• Title/Summary/Keyword: Action-Narrative

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A Study on the representational narrative about the Catholic apostasy in the Late Chosun Dynasty (조선후기 천주교 배교에 관한 재현적 글쓰기 연구 - 김훈의 <흑산>을 중심으로)

  • Yoon, In-sun
    • 기호학연구
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    • no.54
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    • pp.147-175
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    • 2018
  • This article will examine the interaction between individuals and community in the Late Chosun Dynasty Catholic apostolic narrative and the representational narrative about the life of the apostate. For this purpose, This article will discuss the interaction of individuals and community focusing on the apostasy narrative in Charles Dallet's Histoire de l'Eglise de $Cor{\acute{e}}e$. Based on the interaction of individuals and community. This article will examine the different aspects of life about Jeong, Yak-jeon and Park, Cha-dol described after the apostasy in Kim, Hoon's Heuksan. Especially, This article will discuss the different of social spirituality and individual spirituality in the process of faith formation and the process of forming self-identity after apostolic. Beyond understanding apostasy through the outcome of action, the above discussion will enable a comprehensive approach to the process of forming a self-identity and practicing faith as a Catholic believer in the social community. And also beyond the fragmentary understanding of apostasy as an abandoning faith, it will provide the possibility of broadening the understanding of various religious experiences of individuals as a Catholic believer in the Late Chosun Dynasty.

The Case Study on the Story Development to Jeju Batdam (제주밭담의 스토리 개발 연구)

  • Ra, Jeung-Im;Yang, Sung-Soo;Seo, Hyun-Jung
    • Journal of Korean Society of Rural Planning
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    • v.22 no.4
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    • pp.195-201
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    • 2016
  • The purpose of this study is to introduce the storytelling project for conservation and improvement of rural tourism. So, in this study, the current Jeju Batdam and storytelling planning are examined and the storytelling project presented in planning is also examined. And this study propose the storytelling implementation through the case study related in jeju. Its findings are as follws: 1) Storytelling exhibits principles of narrative structure(exposition, complication, climax and falling action) in various fact, and has shown tendency to structuralize a story. 2) It can be said that storytelling is deeply related with people's associations of their inner mind. 3) In order to convey a story in a more convincing way, storytelling a naming strategy based on a rhetorical technique, which has been shown to positively influence creating unique Jeju Batdam area.

Study on the Experiences of Preservice Teacher in Early Childhood Education on Learning Content in English (예비유아교사의 영어 전공수업 경험에 관한 연구)

  • Ahn, Hyo-Jin;Kim, Eun-Hyun
    • Korean Journal of Human Ecology
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    • v.21 no.4
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    • pp.629-647
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    • 2012
  • This study explored what Korean college students, especially preservice teacher in early childhood education, experienced and how they constructed the meanings of experiences about their subject- matter course (early childhood mathematics education) taught in English. One cohort- 20 senior students- majoring in early childhood education in a 4-year university was participated in this study. Using action research method and narrative research method, data were analyzed. The findings were as follows: 1) preservice teacher experienced some difficulties to construrct professional knowledge through English. 2) They challenged to overcome these difficulties through active participation. 3) They got supports from instructor and peer group. 4) They accomplished the course with self-satisfaction. 5) They experienced the conflicts between social requirements and personal needs.

Sphenopalatine ganglion block for relieving postdural puncture headache: technique and mechanism of action of block with a narrative review of efficacy

  • Nair, Abhijit S.;Rayani, Basanth Kumar
    • The Korean Journal of Pain
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    • v.30 no.2
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    • pp.93-97
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    • 2017
  • The sphenopalatine ganglion (SPG) is a parasympathetic ganglion, located in the pterygopalatine fossa. The SPG block has been used for a long time for treating headaches of varying etiologies. For anesthesiologists, treating postdural puncture headaches (PDPH) has always been challenging. The epidural block patch (EBP) was the only option until researchers explored the role of the SPG block as a relatively simple and effective way to treat PDPH. Also, since the existing evidence proving the efficacy of the SPG block in PDPH is scarce, the block cannot be offered to all patients. EBP can be still considered if an SPG block is not able to alleviate pain due to PDPH.

A study of display technique and display organization system for experience display of science technique - Focused on experience display of up-to-date science technique(NT, MEMS, BT) - (첨단과학기술 체험전시를 위한 연출기법 및 전시구성체계에 관한 연구 - 첨단과학분야(NT, MEMS, BT)의 체험전시를 중심으로 -)

  • Song, Hyun-Mi;Choi, Jun-Hyuck;Lim, Che-Zinn
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2005.05a
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    • pp.182-186
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    • 2005
  • The purpose of this research is to develop subject of up-to-date scientific technology, according with science museum, and to deviate from the old style, simply-seeing display, and the passive display which simply support narrative styles by one-way action. In addition, for motivating audience to take part in the display, this study is to analyze displaying technique, key marks of an exhibit and then to create the way which science museum should follow in order to plan interactive scenario and display technique. By analysis and consideration of museums, which I took for a sample, this study will work out display scenario, based on interactive concept, and experience display technique. Moreover, this study will suggest alternatives and basis in order to develop display technique of up-to-date science in science museum.

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Relation between Game Motivation and Preference to Cutscenes

  • Ruan, Xiao-Yin;Cho, Dong-Min
    • Cartoon and Animation Studies
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    • s.36
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    • pp.573-592
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    • 2014
  • Following rapid development of software and hardware technologies and increasing enhancement in arithmetic capability, there are more and more content that can be accommodated and processed in video games, which is also increasingly complex and fine. Cutscene as a main narrative method have been developed, which have become necessary to express some key plots and important scenarios in games. Good cutscene can strengthen engagement of players with virtual world in games and make players share affection and sorrow with roles in games; while badly-designed cut-scene or overused cut-scene will impair immersion of players and affect players' gaming experience; for this reason, developers should not continue cut-scene design just from opinions of designers nor make players passive receivers, instead, they should reduce as much as possible interruption by cut-scene to players' immersion and grant players with better immersion. After all, only designs depending on demands and preferences of players by having some knowledge of impacts of cut-scene on players' immersion can be accepted by players.

A study of the relation between an animation character and personality trouble: Focus to the personality trouble on social isolation (애니메이션 캐릭터와 성격장애 상관 연구 : 사회 고립형 성격장애를 중심으로)

  • Kim, Eun-Ju;Kim, Jea-Woong
    • Cartoon and Animation Studies
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    • s.14
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    • pp.65-82
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    • 2008
  • The animation is expressed by fusing the character's aesthetic feature and action in the entire structure and such creation of the character is needed to approach with understanding its socio-cultural background and dramatic structure. This study has started for the reason that there is a need of making an animation character based on reality, as well as to develop a individual character and narrative skill at the same time. In this study, analyzing through the DSM-IV (Diagnostic and Statistical Manual of Mental Disorders) by the American Psychiatric Association, APA), I have been able to come to a conclusion in which the character's personality is presented more exaggeratingly than its ordinary tendency. So it is used as a means to occur a dramatic motive-induction and probability. Futhermore, applying the same condition of the personality disorders to the animation character has changed the narrative development and it showed a result that even the character is not having the problem of personality disorders, it shows the nature of personality disorders-like is being appeared exaggeratingly or increasingly.

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SPACIAL POEM: A New Type of Experimental Visual Interaction in 3D Virtual Environment

  • Choi, Jin-Young
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.405-410
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    • 2008
  • There is always a rhythm in our language and speech. As soon as we speech out, even just simple words and voice we make are edited as various emotions and information. Through this process we succeed or fail in our communication, and it becomes a fun communication or a monotonous delivery. Even with the same music, impression of the play can be different according to each musician' s emotion and their understanding. We 'play' our language in the same way as that. However, I think, people are used to the variety, which is, in fact, the variation of a set format covered with hollow variety. People might have been living loosing or limiting their own creative way to express themselves by that hollow variety. SPACIAL POEM started from this point. This is a new type of 'real-time visual interaction' expressing our own creative narrative as real-time visual by playing a musical instrument which is an emotional human behavior. Producing many kinds of sound by playing musical instruments is the same behavior with which we express our emotions through. There are sensors on each hole on the surface of the musical instrument. When you play it, sensors recognize that you have covered the holes. All sensors are connected to a keyboard, which means your playing behavior becomes a typing action on the keyboard. And I programmed the visual of your words to spread out in a virtual 3D space when you play the musical instrument. The behavior when you blow the instrument, to make sounds, changes into the energy that makes you walk ahead continuously in a virtual space. I used a microphone sensor for this. After all by playing musical instrument, we get back the emotion we forgot so far, and my voice is expressed with my own visual language in virtual space.

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Subplots and Double Sound in the Film, Sweet Smell of Success (영화 <성공의 달콤한 향기>의 서브플롯과 더블 사운드)

  • Shin, Sa-Bin
    • The Journal of the Korea Contents Association
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    • v.22 no.6
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    • pp.273-282
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    • 2022
  • The narrative of the film, Sweet Smell of Success has a multi-layered structure. In Clifford Odets's scenario work, numerous lines for the main plot and subplots repeated a cycle of creation, decomposition, deletion, and modification to enhance the density of the story. As a result, whenever an actor spoke a line or paused, an action or an event that would trigger another line was created, giving depth and persuasiveness to the character's performance. The music of Sweet Smell of Success has multi-layered elements. The non-diegetic music was covered by the orchestral pieces performed by Elmer Bernstein's big band orchestra and the jazz pieces performed by Fred Katz's combo band. The diegetic music was mostly covered by the jazz pieces performed by the Chico Hamilton Quintet. The practical task of the film music was to reinforce or supplement the effect of the narrative driver, and the additional task was to realize the estrangement effect and the aesthetics of stagnation. The possibility and significance of intertextuality of subplots and double sound of this film are not simply confined to the limits of the film noir genre.

An Analysis of the Meaning of Laughter by Comedians Hee-Gap Kim, Bong-Seo Koo and Young-Chun Seo : focusing on Korean Comedy Movies in the late 1960s (코미디언 김희갑, 구봉서, 서영춘의 웃음 의미작용 분석 : 1960년대 후반기 한국 코미디영화를 중심으로)

  • Seo, Kok-Suk
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.8
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    • pp.75-89
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    • 2021
  • In this paper, the results of analyzing the meaning of laughter in comedy movies of the late 1960s, focusing on comedians, Hee-Gap Kim, Bong-Seo Koo and Young-Chun Seo, are as follows. First, the narrative laughter of the comedians represents the generational conflict between the lower class and the upper class, the gender conflict between men and women, and the frustration of reality. Second the mechanism of creating laughter of the comedians shows ridicule of the conservative older generation, revelation of the immoral upper class, and caricature of the frustrated lower class. Third, the practical aspect of the comedians' laughter reveals cracks in tradition and modern, gaps in economic inequality, and expression of prohibited desires. Therefore, comedians Hee-Gap Kim, Bong-Seo Koo and Young-Chun Seo in comedy movies of the late 1960s show the semantic effect of laughter of internal/external boundaries and optimistic world views through the closed opening of informal culture and the conflict of characters/performers.