• 제목/요약/키워드: Way of the Story

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The Monomyth Structure of Méliès Films and the Way of Story (멜리에스 영화의 원형신화 구조와 이야기의 길)

  • Lee, Won-Ik
    • The Journal of the Korea Contents Association
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    • v.17 no.10
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    • pp.463-471
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    • 2017
  • There is a world of unconscious that works when creating story contents. The unconscious layer of the abyss has the artist goes on the path of creating a common story structure without knowing because the human race is connected. It is monomyth and is now used as an important authoring tool. Analyzing the structure of the silent film "A trip to the Moon" made before the discovery of it, we can still find the frame of monomyth. Although this film is an intuitive imagination of the inspiration received from four contemporary works, the monomyth has been completely revealed.. This means it's still working regardless of area or time. That's why the story that was created in a modern short time has the same structure as the myth that passed down for a long time because there is archetype of story in human collective unconscious. This archetype determines the way the story. The human brain is not infinitely free to imagine but that it can be applied to the surface along the path of the archetype. Good story contents is less likely to succeed if it does not follow the path proposed by the archetype within our collective unconscious.

Design for Story-making: Conceptual Exploration on Emotionally Sustainable Design

  • Hong, Min-Jung
    • Journal of the Korea Furniture Society
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    • v.19 no.2
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    • pp.141-150
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    • 2008
  • Exploring on two major questions: 'Why do we feel more love for certain objects?' and 'How can design use this knowledge to realize design sustainability?', this article presents an alternative way of approaching the problem of design sustainability from the perspective that our relationships with design objects are of an extended mode of social relations. Recent discussions on design sustainability have transformed the notion of the problem by seeing it as a problem of our basic perception of design objects and our relationships with them. In this light, I propose that design sustainability could not be achieved solely by approaching from a mechanistic perspective, but by re-framing the way we see and relate things around us and by supporting our changes and actions to move forward a more sustainable notion of our relationships with the objects. As a way to realize design sustainability, I propose that design should involve story-making quality that supports our initiatives to build more affectional relations with objects by seeing the objects as entities of communication that tell stories of us, thus reflect our identities and meanings of our lives. Proceeding on the exploration of the subject, I present some of conceptual outlines in forms of an image diary, an interplay-able furniture unit, and a performance instruction that suggest a way for a special story-making process and thus a stronger emotional tie with the objects.

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Green-UX-Story: User Story Creation and Sharing through the Online and Offline Green Experience (Green-UX-Story: 온라인-오프라인 자연 체험을 통한 사용자 스토리 창출 및 공유)

  • Choi, Min-A;Kwon, Doo-Young
    • Korean Journal of Computational Design and Engineering
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    • v.15 no.6
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    • pp.460-466
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    • 2010
  • These days, it is getting important to have more chances to visit natural environment for the wellbeing life. The advancement of digital technologies allows us to get useful information regardless of time and location. In this paper, we investigate a way of improving user experience in the natural green environment using the digital technologies. This paper proposes a system called Green-UX-Story which supports users to create and share their story through the online and offline green experience. The system consists of two main systems: the "Story-Field" and the "Story-Tree". The Story-Field consists of a certain number of the Story-Trees allocated to a certain green site. In the Story-Field, users can see the Story-Trees that are owned by other users and share their stories. The Story-Tree contains the user-story in each branch and green information that are captured by the user on the web. The Story-Tree is generated using the L-system algorithm as the user adds stories. The main purpose of the system is to enable users to write their green stories from the both online and offline experiences. This paper describes the system configuration and the user scenario of the Green-UX-story.

Applying Policy of Traditional Story-Flows to Computer Games -Based on Observations about Game 'Call of Duty'- (콜 오브 듀티를 통해 본 전통적 스토리 흐름의 컴퓨터 게임 적용 방법)

  • Song, Byoung-Ho
    • The Journal of the Korea Contents Association
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    • v.6 no.11
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    • pp.95-103
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    • 2006
  • A good storytelling is essential to make a computer game more immersed and appealing as it impress the players emotion. The Storytelling consists of many factors. Among them, the Plot, or the flow of the story (Story-flow) is significant. The 'Call of Duty' is a successful computer game in the aspect of the story-flow. In this paper, the way to apply traditional theories about the story-flow to this game is analyzed. And an applying policy of traditional story-flow theories to computer games is presented.

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Differences in Story Comprehension: Children's Reading Levels and CD-ROM and Printed Storybooks (전자동화 및 인쇄동화 유형과 읽기 이해 수준에 따른 아동의 이야기 이해 차이)

  • Jeong, Jae-Hoo;Kim, Myoung Soon
    • Korean Journal of Child Studies
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    • v.24 no.5
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    • pp.15-26
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    • 2003
  • In this study of children's story comprehension, 157 first grade students were randomly selected from 2 elementary schools. Based on their test scores on standardized reading comprehension test, 36 children in the upper and in the lower 25th percentiles were assigned to either a high or a low reading group. Children of both groups read the same story presented either by CD-ROM or by printed-book. Story comprehension was measured by retelling the story and by questions on comprehension. Data were analyzed by 2-way ANOVA. Results showed significantly higher comprehension scores in CD-Rom compared with the printed-book group. The difference in comprehension scores between the CD-ROM and the printed-book groups was greater than in the low reading group compared with the high reading group.

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The Relationship Between Young Children's Comprehension Ability and Story Making : The Development of Narrative (내러티브 발달 : 유아의 이야기 내용이해 및 꾸미기 능력간의 관계 분석)

  • Hwang, Yoon-Se
    • Korean Journal of Child Studies
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    • v.28 no.2
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    • pp.39-53
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    • 2007
  • This study investigated the relationship between young children's comprehension and story making(narrative) by age and gender. Subjects were 109 3-, 4-, and 5-year-olds at two child care centers in K Province. Data were analyzed by two-way ANOVA and simple regression analysis. Results showed differences in comprehension between 3-, 4- and 5-year old children and differences in story making ability between 3- and 5-year-old children. Children's comprehension and story making had positive relationships. Specifically, there were significant relationships with children's comprehension and story construct concept, sentence structure level, language(vocabulary and sentence structure). In sum, the results of this study reveal that young children's comprehension ability is partially related to story making ability by age.

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Story Telling-based Scenery Color Plan to Establish Local Identity Focused on Eoeumhari Town, Ulju-gun, Ulsan Metropolitan City (지역아이덴티티 확립을 위한 스토리텔링 기반의 경관색채계획 울산광역시 울주군 어음하리마을을 대상으로)

  • Lee, Jae-Hyun
    • The Journal of the Korea Contents Association
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    • v.16 no.8
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    • pp.217-227
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    • 2016
  • This study suggests story telling-based scenery color plan that uses local story resource in order to raise possibility of success in making characterized town implemented by Ulju-gun, Ulsan Metropolitan City. Characterized town making project of Eoeumhari Town is the first in Ulsan, and detailed project planning is going underway to transform it into story telling street by providing local story to the resource of Eoeumhari Town. Ulju-gun expects big help in luring tourists and activating local economy by maintaining these towns. As in this way, local marketing that uses story telling is recently being taken as a desirable way of overcoming the limit of local development, and it suggest new possibility of scenery color plan. Therefore, I attempted to extract Brand Story from story resources based on climatic color of Eoeumhari Town and apply them to the color plan in order to unique color identity with a town as a unit. It is significant to study as it suggests a direction to discover values of color which can be used for establishing local identity and activating local community breaking from current color plan by large-scale maintenance implemented by each local government.

Analysis of success factors for games using animation IP - Focusing on <Digimon story cyber sleuth>

  • Kim Tae Gyu
    • International Journal of Advanced Culture Technology
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    • v.12 no.3
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    • pp.388-395
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    • 2024
  • The current state of the domestic game industry is that most of the sales generated in the domestic game industry occur on PC and mobile, and the genre is limited to RPG, so games of similar genres are repeatedly released to increase sales. To solve this situation, games using IP are being discussed, and games based on webtoon and animation IP are being released. In this way, we would like to analyze and consider ways to utilize IP well and success factors focusing on "Digimon Story Cyber Sleuth."

The Storytelling Rhythms of Chinese and Korean Films

  • WU, JUAN
    • International Journal of Advanced Culture Technology
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    • v.8 no.4
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    • pp.58-63
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    • 2020
  • In literature it is not only the meaning of words which matters, but also their texture matters i.e. their rhythm, colour and style are relevant and none of these natures can be reduced to an item of information. The texture is also important in film languages, especially the rhythm. In order to make the storytelling rhythm visible, a new concept of 'the Rhythm Chart Analysis Method (RCAM)' has been devised in this research and used for analysis. By analyzing original films and remakes in Korean and Chinese, one can find out that different countries have different storytelling rhythms i.e. the same story can be told in different rhythms. The central idea in Korean films is portrayed at the end, which is a typical characteristic of Korean films. And as the defining moment does not occur suddenly the audience can naturally get immersed into the story. But Chinese films communicate with the audience in a more direct way. It directly mentions characteristics of each actor in such a way that it is telling rather than showing. The information of the movie is given to the audience in the initial stages of the movie. Rhythm is as important as story and information. And through this we can find out the cultural differences from the different storytelling rhythms.

Healing through Storytelling: Linda Hogan's The Woman Who Watches Over the World (이야기를 통한 치유: 린다 호건의 『세상을 지켜보는 여자: 한 원주민의 회고록』)

  • Chun, Sehjae
    • English & American cultural studies
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    • v.18 no.1
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    • pp.1-21
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    • 2018
  • In Woman Watches over the World, Linda Hogan explores the broken identity of herself and her family, the issue of the poverty and the identity crisis, the alcoholism, prevalent in the Native American community and their silenced history. Previous studies have claimed that her memoir contributes to the restoration of Native American identity and history by accusing the violence of white culture, and seeks to recognize a dialogue between native culture and white mainstream culture as well. However they seem to overlook the complicated relations among story, identity, body and nature, to which Hogan as a multi-binded storyteller resorts as a way to break the silence of herself and her tribe for healing. Her own story, as a way to break the silence, becomes the formative drive to reveal the silenced history of her own tribe to lead the young generation to the future. She also understands the formative function of the story, which becomes the vehicle for embodying and connecting themselves to nature. To her, healing lies in the restoration of sympathetic relationship with nature. History, as a type of story, can be made up or mistold just like a story. There may be a blind spot where one can not assess what is true. In spite of the vision of the parallel worlds of the two cultures she presents, there seems to be no immediate solution to the discrimination against the Native American, poverty, identity crisis, and environmental problems which the Native American community faces. However, it can be said that her memoir serves as a rudder by presenting a direction to not only the Native American but also to readers in other cultures in its quest for practical possibilities for the future.