• Title/Summary/Keyword: 동시 진행 이야기

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Narrative Structural Analysis of Quest in MMORPGs : Focused on <World of Warcraft> (구조주의 서사이론에 기반한 MMORPG 퀘스트 분석 : <월드 오브 워크래프트>를 중심으로)

  • Han, Hye-Won;Cho, Sung-Hee
    • The Journal of the Korea Contents Association
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    • v.9 no.9
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    • pp.143-150
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    • 2009
  • A quest in MMORPG functions as a unit of game narrative. It is an essential part to progress game narrative and to construct player's own storyline. In addition, it makes player to expand her territory and helps with character growth by giving reward. A quest consists of four essential elements : the quest giver, the background story, the objective and the reward. A quest shows a blanch structure with two nodes which is same as Claude Bremond's elementary sequence. The sequence of each functions cannot be changed, therefore, it can be explained through a syntagma model. On the other hand, spatial disposition of quests follows a paradigm model. In order to construct a MMORPG narrative, a player connects quests into a single narrative by carrying out them.

An Interpretation of the Korean Fairy-Tale "Borrowed Fortune From Heaven" From the Perspective of Analytical Psychology (한국민담 <하늘에서 빌려온 복>에 대한 분석심리학적 이해)

  • Kihong Baek
    • Sim-seong Yeon-gu
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    • v.38 no.1
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    • pp.112-160
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    • 2023
  • This study examined the Korean folklore "Borrowed Fortune from Heaven" from the perspective of Analytical Psychology, considering it a manifestation of the human psyche, and tried to gain a deeper understanding of what happens in our mind. Through the exploration, the researcher was able to re-identify the ongoing psychological process operating in the depths of our mind, pertaining to the emergence of a new dimension of consciousness. Particularly the researcher was able to gain some insights into how the potential psychic elements for the new consciousness are prepared in the unconscious, how they get integrated into the conscious life, and what is essential for the accomplishment of the process. The tale begins with a poor woodcutter who, in order to escape from poverty, starts gathering twice as much firewood. However, the newly acquired amount disappears overnight, so the woodcutter gets perplexed and curious about where it goes and who is taking it. He seeks to find out the truth, which leads him to an unexpected journey to Heaven. There he learns the truth concerning his very tiny amount of fortune, and discovers another big fortune for an unborn person. By pleading with the ruler of Heaven, the woodcutter borrows that grand fortune, on the condition that he must return it to the owner when the time comes. After that, the woodcutter's life undergoes a series of changes, in which he finally becomes a wealthy farmer, but gradually is reminded more and more that the destined time is approaching. In the end, the fortune is completely transferred to the original owner, resulting in a dramatic twist and the creation of a new life circumstances. The overall plot can be understood as a reflection of the psychological process aiming at the evolution of consciousness through renewal. In this context, the woodcutter can be considered a psychic element that undergoes a continuous transformation in preparation for participating in the upcoming new consciousness. In other words, the changes brought about by this figure can be interpreted as a gradual and increasingly detailed foreshadowing of what the forthcoming new consciousness would be like. Interestingly, as the destined time approaches, the protagonist's anguish in conflict reaches its climax, despite his good performance in his role until then. This effectively portrays the difficulty of achieving a new dimension of consciousness, which requires moving past the last step. All the events in the story ultimately converge at this point. After all, the resolution occurs when the protagonist lets go of everything he has and follows the will of Heaven. This implies what is essential for the renewal of consciousness. Only by completely complying with the entire mind, the potential constituents of the new consciousness that should play important roles in a renewal and evolution of consciousness through experiencing, can participate in the ultimate outcome. As long as they remain trapped in any intermediate stage, the totality of the psyche would develop another detour aiming at the final destination, which means the beginning of another period of suffering carrying a purposeful meaning. The tale suggests that this truth will be applied everywhere that renewal of consciousness is directed, whether for an individual or a society.

A Study on the Direction of Ubiquitous Space Development through the Analysis on Case Studies (연구 사례 분석을 통한 유비쿼터스 공간 개발 방향에 관한 연구)

  • 홍관선;이혁수
    • Archives of design research
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    • v.16 no.3
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    • pp.391-400
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    • 2003
  • As the change of information and digital technology progresses, ubiquitous space is attracting attention as a new space concept in which the physical and digital spaces are connected to each other. As its meaning in latin itself - 'there exist everywhere at the same time'- implies, however, the ubiquitous space has been mostly discussed in a non-physical aspect, such as in a technological area, rather than its physical intrinsic property until now. Although theories regarding a ubiquitous city have been rarity suggested, in most cases, technological aspects such as the systemization or networking of individual information service have been the focus. However, one of the intentions induced in the concept that scholars including Mark weiser and Sakamura Ken introduced was to place humans in the center of the space in which the technology has been placed instead of humans. For this purpose, the renovation of human interface must be required. As technology develops, the achievement of ubiquitous space may be possible, and efforts to apply this to real space are making an appearance. The examples of the present research are the spaces that have a characteristic of the laboratory separated from life in the city, and the construct scale is in the level of an individual facility; therefore, further studies should functionally and spaciously connect all subjects existing in space and effectively relate this to real world. The present research is intended to demonstrate the investigation on several projects that are currently underway and the developmental direction of new, ubiquitous space.

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A Study on Narrative by the Control of the Time: Focused on the Analysis of the Trailer for Dead Island (시간의 조정을 통한 내러티브 연구 : <데드 아일랜드> 예고편 분석을 중심으로)

  • Roh, Chul-Hwan
    • Cartoon and Animation Studies
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    • s.40
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    • pp.397-421
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    • 2015
  • Aristotle's Poetics is the earliest work of dramaturgy. It explains some of the most important narrative notions, for example, Mimesis, Katharsis, Mythos(Plot), Ethos(Character), Anagnorisis and Peripeteia. etc. Aristotle considered the plot which is the arrangement of events, as the most important element of drama. This paper presents an example of a plot configuration as an alternative to the traditional narration used since Aristotle. Dead Island, developed by Techland and published by Deep Silver, is one of the most successful action role-playing survival zombie video games. Its trailer, the Winner of Gold Prize for Internet Film at Cannes Lions International Festival of Creativity in 2011. Since the purpose of the trailer is to attract the audiences/gamers to the film/game, it has generally a similer narrative method from its own works. But Dead Island trailer is different. We treat this trailer as an short animation. It could be a new example of the non-linear narrative by the control of the time for example, temporal arrangement, direction and speed. We analyse all shots of Dead Island's trailer with Poetics' rules and with $G{\acute{e}}rard$ Genette's some narrative notions for example temporal order and duration. Furthermore we look for how to maximize the audiences' curiosity by the adjustment of the time, combined with its shocking images.

외상 후 스트레스 장애의 평가

  • Kim Jeong-Beom
    • 대한불안의학회:학술대회논문집
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    • 2004.06a
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    • pp.185-213
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    • 2004
  • 우리는 살아가면서 흔히 개인적으로 극심한 스트레스를 겪거나 불행히도 어떤 뜻밖의 재난이나 큰 사고를 경험할 수 있다. 이런 외상적 사건들을 겪고 대부분의 사람들은 잘 극복할 수 있으나 일부 사람들은 심각한 의상 후 스트레스 반응을 보여 그런 외상이 지나감에도 불구하고 괴로운 기억 속에서 그것을 회상시키는 활동과 상황을 피하며 늘 불안한 마음으로 몸은 현재에 살고 있지만 마음은 실상 과거에 매달려 있고 과거의 고통 속에서 헤어 나오지 못하고 있다. 외상 후 스트레스 장애는 다른 불안 장애, 우울증처럼 흔한 질환으로 사회생활에 큰 지장을 주며 삶의 질을 손상시킨다. 그렇지만 외상을 당한 당사자들이 이런 이야기를 하기 꺼려하고, 이런 사람들을 진료실에서 종종 만날 수 있는 임상가들도 외상의 심각성과 외상 후 스트레스 장애에 대한 인식이 부족하여, 우리 주위에 많은 사람이 외상 후 스트레스 장애로 고생하고 있지만 외상 후 스트레스 장애로 진단되는 경우가 실제보다 훨씬 적다. 따라서 외상 후 스트레스 장애에 대한 평가를 배움으로써 더 많은 환자들을 정확히 진단하며 다른 질환과의 감별을 쉽게 할 수 있고, 환자들의 고통과 어려움이 과연 무엇인지 잘 알 수 있으며, 치료 표적과 치료 전략을 정하고, 치료 계획을 세우는 데 도움을 얻을 수 있다. 평가 방법으로는 구조화된 면담, 평가 척도, 정신 생리적 측정법, 치료자의 임상적인 결정 등이 있다. 향후에는 외상 후 스트레스 장애의 증상 정도뿐만 아니라 일상생활, 사회적 관계, 직업적, 사회적 적응 및 기능에 미치는 영향도 같이 평가하는 도구들이 개발되고, 현재 개발된 많은 평가 척도들이 새로이 수정되고 표준화되어, 이런 평가 척도들을 통해 외상 후 스트레스 장애의 경과와 외상 후 스트레스 장애로 인한 정신 사회적 영향을 더 잘 알 수 있는 자료들이 많이 수집되길 바란다. 대칭이, 작은대칭이, 펄조개는 저질이 니질인 곳에서 주로 서식하고 있었고 귀이빨대칭이는 사니질과 사질에 주로 서식하고 있었다. 특히 삽교호 수계 채집된 귀이빨대칭이는 사니질과 사질의 저질에서 출현하였다.및 내장낭 조직들이 중요한 에너지 저장소이며, 영양 공급 기관임을 알 수 있었으며, 폐각근 조직과 내장낭 조직들의 영양물질 함량 변화는 생식소의 에너지 요구에 따라 변하고 있음을 알 수 있었다.. 따른 신장 기능에 대한 영향을 평가해 보아야 한다.하를 조사한 결과, 연간 진동해역으로 유입되는 오염부하량은 부유물질 기준으로 전체 37,316 ton/yr로 추정되었고, 이중 육지기원 부하량이 9,809 ton/yr (26.3%) 였고, 해역의 침강량 23,576 ton/yr (63.2%), 양식생물의 배설량이 3,932 ton/yr (10.5%) 로 대부분이 해역의 침강량에 의한 것으로 조사되었다. 육지오염부하량이 변동이 없다는 전제 조건 아래, 진동만의 피조개 채묘장을 미더덕 양식장으로 품종전환시킬 경우, 전체 부하량은 산술적으로 약 196%가 증가한 72,998 ton/yr 가 되고, 양식생물의 배설량은 10배 정도 증가하게 되어 진동만의 오염부하를 가중하게 된다. 진동만은 여름철 빈산소수괴 및 적조가 빈번하게 발생하고 있으므로 미더덕 양식장을 새로이 시설할 경우 오염부하가 가중될 것으로 판단되어, 앞으로 진동만의 양식장 수용능력을 파악하여 적정량의 양식물량이 시설되어야 할 것이다.25 psu에서 가장 높게 나타났다.인 단백뇨는 진행성 경과의 위험성을 동시에 암시해 주는 매우 유용한 지표이다. 본 연구 결과 학교 신체 검사상에서 발견된 단독 단백뇨의 주된 원인은 기립성 단백뇨로 81.8%를 차지하였다. 그러나 지속성 단백뇨의 경우 비록 9.1%의 빈도를 보였지만, 신장 조직검사를 시행한 결과 진행성 경과를 취할 수 있는

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The Development of Robot and Augmented Reality Based Contents and Instructional Model Supporting Childrens' Dramatic Play (로봇과 증강현실 기반의 유아 극놀이 콘텐츠 및 교수.학습 모형 개발)

  • Jo, Miheon;Han, Jeonghye;Hyun, Eunja
    • Journal of The Korean Association of Information Education
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    • v.17 no.4
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    • pp.421-432
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    • 2013
  • The purpose of this study is to develop contents and an instructional model that support children's dramatic play by integrating the robot and augmented reality technology. In order to support the dramatic play, the robot shows various facial expressions and actions, serves as a narrator and a sound manager, supports the simultaneous interaction by using the camera and recognizing the markers and children's motions, records children's activities as a photo and a video that can be used for further activities. The robot also uses a projector to allow children to directly interact with the video object. On the other hand, augmented reality offers a variety of character changes and props, and allows various effects of background and foreground. Also it allows natural interaction between the contents and children through the real-type interface, and provides the opportunities for the interaction between actors and audiences. Along with these, augmented reality provides an experience-based learning environment that induces a sensory immersion by allowing children to manipulate or choose the learning situation and experience the results. In addition, the instructional model supporting dramatic play consists of 4 stages(i.e., teachers' preparation, introducing and understanding a story, action plan and play, evaluation and wrapping up). At each stage, detailed activities to decide or proceed are suggested.

Proposal for Safety Management of Formwork Construction Using IT Technology (IT 기술을 이용한 거푸집 동바리공사 안전관리 제안)

  • Jeon, Kyong-Deck;Shin, Seung-Jung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.6
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    • pp.93-99
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    • 2020
  • In terms of construction work, the construction cost is lower than the importance of the construction, and since it is demolished after the completion of the construction, it is treated as a relatively small proportion compared to other construction types. Construction engineers who actually worked on the site talk about the safety of the construction work as the most important work of the various processes to ensure the quality and safety of the construction work. However, it is also true that safety management is difficult for temporary construction because various types of temporary materials are installed at various sites at the same time as construction progresses, and the main construction is carried out using them. Safety accidents in construction work are not much different even if they are carried out in temporary construction. The importance and safety of construction work cannot be neglected in view of the recent trend of large-scale construction, multi-purpose, excavation of large-scale underground spaces, and construction trends that are changing to skyscrapers. The purpose of this research is to secure the safety of Dongbar among the temporary materials used in construction work by using IT convergence technology, and to propose safety management to prevent safety accidents in the construction work.

A Case Study(II) on Development and Application of 'Literature-Art-Science' Integrated Education Programs ('문학-미술-과학' 융합교육 프로그램의 개발 및 적용 사례 연구(II))

  • Choi, Byung Kil
    • Korea Science and Art Forum
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    • v.32
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    • pp.319-334
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    • 2018
  • This research is a case study to make sure the enhancement of students' imagination and creativity through developing and applying the Literature-Art-Science Integrated Education Program. Its research object was totally 25 persons of 29 students of the 1st to the 4 th Grades from Gunsan Sulsan Elementary School. Its research period lasted for 4 months from September to December, 2017, and I, as the research place, used the art room at Gunsan Sulsan Elementary School. The programs were totally 10 sessions with a unit of 1 session per each grade for 2 hours from 1:00 to 3:00 in the afternoon from Monday through Friday. I fixed ten themes of this program-eight plane modeling, and two solid modeling, and finished the work of storytelling during summer vacation. And I arranged their levels as low:middle:high(3:5:2) ones. The former was 'A Film of Monster Gorilla'(L), 'Learning the Spirit of Gyeongju Choi's Family'(M), 'A Tale of My Friend Made of Natural Materials'(L), 'The Reading of My Dream'(M), 'Gathering the Objects in My Mobile'(M), 'A Mock Trial of Marrying Off'(M), 'Painting My Favorite Children's Poem'(H), and 'Painting My Favorite Children's Song'(H), and the latter was 'Seeking for a Bluebird in My Mind'(L), and 'Making My Cherished Object' (M). Then I used the unique art expression technique per each theme, which were in sequence marbling, Korean paper art, combine painting, collage, imaginary painting, imaginary painting, play dough art, imaginary painting techniques. And I delivered to the students the scientific knowledge in terms of growing or manufacturing processes of materials used for making artworks. Prior to and after the processing this program, I surveyed about the students' ability of integrated thinking and emotional experience by 'Figure B Type' and 'Figure A Type' of The Torrance Tests of Creative Thinking, and took statistics with the resultant data. And I executed a paired t-test in order to verify the significance of mean difference in the result of investigation with those data. From the analyzed result according to the elements of creativity and the mean quotients of creativity, there showed a significant difference (t=3.47, p<.01) in 'fluency', and also a significant difference(t=3.59, p<.01) in 'creativity.' Judging from the statistic values of two fields such as the student's ability of integrated thinking and emotional experience, I estimate that over the majority of the students showed the enhancement in self-confident creative expression as well as higher interest and concern through this program. The result that I arranged and analyzed the making process of artworks, the photos of the resultant, etc. as such is as follows : Firstly, from this program being proceeded as art-centered STEAM class, the student's systematic problem-solving ability was improved in his ability of integrated thinking to transform the literary contents into artistic one. Secondly, the student obtained the emotional experience such as interest in the class, self-confidence, intellectual satisfaction, self-fulfillment, etc. through art-centered STEAM class using ten art expression techniques. Thirdly, the student's mind willing to cooperate, communicate with his friends, and care for them was ripened in the process of problem-solving. Fourth, the student's self-confidence was further instilled when presenting famous artists and their artworks in the introduction and finale of ten art expression techniques. Likewise, the statistic values on the fields of student's ability of integrated thinking and emotional experience illustrate that over the majority of the students showed improvement in the ability of creative expression with confidence as well as higher interest and concern upon this program.

Disintegration of Discourse in Single-parent Family and its Persuasion in the Modified Myth of Normal Family -Focusing on Narrative Analysis of KBS Documentary 'Gong-gam' - (한부모가족 담론의 균열과 변형된 정상가족 신화로의 포섭 -KBS1 다큐 공감 <아이가 행복입니다>의 서사분석을 중심으로-)

  • Kim, Hwan-Hee;Goh, Byoung-Jin
    • The Journal of the Korea Contents Association
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    • v.18 no.8
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    • pp.262-271
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    • 2018
  • The purpose of this study is to identify the aspect of the single-parent family discourse in the TV documentary. Considering the fact that the normal family myth shows limitations in reality, it is necessary to expand the single-parent family research based on various analysis subjects. For this purpose, the study conducted a narrative analysis of KBS1's documentary 'Gong-gam' (2015), which deals with single daddy and single mom's stories at the same time. Single daddy and single mom are commonly described as overcoming the 'deprived situation'. However, asymmetric description was outstanding in that single daddy is depicted as performing the role of mother as well whereas the single mom appears to be unable to perform even the mother's role. Also, the narrative in the documentary compares broken family with normal family and reproduces the fixed sex role, which considers the problem an individual area. Such description can be seen as a process of persuading them into a "modified normal family myth". However, as the fundamental problem is the absence of new discourse, the role of the media to reproduce and expand the conflicting family discourses will be important.

An Analysis of A Comparison of Digital Movie Remake with Original Animation (영화 <블러드> 분석 : 애니메이션과 디지털 영화 버전의 비교)

  • Lee, Youn-H.
    • Cartoon and Animation Studies
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    • s.22
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    • pp.17-30
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    • 2011
  • This paper analyzes Blood: the Last Vampire (2009) in comparison with the original Blood: the Last Vampire (2000). This digital movie, released in 2009, faithfully re-presents the visual of the original animation using more budget and more developed technology. Though these two movies share very similar visual style, they have slightly different modes of expression that can be easily detected in their opening scenes. The original Blood chooses to tell its story in more indirect way. Some shots are intentionally vague and forcefully separated by black credit screen, leaving audience guessing exactly what happened. The remake version of Blood provides faster, more diverse, and more sophisticated images. It also uses invisible and slick editing, leaving no room to guess. These differences comes mainly from the difference of media. However, since the differences between two movies lie mainly in their narratives, we can ascribe the box office slump of the digital movie version of Blood: the Last Vampire to its narrative flaws. The heroin's inner conflicts were not convincing enough, supporting roles were not probable enough, and the whole story was not unique enough. As a result, the new Blood: the Last Vampire became another bad example that shows the importance of narrative in films.

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