• Title/Summary/Keyword: 이야기 방식

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The Influence of an Elder's Role of Counselor on Counseling Result - Reporting Style Based on 'Story Making Methods' - (상담자의 어른역할이 상담성과에 미치는 영향 - '이야기 방식'에 기초한 보고 형태 -)

  • Sung-sook Chang
    • Korean Journal of Culture and Social Issue
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    • v.16 no.3
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    • pp.311-329
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    • 2010
  • It is necessarily for a counselor's role to vary according to the cultures. While an autonomy is stressed in Western horizontal society, sociability is emphasized in Korea which is a vertical authoritarian society. What is more, a lot of people look to a counselor for elder's role as a teacher or a fosterer as well as a therapist. The two basic framework of Reality Dynamic Counseling which has been developed as a counseling approach for Korean are 'presentization for problem' and 'elder's role of a counselor'. An elder's role of counselor showed in real counseling case is illustrated by 'narrative methods' in this study. The 'story making methods' as one of qualitative research methods is more useful than a protocol method which has been used in studying counseling case, because it has conciseness for original text of dialogs and commentary for counseling process. The seven characteristics of Reality Dynamic Counseling such as grasping the real cause, understanding mind,, emphasizing interpersonal factor, emphasis on role, utilizing confrontation, emphasizing the relationship of parent-child, and facilitating sociability are reflected in such an elder's role of counselor.

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Web Services Discovery and Binding From a Jini Client Using the Jini Adaptor (지니 어댑터를 이용한 지니 클라이언트에서의 웹서비스 검색 및 호출)

  • Il-Jin Oh;Dong-Ho Ryu;Kyu-Chul Lee
    • Proceedings of the Korea Information Processing Society Conference
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    • 2008.11a
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    • pp.1126-1129
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    • 2008
  • 컴퓨팅 및 네트워크의 발전은 정보가전의 기능을 다양화하고 지능화를 촉진함으로써 언제, 어디서든, 어떤 네트워크에 있는 어떤 디바이스도 사용할 수 있는 유비쿼터스 환경에 대한 관심을 증가 시키고 있다. 이러한 유비쿼터스 환경을 실현하기 위해 많은 기술들이 제시되고 있지만, 표준이 정해지지 않아 서로 다른 서비스 기술방식이나 통신 방식을 사용하고 있다. 따라서 이질적인 서비스들 사이에 상호운용을 지원할 수 있는 방법이 필요하고, 본 논문에서 이야기 하는 지니 어댑터는 웹서비스를 중간 매개체로 하여 상호운용을 지원하고자 한다. 지니 서비스를 웹서비스로 변환하여 UDDI에 등록하면 웹서비스를 호출할 수 있는 서비스는 지니서비스도 사용할 수 있게 된다. 마찬가지로 지니서비스에서 웹서비스를 호출할 수 있다면, 웹서비스와 웹서비스로 변환된 다른 서비스들을 사용함으로써 상호운용이 가능해 진다. 본 논문에서는 지니 어댑터를 통하여 지니 클라이언트가 웹서비스를 검색하고 사용하는 방법에 대하여 이야기 한다.

Analysis of Processes in Reading about 'Science Stories' in 6th Grade Science Textbook Using Eye-tracking (안구운동 추적 기법을 활용한 6학년 과학 교과서의 과학 이야기 읽기 과정 분석)

  • Park, Hyojeong;Shin, Donghoon
    • Journal of The Korean Association For Science Education
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    • v.35 no.3
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    • pp.383-393
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    • 2015
  • This study analyzed the 6th grade elementary science textbook 'Science stories' reading process of students by utilizing eye movement tracking techniques. Participants read 3 articles in the new experimental science textbooks and solved 9 problems about each article. By understanding and academic achievement results, participants were divided into high-groups, middle-groups, and low-groups. The results of eye movement characteristics of the high-groups and low-groups had the following differences. Number of fixations and number of regressions were higher in high-groups. Average fixation duration and average regressive fixation duration were longer in low-groups. Fixation time for the key sentence of the article was longer in high-groups. Analysis of a scan path and post-interview, high-groups had frequent regression between sentences and they knew where the core of the article is and paid much attention there. In contrast low-groups are sequentially read most articles and some of them had a leap of abnormal range. Problem-solving approach is also different between groups. In conclusion reading style is associated with the science stories comprehension and students who had more regressions, much core search process, effective attention distribution, high concentration showed better understanding results. Also words or sentences used in textbooks are associated with science stories comprehension.

Storytelling for Public Relations of Seoguipo Chilsimri Festival (서귀포 칠십리 축제의 홍보를 위한 스토리텔링)

  • Cho, Jae-Choon;Lee, Hee-Nam;Kang, Jin-Su;Cho, Jung-Won
    • Proceedings of the KAIS Fall Conference
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    • 2009.05a
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    • pp.692-695
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    • 2009
  • 성공적인 축제를 위해서 가장 중요한 요건은 보다 많은 사람들의 참여를 이끌어야 함은 물론이고, 간접적인 참여보다는 직접적인 참여로 유도하는 것이라 할 수 있다. 이를 위해서는 축제의 배경과 행사의 내용 및 참여 방법 등을 적극적이고 효과적인 홍보할 수 있는 전략이 필요하나, 그동안의 제주 지역에서 열리는 축제에서는 단순한 유인물이나 웹기반의 제한적인 홍보 방식에서 머무른 실정이었다. 본 논문에서는 제주 서귀포 칠십리 축제의 적극적인 홍보를 위해 지정 캐릭터와 서복의 이야기를 활용한 스토리텔링을 기획 및 제작하였다. 이를 통해 이야기가 있는 축제로 승화하고, 축제의 정보를 재미있고 쉽게 전달하여 참가자의 흥미를 유도하며, 축제 테마의 이야기를 상품화로 연결할 수 있도록 하였다. 또한, 축제의 대상인 서귀포 칠십리 거리를 스토리텔링기반 테마의 거리로 조성하여 다양한 볼거리를 제공할 수 있도록 제시하였다.

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A Study on the Aesthetic Characteristics of the digital silhouette animation, (미셀 오슬로의 <밤의 이야기>를 통해 본 디지털 실루엣 애니메이션의 미학적 특성 연구)

  • Moon, Jae-Cheol;Kim, YoungOk
    • Cartoon and Animation Studies
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    • s.32
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    • pp.1-21
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    • 2013
  • Silhouette Animation has been recognized as a genre of animation since the very beginning of the animation history, and also Its segmental movement and Aesthetic expression has led a variety of semantic interpretations. Especially the French animation director, Michel Ocelot, recently integrated 3-dimensional digital to the silhouettes animation, and it extended the possibility of the silhouettes animation in many aspects. In his latest animation feature, , he showed how he made changes in 3-dimension by creating and evolving his own way and style of silhouette animation. Although mainstream digital animations preferably to show realistic images and motion, Michel Ocelot used very selective movement, subjective digital colors and extended space which couldn't be expressed in the way of creating traditional style of silhouette animation. This alternative slow movement and the unique aesthetics in 3-dimension emphasize the unconscious elements of color, composition, patterns, and it provides digitally enhanced images and pictorial impression. In addition, the acquisition of digital three-dimensional use of space made possible to provides the wider formative imagination to the audience. In this paper, we analyzed aesthetic characteristics of the digital silhouette animation, (2011), specially focusing on the aspects of Movement, Image, Space, which could not be found in the traditional silhouette animation. It is significant to obtain diversity of the future digital animation and its positive development. In addition, this provides opportunity to explore Michel Ocelot's new experiments and animation philosophy.

Analysis of Story-Retelling Structure in Digital Storytelling Applications for Infants (유아용 서사 창작 어플리케이션의 스토리-리텔링 구조 분석)

  • Han, Hye-Won;Ryu, Min-Soo
    • The Journal of the Korea Contents Association
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    • v.13 no.5
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    • pp.146-158
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    • 2013
  • The purpose of this study is to analyze the story-retelling structure of tablet PC-based applications that designed to help infants to create stories. Owing to the popularization and the usability of smart devices, infants have become from content consumers to creators who reconstruct stories in creative ways, based on the stories they heard. In those participatory process, infants experience enjoying stories independently and expanding the meaning of texts. Story-retelling is an adequate methodology that cultivates creativity, expressiveness, and literacy ability to infant. Consequently, this study investigates three types of story-retelling in , , and , and searches structure elements and methods of story-retelling in integrated approach. In conclusion, the story-retelling applications that provide 'creative gap' have educational value, because they allow infants to demonstrate imagination by filling in the gap and to realize the rule of stories.

Development of Material for Middle School Geometry using Storytelling (스토리텔링을 활용한 중학교 기하영역 자료 개발 연구)

  • Lee, Jae Hak;Chung, Sang Kwon;Kim, Sun Hee;Choi, Min Sik;Won, Yu Mi;Kim, Young Jin;Ko, Ho Kyoung
    • Communications of Mathematical Education
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    • v.27 no.3
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    • pp.341-356
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    • 2013
  • This research is about storytelling in middle school geometry. This study is basic research about actualizing mathematical teaching and learning based on storytelling that is raised for reforming school mathematics education. In order to develop the mathematics textbook model, development of procedures and methods were extracted from the literature. And mathematics textbook model were developed in accordance with the process and methods. Examples are presented in terms of the development of material with 'story as a communication tool', 'familiar story as a script' 'universality of the world or simulation of life as a story', 'story as a means to foster creativity: story making'. Through the results of this study, we are also able to check the possibility of storytelling in mathematics class. And this study will be the foundation for teaching and learning using storytelling.

The Behavior Economics in Storytelling (이야기하기의 행동경제학)

  • Kim, Kyung-Seop;Kim, Jeong-Lae
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.4
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    • pp.329-337
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    • 2019
  • It is true that many tales delivered in an 'Story-telling' auditorium or theater have not so much exquisite and refined forms as distorted and deteriorated ones. Furthermore, when false interpretations of tale-performers added into the category of the texts of tales, the problems can be made worse. In case of oral folk tales, there can be discordance between the standpoint of a tale-performer and the contents of a tale. This thesis is directly aimed at pointing out the 'Behavior Economics' problems concerned with the reading and interpretation of tales through investigating the missing parts of a text in reading tales. Man's rationality is meant to be confined to bounded rationality. Instead of making best choices, bounded rationality leads consumers to make a decision which they think suffices themselves to the point requiring no more consideration on the given item. It is the very Heuristic that does work in the process of this simplified decision making process. Heuristic utilizes established empirical notion and specific information, and that's why there can be cognitive 'Biases' sometimes leading to inaccurate judgment. As Oral Literature is basically based on heavy guesswork and perceptual biases of general public, it is imperative to contemplate oral literature in the framework of Heuristic of behavior economics. This thesis deals with thinking types and behavioral patterns of the general public in the perspective of heuristic by examining 'Story-tellings' on the basis of personal or public memory. In addition, heuristic involves how to deal with significant but intangible content such as the errors of oral story teller, the deviations of the story, and responses of the audience.

Narrative Strategy of UHD TV Human Documentary : Focusing on (UHD TV휴먼다큐멘터리 서사전략 연구: <순례-집으로 가는 길>을 중심으로)

  • Kwon, sang-jung;Chang, woo-jin
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.123-124
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    • 2019
  • 매체를 기반으로 하는 모든 이야기 형식이 그렇듯이 TV휴먼다큐멘터리의 서사방식 역시 방송환경에 따라 변화해왔다. 초고화질 비디오와 몰입형 오디오 구현이 가능한 UHD로 제작된 <순례-집으로 가는 길>은 등장인물의 1인칭 내레이션과 몽타쥬 편집 기법, 드론을 활용한 다양한 구도를 통해 등장인물의 심리를 섬세하게 표현, 시청자의 몰입을 가능하게 했다. <순례>의 이러한 시도 이후 이와 유사한 서사방식의 다큐멘터리가 방송되며 UHD방송환경 아래 TV다큐멘터리의 흐름과 방향이 달라지고 있다.

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Research on Analytical Method of fun Generating Factor of Product (제품에서 Fun감성이 유발되는 요인의 분석방법에 관한 연구)

  • 강정원
    • Archives of design research
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    • v.16 no.3
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    • pp.221-230
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    • 2003
  • In product design, many designers incorporate psychological aspects to express the "fun" factor. If so, is it possible to apply the fun inducing mechanism utilized in psychology to product design and are there any problems in the application\ulcorner Psychology defines the sense of fun as the result of relief to a situation that causes a mental accumulation through the discovery of a due. The psychological extraction of fun inducing mechanism tends to lean too much to the cognitive aspect. Therefore, when dealing with product design, psychology's particular disposition is inadequate in explaining the important perceptive factor of fun. This study hypothesizes that perceptive aspect of should be induced along with the cognitive aspect in order to rationalize fun in product design. In order to understand the perception of fun, this study will introduce the amusement aspect within Kitsch products. Methods of developing a humorous form will be studied and these methods will be applicable to perceptive aspects. This paper hypothesizes that through the theoretical basis of internal characteristic of cognitive factors and external characteristic of perceptive factors, the mechanism of fun can be determined.etermined.

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