• Title/Summary/Keyword: narrative research

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A Study on the Characteristics of the Narrative and Application Methods of the Modern Elements of , a Drama of tvN (tvN 드라마 <백일의 낭군님>의 내러티브 특징과 현대적 요소의 활용 방식 연구)

  • Youm, Won-Hee
    • Journal of Popular Narrative
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    • v.25 no.1
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    • pp.249-280
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    • 2019
  • This research aims at examining the present of fusion historical dramas through a TV soap opera, and discussing the narrative of this genre and external elements to be equipped. tried to break from conventionality of fusion historical dramas by intensifying it. By comprehensively suggesting the history of conflicts repeated in existing dramas, it helped its viewers to concentrate on it easily. In addition, by setting a separate space from the secret strife in a palace while depicting it, it expressed romance between a man and a woman faithfully. Moreover, two individual riddles were given so that the narrative became rich. Furthermore, the social problems of remaining singles and the tyranny of the establishment were dealt with. Novelty was presented with the viewpoint of seeing the past through today's perspective instead of seeing the present through the past; by trying to interpret modern culture in a way of Joseon, such as the figures reflecting the phases of the times and lines using newly-coined words and abbreviations. Therefore, the success of the drama contents lies not in breaking from customs but in thinking about what to change based on conventional characteristics. can be evaluated to be a work that can be an idealistic model of this genre.

A narrative research on the job and the job-related learning of a mechanical engineer - an exemplary study on the characteristic of job-related learning of engineer in work place and it's implication on engineering education (기계설계분야 중견 엔지니어의 일과 학습에 관한 내러티브 연구 - 엔지니어의 직무관련 학습의 맥락과 공학교육에 대한 시사점 찾기)

  • Lim, Se-Yung
    • 대한공업교육학회지
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    • v.38 no.2
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    • pp.1-26
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    • 2013
  • This study inquired following research questions by a narrative research method : What was the job of an engineer in mechanical design field? How did he fulfill his job-related learning in his workplace? What were the context and the characteristic of the job-related learning in the workplace? And some implications of the job-related learning on engineering education were discussed. We identified that the research participant's career as a mechanical engineer has developed through three stages. At first, he engaged on conceptual design of a semi-conductor test machine through self-initiated learning from basic to whole system of the machine. At second stage, he leaded a design group for the concrete design of a ball type semi-conductor test machine. In this stage he learned the meaning of cooperation and cooperative learning. At third stage, he initiated to found an entrepreneur company that was specified to design a semi-conductor test machine. He became CEO of the company. He learned the R & D policy making through contacts with global company, visiting exhibition in abroad. Eventually his main task as a mechanical engineer was the problem solving in the process of machine design. He had experienced and learned through his works : project management, independent fulfilling of tasks, functional analysis and reverse engineering, conceptualizing and test, cohesive cooperation, dialogue and discussion, mediation of conflict, human relationship, leadership. The implication of the narrative analysis on engineering education is, proposed, to give the students more chances to experience and to learn such activities.

The narrative features of as seen through digital culture (<이제부터 제리타임 It's Jerry Time!>을 통해 본 디지털 문화 속 웹 애니메이션의 서사적 특징)

  • Kim, YoungOk
    • Cartoon and Animation Studies
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    • s.34
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    • pp.23-43
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    • 2014
  • The development of the Internet in the 21st century had made a variety of cross-cultural environment so that animations also have evolved with new features to Web-Animation. In Korea, the web-based flash animation leap forward to the animation Utopia in the early 2000's, but did not last long. The web-based animations should attract audience's attention not only with it's minimum streaming capacity but also with showing it's best qualities as well, Therefore, the stimulating narrative strategies were mandatories for web-animation in 2000's. The absence of in-depth research on media, poor revenue structure, and the emergence of mobile games and e-learning industries made the web-animation become just a one-time/one-consumable content. There were no subsequent generation of korean web-animation ever since. In this study, I want to introduce and analyze the american web animation series, (2005) as a new type of web-animation in current digital culture, In particular, I want to discuss how this web animation appeal to the audience with its narrative strategies through using some aspect of the internet culture which's differentiated from traditional media based cultures. This research could suggest diverse narrative strategies for the future web-animation with new vision. Moreover, This also allows to look at latest web-animation trends and its new experiments.

Design of Narrative Text Visualization Through Character-net (캐릭터 넷을 통한 내러티브 텍스트 시각화 디자인 연구)

  • Jeon, Hea-Jeong;Park, Seung-Bo;Lee, O-Joun;You, Eun-Soon
    • The Journal of the Korea Contents Association
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    • v.15 no.2
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    • pp.86-100
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    • 2015
  • Through advances driven by the Internet and the Smart Revolution, the amount and types of data generated by users have increased and diversified respectively. There is now a new concept at the center of attention, which is Big Data for assessing enormous amount of data and enjoying new values therefrom. In particular, efforts are required to analyze narratives within video clips and to study how to visualize such narratives in order to search contents stored in the Big Data. As part of the research efforts, this paper analyzes dialogues exchanged among characters and offers an interface named "Character-net" developed for modelling narratives. The interface Character-net can extract characters by analyzing narrative videos and also model the relationships between characters, both in the automatic manner. This signifies a possibility of a tool that can visualize a narrative based on an approach different from those used in existing studies. However, its drawbacks have been observed in terms of limited applications and difficulty in grasping a narrative's features at a glace. It was assumed that Character-net could be improved with the introduction of information design. Against the backdrop, the paper first provides a brief explanation of visualization design found in the data information design area and investigates research cases focused on the visualization of narratives present in videos. Next, key ideas of Character-net and its technical differences from existing studies have been introduced, followed by methods suggested for its potential improvements with the help of design-side solutions.

Study on the Transfiguration of Animation's Narratives using Archetypical Narratives -Focused on the Disney's (동화를 원작으로 하는 애니메이션의 서사 변용에 대한 연구 - 디즈니 애니메이션 <라푼젤>을 중심으로)

  • Kim, Eun-Sung;Lee, Young soo;Kang, ji young
    • Cartoon and Animation Studies
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    • s.44
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    • pp.263-284
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    • 2016
  • The transformation of plots using the archetypical narratives is not just a repetition of the past story, but finding a new suitable meaning for present time and society. Due to this, the story can be variated depending on what the transformation has the main point for. Disney's animation overcomes the narrative feature of the past classic fairy tale that worked only for particular age and people, and recognized as a contemporary story that can give impression to more various people. This study use Vladimir Propp's Morphology of the Folktale, Carl Gustav Jung's complexes and shadow theory to examine how this animation is modernly recreated by transforming the archetypical narrative. As a result, we can find characteristics of structure and function for contemporary story, and those also work with characters in the recreated animation. Through this study we discovered that Disney's animation is a transfiguration of archetypical narrative through the exhaustive analysis, and this could be the helpful research for the future creation of animation which uses the archetypical narratives.

The Type of e-book's Visualization by the Narrative Space (내러티브 공간에 의한 이북(e-book)의 시각화 유형)

  • Shin, Seung-Yun;Jung, Hyun-Sun
    • The Journal of the Korea Contents Association
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    • v.14 no.7
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    • pp.103-114
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    • 2014
  • This study intends to make a proposal the direction classification to develop the independent study of e-book's visualization. For this, we research into the e-book of Disney animation which achieved recognition in the literary value and amusement First of all, We grasp the meaning of the concept of e-book's aerial-image and perceptual principle. Next, We found the subject that starts the movement, and then observed the factor of the presentation to be possible to experience the actual spatial experience by the motion-produced cues. Through analysis process, We can classify the appearance elements, media, camera, and the readers' motion-produced cues into 13 parts and define as the codes. As we analysis the frequency of use of the analysis object, We separated it into the 46 combination exercises. According to the combination with the independent exercise, We separated them into 4 groups. There are the actual spatial experience, narrative spatial experience, the experience of characters. The basis for these, we can analyze the characteristics of the motion-produced cues. This study has the meaning of the expansion of e-book into the film language system by separating the e-book's narrative visualization type.

Diverse Aspects of the Antagonist of the Game through the theory of Film Narrative (영화의 이야기 구조를 통한 게임의 Antagonist 양상과 특성 연구)

  • Ahn, Sang-Hyuk
    • Archives of design research
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    • v.17 no.4
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    • pp.299-306
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    • 2004
  • From oral literature to the online game, the narrative has been extended to be comprehensive of various temporal and meaningful facets. Antagonism between the desire and the obstacle propels the narrative story of the game and film. Essential to the concept of antagonism is the role of an antagonist with power to endanger the protagonist; the strength of that force grabs the spectator's interest. An antagonist becomes the obstacle that guards the distance between a protagonist's desire and ability to attain ti. Although an antagonist is the obstacle to overcome in a story, for ordinary people, the intense rivalry between the pro and antagonist offers an unlimited framework for the discussion of game with film narrative which create an interplay of desire and identification. In this paper, I am going to analyze the diverse aspects of the antagonist in the spectator's fantasy of the visual story such as film and multimedia.

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Archetype and Adaptation of the Heroic Narrative Structure in NHK Drama Yoshitune -Focused on Hero's Journey by Joseph Campbell (NHK드라마 「요시쓰네(義經)」에 나타난 영웅 서사구조의 원형과 변용 -조셉 캠벨의 영웅서사를 중심으로-)

  • Choi, Jung-Eun
    • The Journal of the Korea Contents Association
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    • v.12 no.2
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    • pp.163-172
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    • 2012
  • The hero is in the TV drama's long. TV drama Heroes historical blip on the public's desire to delegate to the body and its functions as an intensive, which have a specific period drama that soars like a hero's welcome and it is the communication between the viewer a sense of contemporary popular devices that can be separated. This study today, the various cultural areas which are becoming popular in Japan's historical hero 'Yoshitune' a heroic drama, the hero's narrative research stories In the analysis occupies an important place in the Joseph Campbell's 17 steps of heroic narrative, based on analysis achetype and adaptation. Campbell, 11 of the 17 stage dramas to apply different levels, and the omission of two steps, and shows a variation of the four stages, in order to relaunch the popular culture as the content selection and a constant strain was able to find out that you need.

Narrative Frames and Interpretive Communities: Frame Competition over the Resumption of W.O.C. Controversy and Journalistic Discourse of Interpretive Community (내러티브 프레임과 해석 공동체: '전작권 환수 논란'의 프레임 경쟁과 해석 집단의 저널리즘 담론)

  • Kim, Kyung-Mo;Chong, Eun-Ryung
    • Korean journal of communication and information
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    • v.57
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    • pp.109-136
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    • 2012
  • This research analyzed the news coverage of controversy over Korean resumption of Wartime Operational Control from the United States in 2006, trying to find various narrative frames and their relevance to the characters of journalistic interpretive communities. Three competitive frames emerged: Self-national defense and peace making, Balance of self-national defense and the Korea-US alliance, and Priority of the Korea-U.S. alliance and national security. Journalistic discourses were also analyzed through the in-depth interviews of 14 journalists from three interpretive communities. The results revealed that competitions of narrative frames reflected the tensed relationship among political power blocs, each representing the liberal, moderate, or conservative camp of Korean society, and preference of journalistic practices such as objective journalism to advocacy journalism. Finally, inferences were made that the clashes among interpretive authorities, existing behind the competition of news frames, restrained public deliberations on a critical incident regarding national security by blocking up the reasoned news coverage of political controversy.

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Strategy of Disney Animation Using Hero's Narrative (영웅서사를 활용한 디즈니 애니메이션의 전략)

  • Kim, Sae-Hoon;Lee, Hye-Won
    • The Journal of the Korea Contents Association
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    • v.14 no.9
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    • pp.76-84
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    • 2014
  • Despite the fact that culture and the industrial market is growing rapidly and becoming competitive, Disney animation studio has kept its reputation. They have their own know-how accumulated for a long time to stimulate the audience's sensibilities beyond time and space. This study is looking for the strategy of Disney animation using effects and forms of Hero's narrative. As a result, the original works have been adapted by 3 spaces of hero's narrative and songs was prepared according to the journey. Characters was constructed by combining original and it made an antithetical Antagonist and the triangle of helpmates. These strategies satisfy contemporary needs, as well as Disney's ideology using transformational resilience. Research will be needed to utilize the elements of culture through the analysis of the common strategy for success in spite of the time change.