• Title/Summary/Keyword: Narrative Study

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Game Storytelling Analysed through Montage Technique Borrowed from Film - Case Study of Game 'World of Warcraft' - (영화의 몽타주 기법을 통해 분석해 본 게임 스토리텔링 - 게임 World of Warcraft를 중심으로 -)

  • Lee, Jun-Hee
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.119-128
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    • 2006
  • 'Play' itself is enough of a motivation for anyone to do it. Still, it will be very difficult to continue to enjoy meaningless and aimless repetition of fights, mimicking, chases, discoveries or changing of sceneries by the mechanism alone. Of course, in rare occasions there are games like Tetris which can be enjoyed on its great gameplay alone for hours. But for most cases, players need goals, initiatives, and dynamism through storytelling for their experiences to be a rich one. Validity and feasibility of storytelling in games has always existed with plenty of skepticism. However, as games evolved from some small play mechanisms for spare times to a major entertainment with recognizable volume and content, a need to keep players interested and participating has made storytelling an essential ingredient. Storytelling within games has to have different meanings and shapes to existing narratives. Hence, new definition and methodology must emerge and studies has been active. If a case can be made so that a tested and tried methodology that has been successful for other media can be substituted for games, then it can bring a new direction to the ongoing studies. This study will borrow some methodology from cinema which can sometimes be seen as opposite to games and sometimes as something games want to be alike.

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Educational Implications about Online Debates on a Socio-Scientific Issue from a Postmodernist Perspective: Focus on the Mad Cow Disease (포스트모더니즘의 관점에서 본 과학 관련 사회적 쟁점에 대한 온라인 토론의 과학교육적 함의: 광우병 사례를 중심으로)

  • Jho, Hun-Koog;Song, Jin-Woong
    • Journal of The Korean Association For Science Education
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    • v.30 no.8
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    • pp.933-952
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    • 2010
  • This study aims to characterize debate on a socio-scientific issue in the Internet and to provide implications from a postmodernist perspective. This study concentrates on disentanglement of the complex relationship among society, economy, politics and science in an issue and characterization of the given text centering on its originality, the relationship between writer and reader, and the purpose of utterance. Sixty-six most read articles on a web message board were chosen and analyzed as a typical case of a socio-scientific issue in the internet. In them, five scientific disputes were identified: the cause of mad cow disease (MCD), specified risk material and the incubation period, the cause of new variant Creutzfeld-Jakob disease (vCJD), vulnerability of vCJD and the relation of Alzheimer and vCJD in American patients. Each argument is intertwined with social, economic and political problems such as its impact on the domestic beef market, feeding environment of imported cattle and the retaliation against denial of importation. With regard to originality, it is found that the originality of an author is weakened but communal through repetitive quotation of 'Peom', cutting and pasting, and engagement of readers with their comments. Furthermore, in order to close the gap between writer and reader, identity and personal narrative of the writers are often introduced into their writing. In terms of purpose of utterance, these are intended to deliver one's feelings or facilitate human behavior rather than inform through verification of a principle.

A Research of Relationship between Animation Content and Traditional Folk Culture: Centered around Michel Ocelot's <Kirikou et la Sorcière>(Kirikou and the Sorceress) and KBS Satellite Channel's <Animentary Korean Folklore>. (애니메이션 콘텐츠 창작소재와 전통 민속문화와의 만남: 미셸 오슬로의 <키리쿠와 마녀>와 KBS 위성 TV <애니멘터리 한국설화>를 중심으로)

  • Lee, Jong-Seung
    • Cartoon and Animation Studies
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    • s.19
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    • pp.65-88
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    • 2010
  • The purpose of this article is to investigate the relation the animation to culture archetype, focusing on the case of the matter for animation content creation. Furthermore, in the paper, we also study about the animation industry development using various cultural archetypes such as the tale, myth, legend, folk tale, which are usable for animation content industry. For purposes of this study, we analyzed the aspects of power of folk tale and the essential vitality of folk tale in KBS Satellite Channel's and Michel Ocelot's $\grave{e}$re>. Above all, the origin of literature, folk tales are characterized by their uniqueness of each people as well as the global universality, being reproduced over and over again in oral literature. In the existent mode, folk tales have a firm structure because of storytelling, and have characteristics of performance and tradition on the basis of this structure. These characteristics can make emotional experience deepen and insure quality of narrative experience through direct communications. In this context, comparing folk tales of diverse forms of each nation and discovering the ethnicism and universality would not only be critical in the animation content development aspects, but provide precious data for effective animation marketing to apply One Source-Multi Use.

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Critical Review of Simulation Training's Effects on Nursing Students (간호학생을 대상으로 한 시뮬레이션 실습 효과에 대한 비판적 고찰)

  • Choi, Eun Hee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.5
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    • pp.141-149
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    • 2020
  • This study was undertaken to analyze the intervening effect of nursing simulation among nursing students. This was a critical review study, and data obtained were reviewed using various data bases, including RISS, KISS, NDSL, DBpia, and KRI. The terminologies entered in the data base were nursing and simulation. Selected studies were assessed for methodological quality; and narrative, descriptive or one group post-test studies were excluded from the analysis. Ed. Notes: Please review for accuracy. I have suggested the edit to the best of my understanding. Finally, 234 studies were included for investigation. Results included studies of nursing simulation intervention in Korea, commencing from 2008. One group pre-post test and two group post test were more designed in journals comparing to master thesis or doctoral dissertation. Clinical practice was the most frequently studied aspect by both the assessor and student in the two groups' pre-post test design. Nursing competences associated with dependent variables during simulation were integrated skills, critical thinking, communication, cooperation, professional recognition and leadership. The two groups pre-post design explored more varied competences as compared to other designs. Considering the results obtained, we conclude that simulation intervention is an effective teaching method for nursing students to help improve their clinical practice. However, further studies are required to assess the impact of critical thinking and problem solving.

Analysis of Serious Game Elements of the Contents for Smart Device Based First-Aid Education (스마트 기기 기반 응급 처치 교육 콘텐츠의 기능성 게임 요소 분석 연구)

  • Suh, Dong-hee
    • Cartoon and Animation Studies
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    • s.47
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    • pp.273-294
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    • 2017
  • Korea has suffered numerous casualties due to a lot of accidents caused by safety insufficiency in recent years. Therefore, safety education is more important than ever before, and 'how to educate with what contents' is an important subject. Especially, experience education is effective rather than theoretical education because of the nature of safety education. However, it is not easy to design and develop these safety education programs. There is not much opportunity to access first-aid training, which is a part of safety education, unless it is compulsory to learn through public institutions. As a result, program utilization on safety education in Korea is still insufficient to what it should be. With that taken into account, this study proposed an effective serious game with fun and immersion for medical first-aid education. To do this, we analyzed five medical games through 20 cases of first-aid applications and elicited five factors that enhance the usability of serious games. With an analysis of five medical games, we selected one game to borrow the game rules, and applied the elicited five elements in the forms of level-up structure, iterative learning, compensation outcomes, competition system, and information transfer. The proposed medical education functional games should have 1) a character that plays a role of a patient, 2) a narrative flow that shows the situation, 3) the user should judge the situation and induce first aid. 4) compensation, levels, and simple repetition should be designed, and 5) information should be shared with the others in the given community. The results of this study is believed to contribute to enhance the medical emergency education in Korea.

The case study on interview mise-en-scène of documentary film (다큐멘터리 <노무현입니다> - 인터뷰 미쟝센 사례 연구)

  • Lee, Changjae;Sim, Jihyun
    • Trans-
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    • v.7
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    • pp.81-101
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    • 2019
  • Interviews are so important and meaningful that it is the heart of the documentary. In narrative film, it is focused as the story discourse, whereas documentary is strong in disclosure, which consists of narration and interview. In a TV documentary, interviews use conventional shots repeatedly, whereas in a documentary film that targets a relatively large screen, the interviewer's Mise-en-scene should consider the aesthetic depth. , which released in 2017 and used the audience for the third time in documentary film history, tries to make 40% of the volume of the main volume equal to the same angle. In a TV documentary, it is not uncommon for an interview cut to exceed 30 seconds, and if it exceeds 1 minute, immersion is significantly lowered, so the a mount and compression of the interview disclosure is important for both the director and the audience. In the case of the interview sequence of , it was the key to communicate the sub-plot with a relatively focused with long discourse, which is at least 8 minutes and 30 seconds to a maximum of 11 minutes, in a way that allows the audience to communicate. Furthermore, it was produced after the death of the protagonist Roh Moo Hyun, with the limitation that the voice of the protagonist was excluded, and the voice of Roh Moo Hyun was indirectly reproduced through the surrounding characters. In this study, it covers the meaning and scope of interviews in the production of documentary, and the aesthetic applications of the Mise-en-scene.

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A discursive approach to analysis of definition of graph in first year middle school textbooks (담론적 관점(discursive approach)에서 중1 수학 교과서의 그래프 정의 분석)

  • Kim, Won;Choi, Sang-Ho;Kim, Dong-Joong
    • Communications of Mathematical Education
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    • v.32 no.3
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    • pp.407-433
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    • 2018
  • In order to analyze textbooks from a discursive approach, the purpose of this study is to structuralize an analytic framework based on previous literature review and apply it to analyzing the meanings and their syntheses developed by words and visual mediators appeared in the definition of graph in first-year middle school textbooks. The discursive approach consists of the communicational approach developed by Sfard(2008) and the systemic functional linguistics developed by Halliday(1985/2004). In this study, ideational meta-functions for ideational meanings and interpersonal meta-functions for interpersonal meanings were employed to analyze the meanings produced by words and visual mediators in textbooks, whereas textual meta-functions for textual meanings were used for analyzing the synthesized relationships between words and visual mediators. Results show that first, density in mathematical discourse was very high and subjects in mathematical activities were ambiguous in the ideational meanings of words, and behavior aspect was more emphasized than thinking aspect in the interpersonal meanings of words which request student participations. In the case of ideational meanings of visual mediators, there was a lack of narrative diagrams, whereas there were qualitative differences in the case of offer. Second, there was a need for promoting a wide range of diverse synthetic relationships between words and visual mediators for developing enriched mathematical meanings through the varying uses like specification, explanation, similarity, and complement. These results are so important that they provide a new analytic framework from a discursive approach to textbook analysis because not only words, but also visual mediators are analyzed as tools for producing meanings in mathematics textbooks and their synthetic relationships are also examined.

Representation of Child Sexual Abuse in TV Documentary -Focused on KBS 'Current Topics Ssam'- (TV다큐멘터리의 아동성폭력 재현 방식 -'KBS시사기획 쌈'을 중심으로-)

  • Hong, Sook-Yeong
    • The Journal of the Korea Contents Association
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    • v.11 no.1
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    • pp.102-112
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    • 2011
  • The purpose of the study was to analyze narrative structure and spoken contents of two TV documentaries televised in KBS 1TV 'Current Topics Ssam' to examine how child sexual abuse was represented on TV. As a result, the study could see that child sexual abuse attackers were stressed by a system to monitor and punish them and TV documentary took a neutral attitude between their human rights and pain of the victims. And it emphasizes 'abnormal' sides such as attackers' drinking or history of mental illness, and men's social authority individualizes a woman's damage into private pain by imposing a light punishment on child sexual abuse attackers and letting them not punished. Child sexual abuse victims treated to be a sexual object as a 'small, easy and weak' woman are represented as a lethargic human who is afraid of revenge and lives in pain. The representation of child sexual abuse through 'Current Topics Ssam' has its limit in the fact that it neglected understanding social context of child sexual abuse by forming an event-centered immediate and fragmentary narration and didn't play a right role in making an efficient and long-term plan considering actual conditions of Korean society and leading the people's participation.

Male nursing students' Practicum Experiences on Delivery Room (남자 간호학생의 분만실 실습 체험)

  • Kim, Kyoung-Ah;Won, Mi-Hwa;Shin, Sun-Hwa;Go, Gee-Youn;Choi, Junkyoung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.2
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    • pp.458-469
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    • 2016
  • The special education setting in nursing practicum is required for male nursing students to become professional registered nurses. Therefore, this study identifies how male nursing students find and recognize the meaning of the practicum in a delivery room. Eight male nursing students were selected randomly in junior and senior grade. They had finished delivery room practicum within a month and were interviewed from Jul. 20th, 2012 to Dec. 28th, 2012 until the narrative data were fully saturated. The phenomenological method of Colaizzi was used. Thirty themes, nine theme clusters, and three categories were identified. The three categories were frightened in the 'female privacy first' environment, sexual inequality for male students, and only one observation chance of the delivery process. From this study, male students did their best against the gender role and female-only field. A strategy to improve the image of professional nursing is required to enlighten the social conventions regarding the gender role. In addition, multilateral efforts are expected to eliminate the gender discrimination in the nursing education system to establish the correct role of professional registered nurses.

Making a Civil War Surrounding History in Cyber Space Focused on 5·18 Discourses in Ilbe Storehouse (사이버 공간에서의 역사의 내전(內戰)화 '일간베스트저장소'의 5·18 언설을 중심으로)

  • Jung, Soo-Young;Lee, Youngjoo
    • Korean journal of communication and information
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    • v.71
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    • pp.116-154
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    • 2015
  • Officially given a historical signifier as Gwangju Democratic Movement since 1987, far-right and conservative group have restated that $5{\cdot}18$ is a rebellion and a riot that was committed by rebellious elements who obeyed North Korea's command or who were connected with North Korea. As those who had been responsible for the rebellion, revolt and riot were rewarded, far-right and conservatives' collective narrative that a country was born where the pro-North Korea left became dominated aroused extreme hostility towards $5{\cdot}18$. Far-right and conservatives involved in many different fields such as political party, university, press and media and civil group carry out incendiary discourse politics with intention to reestablish history and memory of $5{\cdot}18$ in their own story. Many people at online sites such as Ilbe Storehouse who are considered 'young right wing' is a main route to spread the far-right groups' remarks on $5{\cdot}18$. Ilbe is a main channel to reconstitute and reproduce the far-right conservatives' remarks and information on $5{\cdot}18$. Ilbe is one of main area where remarks of disparagement and ridicule, hostility and hatred on $5{\cdot}18$ unfurl. This study collects $5{\cdot}18$-related remarks and stories unfolded at Ilbe and examines how these remarks and stories make significance as to $5{\cdot}18$ and how information resources which remarks are dependent upon are connected each other. In this process, this study intends to find implications of incendiary politics that echoed of remarks on $5{\cdot}18$ have which at the online site Ilbe and by the far-right conservatives.

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