• Title/Summary/Keyword: narrative strategies

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A Study on the Strategy of Sub-Character in Entertainment Programs (예능프로그램의 부캐릭터 전략 연구 - <놀면 뭐하니?>를 중심으로 -)

  • Lee, EuiJung;Lee, JongHoon
    • Journal of Korea Multimedia Society
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    • v.24 no.5
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    • pp.709-716
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    • 2021
  • The current trend of entertainment programs is an "Sub-character." This study is to find out which strategies were chosen, considering the entertainment program "Hang Out With Yoo" as the beginning and front-runner of craze for Sub-characters. The following results were deduced: implementation of trendy characters, aggressive acceptance of growth narrative and expansion of episodes. The success or failure of an entertainment program depends on the implementation method of differentiated characters. At this point in time when Sub-characters are continuously developed, this program is meaningful in that it has presented the strategies for Sub-characters reflecting the demand of audience.

Identification of Advantages and Disadvantages Relative to Competitors of Politicians According to the Narrative Styles by Applying Voice Analysis (음성 분석을 통한 정치인들의 화법에 따른 경쟁자들 간의 상대적인 유·불리 규명)

  • Choi, Ji Hyun;Cho, Dong Uk;Lee, Bum Joo;Kim, Chan Jung;Jeong, Yeon Man
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.41 no.5
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    • pp.602-609
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    • 2016
  • In a smart society, politicians analyze the big data of voters to build a favorable political positions. In other words, a variety of digital footprints uploaded in SNS or Internet are used to set the election strategies and political directions. In comparison, it is difficult for voters to extract intention information about how politicians are performing a political acts. Therefore, it is important that voters need to analyze what intention of politicians are like for two way interaction between voters and politicians. For this, in this paper, we want to do the identification by analyzing IT technologies to narrative styles of politicians who pursue relative advantages or gains compared to other competitors. The experiments will be carried out to identify about what relative advantages compared to other competitors by narrative styles of next presidential candidates who are expected to run into the next presidential election by analyzing the usual audio interviews.

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.

Documentary Narrative Strategies by Platform: Focusing on (플랫폼에 따른 다큐멘터리 서사전략 연구: 를 중심으로)

  • Kwon, Sang-Jung;Chang, Woo-Jin
    • The Journal of the Korea Contents Association
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    • v.21 no.5
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    • pp.949-960
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    • 2021
  • Documentaries based on facts not only contain the spirit of that era but have been transformed in various ways according to changes in technologies and media. This study analyzed under the premise that the original documentary of YouTube plays a role in representing the characteristics of the medium. YouTube's original documentary is released on YouTube and then re-edited and released as a documentary film, and has the same shooting source, and is edited and described differently depending on whether it is a YouTube or a movie. This is the content that can confirm the media differences between YouTube documentary and documentary film. The cinema version shows the difference in that the narrative is developed using third-person narration and subtitles, mainly for handheld shooting and smooth editing, and the YouTube version is developing the narrative centering on audio-centric rough editing, interviews and background music. Through this, it can be seen that the YouTube version reinforces intimacy through a personal and direct expression method, while the cinema version reinforces objectivity through an official and indirect expression method.

Strategies and difficulties of making Jeokbyeok-ga into Changguk (<적벽가> 창극화의 전략과 한계)

  • Lee, Jin-Joo
    • (The) Research of the performance art and culture
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    • no.39
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    • pp.31-67
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    • 2019
  • This thesis examines the difficulties of utilizing the narrative and music of Pansori: 판소리 in Changguk: 창극. For this examination, I consider that the reason for the difficulty of making Changguk is the difference between Pansori and Changguk as the genres. Most of the Changguk based on the traditional five Pansori works perform the narration and songs of Pansori literally. However, the original narrative of Pansori has a distinctive dual structure since the formation of its first and second half is created separately. As the drama genre visualizes the story and emphasizes the consistency of action, unlike Pansori, the duality of the original narrative can be seen as the inconsistency of the action. In addition, since the sounds of the original Pansori are rather explanatory than dramatic even in the climax scenes of Jeokbyeok battlefields, it is difficult to produce dramatic scenes in Changguk. The voices of the military, not in the original works, play important roles in revealing the hidden theme effectively in Changguk. However It is impossible to relocate the original text of Pansori into Changguk, as even the voices of the military lack verisimilitude in terms of narrative. Changguk can only be developed as its own work by actively researching and dismantling Pansori .

Faulkner's Narrative Strategies and the Nature of History in Absalom, Absalom!

  • Rhee, Beau La
    • Journal of English Language & Literature
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    • v.56 no.6
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    • pp.1091-1103
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    • 2010
  • Absalom, Absalom! is not only about family history but also about the nature of reconstructing history. Faulkner shows us what will happen if we give too much credit to the person having the authority; he first makes us listen to Rosa, so we just listen without doubt until we arrive at the question of the objectivity of her narration, when we get to know Sutpen's design. Meanings of "facts" change depending on who perceives the facts. The incremental repetition of the narrative in the novel resembles the process of our thinking mind and the process of history being constructed. Time is a significant element in determining the meaning of an event, not only because the event cannot be understood without its social, cultural context of the contemporary, but also because only the later events make it possible for the perceiver to categorize it in its proper place in history. Furthermore, through his narrative strategy, Faulkner suggests that imagination play a large part in recreating history. He blurs the distinction between facts and imagination, making us regard Shreve's and Quentin's conjectures as facts in several ways. The conversation between father and son, and the two brothers, which is an imagination constructed through the clues Mr Compson has offered, becomes a fact willingly accepted by the readers as well as Shreve and Quentin. The people in the past, present, and future may be very much unlikely to agree on the same event, because the gap in temporality will keep widening our perceptions. Faulkner demonstrates the nature of history in such a way that we can compare our understanding of the Sutpens' history in the earlier and later part of the novel through repetitions.

A Study of Strategies in Drama Using Literature -Centering on the drama <I will visit you if the weather is nice>(2020) (문학을 활용한 드라마의 전략 연구 -드라마 <날씨가 좋으면 찾아가겠어요>(2020)을 중심으로)

  • Son, Mi-young
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.771-777
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    • 2023
  • This study examines the strategy of using literary works to effectively present the emotions, narrative, and characters of a drama through the drama "I'll Visit You When the Weather is Good" (2020). The drama uses poetry to effectively show the internal conflicts of the characters, allowing the viewers to understand the characters much more closely. It also shows the narrative of relationship change and growth between the characters through the narrative of a fairy tale. On the other hand, by showing still cuts of the characters' diaries in each episode, it creates a lyrical effect, as if watching the drama is like reading a literary work. In this way, the drama "I will visit you when the weather is nice" actively utilizes literature to help viewers relate to the narrative of growth and healing and experience it as their own, thus creating a three-dimensional image of the healing effect of literature.

Narrative Strategies for Learning Enhanced Interface Design "Symbol Mall"

  • Uttaranakorn, Jirayu;McGregor, Donna-Lynne;Petty, Sheila
    • Proceedings of the IEEK Conference
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    • 2002.07a
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    • pp.417-420
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    • 2002
  • Recent works in the area of multimedia studies focus on a wide range of issues from the impact of multimedia on culture to its impact on economics and anything in between. The interconnectedness of the issues raised by this new practice is complicated by the fact that media are rapidly converging: in a very real way, multimedia is becoming a media prism that reflects the way in which media continually influence each other across disciplines and cultural borders. Thus, the impact of multimedia reflects a complicated crossroads where media, human experience, culture and technology converge. An effective design is generally based on shaping aesthetics for function and utility, with an emphasis on ease of use. However, in designing for cyberspace, it is possible to create narratives that challenge the interactor by encoding in the design an instructional aspect that teaches new approaches and forms. Such a design offers an equally aesthetic experience for the interactor as they explore the meaning of the work. This design approach has been used constructively in many applications. The crucial concern is to determine how little or how much information must be presented for the interactor to achieve a suitable level of cognition. This is always a balancing act: too much difficulty will result in interactor frustration and the abandonment of the activity and too little will result in boredom leading to the same negative result In addition, it can be anticipated that the interactor will bring her or his own level of experiential cognition and/or accretion, to the experience providing reflective cognition and/or restructure the learning curve. If the design of the application is outside their present experience, interactors will begin with established knowledge in order to explore the new work. Thus, it may be argued that the interactor explores, learns and cognates simultaneously based on primary experiential cognition. Learning is one of the most important keys to establishing a comfort level in a new media work. Once interactors have learned a new convention, they apply this cognitive knowledge to other new media experiences they may have. Pierre Levy would describe this process as a "new nomadism" that creates "an invisible space of understanding, knowledge, and intellectual power, within which new qualities of being and new ways of fashioning a society will flourish and mutate" (Levy xxv 1997). Thus, navigation itself of offers the interactors the opportunity to both apply and loam new cognitive skills. This suggests that new media narrative strategies are still in the process of developing unique conventions and, as a result, have not reached a level of coherent grammar. This paper intends to explore the cognitive aspects of new media design and in particular, will explore issues related to the design of new media interfaces. The paper will focus on the creation of narrative strategies that engage interactors through loaming curves thus enhancing interactivity.vity.

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Reality Strategies in Fantasy and Narrative Infections -Fiction Vampire and Movie The Grand Budapest Hotel (판타지의 리얼리티 전략과 서사적 감염 -소설 <흡혈귀>와 영화 <그랜드부다페스트 호텔>을 중심으로)

  • Choi, Sung-Min
    • Journal of Popular Narrative
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    • v.25 no.4
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    • pp.397-428
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    • 2019
  • Fantasy emerges from the cracks and crevices of rational reality. Italo Calvino says, "Fantasy is possible when the reader stays at a certain distance without falling into the text." Fantasy does not form farthest from reality. It comes from the confusion between reality and fiction. In short, fantasy does not exist on the contrary of reality, but on the boundary of reality. Reality and fantasy are also structurally intertwined. We can't distinguish the reality from fantasy clearly. In fact, in this case, the reader or audience is confused about whether what I see is real or not. Todorov calls this case "hesitation." Hesitation is a key element of fantasy. Two texts that expressed "hesitation" are Kim Young-ha's short novel Vampire (1997) and Wes Anderson's film The Grand Budapest Hotel (2014). On the surface, these two texts seem to have nothing to do with narrative structural similarities. And both also arouse readers' and audiences' interest by letting confuse reality to fantasy. In Kim Young-ha's Vampire, we can look at the process of confusion of reality called "narrative infection" when a text is read to the reader. In the movie The Grand Budapest Hotel, we can find a strategy to make an unreal story feel like a fact in history. And we can also find a process in which the success stories of alienated characters become reality through 'solidarity' in the film. This paper is a study of how fantasy creates "reality", makes readers feel fantasy, and how it spreads through these two texts.

A Case Study on College EFL Readers: Awareness, Experiences, and Processes

  • Chin, Cheongsook
    • English Language & Literature Teaching
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    • v.17 no.3
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    • pp.1-25
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    • 2011
  • This research primarily aimed to investigate proficient and less proficient EFL readers' awareness and experiences about learning to read and reading in English. The secondary purpose was to explore the participants' reading strategies, and to discover how the genres of English texts influence their reading processing behaviors. The participants consisted of four college students in engineering aged 21-25 years. Three data sources were employed: questionnaires, interviews, and think-alouds. The findings revealed that: (1) the proficient EFL readers judged themselves to be good readers, while the less proficient EFL readers judged themselves to be fair readers; (2) unknown vocabulary was perceived to be the major impediment to reading comprehension; the think-aloud data, however, demonstrated that unknown vocabulary did not significantly interfere with their reading comprehension; (3) regardless of the genre of the text, the participants employed similar reading strategies; (4) the participants were more likely to tolerate ambiguity and predict the content when reading the narrative text than the expository text; (5) there was no set of strategies that distinguished proficient EFL readers from less proficient EFL readers; and (6) when identifying problems, the proficient EFL readers used fix-up strategies more effectively and were better able to provide satisfactory solutions than their counterparts. Pedagogical implications for EFL reading instruction are discussed.

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