• Title/Summary/Keyword: Virtual storytelling

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The Form and Usefulness of Alternate Reality Games (대체현실게임의 형태와 유용성)

  • Choi, Du-Yeol;Park, Jin-Wan
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.151-160
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    • 2021
  • Alternate reality games (ARGs) are a game genre with characteristics that can lead to changes in current integrated media environments. While technical combinations are being pursued as diverse media are utilized based on formative aspects, the representative, narrative combination of the real and the virtual is a convergent factor in narrative structures. Through perspectives that perceive transmedia storytelling-which has brought convergence to communication among gamers-as having a structure and utility that can outclass previous game forms, this study focuses on ARGs, which have features that converge reality and virtual reality. Further, the study reveals the structure and utility of that system. This study sheds light convergent storytelling, which is in demand in the transmedia age, and which will serve as a significant investigation with regard to social perceptions of future games and changes in game form.

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 of Necessary Elements of Game Character Storytelling (게임캐릭터 스토리텔링의 필요 요소 연구)

  • Lee, Jae Hong
    • Journal of Korea Game Society
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    • v.17 no.4
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    • pp.169-178
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    • 2017
  • In order for the game industry to grasp the initiative of the global industry, it is time to positively need storytelling that can move the emotions of gamers over graphical appearance. Also, in the era of the 4th industrial revolution where the point of contact between virtual and reality spreads widely, it seems that the game character industry will rapidly emerge. Therefore, the author recognizes the importance of the character industry in the future, and based on the accumulated game research, he has identified 10 elements necessary for character storytelling. The ten elements are as follows. Design of life, design of race, design of occupation, design of PC and NPC, design of monster, design of personality, design of conflict, design of protagonist, design of external image, design of birth and death.

A Study about the Storytelling of Documentary on Virtual Reality Platform (가상현실 플랫폼에서의 다큐멘터리 스토리텔링에 관한 연구)

  • Lee, Young-Soo
    • The Journal of the Korea Contents Association
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    • v.17 no.3
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    • pp.523-531
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    • 2017
  • This paper tried to study how the narrative to allow the audience to emotionally immerse in documentary using virtual reality platform has shown. For this purpose, it defined the VR documentary as contents what make creative approach and rebuild reality using VR media platform, and analyzed it by comparison with narrative of existing documentary. First, the contents like succeeding journey documentary use mainly virtual realty as experience of accessibility. However the contents that have purpose to experience other people's reality show from self-narrative of first person documentary to interactive storytelling of web interactive documentary. The case of interactive VR documentary is taking a step forward from web documentary and shows easy way to reach internal purpose of documentary as making experience with virtual self. The VR documentary has a lot of possibility as virtual space experience to give accessibility and virtual self.

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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Digital Storytelling and Interaction based on Book - Application Scenario for Digilog Book (책을 기반으로 한 디지털 스토리텔링 및 상호작용 체험 - 디지로그 북 응용 시나리오를 중심으로)

  • Kim, Hae-Sun;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.552-557
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    • 2008
  • 'Digilog Book' dealing with the combination of each advantage of analog sensibility on texts and digital sensation on virtual reality is one of the noble applications of U-book. Based on contents from books, enhancing 3D immersive display enable readers to enjoy various experiences with multisensory feedback provided. Also, 'Digilog Book' provides digitally created stories that would project different experiences and environments interacting users' choices on the interface of the book. This study focuses on developing users friendly implementation tools providing more interaction between digitally generated stories and digitally generated interface so that interaction between virtual reality and actual realty is expanded through simulating contexts and extents. From the application scenario 'Digilog Book' would perform as a storytelling tool with developing subordinated elements such as context structure, screen structure, definition of writing function, writing interface, writing system structure, etc. Therefore, this study would become a significance to direct and indicate the development of writing techniques on virtual reality back to life through digitally augmented reality.

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Personalized Virtual Storytelling with Responsive Multimedia System (반응형 멀티미디어 시스템을 이용한 개인화된 스토리텔링 기법)

  • Lee, Young-Ho;Oh, Se-Jin;Park, Young-Min;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.118-123
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    • 2006
  • 본 논문에서는 반몰입형 가상현실 시스템인 반응형 멀티미디어 시스템(RMS: Responsive Multimedia System)을 이용한 개인화된 스토리텔링 기법을 제안한다. 인간은 글, 그림, 영상 기술 등을 이용한 다양한 스토리텔링 기법을 개발해 왔으며, 가상 현실 기술을 통하여 기존의 멀티미디어보다 한차원 높은 수준의 스토리텔링을 가능하게 하였다. 제안된 스토리텔링 기법은 테이블 형태의 다감각 사용자 인터페이스, 사용자 정보 처리와 위치기반 이벤트를 결정하는 컨텍스트 인식 응용 모델 (vr-UCAM), 그리고 가상환경 네비게이션과 변화, 캐릭터의 애니메이션을 가능케 하는 가상공간 관리기로 구성된다. 제안된 스토리텔링 기법은 다감각 사용자 인터페이스를 통하여 직관적인 상호작용을 가능하게 한다. 그리고 컨텍스트 인식 응용 모델을 활용하여 사용자 개인정보를 스토리에 적용하여 개인화된 스토리가 전개될 수 있도록 한다. 그리고 가상 환경의 네비게이션, 가상 캐릭터, 날씨 및 환경의 변화 등을 조절하여 실감있게 스토리가 전개되도록 한다. 제안된 스토리텔링 환경을 검증하기 위해 운주사에 얽힌 설화를 기반으로 가상 운주사 체험 시스템을 구현하였다. 이를 통해, 반응형 멀티미디어 시스템을 이용한 스토리텔링의 가능성을 검증하였으며, 컨텍스트 인식 응용 모형을 활용한 개인화된 스토리텔링을 선보였다. 제안된 스토리텔링 기법은 문화교육, 에듀테인먼트, 예술 분야에 활용될 것으로 기대된다.

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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.

A Study on Immersive Content Production and Storytelling Methods using Photogrammetry and Artificial Intelligence Technology (포토그래메트리 및 인공지능 기술을 활용한 실감 콘텐츠 제작과 스토리텔링 방법 연구)

  • Kim, Jungho;Park, JinWan;Yoo, Taekyung
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.654-664
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    • 2022
  • Immersive content overcomes spatial limitations through convergence with extended reality, artificial intelligence, and photogrammetry technology along with interest due to the COVID-19 pandemic, presenting a new paradigm in the content market such as entertainment, media, performances, and exhibitions. However, it can be seen that in order for realistic content to have sustained public interest, it is necessary to study storytelling method that can increase immersion in content rather than technological freshness. Therefore, in this study, we propose a immersive content storytelling method using artificial intelligence and photogrammetry technology. The proposed storytelling method is to create a content story through interaction between interactive virtual beings and participants. In this way, participation can increase content immersion. This study is expected to help content creators in the accelerating immersive content market with a storytelling methodology through virtual existence that utilizes artificial intelligence technology proposed to content creators to help in efficient content creation. In addition, I think that it will contribute to the establishment of a immersive content production pipeline using artificial intelligence and photogrammetry technology in content production.

A Study on the Interactive Narrative - Focusing on the analysis of VR animation <Wolves in the Walls> (인터랙티브 내러티브에 관한 연구 - VR 애니메이션 <Wolves in the Walls>의 분석을 중심으로)

  • Zhuang Sheng
    • Trans-
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    • v.15
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    • pp.25-56
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    • 2023
  • VR is a dynamic image simulation technology with very high information density. Among them, spatial depth, temporality, and realism bring an unprecedented sense of immersion to the experience. However, due to its high information density, the information contained in it is very easy to be manipulated, creating an illusion of objectivity. Users need guidance to help them interpret the high density of dynamic image information. Just like setting up navigation interfaces and interactivity in games, interactivity in virtual reality is a way to interpret virtual content. At present, domestic research on VR content is mainly focused on technology exploration and visual aesthetic experience. However, there is still a lack of research on interactive storytelling design, which is an important part of VR content creation. In order to explore a better interactive storytelling model in virtual reality content, this paper analyzes the interactive storytelling features of the VR animated version of <Wolves in the walls> through the methods of literature review and case study. We find that the following rules can be followed when creating VR content: 1. the VR environment should fully utilize the advantages of free movement for users, and users should not be viewed as mere observers. The user's sense of presence should be fully considered when designing interaction modules. Break down the "fourth wall" to encourage audience interaction in the virtual reality environment, and make the hot media of VR "cool". 2.Provide developer-driven narrative in the early stages of the work so that users are not confused about the ambiguous world situation when they first enter a virtual environment with a high degree of freedom. 1.Unlike some games that guide users through text, you can guide them through a more natural interactive approach that adds natural dialog between the user and story characters (NPC). Also, since gaze guidance is an important part of story progression, you should set up spatial scene user gaze guidance elements within it. For example, you can provide eye-following cues, motion cues, language cues, and more. By analyzing the interactive storytelling features and innovations of the VR animation <Wolves in the walls>, I hope to summarize the main elements of interactive storytelling from its content. Based on this, I hope to explore how to better showcase interactive storytelling in virtual reality content and provide thoughts on future VR content creation.