• Title/Summary/Keyword: Sequence Narrative

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Narrative Time and Typographical Space: Towards a Typographical Narratology

  • Kim Chang-Rea;Park Jung-Sik
    • Archives of design research
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    • v.19 no.3 s.65
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    • pp.59-70
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    • 2006
  • Narratologists have long raised the question of how narrative theories could be applied to other disciplines that involve stories and storytelling. Focusing on recently revitalized concepts of space, sequence, and story, this article attempts to illustrate narrative constructions in various fields of arts and humanities and examine them particularly in typographical works. Through the concept of narrativity, this article highlights the prevalent uses of narrative in typography and scrutinizes the ways in which a sense of storyness is forming and emerging in some typographical works. Particularly emphasized are the importance of and interplay between the formal and cultural attributes of narrative that transform the spatial world of visual images to the temporal world of stories. Narrative is arguably the most familiar, interesting, and effective medium of communication regardless of age, race, and culture, and can be critically rethought to apply to typography and design.

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A Case Study of Display Design of Space 'O'sulloc Teahouse' from the Point of Sequence Narrative (시퀀스 내러티브 관점에 따른 '오설록 티하우스' 공간의 제품 전시 디자인 사례 연구)

  • Yang, Hyeon-Jeong;Lee, Hyunsoo
    • Korean Institute of Interior Design Journal
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    • v.23 no.1
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    • pp.61-68
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    • 2014
  • Recently, there have been increasing attempts to pursue and express feelings such as sensibilities, emotions, and impressiveness in commercial spaces. One of such methods is to apply 'storytelling' to space designs. Applicability of storytelling to a space suggests that the contents of a space can be expressed through various mediums. Portraying events and situations through a single time continuity of a story is referred to as 'narrative'. The movement of users and sequence of contents are determined by a narrative. It provides different storytelling and a sense of place to each space through various roles, such as wide association, engraving, and image formation. A narrative can lead users to engage in different perceptions and behaviors even in spaces with the same content. Thus, this study is intended to examine the impact of space marketing in line with design narratives, assuming that narratives of commercial space designs will influence the formation of brand identity. The research methods are as follows. First, the definition of narratives in space design was established by examining narrative architectures. Second, design analysis tools for commercial spaces were established from the perspective of narratives through preceding studies. Third, the design narratives of different shops under the same brand were comparatively analyzed through a case study. To carry out a case study, a commercial space of 'O'sulloc' was selected, and its brand identity was studied from the narrative standpoint. The case study involved interior designs of 7 road shops of 'O'sulloc.' Among the 7 road shops, two of them with the biggest difference in design narratives were selected, and an observation survey was done on the users as a second analysis. Through the observation survey, actual design narrative experience was analyzed in 4 steps of introduction, development, turn, and conclusion. The findings are as follows. The design method of each shop varied, and different design elements were emphasized. Among various elements, the ones that reflect the brand identity of 'O'sulloc' the best were logo, product, and shape. During the process of narratives, the characteristics of each shop and user recognition and behavior varied depending on the degree of emphasis on a particular element. It suggests that space design narratives can influence the formation of brand identity. This study provides ideal directions of developing space designs necessary for forming brand identity from the standpoint of Korean traditional culture modernization. Future studies could discuss the economic feasibility of such designs.

A Research of Exhibition Narrative Oriented Space Analysis of Science Museum - Based on Exhibition Space of Gwachun National Science Museum (내러티브 관점에서의 과학박물관 전시공간 분석 - 과천과학관의 자연사 및 전통과학 전시공간을 중심으로-)

  • Kim, Seongjin;Lee, Hyunsoo
    • Korean Institute of Interior Design Journal
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    • v.23 no.2
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    • pp.108-116
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    • 2014
  • This study is based on the arguments of Sofia Sarah and concept of 'Sequence Narrative' of Nigel Coates, the founder of Nato. Specifically, this study was conducted under the premise that narrative exhibition space will affect the engagement of viewers. As a result of this study, a method of analyzing a science museum's exhibition space was presented using the narrative structure and the following attributes of visuals: sequence of viewing; spatial tension; spatial pace. The findings are as follows. In terms of 'spatial tension', the exhibiton space with the following progression was more likely to provide viewers with in-depth experience: 'raise of tension' - 'change of pace' - detente.' Although the limited sample doesn't lead to verification of the analysis method and conclusion of its significance, the following was clearly revealed: Exhibiton space that utilizes the structure and attributes of a narrative that provides progression and dramatic tension, as if the viewers were watching a film, is more likely to offer in-depth experience than other spaces. In terms of 'phase transition', the following was revealed: Pace variation around the space with the strongest spatial tension could affect the concentration and engagement of viewers. It suggests the following fact: Spatial rhythm and speed variation in the area with the strongest visual emphasis encourage viewers to feel the spatial changes, maintain their concentration, and continue their viewing.

Visual Narrative as a Color Storytelling in DISNEY and GHIBLI Studios (디즈니와 지브리 애니메이션 비주얼 서사구조에 관한 비교 연구)

  • Brito, Yahaira Moreno;Cho, Dong-Min
    • Cartoon and Animation Studies
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    • s.49
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    • pp.221-246
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    • 2017
  • Visual narrative or storytelling involve two important aspects of the cognitive perception: the conscious and subconscious. Color is one of the cognitive storytelling elements, its interpretation is captured by the subconscious and it is considered an emotional resource due to its psychological background. On the other hand, the character is also part of cognitive perception and storytelling tool, but this is interpreted consciously, character is considered as a logical resource. Ghibli and Disney have organized their cinematographic techniques in different ways, so it would be unfair to say that one narrative style is better than the other, it depends of perception of beauty which varies according to society. However the present study seeks to determine the differences between Ghibli and Disney narrative style, taking as reference color. Ghibli and Disney are perfect example about color effects as a storytelling agent, It can be classified in two aspects: dynamics of color and color as a narrative sequence. The dynamics of color analyzes how color acts and is perceived into a stage, its meaning and symbolism regardless of the character's actions. The narrative sequence studies how color thermologic evolves in scene's development.

Narrative Structural Analysis of Quest in MMORPGs : Focused on <World of Warcraft> (구조주의 서사이론에 기반한 MMORPG 퀘스트 분석 : <월드 오브 워크래프트>를 중심으로)

  • Han, Hye-Won;Cho, Sung-Hee
    • The Journal of the Korea Contents Association
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    • v.9 no.9
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    • pp.143-150
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    • 2009
  • A quest in MMORPG functions as a unit of game narrative. It is an essential part to progress game narrative and to construct player's own storyline. In addition, it makes player to expand her territory and helps with character growth by giving reward. A quest consists of four essential elements : the quest giver, the background story, the objective and the reward. A quest shows a blanch structure with two nodes which is same as Claude Bremond's elementary sequence. The sequence of each functions cannot be changed, therefore, it can be explained through a syntagma model. On the other hand, spatial disposition of quests follows a paradigm model. In order to construct a MMORPG narrative, a player connects quests into a single narrative by carrying out them.

Structuring Risk Factors of Industrial Incidents Using Natural Language Process (자연어 처리 기법을 활용한 산업재해 위험요인 구조화)

  • Kang, Sungsik;Chang, Seong Rok;Lee, Jongbin;Suh, Yongyoon
    • Journal of the Korean Society of Safety
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    • v.36 no.1
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    • pp.56-63
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    • 2021
  • The narrative texts of industrial accident reports help to identify accident risk factors. They relate the accident triggers to the sequence of events and the outcomes of an accident. Particularly, a set of related keywords in the context of the narrative can represent how the accident proceeded. Previous studies on text analytics for structuring accident reports have been limited to extracting individual keywords without context. We proposed a context-based analysis using a Natural Language Processing (NLP) algorithm to remedy this shortcoming. This study aims to apply Word2Vec of the NLP algorithm to extract adjacent keywords, known as word embedding, conducted by the neural network algorithm based on supervised learning. During processing, Word2Vec is conducted by adjacent keywords in narrative texts as inputs to achieve its supervised learning; keyword weights emerge as the vectors representing the degree of neighboring among keywords. Similar keyword weights mean that the keywords are closely arranged within sentences in the narrative text. Consequently, a set of keywords that have similar weights presents similar accidents. We extracted ten accident processes containing related keywords and used them to understand the risk factors determining how an accident proceeds. This information helps identify how a checklist for an accident report should be structured.

Analysis of Film 〈Obaltan〉 focused on Narratology's Viewpoint (서사학적 관점으로 분석한 영화〈오발탄〉의 서사구조 연구)

  • Kim, Jong-Wan
    • The Journal of the Korea Contents Association
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    • v.11 no.11
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    • pp.111-119
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    • 2011
  • Movie research in the 1980's structuralism looks tendency to escape director or text research and analyze spectator or inspection action. These post-structuralist divert interest by analytic convention of spectators in analysis by director's intention or text type correctly. There is the age that spectator, inspectional action and inspectional subject weighs more than director, work and text itself. But, inspection of movie can be person's enemy by director's narrative strategy or spectator's analytic quality that depend on a text and spectator and their interaction usually, and only method to acquire universality chooses full analytic discourse to principle. We should be structured by symbol system that the event is consisted of movie language to reappear the event through narrative in movie and this symbol system, director's narrative strategy can cause fixed esthetic distance between spectator. Researches to analyze this distance need to keep universal validity as much as being accepted by effort to gap with director and spectator. Therefore, narrative poetry that I analyze movie narration style by 'narrated' and unit of 'narrating' and study the form and function so-called, is going to follow narratology's access method. The consistent argument of this narrative poetry is that story is consisted of the events and these observe to structured thing by unit that is sequence through arrangement with the other event that adjoin in the event. Also, director need consensus with spectator to reappear connection of this event logically and it is thing which this reappearance form can be done characteristic by narrative strategy in directing. I am going to try narrative structure analysis of movie by narrative that is connected at structure of the event and 'narrating-narrative acts' that is interested in way to reappear this story to spectator hereupon. Of course, at process of research, Roland Barthes and his followers wish to apply 'narrative function' and concept of 'narrative acts' that prefer from time to time.

I-Ching Storytelling Web-Cartoon Game (주역 스토리텔링 웹-카툰 게임)

  • Shim, Kwang-Hyun;Lee, Ki-Hyung;Kwon, Ho-Chang;Kim, Jin-Hee;Choi, Dae-Hyuk
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1265-1271
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    • 2009
  • 'I-Ching Storytelling Web-Cartoon Game' suggested by Prof. Shim and Research Group may provide users with the opportunity of writing story based on I-Ching. I-Ching is the cosmological thoughts intrinsic to East Asian culture. In the perspective of the narratology, I-Ching can bee seen as a kind of database of narratives since it classifies all events emerging from the meet between the actor(human-人) and the background(time/space-天地) as the story material into 384 narrative elements(sequence) and 64 themes(motive), and consistently constructs their causal relationships. So while trying to articulate I-ching with the digital storytelling methodology, we developed the web-cartoon game. With this game, users can creatively make their own story as a play by freely interpreting, retrieving, and recomposing those 386 narrative elements and 64 themes with the I-ching's narrative guideline.

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A Study on the Storytelling of 'Amore Pacific' Brand Site -Through Applying 'Minimum Narrative' Theory and Script Theory ('아모레퍼시픽' 브랜드 사이트의 스토리텔링 연구 - '최소 서사'론과 스크립트 이론의 적용을 통해)

  • Ahn, Soong Beum
    • Cross-Cultural Studies
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    • v.23
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    • pp.191-214
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    • 2011
  • Today the company's brand sites are in tendency locating as a handy method to administrate company vision, value and image. So this study tried to examine the aspects of storytelling around Amore Pacific's brand site. To secure the discussion's centrality and concreteness, two issues are considered to be aimed in methodology. First, the menus of relevant site were examined to see if they are securing minimal narrative. This was an attempt to discuss the minimum narrativity that target text is supposed to possess, to objectify little more the term 'storytelling.' After considering the menus of relevant site through narratological ideas of Gerald Prince, the menus that satisfy the level of minimum narrative were hardly seen. Even 'OUR STORY', showing the intention of unraveling the vision and values within the company brand by stories, is not seemed to be reaching universal, objective storytelling. Second, pragmatic, reception theory were applied as another standard to judge storytelling possibilities of Amore Pacific's brand site. Roger C. Schank's script theory, being considered in the field of cognitive linguistics and cognitive psychology, became a handy tool for examining the interactions and its meaning between brand sites and its visitors. As a result, the relevant site could be seen as attempting storytelling following time sequence, through narrator kindly explaining 'visual image-event.' And it was conjecturable that, because of such function of narrator, visitors finishes storytelling in a personal shape by operating internal story based script. This study examined the level and methods of storytelling limited in online environment called as company brand site. But more studies are needed to be in progress, such as about the ways for company websites or brand sites to have an effective, continuous influence on potential consumers, narrator set-up ways suitable for character of subordinate menus, organizations of minimum narrative and so on.

A Study on the Formative Artistry of Comic Strip Books (컷 분할 그림책의 예술성에 대한 연구)

  • 이선경;이경임
    • Archives of design research
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    • v.15 no.1
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    • pp.339-347
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    • 2002
  • Comic strip is a narrative sequence of cartoon panels. Comic strip book as a visual medium of communication is very effective for grasping objects visually as well as for developing creative thinking and culturing aesthetic sentiments. These aesthetic experiences awaken us to formative sentiments, The purpose of present paper is to study the visual streaming of the illustrated comic strips. The typical comic strip books are analyzed and the characteristic of visual communication is studied. The narrative illustrations in the form of comic strips encourage us to have a prosperous experience and to understand new formative artistry and the remarkable effect of visual experience.

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