• Title/Summary/Keyword: 내러티브 문헌고찰

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Music Choices of GIM(Guided Imagery and Music) Therapist in GIM: Narrative Literature Review (GIM(Guided Imagery and Music)에서 GIM 치료사의 음악 선택에 관한 내러티브 문헌 고찰)

  • Kim, Young Shil
    • Journal of Music and Human Behavior
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    • v.11 no.1
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    • pp.39-62
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    • 2014
  • The purpose of this research was to review the music choices of GIM therapists in GIM. Seven databases and nine music therapy journals were searched with keywords such as "Guided Imagery and Music", "GIM", "Helen Bonny", "Bonny method", "Music and Imagery" and "BMGIM" between 1964 to 2013. Every abstract was confirmed to see whether it meets this research topic. 12 of 126 articles that described the reasons for music choices were selected. It is the result of narrative literature review that GIM therapists chose music to match clients' qualities of moods, emotions, feelings related with issues and clients' themes in therapy. In 5 articles among the 12 articles, authors chose music with considering music elements analytically to match clients' states. Reasonable explanations for music choice were reviewed in these 5 articles. There were limitations to obtain common facts between articles because most of 126 articles were case studies which described from therapists's point of view in a qualitative way. A more fundamental research is required to obtain rationales of music choices in GIM as a music-centered music psychotherapy for the further research.

Narrative Thought and ITS Implication on the Science Education (내러티브 사고의 과학교육적 함의)

  • Kim, Man-Hee;Kim, Beom-Ki
    • Journal of The Korean Association For Science Education
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    • v.22 no.4
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    • pp.851-861
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    • 2002
  • In this paper, two modes of thought are assumed, which are known as the paradigmatic and the narrative mode of thought by Bruner(1985; 1986). The former leads to well-formed argument, but the latter to good story; each providing distinctive ways of ordering experience, of constructing reality. Though the two are complementary, but not reducible to one another. However modern schooling has focused on the paradigmatic mode. It has come to its peak in science education. Recently some educators began to gaze at the narrative mode in other humanities, but not science. Narrative is commonly considered to be foreign to science. But many scientists are convinced that modern science depends on speculation much more than observation. The speculation is conducted by intrapersonal or interpersonal narrative, which was called "science-making" by Bruner(1996). The purpose of this paper is to introduce the narrative mode of thought compared to paradigmatic mode as the new concepts and to discuss its implications on the science education. Three implications will be suggested. The first holds that science class should improve student's narrative sensibility throughout the live science-making. The second holds that the narrative mode of thought should be used with the support of the paradigmatic mode in science classroom. Exactly narrative interpretations are adjuncts to scientific explanations. The third holds that the evaluation method should be developed for the narrative work in science education.

Methodological Review of Research Literature on the Expertise of Science Teachers (과학 교사 전문성 연구의 방법론적 고찰)

  • Oh, Phil-Seok;Lee, Sun-Kyung;Lee, Gyoung-Ho;Kim, Chan-Jong;Kim, Heui-Baik;Jeon, Chan-Hee;Oh, Se-Dug
    • Journal of The Korean Association For Science Education
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    • v.28 no.1
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    • pp.47-66
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    • 2008
  • This is a qualitative review of research literature on the expertise of science teachers. The study first identified a common point of view which the relevant literature shared about teacher expertise. Research methods employed in previous studies were then categorized into four groups, and the characteristics of each group of research methods were discussed. The groups of research methods included uses of questionnaires and interviews, visual representations, classroom observations and discourse analyses, and narrative inquiry. The study finally suggested what aspects of science teachers' expertise should be considered and what sorts of research methods could be employed for future research in this area.

A Narrative Review of Home Modification Using Virtual Reality (가상현실 기반 가정환경 수정에 관한 내러티브 문헌 고찰)

  • Hwang, Na-Kyoung;Shim, Sun-Hwa
    • Journal of Digital Convergence
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    • v.19 no.12
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    • pp.495-504
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    • 2021
  • This review aims to identify the virtual reality (VR)-based home modification programs and provide basic data for the future development and application of domestic VR-based home modification programs. We collected the studies of academic publication or conference, symposium addressed VR-based home modification from January 2011 to June 2021 using hand searching and databases such as Medline, Embase, and Scopus. A total of 7 studies were selected through selection criteria, and the studies were quantitative and qualitative studies on the development of VR prototype for home modification and the acceptability and usability of the programs. VR-based home modification have been developed and applied for various purposes for stakeholders involved in home modification. It can be used as the tools for fostering experts in home modification, evaluating the home environment remotely, and facilitating communication and collaboration with the stakeholders in the modification process. In the future, studies on development and feasibility of VR-based home modification program reflecting the characteristics of domestic housing should be conducted, and it is expected to be utilized as a tool to support the home modification process.

Cognitive behavior intervention for critical incident stress management in fire fighters in Korea (소방공무원의 위기상황 스트레스 관리를 위한 인지행동 개입과 대책)

  • Lee, Eun-Jung;Kim, Jee-Hee
    • Journal of the Korea Convergence Society
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    • v.6 no.2
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    • pp.13-18
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    • 2015
  • The purpose of the study is to investigate the predisposing factors of posttraumatic stress disorder (PTSD) in fire fighters in Korea and to suggest the program development and solution to the critical incident stress management (CISM) in the future. PTSD is characterized by invasion, withdrawal, negative change of cognition and mood, and hypersensitivity. Trauma memory includes explicit memory and implicit memory. The explicit memory is conscious, cognitive, and descriptive and is controlled by hippocampus. The data of explicit memory have inhibitive and narrative language structure. The implicit memory is inconscious, emotional, and remembered by the body. The implicit memory is controlled by amygdala and has inexpressive language structure. The deletion of implicit memory is the key point to trauma treatment. Critical incident stress management (CISM) is the approach for the solution of PTSD. In conclusion, the essential goal of CISM is the psychological cessation of PTSD. This study tried to suggest the education program development of PTSD.

Archival Memory on the Web: Web 2.0 Technologies for Collective Memory (웹에서의 기록과 기억: 집단 기억을 위한 웹 2.0 기술)

  • Sinn, Dong-Hee
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.23 no.2
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    • pp.45-68
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    • 2012
  • Archives have directly and indirectly served for memory. What is collected in archives, how it is presented to users, and how users understand and use the documents affects how a given society remembers its past. Some archival scholars see that how users interpret documents from their perspectives and by social interests may play a central role in constructing social memory because memories are often triggered by individual and social concerns of the present time. Therefore, knowing what causes users to seek for a certain materials, how they use those materials and why can offer a clue to learn how archives serve for social memory. In the Web space, the interaction between users and archives/archival materials can be easily observed. Beyond making access simple for users and promoting archival documents using Web technology, archives can serve the broader purpose of memory by skillfully exploiting the characteristics of Web 2.0 and digital cultures in a way to observe how users engage in and contribute to archival contents available on the Web. This study examines the discourses on memory in the archival context, and in particular, how archives can serve as platforms for memory within the new environment of Web 2.0 technologies. It surveys discussions on memory in relation to archives, history, and evidence, focusing on the user and use context as it is represented in the archival literature. This paper discusses how that technology provides features that allow us to see collective memory being constructed in the archives, and presents examples of how the Web 2.0 technology can structure the way users share their memories in building a larger narrative around the archive.

Narrative Composition and Visual Representation of Alternative History in FPS Game Trailer -By focusing on (FPS 게임 트레일러 속 대체 역사적 서사구성과 시각적 재현 - <울펜슈타인: 더 뉴 오더>를 중심으로)

  • Choi, Do-Won;Lee, Hyun-Seok
    • Cartoon and Animation Studies
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    • s.41
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    • pp.253-277
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    • 2015
  • When was launched in 2014, it was immediately ranked 2nd in English gross sales record in the first half of 2014, attracting huge attention from avid game users. Colin Moriarty(2014) states that the worldwide popular game, , lies on the alternative history assumption, 'what if Nazi Germany won the second world war? In regard to this, this research addresses how the characteristics of alternative history was adopted and visually represented in FPS game trailer. In terms of research method, firstly, literatures will be reviewed about definition of alternative history and some of the previous examples where alternative history was applied in novels, films and games. Secondly, narrative composition of alternative history is categorized as three sequential phases, (1) borrowing real history material, (2) connection between real and fictional history and (3) reconstruction of history through reinterpretation. Thirdly, the live-action game trailer will be analysed by three sequential phases of narrative composition, and CG game character and background will be analysed by spatial background, characters and props. The phase of 'borrowing' has used the historic images related to the World War II, and the phase of "connection' has composited by "connection through circumstantial events". The phase of 'reconstruction' has unfolded its fictional narrative in the form of "limited fictional history" In addition to this, has constructed dystopia world through composing of historic images and CG characters by SF design. In the light of this, the narrative composition of alternative history successfully extends to game area.