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Story and Discourse: Narrative Structure in Fiction and Film

31 May 1980-
About: The article was published on 1980-05-31 and is currently open access. It has received 1885 citations till now. The article focuses on the topics: Narrative structure & Narrative criticism.
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Dissertation
22 Jun 2007
TL;DR: In this article, the authors examined the situation for generational conflict in terms of coresidence between the aging parents and their adult children in Korea and suggested the Church Round Table as a method for resolving the conflict.
Abstract: This study examines the situation for generational conflict in terms of coresidence between the aging parents and their adult children in Korea. It investigates the history and problems of the intergenerational bond in Korean society and the Korean Church based on a hierarchical relationship. The study proposes a Christian approach about the intimate intergenerational relationship. In addition, it suggests the Church Round Table as a method for resolving the conflict. To develop this study, two kinds of methods, the first advocated by D Browning (1991) and the second by Rubin and Rubin (1995), are adopted. In traditional Korean society, the duty of family members to care for the elderly is a concept known as filial piety. It has been commonly assumed that elderly people are expected to depend on their children in their old age. However, during the past decades, Korea has experienced dramatic social restructuring. This rapid modernisation and industrialisation in Korea has deprived the elderly of many important family and social roles. Whereas the elderly, who had hardly prepared for their own well being, expect to live together under their children’s care, the adult children do not want to give full support to their parents, resulting in intergenerational conflict for family support. To create an intergenerational relationship with open dialogue, communicability is needed to resolve the conflict between the aging parents and the adult children, namely the communicability of the Church Round Table, as adapted from the story of King Arthur’s Round Table. The Church Round Table has three key issues: kenosis, equality, and reconciliation within all three participates: the aging parent, the adult child, and a pastor. In rule-governed interpersonal interaction by three issues, this thesis has developed by proposing the Church Round Table as place to resolve intergenerational conflict between them. To accomplish the claims, theoretical background and practical strategies are addressed in this study.

9 citations

Dissertation
01 Jan 2012
TL;DR: The study demonstrates how starting out from linear storytelling, iterative steps of ‘implicit creation’ can lead to more variability and interactivity in the designed interactive story, and proposes IDS-specific creative principles for evaluation in future work.
Abstract: ‘Implicit Creation’ – Non-Programmer Conceptual Models for Authoring in Interactive Digital Storytelling Ulrike Martina Spierling Interactive Digital Storytelling (IDS) constitutes a research field that emerged from several areas of art, creation and computer science. It inquires technologies and possible artefacts that allow ‘highly-interactive’ experiences of digital worlds with compelling stories. However, the situation for story creators approaching ‘highly-interactive’ storytelling is complex. There is a gap between the available technology, which requires programming and prior knowledge in Artificial Intelligence, and established models of storytelling, which are too linear to have the potential to be highly interactive. This thesis reports on research that lays the ground for bridging this gap, leading to novel creation philosophies in future work. A design research process has been pursued, which centred on the suggestion of conceptual models, explaining a) process structures of interdisciplinary development, b) interactive story structures including the user of the interactive story system, and c) the positioning of human authors within semi-automated creative processes. By means of ‘implicit creation’, storytelling and modelling of simulated worlds are reconciled. The conceptual models are informed by exhaustive literature review in established neighbouring disciplines. These are a) creative principles in different storytelling domains, such as screenwriting, video game writing, role playing and improvisational theatre, b) narratological studies of story grammars and structures, and c) principles of designing interactive systems, in the areas of basic HCI design and models, discourse analysis in conversational systems, as well as gameand simulation design. In a case study of artefact building, the initial models have been put into practice, evaluated and extended. These artefacts are a) a conceived authoring tool (‘Scenejo’) for the creation of digital conversational stories, and b) the development of a serious game (‘The Killer Phrase Game’) as an application development. The study demonstrates how starting out from linear storytelling, iterative steps of ‘implicit creation’ can lead to more variability and interactivity in the designed interactive story. In the concrete case, the steps included abstraction of dialogues into conditional actions, and creating a dynamic world model of the conversation. This process and artefact can be used as a model illustrating non-programmer approaches to ‘implicit creation’ in a learning process. Research demonstrates that the field of Interactive Digital Storytelling still has to be further advanced until general creative principles can be fully established, which is a long-term endeavour, dependent upon environmental factors. It also requires further technological developments. The gap is not yet closed, but it can be better explained. The research results build groundwork for education of prospective authors. Concluding the thesis, IDS-specific creative principles have been proposed for evaluation in future work.

9 citations

Book ChapterDOI
01 Jan 2011
TL;DR: This chapter describes Darshak, an end-to-end system that automatically generates camera shot sequences for generation from a given story and visualization goals by an execution module implemented on the game engine.
Abstract: This chapter describes Darshak, an end-to-end system that automatically generates camera shot sequences for generation from a given story and visualization goals. The shot sequences that are generated by Darshak are visualized on a commercial 3D game engine automatically by an execution module implemented on the game engine.

9 citations

01 Jan 2012
TL;DR: The authors discuss the problem for translation posed by linguistic variation, and in particular by the relation between discourse and place, within the framework of Descriptive Translation Studies and following a communicative approach to translated fiction.
Abstract: This article aims to discuss the problem for translation posed by linguistic variation, and in particular by the relation between discourse and place, within the framework of Descriptive Translation Studies and following a communicative approach to translated fiction. For this purpose, this article discusses linguistic variation in terms of the correlation of linguistic form, communicative meaning and socio-semiotic value, considers the fictional recreation of accents and dialects, and suggests several major strategies for the translation of such literary pseudo varieties (following Brisset 1996; Chapdelaine and Lane Mercier 1994; Rosa 1999, 2001, 2003; Ramos Pinto 2009a and 2009b; Cavalheiro 2009; Rosa et al. 2011). Throughout this paper, translational patterning regarding the translation of literary pseudo varieties already identified by previous research will be discussed with the purpose of identifying and discussing the underlying translational norms.

9 citations

Journal ArticleDOI
TL;DR: In this article, the authors dealt with both the word-formation mechanism of blending and the creative process involved in providing characters with proper names in cartoons or TV series for children in English.
Abstract: This article deals with both the word-formation mechanism of blending and the creative process involved in providing characters with proper names in cartoons or TV series for children in English. The study addresses the nature and features of proper and common names, two apparently well-distinguished categories, as well as, and basically fictional proper names, by suggesting differences between fictional proper names and other types of proper and common names. Furthermore, it discusses the presence of blending in fiction and in fictional proper names, with special reference to charactonyms. The main focus of this work is on blended charactonyms in cartoons addressed to children, which for the purposes of this study will be called cartoonyms or charactoons. Questions such as the following are addressed: the formation or creation of cartoonyms or charactoons from pre-existing material; the semantic motivations behind their formation; their resulting structural complexity; their particularly descriptive, exp...

9 citations