• Title/Summary/Keyword: 스토리텔링 모델

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A Study on the Visual Storytelling for Super-aged Society - Focusing on Visual Autobiography Education Program Model and Media Life Service - (초고령화 시대를 대비한 영상 스토리텔링 연구 - 영상자서전 교육 프로그램 모델과 미디어 라이프 서비스를 중심으로 -)

  • Cho, Byung Chul;Choi, Sung Ho
    • Journal of Broadcast Engineering
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    • v.24 no.5
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    • pp.859-869
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    • 2019
  • We are facing an era of automation where artificial intelligence works and an era of super-aging, where birth is rapidly declining. In this paper, we intend to perform the creation of an autobiography in conjunction with the generation integrated narrative storytelling, thereby exploring the potential for visual storytelling that can be extended to a variety of media format. The visual autobiography production program confirmed through an interview with the production participants that grandparents, grandchildren and granddaughter together became the main characters in the documentary, a valuable opportunity to reflect on their past memories and lives and recognize their meaning of life. The visual storytelling education program model and media life service presented in this paper will be shared by the youth and the elderly generation together and contribute to the 'sympathetic culture' as a social integration program.

A Case Study on the Effect of the Artificial Intelligence Storytelling(AI+ST) Learning Method (인공지능 스토리텔링(AI+ST) 학습 효과에 관한 사례연구)

  • Yeo, Hyeon Deok;Kang, Hye-Kyung
    • Journal of The Korean Association of Information Education
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    • v.24 no.5
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    • pp.495-509
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    • 2020
  • This study is a theoretical research to explore ways to effectively learn AI in the age of intelligent information driven by artificial intelligence (hereinafter referred to as AI). The emphasis is on presenting a teaching method to make AI education accessible not only to students majoring in mathematics, statistics, or computer science, but also to other majors such as humanities and social sciences and the general public. Given the need for 'Explainable AI(XAI: eXplainable AI)' and 'the importance of storytelling for a sensible and intelligent machine(AI)' by Patrick Winston at the MIT AI Institute [33], we can find the significance of research on AI storytelling learning model. To this end, we discuss the possibility through a pilot study targeting general students of an university in Daegu. First, we introduce the AI storytelling(AI+ST) learning method[30], and review the educational goals, the system of contents, the learning methodology and the use of new AI tools in the method. Then, the results of the learners are compared and analyzed, focusing on research questions: 1) Can the AI+ST learning method complement algorithm-driven or developer-centered learning methods? 2) Whether the AI+ST learning method is effective for students and thus help them to develop their AI comprehension, interest and application skills.

Web-based Cyber Exhibition Development Model Proposal - Focused on the Case of 'Lewis&Clark' Cyber Exhibition - (웹 기반 가상 전시 구축 모델 제안 - '루이스&클락(Lewis&Clark)' 가상 전시 사례를 중심으로 -)

  • Kim, Hee-Kyung
    • The Journal of the Korea Contents Association
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    • v.8 no.5
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    • pp.123-133
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    • 2008
  • This dissertation is a web-based cyber exhibition website and a clear difference between the general framework of the development breaks out, the cyber exhibition framework can be a model for the purpose of the proposal. The basic elements that comprise the exhibition model is archives layer, exhibit layer, and experience layer for the three-layer planed. In fact, the model has been applied throughout the analysis of cases with the application of the model presented, while others are considering goal direction also suggests the development of a cyber exhibition. If you take advantage of the cyber model of development brilliant display of the content rather than technology-driven 'material and value+media and CT' to the convergence of content through their own cyber exhibition area can expect to be recognized.

Development and Application of a Science History Role-Playing Game for High School Students' Understanding of Nature of Science: Focus on Storytelling of the Continental Drift Theory (고등학생의 과학의 본성 이해를 위한 과학사 롤플레잉게임(SHRPG) 개발 및 적용 -대륙이동설 스토리텔링을 중심으로-)

  • Shim, Eun-Ji;Choe, Seung-Urn;Kim, Chan-Jong
    • Journal of The Korean Association For Science Education
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    • v.39 no.1
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    • pp.45-57
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    • 2019
  • NOS education through the history of science is regarded effective. However, science teaching has been criticized for not considering the interest of the learners enough and providing the context of learning themes that hinder the understanding of NOS. This study intends to convey the NOS element through the rich context of storytelling. The theme of the story is the history of continental drift, in which, the debate of many scientists and Wegener's creativity are prominent. Of the various media that deliver storytelling, the most powerful medium that leads to personal immersion is computer games, and among many kinds of games, the main genre of storytelling is role-playing games (RPGs). We developed the science history role-playing game (SHRPG) focusing on continental drift. The game development procedure followed Kim's 4F process (2017), which consists of the Figure Out, Focus, Fun Design, and Finalize. The story was constructed based on the NOS elements of Lederman et al. (2002), namely creativity and imagination demand, subjectivity, socio-cultural personality and tentativeness, which are all present in the story of the continental drift theory. The mechanics and rules of the RPG included quests, rewards, quizzes, NOS scores, and rankings. In the final phase of development, the game developed was pilot tested four times. The results of the tests showed that students' understanding of NOS through SHRPG has increased, especially in the creativity domain. The students' satisfaction with the fun, sympathy, and immersion during the game was very high.

A Study on Problem Based Storytelling of Digital Game Modification (디지털 게임 모드의 문제 기반 스토리텔링 연구)

  • Yun, Hye-Young
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.65-76
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    • 2016
  • The paradigm of the human experience through computer as a medium is moving from cultural interface to cultural software. Mod represents this paradigm shift in digital game culture. Until now, Digital game play focused on the immersive agency in the process of achieving the goals of the game. On the other hand, In Mod, play focus on generative agency in the process of creating and solving problems in game world. Through Mod, original game perceived as transformable data and creative material. Transformation and generation of such a game content through the user's Mod presents a sustainable model of the digital game.

A Study Based on Quantifying Theory for a Non-fiction Creation Tool : Focus on Comparative Analysis of and (정량화 이론을 활용한 논픽션 창작도구 모델 연구 : <소트 오피스> 및 <스토리헬퍼> 비교분석 중심으로)

  • Lyou, Chul-gyun;Park, Eun-kyung
    • The Journal of the Korea Contents Association
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    • v.16 no.3
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    • pp.247-256
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    • 2016
  • This paper points out that the existing digital story creation tools are biased in the field of entertainment storytelling, so it proposes a specialized tool for non-fiction creation. This paper selects Quantifying Theory to design this tool. When creating nonfiction storyline, it is important to have the appropriate combination between the actual events and fictional elements. A Gossip System, based on Quantifying Theory, is suitable for that work. Before designing a Gossip System as a nonfiction creation tool, this analysis evaluated that the Gossip System in and . As a result, the linked structure in is useful in searching for material for non-fiction creation, and the separated structure in is ideal for arranging dramatic events. This paper proposed a method of switching the fact to fiction through a combination of this two Gossip System structure. I conclude that this is the best method for non-fiction creation tool.

LSTM based Language Model for Topic-focused Sentence Generation (문서 주제에 따른 문장 생성을 위한 LSTM 기반 언어 학습 모델)

  • Kim, Dahae;Lee, Jee-Hyong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.07a
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    • pp.17-20
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    • 2016
  • 딥러닝 기법이 발달함에 따라 텍스트에 내재된 의미 및 구문을 어떠한 벡터 공간 상에 표현하기 위한 언어 모델이 활발히 연구되어 왔다. 이를 통해 자연어 처리를 기반으로 하는 감성 분석 및 문서 분류, 기계 번역 등의 분야가 진보되었다. 그러나 대부분의 언어 모델들은 텍스트에 나타나는 단어들의 일반적인 패턴을 학습하는 것을 기반으로 하기 때문에, 문서 요약이나 스토리텔링, 의역된 문장 판별 등과 같이 보다 고도화된 자연어의 이해를 필요로 하는 연구들의 경우 주어진 텍스트의 주제 및 의미를 고려하기에 한계점이 있다. 이와 같은 한계점을 고려하기 위하여, 본 연구에서는 기존의 LSTM 모델을 변형하여 문서 주제와 해당 주제에서 단어가 가지는 문맥적인 의미를 단어 벡터 표현에 반영할 수 있는 새로운 언어 학습 모델을 제안하고, 본 제안 모델이 문서의 주제를 고려하여 문장을 자동으로 생성할 수 있음을 보이고자 한다.

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Detecting Interactive Elements from a Story for Interactive Animation through Semiotic Analysis (인터랙티브 애니메이션의 기호학적 분석을 통한 이야기의 상호작용 요소)

  • Suk, Hae-Jung
    • Cartoon and Animation Studies
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    • s.37
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    • pp.83-106
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    • 2014
  • The trends of smart devices and interactive media are demanding expansion of the form of Animation and there were some challenges to create interactive animation as completed contents. However, most of interactive storytelling with the branch structure do not meet the audiences' expectation and the use of distracters has even audiences' immersion drop down. This paper proposes 4 conditions for the completed interactive animation content. To suggest the way how to complete a story by the roles and actions of the audiences' participation, which is the most important one among 4 conditions above, this study has analyzed the story of . This interactive animation is considered as a successful case of interactive animation as an interactive contents with a completed story. This paper analyze the story with 20 functional narrative structure, semiotic rectangle and 'Actantial model' by Greimas in semiotics. Finally, this paper concludes 'what the interactive elements will be' and 'where the interactions will take place' in a traditional narrative structure through finding the answers of what the audience's role is.

A Study on the Design of Smart Tourism Concept Map based on the model of Advance Organizer that attracts Interest for Space Telling in Metaverse (메타버스 내 스페이스텔링을 위한 흥미유발 선행조직자 모델 기반 스마트관광 개념지도 설계)

  • So Jin Kim;Yong Min Ju
    • Smart Media Journal
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    • v.12 no.8
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    • pp.45-59
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    • 2023
  • Users who want to experience the metaverse for tourism are exposed to strategic planning in space for the purpose of cultural content. In addition, users learn integrated cultural content in the process of proceeding according to the virtual environment. and Along with the meaning of time and space, users will experience space-telling. It is important to induce interest from the beginning of the experience to continue the experience. However, obstacles arise in this process. This is because developers should promote connections with new information to users who do not have sufficient prior knowledge and only have keywords of interest. Therefore, efficient design methods to enhance interest should be studied in advance. But so far, there has been no research on how to systematically design prior organizers to induce interest in virtual space. This study is an interest-inducing design method that occurs in the process of developing the meaning of virtual space and storytelling of cultural content, and can be seen as a basic study using conceptual guidance-based prior organizer education and learning techniques. First, virtual space elements and human behavior theories were considered. Subsequently, five representative examples of previous organizers currently used were explored, and redesigned and proposed based on a conceptual map for information access and delivery purposes. Through this research process, it was possible to confirm that spatial attributes and cognitive interest elements were effectively transmitted to meaningful learning leading to storytelling learning and elements of service design design method through conceptual guidance.

Analysis of the Cultural Resources of the Gyeokryeolbi Yeoldo at the End of the West Sea in South Korea (서해 끝 무인도 '격렬비열도'의 문화자원 분석)

  • Kim, Jeong-Seob
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.1
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    • pp.143-152
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    • 2021
  • The extremely isolated uninhabited island at the end of the West Sea in South Korea called "The Gyeokryeolbi Yeoldo" has recently begun to be managed by the government under the influence of public opinion demanding the island to be strictly protected. The island was created 70 million years ago by volcanic activities. So it is older than the birth history of Jeju Island, which is estimated to have been born about a million years ago. This study has focused on providing the basis for imagetelling and storytelling of the Gyeokryeolbi Yeoldo, known for its important value by exploring the cultural resources of the island. For the research, the ethnography including in-depth local interview and on-site investigation have been applied for 3 years from February 2018 to December 2020 in Taean, Chungnam Province, where the island is located. To analyze the cultural resources of this island, the resource classification model has been designed and used, which is modified from Valentine (2001) and Chi-ho Nam (2007). As a result, the "tangible cultural resources (TCR)" including various remains found on the island were mainly symbols of cultural bridge in the history of Korea-China exchange, and the spiritual land of life-saving. Also "intangible cultural resources (ICR)" extracted from the island were focused on the images of life protection, safety, bravery, and romance. Based on this study, the core concept of identity to be applied when refurbishing the island with a prominent cultural placeness( "sense of place") can be proposed as "a cultural ecological island centered on the Circular Yellow Sea that ruminates memories of love."