• Title/Summary/Keyword: Narrative and Play

Search Result 110, Processing Time 0.064 seconds

Enhancing Business Continuity in the Oil and Gas Industry through Electronic Records Management System Usage to Improve Off-Site Working: A Narrative Review

  • Hawash, Burkan;Mokhtar, Umi Asma';Yusof, Zawiyah M.;Mukred, Muaadh
    • Journal of Information Science Theory and Practice
    • /
    • v.10 no.2
    • /
    • pp.30-44
    • /
    • 2022
  • The primary function of an electronic records management system (ERMS) is to support organisations in providing effective records management services by enabling efficient remote access to the organisations' records. This helps the organisation to continue running during emergency events, such as the COVID-19 pandemic. The need to study ERMS for accessing records remotely has increased dramatically, due to the increase in daily use. The situation arising from the COVID-19 pandemic has increased the need for implementing proper digital systems, such as ERMS, to enable efficient work processes and enhance business continuity. An ERMS has the potential to allow organisations to create records and workflows off-site. During a pandemic, the ability to structure processes digitally helps in maintaining operations remotely. This study aims to provide a narrative review of the ERMS literature with an emphasis on explaining the primary components of ERMS that act as enablers for the implementation of the system in the oil and gas sector of developing countries. The current study proposes ERMS roles and responsibilities that could enhance business continuity. The authors use a qualitative narrative review and analyse the literature related to this study and its findings. The results show that, in cases of risk or crises, staff members need to have easy access to their records and documents to remain productive. An ERMS allows professionals to remain active and work off-site. Thus, ERMS play a significant role in protecting an organisation's content through the monitoring and control over who has authorisation to access its records.

Deciding Relative Importance of Factors in Evaluating Public Trust of Soccer Commentators Using Fuzzy AHP (퍼지 AHP를 이용한 축구방송 해설자의 공신력 평가요소 중요도 결정)

  • You, Kang-Won;Choi, Kyoung-Ho
    • Communications for Statistical Applications and Methods
    • /
    • v.17 no.6
    • /
    • pp.779-789
    • /
    • 2010
  • Sport commentators play an increasingly influential role in commercial sports broadcasting. Public trust is regarded as one of the most significant qualifications for sport commentators and this study used a Fuzzy AHP method in deciding the relative importance of professionalism, reliability, dynamic, and narrative skill. Based on the results, we conducted an evaluation of the public trust for the four SBS sport commentators for the 2010 South-Africa World Cup. The conclusion showed that professionalism and narrative skill were regarded as the most important factors for sport commentators to gain public trust. Among the four commentators evaluated, commentator # 1 got highest score overall, the soccer expert group highly appreciated commentator # 2, and the non-expert group highly appreciated commentator # 3.

A Study on the Narrative of the Interactive Movie based on the concept of Gamification - focused on (게이미피케이션 개념을 적용한 인터랙티브 영화 서사 연구 - <블랙미러: 밴더스내치>를 중심으로)

  • Kim, Hye Bin;Ahn, Sang Won
    • Journal of Korea Game Society
    • /
    • v.19 no.3
    • /
    • pp.101-112
    • /
    • 2019
  • This study examines the potentials and limitations of interactive movies at present by reading the narrative of the interactive movie, through the concept of gamification. The 'quest' of the is to choose an option to play out the story in unpredictable world, and the 'reward' is the hierarchy of the ending. It is necessary to reduce uncertainty between option and ending, intensify playfulness, and provide a variety of discriminative endings in order to make viewers immerse deeper in interactive movies. Such an analysis implies that the intensification of gamification elements may influence the immersion in interactive movies positively.

Correlation between Narrative Space and Dramatic Immersion - Concentrating on - (내러티브 공간과 극적몰입의 상관관계연구 - <시카리오>를 중심으로 -)

  • Mun, Jung-Mi
    • Journal of Korea Entertainment Industry Association
    • /
    • v.13 no.2
    • /
    • pp.101-110
    • /
    • 2019
  • Filmic spaces are not only a core expressive factors that can embody both internal and external meanings of films, but also play an important role for initiating dramatic context in terms of narratives. They establish visible environment in which provocative incidents occur and characters' behaviors are induced, include characters' psychology or emotional meanings of narratives and provoke tensions through symbolic meanings and the implicit function of surface background. This paper, therefore, analyzes the film, , by focusing on the dramatic function of narrative space. This film provides insights and thoughts through deep philosophical reflection, by escaping from the convention of such a genre, through deep philosophical reflection, by escaping from the convention of such a genre, though it belongs seemingly to the crime thriller genre using Mexico's drug cartel as it main material. In the film, narrative spaces are responsible for emotions invoking dramatic tensions beyond provocative incidents and the elaborately planned and controlled mise-en-scene absorbed audiences' attention by organizing ultimate suspense. In conclusion, flow and dramatic lingering imagery of this film might be achieved by power of scenes rather than plot factors. This study thus explained the correlation between narrative spaces and dramatic immersion, by analyzing spaces appearing in and visualized construction. It is hoped that this will further extends the pattern of researches on dramatic immersion, which have been primarily focused on plots and characters.

A Narrative Inquiry Regarding the Growth, Overcoming Hardship, and Social Adjustment of Student Athletes from Broken Families (결손가정에서 성장한 학생선수들의 성장과정, 역경극복 및 사회적응에 대한 내러티브 탐구)

  • Shin, Song-Hwi;Kim, Seung-Yong
    • Journal of the Korea Convergence Society
    • /
    • v.10 no.5
    • /
    • pp.267-278
    • /
    • 2019
  • The objective of the current study was to engage in an in-depth discussion and analysis about the process of overcoming hardships in students that play varsity sports as student athletes and who grew up under incomplete family structures, To achieve this end, the current study conducts a narrative inquiry into the subjects, which found the following: First, in terms of improvement and expansion of interpersonal relationships, the student athletes were able to change their personalities to be more confident and active in their daily routines. Second, in forming positive emotions through playing sports, the student athletes were able to actively search for ways to overcome difficult situations and self-regulated their emotions. Third, in relation to improvement of problem-solving skills, the student athletes were able to find the most effective ways to overcome hardships caused by their broken family situations, in addition to exhibiting advanced problem-solving skills that enabled them to find courses that are most adequate for solving future problems.

A study on the correlation between nonverbal signs in Charade and narrative transformation: Focusing on the formation process of the subject appearing in the film Carol (셔레이드에서의 비언어 기호와 서사적 변형의 상관성 연구 - 영화 <캐롤>에서 나타나는 주체의 형성 과정을 중심으로)

  • Jo, Eun Jin;Song, Chi Man
    • 기호학연구
    • /
    • no.56
    • /
    • pp.109-136
    • /
    • 2018
  • The purpose of this study is to examine the narrative correlation of nonverbal signs found in Charade. Charade, by using nonverbal signs, provides information about the character's psychological change, his or her relationship with others, and the places where they stay. The study of Charade, then, has to be approached considering not only the transmission of messages through nonverbal signs but also its signification. This study has analyzed the narrative and formation process of the subject that triggers the subject's activity by taking narrative semiotics to the film Carol (2015). As the status of women is represented by the mise-en-$sc{\grave{e}}ne$ at this time, this study aims to examine such a fact through Charade, which belongs to the realm of mise-en-$sc{\grave{e}}ne$. In this study, nonverbal signs that are used in Charade are drawn based on the nonverbal communication theory. The result of analyzing the texts showed that the use of interior decoration was outstanding in the process of expressing the status of female subjects. The use of gaze was noticeable in the process of expressing the acquisition of female subjects' power. Besides, it should be noted that the use of nonverbal signs such as accessories, territoriality, or gesture, was worthy of attention. It was confirmed that such nonverbal signs play an important role in the formation of subjects and configuration of narrative transformation.

Creative Curiosity: Study of Alice Character in Lewis Caroll's Adventures of Alice in Wonderland (창조적 호기심 루이스 캐럴의 『이상한 나라의 앨리스의 모험』 연구)

  • Cho, Sungran
    • Cross-Cultural Studies
    • /
    • v.41
    • /
    • pp.299-320
    • /
    • 2015
  • Lewis Carroll's Alice's Adventures in Wonderland expands scope of Children's Literature genre by introducing the discourse of pleasure as opposed to that of didactic discipline. Carroll's narrative is important, not only for children's literature, but also as a forerunner of post/modernism of James Joyce with its language play and linguistic invention. Its treatment of Alice's body change follows the motif of body transformation in myth and literature. Comparing "stasis" of Susan Sontag's character Alice (James) in her play Alice in Bed and "movement" of Carroll's Alice, this study explores the issues of woman's alienation and the dichotomy of mobility/immobility in reality and in their literary representations. Focusing on a female child's double alienation as woman and child, I argue Alice's Adventures in Wonderland is a counter-narrative of alternative bildungsroman. Alice gains her subjectivity through her adventure by power of language and story-telling. Through representation of the dream/adventure of two desiring sisters, Carroll's narrative exhibits subversion of social order and emergence of new order of "chaosmos" out of chaos. As a method of study, this study traces genealogy of "curiosity" in myth and literature as a motivating force that triggers adventure and argues "creative curiosity" is a dynamic energy propelling Alice's adventure.

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.

The Dehistoricization Trend in Historical Plays: Play with History and Everyday Life History Writing (역사극의 탈역사화 경향: 역사의 유희와 일상사적 역사 쓰기)

  • Kim, Sunghee
    • Journal of Korean Theatre Studies Association
    • /
    • no.48
    • /
    • pp.51-84
    • /
    • 2012
  • In Korea, historical plays took an epoch-making turn from the previous historical plays in terms of approaches to topic and material and methods of rewriting history in the 1990s. Historical plays became dehistoricized with individual, everyday life, and faction emerging as major codes of historical plays according to mistrust in history and grand narrative as the original and disappearance of trust in the growth and totality of history. A new trend became dominant of presenting fictionality prominent instead of reproduction of history and freely playing with history outside the context. While modern historical plays were subject to the content of history, post-modern historical plays sought after new history writing to tell a new story on history within a framework of fiction. Focusing on some of the trends in post-modern historical plays since the 1990s, which include play with history, daily life-style history writing, and reproduction patterns of colonial modernity, this study examined the goals, representations, and text strategies of new history writing in three historical plays, Generation After Generation(2000) by Park Geunhyung, The Mercenaries(2000) by Park Sujin, and Chosun Detective Hong Yunshik(2007) by Sung Giwoong. In Generation After Generation, the author adopts a plot of starting with the present and tracing back to the past, breaking down the myth of racially homogeneous nation. At the same time, he discloses that the colonial history is not just by the oppressive force of Japan but also by the voluntary cooperation of Korean people. That is, we are also accountable for the colonial history of the nation. The Mercenaries contrasts the independence movement during the colonial period against the modern history developed after Liberation, thus highlighting the still continuing coloniality, namely post-colonial present. The past is presented as the "phantom of history" making its appearance according to the request of the present hoping for salvation. The author politicizes history and grants political wishes to history by summoning the history by personal memories such as fictional diaries and letters with Messiah-like images opposed to the present of collapse and catastrophe. In Chosun Detective Hong Yunshik, the author makes an attempt at the microscopic reproduction of daily life by approaching the 1930s as the modern period when capitalist daily life started to take root. The lists of signs comprising daily life in colonial Gyeongseong are divided between civilization and savagery and between modern and premodern. With the progress of narrative, however, they become mixed together and reversed in the representation system in which the latter overwhelms the former.

Analysis of Parody Game as Tragicomedy (현실을 패러디한 인디게임의 희비극성 연구)

  • Han, Hye-Won;Kim, Su-jin
    • Journal of Korea Game Society
    • /
    • v.16 no.2
    • /
    • pp.97-110
    • /
    • 2016
  • Digital game is an entertainment content as well as a cultural content so that digital game can deliver social messages to make people confront with current problems. Based on Gonzalo Frasca's expanded model theory, this study aims to analyze independent games parodying reality on the level of the narrative and the gameplay to demonstrate that digital game can be a powerful medium to represent a satire on society. Parody games describe irrational side of society as being comical and provoke players' repetitive gameplay. Therefore, players can experience serious theme through casual play in the first-person, and realize the tragic reality directly.