• Title/Summary/Keyword: 전래 동화

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Content Analysis of Illustrated Korean Fairy tales As Kindergarten Science Teaching Material (유아과학 교수자료 수집을 위한 한국 전래 그림동화의 내용분석)

  • Nam, Kyung Hee;Park, Ung Im
    • Korean Journal of Child Studies
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    • v.20 no.3
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    • pp.245-257
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    • 1999
  • This study investigated illustrated Koran fairy tales as material for teaching kindergarten science. The 64 books selected for this study were analyzed by the standards set forth in the Exploring Life segment of the 5th Revision of Kindergarten Teaching Procedures (1993). The story-structure strategy was based on the structural pattern suggested by Moen(1991). Results showed that the structural elements of the illustrated fairy tales could be classified into 7 categories and 8 types of content patterns. After validating the adaptability of the fairy tales for use in teaching Kindergarten science, the books were cataloged by type and category.

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The Influence on Interpersonal Cognitive Problem-Solving Skill of Discussion of Moral Conflicts Found in Traditional Fairy Tales (전래동화에 나타난 도덕적 갈등상황의 토의활동이 유아의 대인문제해결사고에 미치는 영향)

  • Kim, Myoung Hee;Kim, Young-Ok
    • Korean Journal of Child Studies
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    • v.21 no.2
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    • pp.157-169
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    • 2000
  • This study investigated the effects on interpersonal cognitive problem-solving skill of discussion with children of moral conflicts in traditional fairy tales. The subjects were forty 4-to 5-year-old children. The experimental group took part in discussion after hearing traditional fairy tales showing moral conflict, and the control group only listened to the fairy tales. Statistical analysis was by the SAS program. Conclusions were that discussion of moral conflicts found in traditional fairy tales brings about a positive result in children's interpersonal cognitive problem-solving skill.

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A Study of VR Interactive Storytelling for Empathy (공감을 위한 VR 인터랙티브 스토리텔링 연구)

  • Bae, Byung-Chull;Kim, Dong Gyun;Seo, Gapyuel
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1481-1487
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    • 2017
  • In this article we describe our preliminary work to create VR interactive storytelling particularly for building empathic relationships between the reader (or the player) and story characters. As a practical guideline for developing empathy-based VR interactive story, we propose four key factors: first, narrativity considering narrative theories and concepts including the notion of focalization by Gerald Genette; second, interactivity for balancing between narrative and player control in interactive storytelling domain; third, consideration of virtual reality in human computer interaction domain; fourth, empathy in narrative from the viewpoint of psychology and cognitive science. We also introduce an example interactive storytelling scenario based on Little Red Riding Hood story. Finally we conclude with our VR implementation using Unreal game engine and HTC Vive.

Multi-perspective of Korean Folk Paintings (민화의 다시점을 활용한 애니메이션 표현기법 연구)

  • Kim, Do-Yeon
    • Cartoon and Animation Studies
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    • s.9
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    • pp.112-126
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    • 2005
  • This study investigates how 'multi-perspective' can be utilized in animation. For this goal, 1 used the traditional techniques of Korean folk paintings called 'Minhwa.' Most 'Minhwa' works, employ 'multi-perspectives', instead of linear perspective of the Western tradition that has been only taught to students under the formal education system. In Minhwa parts of reality are not only stylized but also fragmented and combined within the same frame. Other common techniques of 'Minhwa' include frontal view, bird's eye view, and inverse-perspective, which are of ien combined in one single work. The purpose of this study is to develop a working principle and practically apply it to , an animation piece based on the Korean folktale of the same title. In doing so, I have proposed a way to reconstruct and revitalize the traditional art form in the age of digital technology and have concluded that 'Multi-perspective' in 'Minhwa' can be utilized in other contents such as animation.'Multi-perspective' in 'Minhwa' is a rich source that has numerous cultural applications.

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Movie A Werewolf Boy and Women's Original Sens (영화 <늑대소년>과 여성의 원형적 감정들)

  • Kim, Guyl-Hun
    • The Journal of the Korea Contents Association
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    • v.16 no.3
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    • pp.198-209
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    • 2016
  • The Movie, A Werewolf Boy, describes metaphorically the hidden desire of female audience. The majority of stories about wolves contains fear of wolves inherited by and learned through human history struggling with the nature. They also shows punishment and reward toward wolves as a cultural symbol of evil. This study focuses on analyzing wolves as a metaphor of hidden original desire rather than as a subject of fear and punishment. Soon-Hee's experience with a wolf-boy in her period of puberty and her remembering the experience in her old age expresses her original sexual desire. The movie, A Werewolf boy does not directly deal with sexual content. However, SU-NI's growth through the interaction with the wolf-boy informs us Freudian theory of sex and the mechanism of sexual desire and its repression or realization. Brun Bettelheim's "Little Red Riding Hood" was used to analyze Soon-hee's desire during her puberty and Clarissa Estes's "Women Who Run with the Wolves" were used to explore SU-NI's wildness forgotten in her elderlyhood. This study shows in the process of wolf boy's transformation from biological being into social being awakened the hidden and original desire of woman.

Characteristics of Narrative Writing in Normal Aging: Story Grammar and Syntactic Structure (노년층의 글쓰기 특성 -이야기문법과 구문구조)

  • Kim, Hyeon Ah;Won, Sae Rom;Lee, Bo Eun;Yoon, Ji Hye
    • 재활복지
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    • v.21 no.1
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    • pp.193-212
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    • 2017
  • The elderly often produce irrelevant speech and get off-topic more easily than the young; the former also has difficulty generating fewer syntactic structures and makes errors of grammatical morphemes. In particular, the elderly might have more difficulty writing since it requires more complex cognitive processes than storytelling. The participants in this study were 32 young people and 32 older people. They were asked to write a short story of Korean fairy tale('Heungbu Nolbu'). The data was analyzed in narrative composition and syntactic structures. The study revealed the following: First, in composition aspects, the elderly group showed significantly lower total number of story grammar and episodes. In addition, the elderly produced more off topic statements. Second, in syntactic aspects, although there was no significant difference in the number of producing complex sentences between two groups, the elderly group generated more inadequate cohesive devices and used fewer relative and adverbial clauses. These findings suggest that the elderly have a tendency to perform tasks by producing more off-topic statements and shows decreasing coherence by using lower number of relative and adverbial clauses. However, this study also uncovers that the elderly were able to write more complex and longer sentences using visual feedback.

Festival Space Design to Change the Value of Sudokwon Landfill Site - 2014 Dreampark Chrysanthemum Festival Basic Plan and Design - (수도권 매립지 가치변화를 위한 지속 가능한 축제 공간 계획 - 2014 드림파크 국화축제 기본계획 및 기본설계 -)

  • Kim, Ok-Kyung;Lee, Hak-Youn;Kim, Joo-Am;Lee, Bo-Ram;Kim, Ha-Yan
    • Journal of the Korean Institute of Landscape Architecture
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    • v.42 no.4
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    • pp.89-99
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    • 2014
  • This paper offers a landscape design proposal for the 2014 Dreampark Chrysanthemum Festival within the Sudokwon Landfill Site. This site is located at 58 Baeksukdong, Seo-gu, Incheon, and it has an area of approximately $560,000m^2$. Over 1.53million visitors came to this festival on the previous year. This design includes an overall masterplan and a series of planting plans along with a core selection of iconic topiaries. The goal of the design is to create a landscape that improves the value of the place image and local economy as well as celebrates the 2014 Incheon Asian Game. In order to achieve this goal, three design subjects were considered: promoting local pride as a part of Incheon, increasing the aesthetic value of the site based on the brand image, and sustainable placemaking. To promote local pride, the 2km long "Little Incheon" is designed over a wildflower field, which is inspired by Incheon Bridge to give a strong image of the locality. A variety of programs from local gardening participation were introduced to the east part of the site. The design also outlines the vision for the development of Dreampark - a people-oriented gathering place for the entire community with spaces that offer a variety of unstructured recreational and cultural experiences. To increase the aesthetic brand value of the festival, it introduced a variety of wildflower beds scattering through the whole site. It creates a strong brand image for the festival and memories that will encourage visitors to return. Various folktales of Asian countries are displayed by autumn flowers and groundcover plants at the centre of the site, which is the highlight of the festival site. For sustainable placemaking, the design preserves the existing trees and reed beds for wildlife to create natural layers of landscape. In addition, facilities and service centers are designed to be flexible and are centred on the needs of the people using them. Also a festival management scheme was planned in order to operate the site efficiently and economically.