• Title/Summary/Keyword: creating story

검색결과 105건 처리시간 0.021초

Personality and Behavior Analysis of the Characters in -With focus on Enneagram Type- (만화 <나루토> 속의 캐릭터 성격과 행동 분석 -에니어그램 유형을 중심으로-)

  • Liu, Si-Jie;Park, Sung-Won
    • Cartoon and Animation Studies
    • /
    • 통권43호
    • /
    • pp.23-46
    • /
    • 2016
  • Japanese "Manga" (Comics) and animation films are very popular among the audiences from many countries. Japan is creating various new cultural contents through comics and animation films, and it became one of the important economic growth driver. Japanese famous comic Naruto, which had been successfully concluded recently, have achieved great success and gained popularity globally. One of the reasons for the success of Naruto is the various characters in the comic. In, there are various characters with different personalities and characteristics. Characters are important factors that makes the story stands out and delivers the story. Furthermore, the characters in the story often reflect the author's psychology and mind. By analyzing the characters' behavior and personalities, the audience can follow the story more interestingly, and understand the author's message better. The objective of this study is to analyze the Naruto's main characters' personality and characteristics through enneagram. Furthermore, the report explains the success of by analyzing the different behaviors that results from different personalities, and the relationship between the characters.

A Study on the Development of Intelligent Contents and Interactive Storytelling System (지능형콘텐츠 개발과 인터렉티브 스토리텔링 시스템 연구)

  • Lee, Eun Ryoung;Kim, Kio Chung
    • Journal of Digital Convergence
    • /
    • 제11권1호
    • /
    • pp.423-430
    • /
    • 2013
  • The development of information technology introduced digital contents and Social Network Services(SNS), and allowed the virtual transaction and communication between users called "the experience knowledge" advanced from "the objective knowledge." This paper will analyze interactive storytelling system creating different types of stories on narrative genre about family history, personal history and so on. Through analysis on narrative interviews, direct observations, documentations and visual records, contents about CEO story, corporate story, family story and especially family history will be categorized into sampleDB and informationDB. Accumulated contents will allow the user to increase the value and usage of the contents through interactive storytelling system by restructuring the contents on family history. This research has developed writing tool data model using different digital contents such as texts, images and pictures to encourage open communications between first generations and third generations in Korea. Furthermore, researched about connected system on interactive storytelling creation device using various genre of family story that has been data based.

The correlation between the study of fusion and Game Development (학문의 융합과 게임개발간의 상관관계)

  • Kim, Tae-Eun
    • Journal of Digital Contents Society
    • /
    • 제16권4호
    • /
    • pp.651-657
    • /
    • 2015
  • The game engineering is a fusion study that combines exquisite variety of fusion science and engineering. We presents the relationship between multi-disciplinary fusion and game development with the game developer's perspective when developing games. Humanities and sociological knowledge and experience with the developers has significant os impacts to refine the ideas on the game. This paper would present the process of the game design, story making based on the planned operation and the communication as between the team members for efficient operation through the process of creating the actual game, it will show the final version of the game. At the same time, it will research for the relationship between a number of studies for each process.

A Study on the Formative Narrative Seen from the Exhibition Space of Architect Daniel Libeskind (다니엘 리베스킨트 전시공간을 통해 본 조형적 내러티브 연구)

  • Kim, Young-Eul
    • Korean Institute of Interior Design Journal
    • /
    • 제21권2호
    • /
    • pp.207-214
    • /
    • 2012
  • Today, museum exhibition can be divided into two sub-categories: a. informative exhibition with various useful auxiliary media to convey knowledge and b. appreciative exhibition considering aesthetic conveyance and visual/perceptual environment. In addition to this, the concept of memorial exhibition as a field that tangible and intangible memories are transmitted and reproduced is creating another genre of exhibition. As an example of such a memorial exhibition above, the work of de-constructive architect Daniel Libeskind was selected. Jewish Museum and Imperial War Museum North both of which maximized the exhibition space by grafting architectural language to exhibition narrative were analyzed and compared to see if the same architectural language can be displayed differently in another form of exhibition after being drawn into the exhibition space depending on the changes in time and perspective. Therefore, in the narrative display combining the selection of exhibition contents and storytelling, the formative language of space can confirm that exhibition narrative as an ending structure changed into a retelling story with more extended meanings through interactive factors. Eventually, in this formative narrative, when the display of historical facts and exhibition themes is combined with the architectural language in an exhibition hall according to the approach direction, the memorial exhibition can create a formative language stimulating sensibility in the memories of space and a differentiated formative exhibition space where one is truly moved by oneness of contents.

  • PDF

A Model of Storytelling Board Game based on Motif (모티프를 활용한 스토리텔링 보드 게임 개발)

  • Ahn, Jin-kyoung;Park, Hyoung-eun
    • Journal of Korea Game Society
    • /
    • 제16권4호
    • /
    • pp.15-24
    • /
    • 2016
  • The purpose of this study is to propose a storytelling board game model using cards, focusing on motif theory illustrated at , a type of software that supports story-making. First, the study categorizes storytelling board games into 4 types, then sets a development objective. Furthermore, after creating a 205 types of motif cards according to motif categorizing system, the study presents development model of both basic and expansion mode. The study aims to verify its game characteristics and elaborate its model through focus group tests henceforth.

A study on the seismic behavior of Reinforced Concrete (RC) wall piers strengthened with CFRP sheets: A pushover analysis approach

  • Fatemeh Zahiri;Ali Kheyroddin;Majid Gholhaki
    • Structural Engineering and Mechanics
    • /
    • 제88권5호
    • /
    • pp.419-437
    • /
    • 2023
  • The use of reinforced concrete (RC) shear walls (SW) as an efficient lateral load-carrying system has gained recent attention. However, creating openings in RC shear walls is unavoidable due to architectural requirements. This reduces the walls' strength and stiffness, resulting in the development of wall piers. In this study, the cyclic behavior of RC shear walls with openings, reinforced with carbon fiber reinforced polymer (CFRP) sheets in various patterns, was numerically investigated. Finite element analysis (FEA) using ABAQUS software was employed. Additionally, the retrofitting of sub-standard buildings (5, 10, and 15-story structures) designed based on the old and new versions of the Iranian Code of Practice for Seismic-Resistant Structures was evaluated. Nonlinear static analyses, specifically pushover analyses, were conducted on the structures. The best pattern of CFRP wrapping was determined and utilized for retrofitting the sub-standard structures. Various structural parameters, such as load-carrying capacity, ductility, stress contours, and tension damage contours, were compared to assess the efficiency of the retrofit solution. The results indicated that the load-carrying capacity of the sub-standard structures was lower than that of standard ones by 57%, 69%, and 67% for 5, 10, and 15-story buildings, respectively. However, the retrofit solution utilizing CFRP showed promising results, enhancing the capacity by 10-25%. The retrofitted structures demonstrated increased yield strength, ultimate strength, and ductility through CFRP wrapping and effectively prevented wall slipping.

A Study on the Activation Strategy of Underground Shopping Malls: Focusing on Public Underground Shopping Malls in Six Major Cities

  • KIM, Gi Pyoung;LEE, Yong Kyu;LEE, Guen Woo;YOU, Chang Kwon
    • The Journal of Industrial Distribution & Business
    • /
    • 제13권6호
    • /
    • pp.39-49
    • /
    • 2022
  • Purpose: As part of these efforts, in-depth research is needed on efficient and practical utilization of underground spaces and underground shopping malls. In addition, efforts are being made to find effective alternatives to various problems currently occurring in underground shopping malls, but it is not easy. In addition, the development entity and the maintenance entity are different from each other, and the management is not unified, making it difficult to maintain underground shopping malls. From this point of view, it can be said that it is time to actively and specifically discuss ways to revitalize underground shopping malls. Data and methodology: In the domestic distribution environment, traditional markets and shops are stagnating due to rapid changes in consumption patterns, such as the spread of large companies with advanced distribution techniques such as hypermarkets, shopping malls, and SCM, the rapid increase in Internet and home shopping, and the importance of convenience for young consumers. In order to revitalize underground shopping malls, it is necessary to strengthen the organization and self-rescue efforts of merchants' associations, change consciousness through merchant education, change to specialized markets, find nuclear stores and representative restaurants, and support the hardware sector. Results: The connection of underground shopping malls in each region of the country, where commercial districts are separated from each other, will also play an important role in reviving the function of the city in the future. To do this, it is first necessary to connect underground shopping malls that have been cut off. In other words, connection between connectable underground shopping malls should be promoted. Of course, long-term projects should be promoted step by step, and many consultations should be made on how to connect with the ground for each local government. Conclusion: This is because in the future, the underground space cannot just be a walking place, but another space of the Korean Wave where you can experience satisfying the five senses. K-shopping Hallyu content can be created by creating a characteristic story for each underground shopping mall in the city, permanently this story-oriented event, and creating a safe and elegant environment. If there is a story, so-called "Senomi Shopping" will be possible. A new Korean Wave will be created that can satisfy "the fun of writing, the fun of seeing, and the fun of feeling" at the same time.

Economic Growth by Arts Activities Case Study on Nagahama Story in Shiga Pregecture, Japan (문화할동을 통한 지역활성화: 일본 시가현(滋賀縣) 나가하마(長浜市) 이야기)

  • Shin, Dong-Ho
    • Journal of the Economic Geographical Society of Korea
    • /
    • 제9권3호
    • /
    • pp.431-440
    • /
    • 2006
  • In many countries of the world, cultural activities are introduced as a popular means of promoting local economies and identities. In many places of Japan, a traditional cultural activity, "Machtskuri" (meaning "Vilige Making," literally) has been practiced in the past several decades. A small town, Nagahama of Shiga Prefecture, with 50,000 people, started restoring an old castle and historical build, art exibition, traditional fashion festivals, etc. Based on the successful experience from the cultural activities, community leaders of Nagahama made success in creating other projects, such as construction of a baseball stadium, a hotel and a community college. It can be concluded that Nagahama has been successful in creating making the place famious and the people confident.

  • PDF

Implementation of Android-based Interactive Edutainment Contents Using Authoring Tool Developed for Interactive Animation

  • Song, Mi-Young
    • Journal of the Korea Society of Computer and Information
    • /
    • 제23권4호
    • /
    • pp.71-80
    • /
    • 2018
  • In this paper, we developed an interactive animation authoring tool and developed the Android based interactive edutainment contents. The authoring tool for creating interactive animations developed in this paper is based on a graphical user interface, so users can easily create interactive animations. Interactive animation contents created by this authoring tool can be created as images and xml files so that they can be used directly on mobile devices. In order to increase learning efficiency for children, Android-based interactive edutainment electronic storybooks, which is implemented using this authoring tool, provided a recording function to listen to the parents' voice as well as an interactive action in which the characters move in accordance with the story line. We also provided a STEAM game that combines creativity and imagination with creative science and technology. Therefore, by creating the edutainment contents through the proposed authoring tool for interactive animation, various interactive animation contents could be produced more easily than the code implementation method. Through this study, I hope that it will be helpful for the development of various interactive edutainment contents to provide educational contents considering the quantity and quality to infants.

Literary Representation of the Holocaust in Martin Amis's Time's Arrow (홀로코스트 문학의 재현방식 -마틴 에이미스의 『시간의 화살』)

  • Hong, Dauk-Suhn
    • Journal of English Language & Literature
    • /
    • 제58권2호
    • /
    • pp.347-378
    • /
    • 2012
  • Holocaust fiction has always raised the moral and aesthetic questions about the nature of mimesis and the literary representation of atrocity. The Holocaust, defying any representation of it, has been considered as unspeakable, unknowable, and incomprehensible. This essay aims to explore Martin Amis's narrative strategies in Time's Arrow to conduct the difficult tasks of re-creating the primal scene and of discovering a moral reality behind the Holocaust. One of the major narrative experiments in Time's Arrow is the time reversal: the story moves from the present of phony innocence to the past of unrelieved horror. Reversing the temporal order of events reverses causality and generates the revision of the morality, ultimately creating the epistemological and ontological uncertainties. Amis's novel is also narrated from the perspective of a double persona of the protagonist who, as a Nazi doctor, participated in the massacre in Auschwitz and then fled to the United States following the war. As almost a self-conscious storyteller, the narrator shares a sense of retrospective guilt with the reader who finally realizes that the Holocaust was a world turned upside down morally. Amis's postmodern narrative strategies are unusual enough to warrant a new way of representing the Holocaust.