DOI QR코드

DOI QR Code

Conversional Aspect of The Theme Space Based on Visual Image Content:A Focus on Representation through Adaptation

영상콘텐츠에서 테마공간으로의 전환 양상:각색을 통한 재현을 중심으로

  • 신동희 (성균관대학교 인터렉션사이언스학과) ;
  • 김희경 (성균관대학교 인터렉션사이언스연구소)
  • Received : 2011.12.30
  • Accepted : 2012.04.05
  • Published : 2012.04.28

Abstract

The purpose of the thesis is to answer the question on how the visual image content, being the original content, should be adapted to and represented as a spatial content. The thesis focuses on adaptation as the key in the conversion process of visual image content to a themed space. There are many published studies dealing with storytelling, adaptation from books to movies and TV shows, or from movies to games and vice versa. On the contrary, when it comes to adaptation from visual image content to spatial content, noticeably few studies were done on the method, and fewer studies view adaptation as the prior step of storytelling. This study first defines adaptation, and then applies the methods of Gianetty and Dudley which is further incorporated into the conversion of visual image content into a themed space. It then turns the attention to the characteristics of themed spaces. A case study highlights that a themed space is a spatial representation of the story, image and action in the visual image content, and analyze the type of adaptation made. The study results draws two conclusions; adaptation must be carried out prior to the storytelling of the spatial content; and opposed to a third-person view of the visual image content, the main factor in a themed space is first-hand experience. Thus, the thesis suggests that conversion from visual image content to themed spaces are not merely imitative but is a full range of recreation of a new content. It is expected that more detailed analyses on the particulars will lead to feasible outcome on implementing various methods of adaptation and bring about effective conversions between the visual image contents and themed spaces.

Keywords

Visual Image Content;Theme Space;Conversion;Adaptation;Representation

Acknowledgement

Supported by : 한국연구재단, 정보통신산업진흥원

References

  1. 볼프강 가스트, 영화, 문학과 지성사, p.32, 2006.
  2. 더들리 앤드루, 영화이론의 개념들, 시각과 언어, p.149, 1998.
  3. 박범신, 원작소설의 영상화에 대한 구조적인 문제점, 영화, 영화진흥공사, p.90, 1990.
  4. Keith Cohen, Film and Literature:The Dynamic of Exchange, New Haven, Yale Univ, Press, 1979. 이정은, "소설과 각색된 텔레비전 드라마의 비교 연구", 단국대학교 석사논문, p.23, 2005, 재인용.
  5. 데이비드 하워드, 에드워드 마블리, 시나리오 가이드, 한겨레 신문사, p.29, 1999.
  6. 루이스 자네티, 영화의 이해, 현암사, pp.399-400, 2003.
  7. 더들리 앤드루, 영화이론의 개념들, 시각과 언어, p.145, 1998.
  8. 박성수, 재현, 시뮬라르크, 배치, 문화과학 24호, p.39, 2000.
  9. 최성은, "테마파크 재현적 공간과 표현 특성에 관한 연구:의도적 연출 기법을 중심으로", 국민대학교 석사논문, p.30, 2003.
  10. 박근서, 게임하기, 커뮤니케이션북스, pp.30-38, 2009, 재구성.
  11. 앤드류 롤링스, 데이브 모리스, 게임 아키텍춰&디자인, 제우미디어, p.59, 2004.
  12. Juul and Jesper, Half Real, Cambridge:The MIT Press, p.19, 2005.
  13. 한창완, 홍난지, "웹툰의 영화화를 위한 스토리텔링 연구:웹툰〈이끼〉의 스토리텔링을 중심으로", 한국콘텐츠학회논문지, 제11권, 제2호, p.187, 2011, 재구성. https://doi.org/10.5392/JKCA.2011.11.2.186