• Title/Summary/Keyword: Narrative

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A Comparison of Socio-linguistic Characteristics and Instructional Influences of Different Types of Informational Science Texts (정보적 과학 텍스트의 사회-언어학적 특징과 초등 과학 학습에 미치는 효과)

  • Lim, Hee-Jun;Kim, Hyun-Kyung
    • Journal of Korean Elementary Science Education
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    • v.30 no.2
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    • pp.232-241
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    • 2011
  • The purpose of this study was to compare socio-linguistic characteristics and instructional influences of two different types of texts, which were narrative and expository. Socio-linguistic characteristics of two different types of texts were analyzed in their content specialization, linguistic formality, and social-pedagogic relationships. Expository texts showed strong scientific classification, and medium level of linguistic formality, and low level of social-pedagogic relationships. Narrative texts showed different characteristics. The instructional effects were investigated with 91 fifth grade elementary students in three classes. Each class was randomly assigned into three groups: expository text group, narrative text group, control group. The results showed that the science achievement scores of the narrative text group was higher than those of other groups. The affective domain test scores of the expository text group were higher than other groups. The perception of students on informational science text were generally positive both types of texts.

A Comparative Study on Structure of Animation Narrative -in the view of cultural semiology- (애니메이션 서사구조 비교연구 -문화기호학의 관점에서-)

  • Kwon Kyung-Min
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.144-148
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    • 2005
  • As the digital environment expended, concern about importance of narrative and its value has been increased. But detailed study regarding narrative analysis leaves much to be desired. Most studies on animation narrative structure are focused on Japanese and Disney animation of America, shot films in particular. Plus these have not been done by the comparative method but separately by product. This study aims at clarifying the peculiar narrative characteristics between Chinese and American animation through the comparative analysis about s, which are produced in the respective countries, China on behalf of High-context culture and America as the Low-context culture.

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Structuring Risk Factors of Industrial Incidents Using Natural Language Process (자연어 처리 기법을 활용한 산업재해 위험요인 구조화)

  • Kang, Sungsik;Chang, Seong Rok;Lee, Jongbin;Suh, Yongyoon
    • Journal of the Korean Society of Safety
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    • v.36 no.1
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    • pp.56-63
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    • 2021
  • The narrative texts of industrial accident reports help to identify accident risk factors. They relate the accident triggers to the sequence of events and the outcomes of an accident. Particularly, a set of related keywords in the context of the narrative can represent how the accident proceeded. Previous studies on text analytics for structuring accident reports have been limited to extracting individual keywords without context. We proposed a context-based analysis using a Natural Language Processing (NLP) algorithm to remedy this shortcoming. This study aims to apply Word2Vec of the NLP algorithm to extract adjacent keywords, known as word embedding, conducted by the neural network algorithm based on supervised learning. During processing, Word2Vec is conducted by adjacent keywords in narrative texts as inputs to achieve its supervised learning; keyword weights emerge as the vectors representing the degree of neighboring among keywords. Similar keyword weights mean that the keywords are closely arranged within sentences in the narrative text. Consequently, a set of keywords that have similar weights presents similar accidents. We extracted ten accident processes containing related keywords and used them to understand the risk factors determining how an accident proceeds. This information helps identify how a checklist for an accident report should be structured.

Rethinking Disaster Prevention Design: Educating the Public Using Narrative-Based Simulation

  • Kang, Sunwoo;Han, Myeong Ah
    • Proceedings of the Korea Contents Association Conference
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    • 2016.05a
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    • pp.251-252
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    • 2016
  • The vast majority of the disaster prevention design research in Korea has focused on the macro-level interventions such as examining the existing systems and approaches, instituting revised policies, systematically establishing intervention programs, and evaluating the effectiveness of the interventions. However, little has focused on systematically challenging individuals' awareness using micro-level intervention. The present paper introduces approaches to micro-level intervention by infusing narrative-based simulation, and further suggests the implications on balancing the approaches of both micro-level and macro-level interventions.

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Documentary Modes of Storytelling in Boyhood (보이후드(Boyhood) 스토리텔링의 다큐멘터리적 기법)

  • Huh, Eunhee
    • Journal of Korea Multimedia Society
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    • v.22 no.8
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    • pp.974-982
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    • 2019
  • Contemporary narrative and documentary share across boundaries between the 'actuality' and the 'creative treatment.' The documentary has blended modes of representation from various genre to reflect the world changing. The narrative movies also has applied the historicality of 'evidence' and 'documents' from documentary to obtain the new form of realism. Boyhood shows a differentiated realism to retain both the narrative structure and the documentary temporality, containing 12 years of timeline with the limited artificial space time. Boyhood also takes the analogical concept of 'the dramatization of the actual materials' from the early documentary films.

Development of Storytelling Program for Science Learning Utilizing Local Myths as Contents

  • Kang, Kyunghee
    • International Journal of Contents
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    • v.10 no.3
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    • pp.55-63
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    • 2014
  • Existing science education that excludes narrative thinking impedes the understanding of the context of workbook content. The object of this research is to develop a storytelling-learning program based on narrative thinking to elevate learners' interest in science and expand their inventive problem-solving abilities. Following an analysis of the current Korean curriculum, eight types of storytelling materials that utilize local content were developed for grades 7-9. The learning program used quest storytelling and was designed such that learning activities such as investigation, discussion, and experimentation were included in the process of solving each quest. Learners experienced an interest in storytelling learning resulting from participation in this storytelling-learning program. Moreover, learners demonstrated inventive problem-solving abilities in the process of completing the stories. During the process of assembling the storytelling materials, the students interacted with enthusiasm and generated ideas. The teachers indicated a positive feedback to the storytelling program as a new attempt to stimulate learners' interests. In the future, with continuous development and application, storytelling-science-learning programs that base science learning on narrative thinking are expected to be successful.

The Effects of Narrative Therapy Group Counseling on Children's Dysfunctional Beliefs and Aggression (이야기치료 집단상담이 아동의 역기능적 신념과 공격성에 미치는 영향)

  • Lim, Da-Young;Kim, You-Me
    • Korean Journal of Child Studies
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    • v.31 no.1
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    • pp.125-136
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    • 2010
  • The purposes of this study were to examine the effects of narrative therapy group counseling on children's dysfunctional beliefs and levels of aggression. The subjects were 20 students in grade 5 who had been randomly assigned to an experimental group and a control group. The experimental group was treated with narrative therapy group counseling. The experiment was performed over 10 sessions for 10 weeks. In order to test the experimental effects, post testswere administered after treatment. The results were analyzed by means of MANOVA. The findings of the study were as follows : Compared to the control group, the experimental group experienced a significant reduction in dysfunctional beliefs and levels of aggression.

Interactive VR film Storytelling in isolated space

  • Kim, Tae-Eun
    • International journal of advanced smart convergence
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    • v.9 no.1
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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.

Analysis of Narrative for Mobile e-book Applications with Haeinsa Buddhist Tales

  • Lee, Young-Suk;Kim, Sang-Nam;Lee, Jong Dae
    • Journal of Korea Multimedia Society
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    • v.18 no.3
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    • pp.429-436
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    • 2015
  • This study describes the humanistic perspective inherent in Korean Buddhism. It is based on a narrative of the establishment of Haeinsa Temple, which is one of the three major Korean traditional temples, and represents the heritage of Korean Buddhism. With this narrative, we developed and implemented mobile content for Android devices titled "Treasures from the Palace of the Dragon King". Its scenario, which is a folktale of the establishment of the Haeinsa Temple, was created using A.J. Greimas' Actantial model as the research method. As a result, the content developed by the reconstruction of the scenario consists of mini-games and animations offering an intuitive user experience (UX), which is implemented in a compound E-BOOK for mobile devices. We aim to promote Korea's traditional culture throughout the world, using this content as a starting point for the future.

Preliminary Study of Developing the Curriculum Supervision Model Based on the Narrative (내러티브에 기반한 교육과정 장학 모형 개발의 예비적 탐색)

  • Shin, Young-Su;Kang, Hyeon-Suk
    • Journal of Fisheries and Marine Sciences Education
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    • v.23 no.3
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    • pp.486-502
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    • 2011
  • The purpose of this study is to investigate the model of curriculum supervision that can substantialize the educational value by studying actual condition and problems of present curriculum supervision. And this study focuses on reciprocal actions based on communication and dialogs. As the model of supervision mentioned above, this research proposes the supervision model of curriculum based on narrative. We need to move the view point of bureaucratic administrative supervision to new vision. For the supervision matched with this new approach, the teachers' experience has to be reinforced by dialogs and communication between school members and the person in charge of supervision in the mood of respect. The educative value of school can be recovered by the narrative through interaction, respecting school members' experience and meanings in their life according to personal practical knowledge based on teacher's experience, forming the school community by mutual communication, and constructing school culture coping with change of new environment.