세컨드 라이프 속 디지털 스토리텔링 [해외논문]
When you read a book, you
imagine and experience
the world as written by the
author. When you watch a !lm, you see
and hear the world as envisioned가시적인 마음속에 그리다[상상하다] by the
director. When you visit an online 3D
immersive StoryWorld environment,
you enter that world. You feel what it’s
like to be one of the characters, to be
inside the essence of the author’s story.
You have complete freedom to meander특별한 목적 없이 이리저리) 거닐다,
pause, or experience a 3D dramatic
storyline as you like it.
Not long ago, my work with digital
storytelling collided충돌하다, 부딪치다 with Peggy Sheehy’s
student Second Life project at Suffern
Middle School in Ramapo, New
York. Creativity exploded as Sheehy,
Su"ern’s media specialist, challenged
me to take digital storytelling into
new forms, such as machinima (!lmmaking
in virtual worlds) and using
Second Life for interactive stories.
The Story Prompt신속. 즉답: Finding a Story
how the struggle with decisions had
an impact on their lives.
Translating into 3D StoryWorlds
#e traditional storyboard for translating
narrative into media was quite
literally too $at, so we improvised
by asking students to construct a diorama
that would help translate their
stories into a 3D environment.
What media choices could create
more-illuminating이해를 돕는, 분명하게 하는
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