• Title/Summary/Keyword: 카타르시스

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A Case Study on the Bibliotherapy Class - Focusing on Lee Chung-joon's Snowy Road - (독서치유 수업사례 연구 -이청준의 「눈길」 중심으로-)

  • Hae Rang Park
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.305-310
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    • 2023
  • This study is an example of a class of bibliotherapy through Lee Chung-joon's novel Snowy Road. Bibliotherapy proceeds through the process of identification, catharsis, expression, insight, and application through reading. Through research, students objectively examine the situation of the character in the novel and compare it with their own situation. Students evaluate the situation of the character in the novel, experience the various life positions of the character in the novel by answering "What would you do if I were a character in the novel," and express their willingness to live differently from their lives. At the same time, I look into my relationship with my parents and seriously think about whether there is a problem and how to solve it if there is one. Through this process, students specifically suggest ways to think about and solve their emotions and problems. In the end, students' hurt feelings can be partially or sufficiently healed through reading. Through this study, it is expected that the method of bibliotherapy will be more concrete and develop in a positive direction.

A Study on the Ending Type of Movie Plot from the Viewpoint of Problem Based Storytelling : Focusing on 'StoryHelper' (문제 기반 스토리텔링의 관점에서 본 영화 플롯의 결말 유형 연구 : '스토리헬퍼'를 중심으로)

  • Yun, Hye-Young
    • Cartoon and Animation Studies
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    • s.50
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    • pp.187-214
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    • 2018
  • The problem-based storytelling of the three-act structure, which sees the plot of the story as a solution to the problem of the character, has been the guide of creation to the creator of popular stories since Aristotle. Also problem-based storytelling has served as a schema that provides dramatic catharsis to the audience of the story, and one of the dramatic catharsis It has been working as a schema. This problem - based storytelling has been used as a structure for story production programs that have been developed since the 1980s. However, this story authoring program is focused only on the external problem of the story, but it has the limitation of producing the story that can not solve the internal problem of the character and provide the catharsis. This paper analyze the plot structure of 'StoryHelper', which is a domestic story authoring program, and the ending of 900 films, both domestic and foreign, which are database in 'StoryHelper'. 'StoryHelper' presents a problem-based plot structure that can consider not only external problems but also internal problems by applying causality and mythical episodes. The structure of these plots is based on the parameters of external problem solving, unresolved internal problem solving, and unresolved variables maturity plot(542films), disillusion plot(111films), education plot(132films), tragedy plot(205films). The results of this analysis are expected to provide a meaningful structure for plot-based creative and creative program development.

Application and Evaluation of the Bibliotherapy for University Students (대학생을 위한 독서치료의 적용과 평가)

  • Kim, Soo-Kyoung
    • Journal of Korean Library and Information Science Society
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    • v.39 no.3
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    • pp.213-245
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    • 2008
  • The aim of this study is to demonstrate the effectiveness of bibliotherapy program for university students. Bibliotherapy program was designed and apply to crash course of 'Library Science' at Graduate School of Library, Archive & Information Studies in Pusan National University for fall semester 2006. A evaluation way of bibliotherapy program was a self-evaluation method for 5 cases of 39 university students participated in bibliotherapy program with examining of self-identity. The results have two obtains. 1) This program has a effectiveness in change of inner world. 2) Bibliotherapy program has a effectiveness in establishing ego-identity of university students.

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A study of utilizing literature for healing human's brain and mind (뇌와 마음의 치유를 위한 문학의 활용에 대한 연구)

  • Ryu, Da-Young
    • Journal of Digital Convergence
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    • v.12 no.12
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    • pp.545-552
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    • 2014
  • Most people think that our brain and mind are separate, however, they are closely connected. With this idea, we can heal the sickness of our brain and mind. People understand their lives better through the process of 'Identification-Catharsis-Insight' by reading literatures. In addition, they can speak out from their suppressed heart and take comfort when they write. Therefore, they will enjoy the self-healing effects. In this regard, we can help the people who are suffering from their brain damages or people who have wounded heart using literatures, and heal their mind.

Analysis of Storytelling in On-line Personal Game Broadcasting (온라인 개인 게임 방송의 스토리텔링 분석)

  • Han, Hye-Won;Kim, Seo-Yeon
    • Journal of Korea Game Society
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    • v.14 no.2
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    • pp.85-96
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    • 2014
  • The purpose of this paper is to analyze storytelling in on-line personal game broadcasting in order to find out unique characteristics of on-line personal game broadcasting. This study selects Youtube channel and as classic cases of on-line personal game broadcasting, and analyzes the cases with Bakhtin's theory of carnival. The on-line personal game broadcasting modifies the broadcasting format of mass media externally. Also, the on-line personal game broadcasting internally moves between interior and exterior of the game text in order to create new narrative events. In this process, the polyphonic utterances of the broadcasting host appeared. The reversal of the tragedy and the comedy leads the audience to catharsis.

Emotion Coding of Sijo Crying Cuckoo at the Empty Mountain (시조 「공산에 우는 접동」의 감정 코딩)

  • Park, Inkwa
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.1
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    • pp.13-20
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    • 2019
  • This study aims to study the codes that can code the Sijo's emotional codes into AI and use them in literature therapy. In this study, we conducted emotional coding of the Sijo Crying Cuckoo at the Empty Mountain. As a result, the Emotion Codon was able to indicate the state of sadness catharsis. This implanting of the Sijo's emotional codes into Emotion Codon is like implanting human emotions into AI. If the basic emotion codes are implanted in the Emotion Codon and induced of AI's self-learning, We think AI can combine various emotions that occur in the human body. AI can then replace human emotions, which can be useful in treating of human emotions. It is believed that continuing this study will induce human emotions to heal the mind and spirit.

The Influence of a Reading Therapy Program Using Picture Books on the Enhancement of Middle School Students' Self-Esteem (그림책을 활용한 독서치료 프로그램이 중학생의 자아존중감 향상에 미치는 영향)

  • Choi, Eun Sil;Byun, Ho Seung
    • Korean Educational Research Journal
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    • v.41 no.1
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    • pp.1-23
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    • 2020
  • The purpose of the study was to verify the effect of a picture-book therapy program on improving self-esteem among middle school students. The research was conducted with first-year students at a middle school. The participants in the experimental and control groups consisted of 20 students each. A pretest and posttest control group experimental design was used to confirm the effectiveness of the experimental study. The results of the test were analyzed using SPSS 21.0. The study found that the picture-book therapy program was effective in improving the self-esteem of middle school students in the experimental group. There was positive interaction between the participants in the course of the activity. Individual participants seemed to have equal catharsis and insights into their emotional response to the characters' actions and situations.

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The Effect of Bibliotherapy on the Happiness Index of University Students (독서치료를 통한 대학생의 행복지수 제고에 관한 연구)

  • Lee, Seung-Chae
    • Journal of Korean Library and Information Science Society
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    • v.44 no.3
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    • pp.287-308
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    • 2013
  • The purpose of this study is to investigate the effects of a bibliotherapy program on the happiness index of University students. To do this, this study collected its data through two questionnaires and the writings of 14 undergraduate students taking part in the bibliotherapy program. The bibliotherapy program was designed and applied to the course of 'Bibliotherapy' for the spring semester of 2013. The results were as follows: Firstly, we can raise the happiness index through the bibliotherapy program. More specifically, we can raise the level of satisfaction with life to a great extent, and increase positive emotions to some degree. However, reducing negative emotions is difficult. Secondly, we can heal with meditation, prayer, sticking to reality. etc., Thirdly, the bibliotherapist should consider the autonomy of the participant of the bibliotherapy program when he select books.

Digital Media Convergence and Interactivity in Film Narrative (디지털 미디어 융합과 영화 내러티브의 인터랙티비티)

  • Song, Minho
    • The Journal of the Korea Contents Association
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    • v.15 no.1
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    • pp.114-122
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    • 2015
  • This study has a main purpose on discussing the issue how the construction of film narrative will be changed by audience's desire to intervene into film narrative through the active participation, out of watching a film passively in movie theater. Compared with the collective theatergoing experience in big screen was defined as the past cinematic identity, the absolute value of movie theater fragmented increasingly in the era of media diversification facing with digital media convergence. As this situation can be compared with "the author's death" Roland Barthes predicted on the mono-media of the book, thus, we are to take the time to discuss the new emerging 'movies'. The most important thing in this discussion is the aspect of the transformation of narrative in the future screening. Especially, while 3 act structure and configuration evoking a catharsis in film narrative are elements defining aspect of the past narrative, then, the future narrative in film will change to the structure interacting with audience actively. This paper had a discussion how could be possible the aucience interaction in only movie valuing the passive experientiality uniquely in screening over the other media through investigating the attempts of interactive cinema so far and the possibility of future.

Lifestyels, community experiences, and immersion in online game world (온라인 라이프스타일에 따른 공동체 활동과 게임 몰입에 대한 탐색)

  • Whang, Leo Sang-Min;Kim, Jee-Yeon
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.770-779
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    • 2006
  • 한국 사회에서 사이버 공간, 특히 온라인 게임 세계가 사용자들에게 단순한 게임이나 가상 공간이 아닌 다양한 활동을 통해 현실과는 다른 방식의 또 다른 인생을 살아가는 새로운 생활공간으로 기능하고 있다. 본 연구에서는 온라인 게임 공간에서의 라이프스타일 유형을 확인하고, 리니지 2 와 메이플스 토리라는 두 가지 MMORPG 게임에서 이 유형이 어떻게 나타나는지를 확인하였다. 온라인 게임 '리니지'에서 구분된 온라인 라이프스타일은 '싱글 플레이어', '공동체지향 게이머', '탈사회적 게이머'였다.'리니지 2'를 대상으로 연구 결과, 온라인 게임 공간에서의 공동체 활동은 크게 공동목표, 집단유대감, 집단존중감, 집단영향력의 요인들로 구성되어있는 것으로 확인되었다. 온라인게임 사용자들은 온라인 게임에서 현실감, 조작용이성, 성취감, 친밀감, 소속감, 일탈적 행위를 통한 카타르시스를 통해 재미를 느끼는 것으로 확인되었다. 하지만, 이런 성향은 메이플스토리라는 저 연령층의 게임에서는 비교적 다르게 나타났다. 혈맹 또는 길드의 가입 비율은 비슷한 수준이었지만, 활동방식은 라이프스타일에 따라 다르게 나타났다. 게임세계에서의 라이프스타일은 연령이나 게임 사용기간에서는 큰 차이가 없는 것으로 나타났다. 그러나 공동체 활동과 온라인 게임에서 얻는 재미의 하위 요인들에서는 분명한 차이가 있는 것으로 확인되었다. 공동체 활동과 재미를 느끼는 측면에서의 차이로 인해 결국 온라인 게임에 몰입하는 정도도 차이가 있는 것으로 나타났다. 본 연구는 사이버 공간에서의 사람들의 심리적, 행동적 특성, 특히 온라인 게임에서의 사람들의 공동체 활동과 재미의 요소들을 탐색하였다는 측면에서 의의가 있다. 사람들이 온라인 게임 세계에 몰입하도록 만드는 요인들을 구체적으로 확인할 수 있었다는 측면에서 향후 사이버 공간을 기획하는 사람들에게 구체적인 시사점을 제시할 것이다.

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