• 제목/요약/키워드: Effective Storytelling

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스토리텔링 마케팅에서의 공간에 관한 연구 (Study of Space in Storytelling Marketing)

  • 정선아
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2006년도 춘계학술발표대회 논문집
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    • pp.125-130
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    • 2006
  • The various kinds of consumption belong to a general category and at the same time the expression of most basic aspiration in the human life. Since the ancient times, the consuming activities have lasted with the other basic activities and the consuming space conducting consumption has developed as physical devices along with the human history. Those companies that have been given attention and getting favorable impression currently being selected by the consumers are now concentrated on the storytelling marketing. The storytelling marketing is that the emotion-oriented marketing activities give consumers the opportunities to enjoy the product contained stories to put the stories to marketing activities. It approaches to consumer with human story emotionally rather than rationally and heart rather than mind. Recently, the architecture has become artistic either it was linked and contacted media or part of marketing. We think that the story telling marketing is the eternal triangle among art, architecture and marketing that is a propensity or movement to interior at this time. I found out that the storytelling marketing methodology is able to touch the consumer's heart and stimulate consumption aspiration that makes new circumstances and experience expressing space. And for that, effective marketing methodology is to give the consumers a more exciting and enjoyable motivation in accord with the modern society to give companies positive image to customers and accordingly for the companies to gain profits. The story telling space that is filled with ideas which produce new circumstance and experience using the established narrative and theme will be required continuously and able to develop in the future.

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인공지능 스토리텔링 교육 프로그램이 학습 몰입도에 미치는 영향 (The Effect of the Artificial Intelligence Storytelling Education Program on the Learning Flow)

  • 김진관;한규정
    • 정보교육학회논문지
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    • 제26권5호
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    • pp.353-360
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    • 2022
  • 본 연구는 인간 지능의 가장 중요한 요소인 스토리텔링을 기반으로 한 인공지능 학습을 돕기 위해 구안된 인공지능 스토리텔링 교육 프로그램이 학습 몰입도에 미치는 영향을 검증하는 데 목적이 있다. 이를 위해 16차시 분량의 인공지능 교육 프로그램을 설계하여 개발하고, 초등학교 5~6학년군 영재 학생 19명을 대상으로 8주에 걸쳐 적용하였다. 인공지능 스토리텔링 교육 프로그램은 차시별 교수·학습과정안과 이야기책의 형태로 개발되었다. 인공지능 스토리텔링 교육 프로그램 적용 결과, 도전과 능력의 조화, 행위와 의식의 통합, 명확한 목표, 구체적인 피드백, 과제에 대한 집중, 통제감, 자의식의 상실, 시간 감각의 왜곡, 자기 목적적 경험 등 학습 몰입도의 9가지 모든 하위 요소에서 평균 점수에 유의미한 향상이 나타났다. 즉, 인공지능 스토리텔링 교육 프로그램은 학습 몰입도 향상에 효과적임을 확인할 수 있었다.

크로스미디어 스토리텔링의 온라인 구전 양상 (Online WOM Communication of Crossmedia Storytelling)

  • 서성은
    • 한국콘텐츠학회논문지
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    • 제11권1호
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    • pp.134-144
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    • 2011
  • 미디어 간의 무한경쟁과 무한융합의 시대 속에서 크로스미디어 스토리텔링(Crossmedia Storytelling)이 새로운 서사 양식으로 주목받고 있다. 크로스미디어 스토리텔링은 TV, 영화, 웹서비스등 복수의 미디어에 대한 교차 활용을 통해서 이루어지는 이야기하기 양식이다. 사용자의 능동적인 참여를 요구한다는 점에서 OSMU전략과 구분되며, 또한 각 미디어의 서사체가 완결적이지 않고 복수의 매체를 충분히 효과적으로 결합시켜야만 전체 스토리를 향유할 수 있다는 점에서 트랜스미디어 스토리텔링과도 다소 차이가 있다. 본 연구의 목적은 크로스미디어 스토리텔링의 대표적인 작품인 스웨덴의 인터랙티브 드라마 <마리카에 관한 진실>, 호주의 <스코츠드>, 미국의 <론리걸 15>등의 사례를 통해 크로스미디어 콘텐츠에 있어 사용자의 미디어 간 이동이 어떻게 일어나는지 그 양상을 밝히는 것이다. 이를 위해 먼저 크로스미디어 커뮤니케이션의 원리를 살피고, 바이럴 마케팅(viral marketing)과 같은 온라인 구전 커뮤니케이션에 기반하고 있음을 밝히고자 했다. 그 결과 크로스미디어 스토리텔링의 경우 핵심 콘텐츠의 환경 설정에 있어 사용자의 감정적 반응을 촉발함으로써 사용자 개입을 촉구하는 부정적 스토리가 효과적이며, 정보격차를 유발하는 스니저(Sneezer)의 설정이 매우 중요함을 알 수 있었다. 그리고 이러한 온라인 구전을 통해서 사용자 참여가 활발하게 일어나고 있음을 확인할 수 있었다.

스토리텔링에서의 조명과 배경음악의 역할 분석 -디즈니 단편 애니메이션 <페이퍼맨>을 중심으로 (Analysis of Roles of Lighting and Background Musik for Storytelling - a Case Study of Disney's Short Animated Film )

  • 박은혜
    • 한국멀티미디어학회논문지
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    • 제18권8호
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    • pp.988-995
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    • 2015
  • In 2013, Academy Award for Best Animated Short Film was granted to Walt Disney's short animation, (2012). With various aspects of its excellence, I focus on the very effective use of digital lightings and underscores for storytelling as its success factors. In this respect, this paper aims at analyzing the roles of the visual factors, especially tone, contrast, etc. created by lightings, and audio factors, especially underscores, in the film's story development. I find that can be characterized by the well-built story structure with distinct three acts. The main stream of the story is expressed with the overall mood that is created by the fine adjustments of brightness of the main light, and contrast. And the direction and the intensity of the lighting successfully describe the emotions of the characters in each scene. In addition, I find that properly chosen and positioned underscores make the development of the story more dynamic and more harmonized.

스토리텔링 수학수업의 예상되는 문제점과 해결방법의 모색 (Expected problems for storytelling mathematics education and some suggestions)

  • 김연미
    • 한국수학교육학회지시리즈A:수학교육
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    • 제52권4호
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    • pp.497-516
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    • 2013
  • Inspite of many strengthens of storytelling mathematics education, some problems are expected: when math is taught in concrete contexts, students may have trouble to extract concepts, to transfer to noble and abstract contexts, and they may experience inert knowledge problem. Low achieving students are particularly prone to these issues. To solve these problems some suggestions are made by the author. These are analogous encoding and progressive formalism. Using analogous encoding method students can construct concepts and schema more easily and transfer knowledge which shares structural similarity. Progressive formalism is an effective way of introducing concepts progressively moving from concrete contexts to abstract context.

Interactive VR film Storytelling in isolated space

  • Kim, Tae-Eun
    • International journal of advanced smart convergence
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    • 제9권1호
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    • pp.163-171
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    • 2020
  • There are many differences in narrative delivery between common movies and Virtual Reality(VR) films due to their differences in the appreciation structure. In VR films, scene changes by cuts have hindered the immersion of the audience instead of promoting narrative delivery. There are a range of experiments on narratives and immersion to solve this issue in VR films. Floating Tent applies hand gestures and immersive effects found in game elements and does not disturb narrative delivery by setting proper spaces and employing a direction technique to enable the melting of narratives into the characteristics of the spaces. There are time limits to offsound and mission performance, and devices fit for apocalyptic spatial expressions are made through a program. One of measures for the increasingly growing interactive storytelling in VR films is effective immersion. In narrative delivery, it is important to consider spatial setting and immersion to enable active intervention into events for immersion rather than passive audience only supposed to watch characters' acting.

컴퓨터를 활용한 그림 동화 만들기 활동이 유아의 이야기 꾸미기 능력과 창의성에 미치는 영향 (The Effects of Picture Storybook Making Activities by Computer on Children's Storytelling Ability and Creativity)

  • 고은애;정정희
    • 아동학회지
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    • 제26권4호
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    • pp.189-207
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    • 2005
  • This study examined the effects of picture storybook making activities with computer plays on children's storytelling ability and creativity. Seventy 5-year-old children from two day-care classes participated in this eight-week program. The experimental class used the computer software of 'Stanley's Sticker Stories.' The comparison class used paper and pencil. Data analysis was implemented by ANCOVA and t-test. Significant differences were found between the experimental and comparison groups in story telling ability by story structure, imagination, vocabulary, sentence structure, and creativity showing that picture storybook making activities with the computer was more effective than traditional picture storybook making activities.

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한국 전래동화 학습 사이트를 활용한 영어 지도 방안 (Improvement of English competence through Korean folktale web-sites)

  • 강문구;전영주
    • 영어어문교육
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    • 제15권3호
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    • pp.283-300
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    • 2009
  • The purpose of this paper is to suggest a model for an English learning web-site using Korean folktales to stimulate the interest of beginners learning English, (elementary and early middle school ages) and suggest an integrated way of teaching 4 skills. The study first reviews the theoretical and historical backgrounds of storytelling using Korean folk tale, WBI (Web Based Learning), and learner-centered learning. Storytelling using Korean folk tale is an interactive way of teaching English through the use of words and actions from Korean traditional culture. The students can take pride in their own culture while learning a foreign language since they are familiar with the stories and the culture. Nowadays multicultural education is one of the big features of global education. Therefore there are benefits of studying English through Korean folktales. The websites can help students learn English ubiquitously with a learner-centered focus. For the study, we analyzed several digital English storytelling websites. The paper concludes that digital English story books need to improve their interactive ways of teaching for more effective learning. The authors created an integrated English learning website model using Korean folktales for beginners. We hope to introduce this type of learning through the website for higher level students in middle school. Further study should be conducted in order to make the websites more meaningful and useful for Korean students learning English.

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웹 프로모션의 인터랙티브 스토리텔링 사례 분석 (Interactive Storytelling Example Analysis of Promotion Site)

  • 김선영;안성혜
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2007년도 추계 종합학술대회 논문집
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    • pp.631-636
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    • 2007
  • 기업의 프로모션 사이트는 웹 환경의 특징을 활용하여 브랜드 이미지를 다양한 표현방법으로 알릴 수 있고, 소비자들이 제품에 대한 정보를 다양한 각도로 흥미롭게 습득할 수 있으며, 전 세계를 대상으로 마케팅을 펼 칠 수도 있는 장점을 가지고 있다. 이러한 프로모션 사이트에서 효과적인 정보전달을 위해서는 소비자와의 인터랙션이 중요한 요인이며, 이를 위해 인터랙티브 스토리텔링의 이해가 필수적이다. 본 논문은 기업의 프로모션 사이트를 제작함에 있어 소비자의 효과적인 인터랙션을 유도할 수 있는 인터랙티브 스토리텔링에 대해 알아보고자 하는 목적을 가진다, 이를 위해 스토리가 있는 프로모션 사이트를 중심으로 인터넷 마케팅 프로모션 5단계인 방문유도, 흥미유발 및 참여유도, 고객정보획득, 고객의 니즈 파악, 고객별 가치제공을 기준으로 인터랙티브 스토리텔링의 사례를 분석하였다.

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Development and Application of Horticultural Kit for Children's Horticulture Education

  • Kwack, Hye Ran
    • 인간식물환경학회지
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    • 제24권6호
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    • pp.595-608
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    • 2021
  • Background and objective: For effective horticultural education, it is required to develop kits for practice. In this study, we developed a horticultural kit for germination that introduces storytelling, characterization, and assembly, and investigated the educational effects of using it to study its educational differentiation and usefulness. Methods: First, we developed a seed germination kit for learning. It consists of three components: the kit main frame for hydroponics, the activity sheet for storytelling, and the instruction manual. It is made into an acrylic assembly in consideration of the ease of delivery for contactless learning. Second, we developed two programs, each using a germination kit for horticultural education (experimental group) and a general germination kit program (control group). At this time, the class consists of pre-questionnaire, the 1st and 2nd classes, observation log writing (total six times for two weeks), the 3rd class, and post-questionnaire. The experimental group and control group were separately executed. Third, the application results were compared and analyzed before and after class. As a quantification questionnaire, the effects before and after class were compared through t-test with a questionnaire on program satisfaction and attitude change toward plants. The quantitative results were analyzed through observation activity sheets and effects before and after the class were analyzed through t-test with quantification and language coding. Results: The effect of horticulture education using the developed kit was estimated by a quantification questionnaire. Both the program satisfaction and the change in attitude toward plants showed high in the experimental group, and this difference was statistically significant (p < .05). As a result of analyzing the observation paper with a qualitative questionnaire, various cognitive and affective expressions appeared in the experimental group as well as the contents of the observation paper. The number of syllables and various qualitative expressions appeared, and these differences were also statistically significant (p < .05). Conclusion: Compared to general germination activities, it was found that the germination activities using storytelling-based horticultural kits would be effective for contactless classes in the post-COVID-19 era and in increasing the educational effect of horticultural activities.