• Title/Summary/Keyword: Database Narrative

Search Result 19, Processing Time 0.024 seconds

Analysis on Research of Narrative Therapy in Korea (이야기치료 관련 국내연구의 분석)

  • Lee, Mi-Ryon
    • Journal of Korean Clinical Health Science
    • /
    • v.2 no.3
    • /
    • pp.167-175
    • /
    • 2014
  • Purpose. The purpose of this study was to analyze the trend of the narrative therapy research on 42 studies, the master's and doctor's dissertations in Korea and to propose a direction of the narrative therapy study. Methods. The material used for this study were 42 studies collected from National Digital Library database. The analytic frame of this study is on the year of study, research design, research subjects, key concept, major of researcher and narrative therapy program. Results. Regarding research design, quasi-experimental study was the most used and survey study, program development research in this order. As a research subject, adolescents were the most used and child, aged, in this order. As the key concept, self-esteem was the most used and there were aggression, depression, self-efficacy, etc. As the major of researcher, counseling were the most used and theology, pedagogy, in this order. Conclusions. As a result on the research above, following recommendation can be made. Narrative therapy program should be develop the verify on effect of variables. Narrative therapy study needs to expanded to various subjects. In education field, we should be develop the various methods to apply narrative therapy.

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
    • /
    • 2009.02a
    • /
    • pp.1265-1271
    • /
    • 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.

  • PDF

Meta Storytelling & Character Storytelling Model (메타이야기적 상상력과 캐릭터 중심 스토리텔링 모델)

  • Lee, Dong-Eun
    • Cartoon and Animation Studies
    • /
    • s.42
    • /
    • pp.213-240
    • /
    • 2016
  • The character is not dependent on an original story world any more. It is not limited to it's own story, but gets out and expands the other story with new character, background story, and event regardless of genre and media. The purpose of this study is to analyze why should this phenomenon happen from the media perspective and to build a character storytelling model through the specific examples. With the advent of the digital paradigm the storytelling model is emphasized character storytelling. Character is no longer limited to just one narrative and extended beyond the boundary narrative, media and genre. There are four background. First, disappearance of the big story with the advent of postmodernism and the emergnece of small story. Second, the emergence of fandom culture and charater's liberalization. Third, character as public goods with database. Fourth, changes in author's position. In fact, in the traditional narrative theory there has been discussion about the character all the time. But character storytelling meets transmedia storytelling, discussions were accelerated. The character was preceded by a narrative independent existence. Even if that character has occurred even while leading cause narrative. In this paper, we suggest two model as specific methodology to expand the story world fixed character. One is phychology transition, another is roll transition. This study get the value to build the new storytelling model with digital paradigm.

Desktop Documentary & Database Narrative (데스크톱 다큐멘터리와 데이터베이스 내러티브)

  • Cha, Minchol;Lee, Sanghoon
    • The Journal of the Convergence on Culture Technology
    • /
    • v.4 no.3
    • /
    • pp.75-86
    • /
    • 2018
  • Desktop Documentary is a new documentary mode which uses a screen capture technology to complete the multitasking process of the creator who searches in the Internet Open Archive instead of shooting with a camera and remixes the selected multimedia contents using a computer interface. In this paper, we explore the desktop documentary that transforms potential archives into database narratives in the new media environment, converts cinematic mise-en-$sc{\grave{e}}ne$ into computational mise-en-interface, and transcends the boundaries between creation and criticism through creative mechanism as curation through stream of consciousness. We also examine the concept, type and characteristics of the desktop documentary which emerges since 2010s as an experimental attempt of new media art, a new hybrid genre of mainstream horror film, a new mode of fiction film, a new mockumentary style, and a new form of video essay and audiovisual critique.

A Study on the meaning of Database follow the application of Visual Contents (전시콘텐츠 적용 환경에 따른 데이터베이스 의미 고찰)

  • Kim, Min-Su;Yoon, Se-Kyun
    • Archives of design research
    • /
    • v.18 no.1 s.59
    • /
    • pp.17-26
    • /
    • 2005
  • Nowadays, display-contents are developing to an informative environment. that is under the logic of the media operating system. To perceive the media-environments and produce the cultural contents, the cultural designers seek to understand a skin structure from making up for shape. To appreciate operating system in data and database is not only systematization of form and contents of visual contents but also variety contents into multiple-platform and integrative environments. These days, the spectacle exhibition try to express for their surface design between algorithm of data and database. the information is expressing aesthetic which means presents the integrated contents through the play instinct environment to end-user. That was given web or game to participation is developing with the cellular device and ubiquitous computing system. in the linear perspective, the end-user should be immerse more and more hyper-simulation system because of the operating algorithm of database. To do this, human have need to get the information-ability from multi-platform society. In the virtual environment, database offer the experience of an unheard-of event to end-user that prepare the participants the circumstances priority of signifiers. To do that already based on a fixed sensibility endow with narrative of the freshness- experience.

  • PDF

Emotional User Experiences on Narrative-Based Social Issue Serious Game : Focused on (내러티브 기반 소셜 이슈 기능성 게임의 사용자 감정 경험 연구 : <나누별 이야기>를 중심으로)

  • Lim, Su-Jin;Doh, Young-Yim;Ryu, Seoung-Ho
    • Journal of Korea Game Society
    • /
    • v.12 no.6
    • /
    • pp.131-144
    • /
    • 2012
  • To affect users' attitudes on social issues, some serious games use narrative which can be an effective tool to provoke users' emotions. In this paper, focus group interview on the experiences about playing was conducted to figure out if the parts of narratives containing educational goals can actually provoke certain emotions or not. From the interview, words having emotional meaning were extracted and matched with Korean Emotion Terms Database. Then the emotion terms were compared with Russell's schematic map of core affect and were categorized. The result showed that users mostly felt unpleasant emotions during the play. The unpleasant emotions helped to achieve the game's goal which is conveying the tragedy of war.

A Visual Effect Retrieval System Design for Communication in Film-production - Focused on the Effect Using Computer Graphics Technology - (영화 비주얼 이펙트 제작의 커뮤니케이션을 위한 자료검색 시스템 제안 - 컴퓨터 그래픽 기술을 이용한 이펙트를 중심으로 -)

  • Jo, Kook-Jung;Suk, Hae-Jung
    • The Journal of the Korea Contents Association
    • /
    • v.9 no.6
    • /
    • pp.92-103
    • /
    • 2009
  • With the help of computer graphics technologies, the visual effects techniques using these technologies replaced most of special effects techniques which had been used for early films. For these changes, directors and visual effects creators make an effect in a scene through their mutual agreement in contemporary films. However, they undergo a lot of trial-and-error while making a visual effects scene because they cannot perfectly communicate their ideas due to the director's narrative language, and also because of the visual effect creator's language of computer graphics technology. This research suggests the design of a visual effects data retrieval system for efficient communication between directors and visual effects creators. This application provides the means to search a database analyzing visual effects scenes extracted from 14 remarkable movies in visual effect history by narrative and visual effects technique. They can search visual effects scenes using this application. also, this data can foster communication with directors and creators so they can make an efficient production pipeline.

A Study on the Development of a Story Database Based on English Literature: Focus on Motif Extracting (영문학 작품을 기반으로 둔 스토리 DB의 필요성 연구: 모티프 추출 방안을 중심으로)

  • Kim, Eun-Jung;Shin, Dong-il;Hwang, Su-Kyung
    • Journal of Digital Convergence
    • /
    • v.13 no.9
    • /
    • pp.463-472
    • /
    • 2015
  • The purpose of this study is to suggest a development model of English literature database, which will be widely available for narrative creation and editing in digital environment. The database will be allowed to assist effective recycling of various motifs prompted by existing literary works. This paper suggests how to build a story database of English literature by demonstrating a motif abstracting model with Hamlet originally written by William Shakespeare. It is hoped that this study will contribute to producing quality contents of storytelling and also give English literature experts chances of collaboration in the development of digitalized contents.

A Narrative Review of Clinical researches of Acupuncture treatment for Depression using Neuroimaging method: Focusing on SCI papers

  • Lee, Dong Hyuk
    • The Journal of Korean Medicine
    • /
    • v.42 no.4
    • /
    • pp.208-221
    • /
    • 2021
  • Objectives: The purpose of this article was to investigate the current status of clinical studies of acupuncture treatment for depression using neuroimaging method, focusing on SCI papers. Methods: We searched for clinical trial studies of acupuncture treatment for depression using neuroimaging method in the MEDLINE (Pubmed), OASIS, and RISS database. Once the online search was finished, studies were selected manually by the inclusion criteria. Finally, we analyzed the characteristics of selected articles and reviewed the neural substrates of acupuncture treatment in depression. Results: Total eight studies were included in this study. The most frequently utilized modality was functional MRI. The most frequently selected acupoint for depression was GV20. Several studies revealed that acupuncture treatment could improve the symptoms of depression. In this manuscript, we demonstrated that neuroimaging techniques could capture the neural substrates associated with depression and acupuncture treatment may modulate the activation of brain areas which were impaired in depression in a different way from sham acupuncture. Conclusions: Utilizing neuroimaging methods to explore neural mechanism of acupuncture treatment on depression would be helpful in clinical trials and more efforts should be needed in this fields.

The World as Seen from Venice (1205-1533) as a Case Study of Scalable Web-Based Automatic Narratives for Interactive Global Histories

  • NANETTI, Andrea;CHEONG, Siew Ann
    • Asian review of World Histories
    • /
    • v.4 no.1
    • /
    • pp.3-34
    • /
    • 2016
  • This introduction is both a statement of a research problem and an account of the first research results for its solution. As more historical databases come online and overlap in coverage, we need to discuss the two main issues that prevent 'big' results from emerging so far. Firstly, historical data are seen by computer science people as unstructured, that is, historical records cannot be easily decomposed into unambiguous fields, like in population (birth and death records) and taxation data. Secondly, machine-learning tools developed for structured data cannot be applied as they are for historical research. We propose a complex network, narrative-driven approach to mining historical databases. In such a time-integrated network obtained by overlaying records from historical databases, the nodes are actors, while thelinks are actions. In the case study that we present (the world as seen from Venice, 1205-1533), the actors are governments, while the actions are limited to war, trade, and treaty to keep the case study tractable. We then identify key periods, key events, and hence key actors, key locations through a time-resolved examination of the actions. This tool allows historians to deal with historical data issues (e.g., source provenance identification, event validation, trade-conflict-diplomacy relationships, etc.). On a higher level, this automatic extraction of key narratives from a historical database allows historians to formulate hypotheses on the courses of history, and also allow them to test these hypotheses in other actions or in additional data sets. Our vision is that this narrative-driven analysis of historical data can lead to the development of multiple scale agent-based models, which can be simulated on a computer to generate ensembles of counterfactual histories that would deepen our understanding of how our actual history developed the way it did. The generation of such narratives, automatically and in a scalable way, will revolutionize the practice of history as a discipline, because historical knowledge, that is the treasure of human experiences (i.e. the heritage of the world), will become what might be inherited by machine learning algorithms and used in smart cities to highlight and explain present ties and illustrate potential future scenarios and visionarios.