v.22 no.6
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    • pp.175-183
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    • 2022
  • This study comparatively analyzed the cultural codes of Korea and Turkey represented in the Turkish film remaking the Korean original film. Although both films follow the narrative of resisting the tyranny of public power based on fatherly love, similarities and differences were revealed depending on the socio-cultural contexts of Korea and Turkey. First of all, Korea and Turkey valued familialism under the influence of Confucianism and Islam respectively. This was represented as a fatherly love, willing to sacrifice himself for the sake of his daughter. Meanwhile, in the Turkish version, there was a difference in the interpretation of the Islamic identity that encompasses the lives of Turkish people and the consequent human sinfulness and death. In the film, the prisoners repented of their personal sinfulness under Islamic doctrine, and sought salvation by activating the muslim brotherhood. This contrasts with the original work, which uses religion as a humor element that highlights the genre characteristics of comedy films, along with the social atmosphere in Korea that allows for the coexistence of various religions. In addition, Turkish one draws on the realistic issues of the military dictatorship of Turkey in the 1980s and the abolition of the death penalty for EU membership, bringing out a film narrative as a drama genre.

A Study on the Classification of Jeokbyeok-ga's Version by the Computer Analysis Technique of Bibliographies (컴퓨터 문헌 분석 기법을 활용한 <적벽가> 이본의 계통 분류 연구)

  • Lee, Jin-O;Kim, Dong-Keon
    • The Journal of the Korea Contents Association
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    • v.19 no.6
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    • pp.1-9
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    • 2019
  • The purpose of this study is to examine the system of the Jeokbyeok-ga's version using the Computer analysis technique of bibliographies and to examine the achievements of the Jeokbyeok-ga's version studies. First, in order to provide basic data for analysis, a raw corpus was constructed for 46 species of Jeokbyeok-ga. Through this, the common narrative units of the Jeokbyeok-ga were identified as 5 layers, and thus 146 individual paragraphs could be extracted. Based on the encoded corpus, we tried to measure the similarity and the distance between the two. Next, we applied the Multidimensional scaling method, Hierarchical cluster analysis and Cladistic analysis method of the system to confirm the distribution of versions group and it was possible to visually grasp the distance between versions and the system of the work. As a result of analyzing Computer analysis technique of bibliographies, it was found that version's group of the Jeokbyeok-ga was divided into a Wanpan(完板) series and Changbon(唱本) series. Also, it was possible to examine the influence relationship between the Pansori's traditions and transmission.

A Study on the Artistic Techniques of the Chinese Early Cartoons -Focusing on Lian Huan Hua(連環畵) and - (중국 초기 만화 예술기법 연구 - 연환화 작품 <산향거변>과 <백모녀>를 중심으로-)

  • Lurenjing, Lurenjing
    • Cartoon and Animation Studies
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    • s.39
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    • pp.451-472
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    • 2015
  • Lian Huan Hua(連環畵) has occurred in the history of China Cartoon was initially developed as a unique literary style of Chinese painting and narrative combined. Also Lian Huan Hua are also tend to form once the fusion 1920s was also a very creative fashion cartoon style. This is also referred to as chain cartoon. In 1950-1960, China 's Lian Huan Hua also mature a 'golden age' legal group reaches to indicate the unique formal features developed independently. This work is a dramatic expression of Lian Huan Hua narrative, shows a more realistic representation techniques and art forms such as portraiture is a very big breakthrough was achieved artistic maturity of the work increased significantly. by He You Zhi(賀友直) and by Hau San Chuan(華三川) is a masterpiece of artistry and maturity in the period leading side. Chapter 2 looked at the origin and development of Chinese Lian Huan Hua, it was seen by the fact that China achieved new progress in Lian Huan Hua upset every time the combination of content and form, In addition, the work of 1950-1960 in the development process of China's Lian Huan Hua confirmed the fact that they won the biggest achievement in artistry and maturity surface. Therefore, Chapter 3 how 'golden age' masterpiece of and the dramatic narrative of expression by analyzing a specific angle in the multifaceted image of the , realistic portraiture, such as the acquisition of Chinese concrete artistry Lian Huan Hua I want to show. Analysis of the figures depicting nature, landscape screens. consisted of highlights and background and techniques of utilization, production methods. The purpose of this research work is to identify two conditions of great Lian Huan Hua through analysis of concrete work and painting techniques such as framing and directing the Lian Huan Hua's artistic achievements is to investigate the influence of China in the early comics. These two works are focused on a realistic view of life and put out was to create a more effective representation of information it attempts to pass a new production techniques and will have the significance. Also completed was a new style absorbed throughout the aesthetic advantages are compelling own personality writers of Eastern and Western paintings are remarkable in that its performance. But the difference in the two works represent all types and painting techniques has a the mood of common China's lives.

Magical Realism of Korean Independent Animation (한국독립애니메이션 <무림일검의 사생활>에 나타난 마술적 사실주의)

  • Cho, Young-Eun;Seo, Chae-Hwan
    • Cartoon and Animation Studies
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    • s.39
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    • pp.59-83
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    • 2015
  • Magical realism, blooming and improving in Latin America, opened the new vision about reality and rationalism, coming out from the out-styled frame of past. While having common points with unrealistic literature, which uses fantastical components, magical realism is different from Surrealism and fantasy literature that is focusing on reality and realizing reality intensely. In the early stage of this research, magical realism was restricted by the characteristics of literature of Latin America, but the research of magical realism is expanding in planning Post-Modernism nowadays. Lately, the influence of magical realism is identified in literatures, arts, films, and animations over the world; according to the research, however, research about magical realism in animations was not done in Korea before. A Korean independent animation "A coffee vending machine and its sword" was evaluated positively in many international film festivals is valuable as the research of magical realism. Throughout this study, this animation "A coffee vending machine and its sword" was analyzed by its narrative and images. The analysis of narrative consists two parts. One is about the form of narrative and the other is about contents through the story. Analysis of Image is also divided into two parts: background image and character image. In this animation, the protagonist is narrating about the fantastic accidents in his life and his own feelings towards it. The narration leads audience to understand his situation and feelings in meta-fiction. On the surface, audience watches the love story of a normal girl and coffee vending machine in this artwork, but deep inside the animation, it is visible that the directors tried to make audiences think about the life of 880,000-won Generation in Korea. The background image was represented as real places in Seoul including the landmark of Seoul, making mimesis of reality in Korea. The character image has two conflicting aspects with reincarnated warrior, Jinyoungyoung and a coffee vending machine. It is a hybrid-character transmogrifying between two characters. Likewise, "A coffee vending machine and its sword" has the characteristics of Korean magical realism through form, content and image. Through analyzing the Korean independent animation "A coffee vending machine and its sword", this research tried to find a way of using factors of fantasy, of representing reality as a dramatic device and of using magical realism of Korean animation for bond of sympathy with audience.

Playing Trauma -A Study on the Representation of History in Taiwan Horror Game Detention (플레잉 트라우마 -대만 호러게임 <반교>의 역사 재현 연구)

  • Bae, Ju-Yeon
    • Journal of Popular Narrative
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    • v.26 no.2
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    • pp.87-122
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    • 2020
  • This study explores the method of representation of traumatic history in 2D horror game Detention developed by Taiwan game production company Red Candle through an analysis of its method of storytelling. Unlike conventional public media, video/digital games are based on interactivity, in which game players engage in the narratives. Thus, the relationship between players and the history in the game world may also change. This research investigates how the players build their way of remembering and recognizing the past in a different relationship. Detention, which was well received, not only in Taiwan but also around the world upon its launch in 2017, is set in a middle school during the martial law era in Taiwan in the 1960s. In the game, the main character encounters her lost memories in the process of following clues and game rules, and finally realizes she is implicated in the 1960s' event. Detention was cinematized after the success of the game. The film achieved enormous popularity both in terms of box office success and criticism. In this paper, the strategy of the game's storytelling is introduced in comparison to the film's approach in the representation of historical events. In particular, the paper explores elements such as the interactivity of the game medium, narrative fragmentation, quests, hints and cues, and the horror genre, that asks users to understand history beyond the game world differently from the point of view of other media. Though this study, it can be considered that the digital game is a medium exploring history in a serious manner. In particular, Detention invokes the matter of game-mnemonics as well as cine-mnemonics. Compared to plentiful research in cine-mnemonics, game-mnemonics has not been extensively studied to date. Therefore, through the analysis of Detention, this paper explores the relationship between digital games, history and memory.

Analysis of Teacher's Verbal Interactions and Problem Solving Strategies in Young Children's Environmental Education Using Language Network Analysis Methods (언어네트워크 분석방법을 활용한 유아환경교육에서 교사의 언어적 상호작용과 문제해결전략 분석)

  • Choi, Yoon-Ji
    • Journal of Convergence for Information Technology
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    • v.11 no.3
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    • pp.147-158
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    • 2021
  • The purpose of this study is to perform of composition of young children teacher's verbal interactions and problem solving strategies by semantic network analysis. The data was collected the narrative of teacher in young children's environmental education. Additionally, this study used categories as a unit of analysis in order to find out structural characteristics. The results of this study were as follows. First, teacher's verbal interactions, providing information was the most cental, high influence appeared along with integration. Second, teacher's problem solving strategies, suggestion was the most cental, high influence appeared along with divergent thinking. Third, teacher's verbal interactions and problem solving strategies, suggestion was the most cental, providing information and divergent thinking appeared a strong connection. Besides, suggestion and decision were mediated by concern of problem, assessment appeared connection. Through these results from this study it is suggested that in order to interact and support problem solving process in young children's environmental education, teacher education to respond and understand contextually with young children is necessary.

A Study on the Narration Characteristics of <The Book of Fish> Using the Analysis Frame of Historical Drama (역사극의 분석틀을 활용한 영화 <자산어보>의 내레이션 특성에 관한 연구)

  • Hee Sang Chae
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.351-356
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    • 2023
  • The purpose of this study is to analyze how the movie <The Book of Fish> (2021) represents Joseon, which is slowly collapsing with the Neo-Confucian order of the 19th century shaking, and to discuss its meaning. Prior to the analysis, the analysis framework of the historical drama was presented considering the narration characteristics of the historical drama. Using the analysis framework of historical dramas, we confirmed that <The Book of Fish> is representing the image of Jeong Yak-jeon and Jang Chang-dae living their lives as independent individuals between the limitations and possibilities of the times based on the plot structure of the narrative of exile. Through the central memory and surplus memory created through plot and style elements such as contrast between black and white and color images, voice-over narration, chinese poetry subtitles and music, the film asks us universal questions about what it takes to live as an independent individual.

Analysis of Past, Present and Future as Shown in the Narratiive of Japanese Animation Work - Focusing on of Otomo Katsuhiro - (일본(日本) ANIMATION 작품의 NARRATIVE에 보여지는 과거, 현재, 미래 시제(時制)의 분석(分析) - 오토모 가츠히로(大友克洋)의<메모리즈>를 중심(中心)으로 -)

  • Lee, Seung-Jae
    • The Journal of the Korea Contents Association
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    • v.8 no.12
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    • pp.91-97
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    • 2008
  • What if the memory is not erased but continues to exist in the head as it was before? The typical answer to this question would be summarized as the "love for memory". It is almost unbearable that the memory is erased, forgotten or replaced with others. Even though three episodes may be understood as separate things, they have a different image when they are seen under one subject . he three episodes impresses the people with their unique fantastic images and artistic air. In the episode of , we can see a woman who is so much concerned with her past memory so that she does not love the present. In this episode, we can realize how much destructive the bad past memory gives effect on a woman and how memory can give bad effect on a person if that does not connect the past and the present. The work criticizes the society whichdoes not understand the current problems by depicting a person who is so preoccupied with the thing near that person only. shows that the dream is meaningless if people have the future dream without understanding what they really want. Theaudience is absorbed to each hero or heroin who is so obsessed with the past, present and future. What we can feel from these three works is the doubt about the human society which is so much preoccupied with the pessimism and the individuals who do not recognize the importance of the present because they are so much obsessed with their superficial past, present and future as well as the society where they live.