• 제목/요약/키워드: space narrative research

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"空間轉向"与叙事空間

  • 조빈;엄영욱
    • 중국학논총
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    • 제66호
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    • pp.1-13
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    • 2020
  • After the "spatial turn" space narrative has become the hottest "doctrine". Howe er, the current space narrative to a bottleneck stage, a variety of reasons. "Spatial turn" of the modern trend of thought has a unshirkable responsibility. Has been, scholars turned to "empty" the complex relationship between space narrative and, type of narrative space narrative theory problem also not too clear by the noun, the term textual research, narrative of space studies provide some of the necessary theoretical support, to promote the healthy de elopment of the research on novel narrative space.

애니메이션 영웅서사의 공간지도 연구 (The Hero's Journey of Animation from the Spatial Map Model)

  • 신연우
    • 한국멀티미디어학회논문지
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    • 제22권6호
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    • pp.729-737
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    • 2019
  • This study defined the animation space as the concept of map based on the space of Joseph Campbell's heroic narrative. The space in which the animated character exists is an image symbolic language that reflects the inner and outer growth stages of the hero. I focused on the spatiality that plays the role of the power to lead the narrative and examined the meaning as the mediator that leads the heroic narrative. First, 6 spatial variables were derived by observing 'Hero's Journey 'which is used as a basis of US commercial animation scenario. Second, spatial variables are defined as 64 zones and proposed as 'Spatial Map Model of the Hero's Journey' (SMMH). Third, the character space of was applied to 'SMMH', and the change of space utilization rate and spatiality and the narrative meaning were analyzed. This study extended the narrative of animation space which was not actively studied to map concept. It is possible to provide a different viewpoint in animation production and research.

Narrative Time and Typographical Space: Towards a Typographical Narratology

  • Kim Chang-Rea;Park Jung-Sik
    • 디자인학연구
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    • 제19권3호
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    • pp.59-70
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    • 2006
  • Narratologists have long raised the question of how narrative theories could be applied to other disciplines that involve stories and storytelling. Focusing on recently revitalized concepts of space, sequence, and story, this article attempts to illustrate narrative constructions in various fields of arts and humanities and examine them particularly in typographical works. Through the concept of narrativity, this article highlights the prevalent uses of narrative in typography and scrutinizes the ways in which a sense of storyness is forming and emerging in some typographical works. Particularly emphasized are the importance of and interplay between the formal and cultural attributes of narrative that transform the spatial world of visual images to the temporal world of stories. Narrative is arguably the most familiar, interesting, and effective medium of communication regardless of age, race, and culture, and can be critically rethought to apply to typography and design.

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내러티브 관점에서의 과학박물관 전시공간 분석 - 과천과학관의 자연사 및 전통과학 전시공간을 중심으로- (A Research of Exhibition Narrative Oriented Space Analysis of Science Museum - Based on Exhibition Space of Gwachun National Science Museum)

  • 김성진;이현수
    • 한국실내디자인학회논문집
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    • 제23권2호
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    • pp.108-116
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    • 2014
  • This study is based on the arguments of Sofia Sarah and concept of 'Sequence Narrative' of Nigel Coates, the founder of Nato. Specifically, this study was conducted under the premise that narrative exhibition space will affect the engagement of viewers. As a result of this study, a method of analyzing a science museum's exhibition space was presented using the narrative structure and the following attributes of visuals: sequence of viewing; spatial tension; spatial pace. The findings are as follows. In terms of 'spatial tension', the exhibiton space with the following progression was more likely to provide viewers with in-depth experience: 'raise of tension' - 'change of pace' - detente.' Although the limited sample doesn't lead to verification of the analysis method and conclusion of its significance, the following was clearly revealed: Exhibiton space that utilizes the structure and attributes of a narrative that provides progression and dramatic tension, as if the viewers were watching a film, is more likely to offer in-depth experience than other spaces. In terms of 'phase transition', the following was revealed: Pace variation around the space with the strongest spatial tension could affect the concentration and engagement of viewers. It suggests the following fact: Spatial rhythm and speed variation in the area with the strongest visual emphasis encourage viewers to feel the spatial changes, maintain their concentration, and continue their viewing.

시퀀스 내러티브 관점에 따른 '오설록 티하우스' 공간의 제품 전시 디자인 사례 연구 (A Case Study of Display Design of Space 'O'sulloc Teahouse' from the Point of Sequence Narrative)

  • 양현정;이현수
    • 한국실내디자인학회논문집
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    • 제23권1호
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    • pp.61-68
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    • 2014
  • Recently, there have been increasing attempts to pursue and express feelings such as sensibilities, emotions, and impressiveness in commercial spaces. One of such methods is to apply 'storytelling' to space designs. Applicability of storytelling to a space suggests that the contents of a space can be expressed through various mediums. Portraying events and situations through a single time continuity of a story is referred to as 'narrative'. The movement of users and sequence of contents are determined by a narrative. It provides different storytelling and a sense of place to each space through various roles, such as wide association, engraving, and image formation. A narrative can lead users to engage in different perceptions and behaviors even in spaces with the same content. Thus, this study is intended to examine the impact of space marketing in line with design narratives, assuming that narratives of commercial space designs will influence the formation of brand identity. The research methods are as follows. First, the definition of narratives in space design was established by examining narrative architectures. Second, design analysis tools for commercial spaces were established from the perspective of narratives through preceding studies. Third, the design narratives of different shops under the same brand were comparatively analyzed through a case study. To carry out a case study, a commercial space of 'O'sulloc' was selected, and its brand identity was studied from the narrative standpoint. The case study involved interior designs of 7 road shops of 'O'sulloc.' Among the 7 road shops, two of them with the biggest difference in design narratives were selected, and an observation survey was done on the users as a second analysis. Through the observation survey, actual design narrative experience was analyzed in 4 steps of introduction, development, turn, and conclusion. The findings are as follows. The design method of each shop varied, and different design elements were emphasized. Among various elements, the ones that reflect the brand identity of 'O'sulloc' the best were logo, product, and shape. During the process of narratives, the characteristics of each shop and user recognition and behavior varied depending on the degree of emphasis on a particular element. It suggests that space design narratives can influence the formation of brand identity. This study provides ideal directions of developing space designs necessary for forming brand identity from the standpoint of Korean traditional culture modernization. Future studies could discuss the economic feasibility of such designs.

영화 <기생충>의 공간서사 분석 (An analysis of the Spatial Narrative of the Film Parasite)

  • 팡샤오
    • 한국엔터테인먼트산업학회논문지
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    • 제14권1호
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    • pp.41-49
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    • 2020
  • 서사 활동은 인류가 처한 공간과 공간에 대한 의식과 밀접한 관계가 있다. 봉준호 감독은 영화 <기생충>(2019)에서 도시 공간 배치에 대한 독특한 견해를 통해 명확한 계급 분화가 존재하는 상하 대립의 공간을 구축했을 뿐만 아니라 공간에 대한 복잡하고 자연스러운 서사를 진행하였다. 봉준호는 현실주의 기법을 사용해 각기 다른 공간에서 살아가는 사람들의 일상적인 생활환경과 충돌을 통해 자본주의 사회 계층 사이에 존재하는 차별과 화해될 수 없는 모순을 표현하였다. 본 연구는 봉준호 영화 <기생충>의 공간 서사에 주목하고 이를 토대로 인물 사이의 관계와 사회 계급 관계에 대한 고찰을 통해 봉준호 감독의 공간 서사 의식과 영화 창작 스타일을 탐구하고자 한다. 공간은 영화 서사의 중요 요소이고 또한 영화 <기생충>에서도 많은 비중을 차지하고 있으며, 공간은 이 영화의 서사 전개를 위한 기초가 된다. 영화의 공간 서사는 물리적 공간에 한정되지 않고, 인물과 사회 사이의 관계를 밝히는 은유적 의미를 지니고 있다. 또한 해당 영화는 유형 영화일 뿐만 아니라 시대 발전 과정에서 사회 계층의 모습에 대한 기록 역할도 담당한다. 전체 영화는 사상성과 예술성이 적절히 결합되었고, 관객들은 이 영화를 통해 일정한 공감을 얻을 수 있으며, 또한 사회의 상황에 대해 깊이 생각하게 만들었다.

영화에서의 공간에 관한 연구 - 히치콕의 영화를 중심으로 - (A Study on the Space of Film - Focused on Hitchcock's Film -)

  • 장수;최원호
    • 한국멀티미디어학회논문지
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    • 제23권2호
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    • pp.376-382
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    • 2020
  • In the 1970s and 1980s, space installations in films became a new approach to film research. Many film directors and theoretical scholars believe that the space setting in films, other than textual stories, is an important core of film narrative research. Early film scholars have proposed that the film space with sensory narrative mode as the core motive force can promote people's in-depth understanding of the film content. Therefore, many researchers have tried to emphasize the importance of space in films through Hitchcock's films, but have not analyzed the elements and techniques of film space performance in detail. Reviewing the Hitchcock's classic crime film, through the space set in the traditional film, we can discover the movie techniques and concepts related to space. Therefore, this study takes Hitchcock's classic crime film as an example, and through analysis of film space expression techniques, attempts to propose factors for film space creation and bring new spatial perception effects to the audience.

주역 스토리텔링 웹-카툰 게임 (I-Ching Storytelling Web-Cartoon Game)

  • 심광현;이기형;권호창;김진희;최대혁
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2009년도 학술대회
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    • pp.1265-1271
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    • 2009
  • 본 연구에서는 동양의 우주론적 철학의 집결체라 할 수 있는 주역(周易)을 서사적 관점에서 재해석하고 이를 디지털 스토리텔링의 방법론과 결합시킨다. 연구성과를 데이터베이스로 구축한 후 웹-카툰 형식으로 시각화하고 인터랙티브 요소를 가미하여 '주역 스토리텔링 웹-카툰 게임'을 개발한다. 게임의 유저는 주역 내러티브의 가이드라인을 따라가면서 이를 자유롭게 변형 해석하고 재배치하면서, 마치 놀이를 하듯이 새로운 이야기들을 창발적으로 만들 수 있다.

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

  • 신승윤;정현선
    • 한국콘텐츠학회논문지
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    • 제14권7호
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    • pp.103-114
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    • 2014
  • 본 연구는 이북(e-book)의 내러티브 시각화 연구를 독자적인 영역으로 구축하여 발전시키기 위한 연출분류를 제안하는 데에 목적이 있다. 이를 위해 전 세계적으로 작품성과 흥행성을 인정받은 디즈니 애니메이션의 이북을 분석 대상으로 연구하였다. 먼저 이론적 고찰을 통해 이북의 영상 공간 구조와 관점적 지각원리를 파악하였다. 다음으로 운동을 일으키는 주체를 찾고, 운동 단서에 의해 현존감 높은 공간 경험을 가능하게 하는 연출 요소들을 관찰하였다. 분석 과정에서 등장 요소와 매체, 카메라와 독자의 운동단서를 13개로 분류하고 코드로 정의하였다. 이를 기준으로 분석 대상의 사용 빈도를 분석하여 46개의 결합 운동으로 분류하고 4가지 그룹으로 정의하였다. 이를 실제 공간 경험, 내러티브 공간 경험, 캐릭터성 경험으로 분류하여 운동 단서의 특징을 분석하였다. 본 연구는 이북의 내러티브 시각화 유형 분류하여, 이북을 영상언어로 확장할 수 있는 체계를 마련한 기조 연구로써 의미가 있다.

스토리텔링구현을 통한 농촌관광마을에서의 장소성확보 -개실마을의 사례를 중심으로- (Securing Placeness at Rural Tourism Village Via Storytelling Implementation -Focusing on Case study of Gaesil Village-)

  • 이병훈
    • 농촌계획
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    • 제18권1호
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    • pp.47-57
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    • 2012
  • The following study has examined possible methodological approach and prospect of implementing storytelling in rural tourism field. It is aimed towards deducing principles of space composition behind securing placeness of rural tourism village through storytelling. The research had been conducted by archival research and case study on field of interest, and its findings are as follows: 1) Storytelling exhibits principles of narrative structure (exposition, complication, climax, and resolution) in various fields, and has shown tendency to structuralize a plot. 2) It can be said that storytelling is deeply related with people's associations of their inner mind. This can be a logical explanation of a certain sight or location, which is a physical environment itself being the actual narrator and distributor in storytelling. 3) In order to convey a story in a more convincing way, storytelling a naming strategy based on a rhetorical technique, which has been shown to positively influence creating unique placeness of a rural village. As indicated in our study, means of storytelling-"Continuity and tourist circulation of space composition with a narrative structure, spatial hierarchical order, concealment and revelation, cast, and naming based on rhetorical technique and facilities positioning"-is a viable solution that can bring recovery of the rural village's unique placeness, as well as spatial development for sustainable rural tourism.