• Title/Summary/Keyword: 이야기의 변형

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The Strategy and Techniques of Welfare Discourse of the Conservative Newspapers (한국 보수언론의 복지담론 전략과 기술 -대칭, 재맥락화, 주체 형성의 담론 기술(technique)-)

  • Joo, Eunsun
    • Korean Journal of Social Welfare
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    • v.65 no.2
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    • pp.357-384
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    • 2013
  • In this study I've analyzed the strategy and techniques of the welfare discourses of korean conservative newspapers based on the discourse theory. Emphasizing the political and social characteristics of the discourse, It is investigated the way that the conservative newspapers criticize against assertions for welfare increase and universal welfare and the way that produce social meaning on welfare. The study is focused on the discourse techniques like symmetrical contrasts, making new contexts, and formation of identity. The critical welfare discourses are structured according to symmetrical contrasts of welfare to the rationality, the morality, and the prospects for future. The elements of the discourses are reinforced by one another and were recontextualized to the new stories on welfare. The conservative newspapers had emphasized secession welfare from the politics, solving the problem of inefficiency of welfare administration. Regarding the technique of identification, the newspapers had treated people as owners and victims of welfare on the role of financing welfare expenditure. It is noteworthy the newspapers have began to call people separately according to generations and income class using finance.

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A Study on Craft Design Using Storytelling -Focusing on the story of the Byeoljubujeon- (스토리텔링을 활용한 공예디자인에 관한 연구 -별주부전 이야기를 중심으로-)

  • Choi, Jung-Hwa
    • Journal of Digital Convergence
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    • v.15 no.8
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    • pp.359-366
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    • 2017
  • As the quality of life increases and the aesthetic value of the product is emphasized, it tend to consider the sensitivity of consumers in designing goods. The importance of storytelling is becoming more prominent as the purchasing factor of products shifted from the center of the product to emotional of products. In this paper, the purpose of developing emotional marketing craft design using storytelling is to understand the storytelling concept and analyze the case of craft design using storytelling. Craft is an easy-to-value or aesthetic value of the goods in the fields of design, diversity and originality can be pursued and has unlimited potential. Now, in addition to the semantic value of expressive values with a consumer sensibility needs requires the development of this research craft crafts design industry has established itself as a high value-added industry could do more to take advantage of the Foundation.

A Study of the Elderly Female Gamblers' Life History: On the Aspect of Existential Self-regulation ('실존적 자기조절(existential self-regulation)' 측면에서 본 여성노인도박자의 삶에 대한 연구)

  • Sang, Chong Ryel;Cha, Myeong Hee
    • 한국노년학
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    • v.38 no.3
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    • pp.607-625
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    • 2018
  • This study is on mid-seventies female gamblers who went through Korean modern history. The purpose is to analyze interviews on their life of understanding what their true self is, and to redefine gambling. The concept of 'existential self-regulation' was proposed and the materials were acquired through narrative interviews. The materials were then investigated according to Mandelbaum's framework for analysis of which suggests dimension, turning, and adaptation. The self-narrative revealed that the process of being addicted to gambling is as in the following: compensating her emotional deficiency via money and child's education, getting rid of the emotional deficiency via gambling, becoming free from emotional deficiency. The meaning of gambling has shifted to a comfort to existential vacuum, a source of anxiety ruining life, pastime for boring everyday life. Life events that control the impulse to gamble through 'existential self-knowledge' occurred in the second and the third stage. Based on the results, the study suggests mid-seventies female gamblers to write her autobiography, and proposed the necessity of self-examining programs.

A Study on Creation Discourse of Digital Story in Tablet PC : Focused on < Alice for the iPad > (태블릿PC 기반의 디지털소설 담화생성 연구 : < Alice for the iPad >를 중심으로)

  • Han, Hey-Jin
    • Journal of Digital Contents Society
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    • v.12 no.2
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    • pp.225-232
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    • 2011
  • is an innovative creation, accommodating characteristics of various genres and media, ranging from elements of media aesthetics to visual aesthetics and games. Although it takes a form of a book, it exceeds stereotypes seen in paperbacks or eBooks. Because of such differentiated characteristics of this appBook (which is provided in the form of app), it induce users(readers) to conduct interactional activity. This study will mainly discuss about the formation of discourse of app based digital novel in a media aesthetic point of view. Considering the mutual relation between property of media and contents of stories, it is desirable to accommodate the mutuality of understanding between the digital media and formation discourse in creating stories.

I-Ching Storytelling Web-Cartoon Game (주역 스토리텔링 웹-카툰 게임)

  • Shim, Kwang-Hyun;Lee, Ki-Hyung;Kwon, Ho-Chang;Kim, Jin-Hee;Choi, Dae-Hyuk
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1265-1271
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    • 2009
  • 'I-Ching Storytelling Web-Cartoon Game' suggested by Prof. Shim and Research Group may provide users with the opportunity of writing story based on I-Ching. I-Ching is the cosmological thoughts intrinsic to East Asian culture. In the perspective of the narratology, I-Ching can bee seen as a kind of database of narratives since it classifies all events emerging from the meet between the actor(human-人) and the background(time/space-天地) as the story material into 384 narrative elements(sequence) and 64 themes(motive), and consistently constructs their causal relationships. So while trying to articulate I-ching with the digital storytelling methodology, we developed the web-cartoon game. With this game, users can creatively make their own story as a play by freely interpreting, retrieving, and recomposing those 386 narrative elements and 64 themes with the I-ching's narrative guideline.

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A study on story generation model of blogging (블로그 글쓰기의 스토리생성 모델 연구)

  • Yun, Hyun-Jung
    • Journal of Digital Contents Society
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    • v.15 no.1
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    • pp.29-38
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    • 2014
  • The purpose of this study is to analyze story generation model of blogging. This study considers the structural factors like RSS, Trackback of the blog that generate stories. RSS pushes stories and this makes 'Story Unit'. By contrast, Trackback pulls stories and this makes 'Story extension'. By applying the concept of C. S. Peirce's "interpretant" for analysis process of story generation, story transformation, and story circulation on a blog, this study examines the meaning that each process create. This study suggests the process of story generation model on blogging as an integrated symbol and presents the model in storytelling perspective.

Making of Electronic Wheelchair Body For the Disabled (장애인과 보호자를 위한 전동휠체어 바디 제작)

  • Jung, Hyun-Woo;You, Jae-Jun;Kim, Duck Sool;Lee, Dong-Hoon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.503-506
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    • 2014
  • This research notes dramatic increase of wheelchair usage along with rapidly aging population and handicapped people in Korea. Differentiated from existing electronic wheelchairs, we invented an electronic wheelchair that is collapsible even when the battery is installed and a guardian can ride along with a patient, It is also easy to put in a small space such as car trunks. We simulated to wheelchair body for Stress, Strain, fatigue Analysis. Additionally, we improved stoic design to be preferable for patients. The model ensures there's neither abrupt acceleration nor sudden stop and lastly, is much cheaper than other imported models.

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The Transmedia Storytelling Strategies of (<마인크래프트: 스토리 모드>의 트랜스미디어 스토리텔링 전략)

  • Jeon, Gyongran;Kim, Young-Chul
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.55-66
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    • 2021
  • The research studies how features of games can be utilized and converted into storytelling elements by analyzing specific transmedia storytelling cases. For the research, was selected for subjects of analysis. From the analysis conducted, first, how game can be expanded and transformed into interactive animations was observed. Also, use of representative elements of the original game, concepts and basic settings in was seen. And lastly, implementation of transmedia storytelling strategies that constitute narratives based on character creation and connection between spaces was also observed.

The Aspects of Type-Combination of 'Otter Legend' in 『the Joseon tale』 and recognition of the Qing Dynasty and the Joseon Dynasty (가린-미하일로프스키의 『조선설화』에 나타난 '수달 전설'의 결합 양상과 청에 대한 인식)

  • Ha, Eun-ha
    • Journal of Korean Classical Literature and Education
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    • no.37
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    • pp.253-281
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    • 2018
  • The purpose of this paper is to analyze the meaning of of "Nikolai Garin - Mikhailovsky's the "Joseon tale". talks about the origins of the Joseon Dynasty and the Qing Dynasty. In this paper, we revealed the features of the form of "Otter Legend". And analyzed the confrontation between Nurhachi's family and Yi Seong-gye's family shown in the story. The result is as follows. is complex tale. The start of is 'the typr of Yaraeja'. Next is the story of Myoung-Dang. Myoung-Dang is deep in the water. also has anecdotes of Jeong, Chung-shin. rearranged at least three stories or more. transformed each type of stories, communing the different patterns of stories with different logic. The basic logic of the transformation was to maximize the confrontation between the NuruhachI and Yi Seong-gye clans, the origins of Manchuria and the Chosun Dynasty. As a result, the sacredness of Nurhachi's Family, the origin of the Qing Dynasty, was expanded. On the other hand, Yi Seong-gye s Family was less extraordinary than Nurhachi's Family. Also, the ability of the person is also inferior. This is not the yearning for the Qing Dynasty. This is because the Qing Dynasty and the Joseon have the same pedigree. shows that the Qing Dynasty's experiences should be shared since the Qing Dynasty was born of another clan of Joseon. This is a new perception of Qing Dynasty. This is similar to the interpretation that dragged the Qing Dynasty's history into the Joseon's ethnographic historical point of view.

Comparison between the director Cheong-gi Kim's and Narration of Bible (김청기 감독의 <다윗과 골리앗>과 성경의 서사 비교)

  • Park, Jin-Ok
    • Cartoon and Animation Studies
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    • s.16
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    • pp.125-140
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    • 2009
  • In the1970's, Korean movie industry was down because of widely supplied Television. During the time, directed by Kim Cheong-ki was Big hit at the box-office that is bring Korean feature animation industry back to life. In 80's, when new military regime started, SF animation was prohibited to be on air by government because that assumed have bad influences on children, and korean animation industry was faced with recession, such as various imported foreign animations which were on color TV and wildly provided video recorders. At that time, director KIM Cheong-ki try to overcome the recession of animation industry by producing, < David and Goliath>, which was based on the Bible. The Bible, was based on the historical facts and had written by the time flow, that made few changes while it was transformed to a feature animation. Animation does not only reproduce the reality as it is, but also analyzing the story to create a new reliable world, by changing characters, creating new supporting characters, and expanding and reducing of narrative. Despite of such an effort, didn't achieve it's goal at the box office and not satisfied audience either because it was excessive reproduction of the Bible, not standing on the basis of those days social and cultural environment and popularity. This study is aimed at confirming changed narrative shown Kim Cheong-Ki's, and compare it with two other animated, directed by others, so that suggest the new direction of the religious feature animation production.

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