• 제목/요약/키워드: Story

검색결과 4,561건 처리시간 0.029초

Green-UX-Story: 온라인-오프라인 자연 체험을 통한 사용자 스토리 창출 및 공유 (Green-UX-Story: User Story Creation and Sharing through the Online and Offline Green Experience)

  • 최민아;권두영
    • 한국CDE학회논문집
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    • 제15권6호
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    • pp.460-466
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    • 2010
  • These days, it is getting important to have more chances to visit natural environment for the wellbeing life. The advancement of digital technologies allows us to get useful information regardless of time and location. In this paper, we investigate a way of improving user experience in the natural green environment using the digital technologies. This paper proposes a system called Green-UX-Story which supports users to create and share their story through the online and offline green experience. The system consists of two main systems: the "Story-Field" and the "Story-Tree". The Story-Field consists of a certain number of the Story-Trees allocated to a certain green site. In the Story-Field, users can see the Story-Trees that are owned by other users and share their stories. The Story-Tree contains the user-story in each branch and green information that are captured by the user on the web. The Story-Tree is generated using the L-system algorithm as the user adds stories. The main purpose of the system is to enable users to write their green stories from the both online and offline experiences. This paper describes the system configuration and the user scenario of the Green-UX-story.

서사 패턴의 연관분석을 통한 이야기 장면 생성 방법 (An Approach for Generating Story-Plot Using Association Analysis of Narrative Patterns)

  • 김정일;이은주
    • 한국IT서비스학회지
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    • 제12권1호
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    • pp.247-257
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    • 2013
  • A narrative structure is essential for a story generator to create a story plot. In digital storytelling system, a narrative structure can be generally designed as a tree or a graph, and the story generator in the digital storytelling system creates continuous story plots based on the narrative structure. When a narrative structure is designed with a tree or a graph, it is hard for the story generator to create various kinds of story-plots due to the inflexible nature of a tree or graph structure. It may result in degrading the quality of story-plots to provide similar story-plot to various kind of user. In this paper, we proposed an approach to create a story-plot based on association analysis of data mining to overcome the disadvantage. In detail, we defined a narrative structure which consists of narrative patterns, and then implemented a story generator which creates a story-plot using the proposed narrative structure. As a result, we confirmed that implemented story generator was able to create a story-plot according to understanding level of user in case study.

유아의 이야기 짓기와 극화 활동의 연계가 유아의 이야기 구조 및 탈상황적 언어 발달에 미치는 영향 (The Effect of Dictation and Dramatization on Children's Story Construction and Decontextualized Language)

  • 이문정
    • 아동학회지
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    • 제22권1호
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    • pp.241-249
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    • 2001
  • This study examined the effect of story dictation and dramatization on children's story construction and decontextualized language. For 12 weeks, the 22 five-year-old children in the experimental group participated in story dictation and dramatization activities while another 22 same-age children participated only in story dictation. The instruments were the children's Decontextualized Language Test(Foley, 1992) and children's Story Analysis(Knipping, 1987), revised to fit Korean grammar. Story dictation and dramatization facilitated high level story construction by children: it raised levels of story coherence and narrative form. Story dictation and dramatization also enhanced decontextualized language of children, raising their use of decontextualized language on a picture description task.

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스토리 검색 서비스의 사용자 기록 분석 및 스토리맵에 의한 새로운 스토리 검색 방법 (An Analysis of Search Log from a Story Database Service and a New Story Search Method based on Story Map)

  • 김명준
    • 디지털콘텐츠학회 논문지
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    • 제16권5호
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    • pp.795-803
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    • 2015
  • 본 논문은 스토리 데이터베이스를 가지고 사용자의 검색에 따라 유사도가 높은 스토리를 보여주는 서비스인 <스토리헬퍼>에서, 사용자의 검색 기록을 분석하여 사용자의 창작성향을 데이터베이스 상의 스토리와 비교하여 살펴보고 검색방법의 개선이 필요한 부분에 대해서도 고찰한다. 검색을 위한 질의-답변 정보를 공간적으로 투영한 스토리맵의 개념을 제안하고 이를 이용하여 질의어를 최소화하는 새로운 검색 UI를 제안한다. 사용자는 스토리맵을 이용하여 전체적인 스토리 분포를 한눈에 보면서 원하는 성향의 스토리를 탐색함으로써 빠르고 직관적으로 원하는 스토리를 찾을 수 있다.

동화를 사용한 총체적 언어접근이 청각장애 아동의 언어능력과 이야기 구조화 능력에 미치는 영향 (The Effects of Whole Language Program Using Story Books on Hearing Impaired Children's Language Abilities and Story Structures Concepts)

  • 박선화;김문정;석동일
    • 음성과학
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    • 제15권3호
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    • pp.117-131
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    • 2008
  • The purpose of this study was to determine the effects of whole language approach on the development of language abilities and story structure concepts for hearing impaired children. For this end, two research questions have been established. First, what is the effect of whole language program using story books on hearing impaired children’s language abilities? Second, what is the effect of whole language program using story books on hearing impaired children's story structure concept? Three subjects participated in the study. Each subject was scheduled for a 40-minute session two times a week. Subjects received 36 sessions of use animation activities for 3 months. The study used a multiple baseline across the subjects. The followings were the findings of this study. First, the whole language program using story books improved hearing impaired children's language abilities. Second, the whole language program using story books improved hearing impaired children's story structure concept.

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감성 상태 기반의 영상 저작물 스토리 분석 시스템 및 분석 방법 개발에 관한 연구 (A Study on System for Analyzing Story of Cinematographic work Based on Estimating Tension of User)

  • 우정권
    • 공학교육연구
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    • 제18권6호
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    • pp.64-69
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    • 2015
  • A video-work story analysis system based on emotional state measurement includes a content provision unit which provides story content of a video-work, a display unit which displays content provided by the content provision unit, an emotional state measurement unit which measures a tense-relaxed emotional state of a viewer viewing the displayed story content, a story pattern analysis unit which analyzes the tense-relaxed emotional state measured from the emotional state measurement unit according to a scene in the story content provided by the content provision unit, and a story pattern display unit which prints out an analysis result or displays the analysis result as an image. The emotional state measurement unit measures a tense or relaxed emotional state through one or more analyses among a brainwave analysis, a vital sign analysis, or an ocular state analysis. A writer may obtain support in an additional scenario modification work, and an investor may obtain support in making a decision through the above description. Furthermore, the video-work story analysis system and analysis method based on emotional state measurement may extract a particular pattern with respect to a change in an emotional state of a viewer, compile statistics, and analyze a correlation between a story and an emotional state.

이야기 구조에 따른 만 2, 3세 유아의 이야기 이해 (Story Comprehension of 2- and 3-year-olds According to Story Structure)

  • 김효영;이순형
    • 아동학회지
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    • 제26권1호
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    • pp.15-29
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    • 2005
  • This study investigated 2- and 3-year-olds' story comprehension by story structure, Sixty-eight children from day-care centers in Seoul and Kyunggi province were tested story comprehension about causal, noncausal, discontinuous story presented by pictures. Story comprehension included literal, inferential, & empathic comprehension, Data were analysed by ANOVA(repeated measure) and t-test. The result showed that 3-year-olds scored higher in literal and inferential comprehension than 2-year-olds. Children's story comprehension(literal, inferential, & empathic) scores were higher in causal structure than discontinuous and noncausal structure.

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한국 5세 아동의 이야기 완성과제에 대한 나레이티브 반응 경향성 (Profiles of Story Stem Narrative Reponses in 5 Year-Old Korean Children)

  • 이영;민현숙
    • 아동학회지
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    • 제31권5호
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    • pp.193-210
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    • 2010
  • This study explored the common response profiles in the narrative stories of typically developing 5 year-old Korean Children. Fourteen story stems from the MacArthur Story Stem Battery (MSSB, Bretherton, Oppenheim, & the MacArthur Story Stem Network, 1990) were administered to 156(85 boys and 71 girls) children recruited from 8 Kindergartens in the Seoul and Gyung-gi areas. The children's responses were aggregated into 5 dimensions, based on content themes and performance scores which included emotions expressed and narrative coherence using the MacArthur Narrative Coding System (Robinson, Mantz-Simmions, Macfie, & MacArthur Narrative Working Group, 2004). Data were analyzed by means of cluster analysis. 5 response profiles emerged over the course of this research : Prosocial, Anxiety, Dysregulated aggression, Anxious/Avoidance, and Avoidance profiles. When 14 story stems were grouped into 3 story contexts (stories included interpersonal conflicts, moral conflicts, and empathy) and were analyzed separately according to the story contexts, 3 common profiles (a Prosocial profile, a Constrained profile and an Anxiety profile) emerged across the story contexts, however, there were additional, unique profiles for each of the story contexts.

하이브리드 중간층 지진격리시스템의 고층 건물 진동 제어 성능 평가 (Vibration Control Performance Evaluation of Hybrid Mid-Story Isolation System for a Tall Building)

  • 김현수;강주원
    • 한국공간구조학회논문집
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    • 제18권3호
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    • pp.37-44
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    • 2018
  • A base isolation system is widely used to reduce seismic responses of low-rise buildings. This system cannot be effectively applied to high-rise buildings because the initial stiffness of the high-rise building with the base isolation system maintains almost the same as the building without the base isolation system to set the yield shear force of the base isolation system larger than the design wind load. To solve this problem, the mid-story isolation system was proposed and applied to many buildings. The mid-story isolation system has two major objectives; first to reduce peak story drift and second to reduce peak drift of the isolation story. Usually, these two objectives are in conflict. In this study, a hybrid mid-story isolation system for a tall building is proposed. A MR (magnetorheological) damper was used to develop the hybrid mid-story isolation system. An existing building with mid-story isolation system, that is "Shiodome Sumitomo Building" a high rise building having a large atrium in the lower levels, was used for control performance evaluation of the hybrid mid-story isolation system. Fuzzy logic controller and genetic algorithm were used to develop the control algorithm for the hybrid mid-story isolation system. It can be seen from analytical results that the hybrid mid-story isolation system can provide better control performance than the ordinary mid-story isolation system and the design process developed in this study is useful for preliminary design of the hybrid mid-story isolation system for a tall building.

단종 설화의 현대적 전승 양상 연구 - 이갑순 씨 연행본을 중심으로 - (A study on Contemporary Transmission Aspect of Traditional Danjong Story - With a focus on the Lee Gab Soon Yeonhaengbon)

  • 최용신
    • 동양고전연구
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    • 제43호
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    • pp.7-31
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    • 2011
  • 단종은 조선왕조 역사상 가장 불운한 임금이다. 그는 숙부인 세조에 의해 왕위를 찬탈당하고, 유배지인 영월에서 최후를 맞이한다. 영월은 이렇게 비극적인 인물의 마지막을 여러 설화들을 통해 선명하게 기억하고 있다. 이 연구에서는 단종과 관련된 설화 중 현대에 형성되었을 것으로 추정되는 작품들을 대상으로 하였다. 설화의 형성 시기를 명확히 알 수는 없다. 그러나 경험담의 형태로 연행된 설화는 이야기의 주인공이 살았던 시대가 설화의 형성 시기라 할 수 있을 것이다. 여기에 시대를 알 수 있는 물건이나 요소가 이야기 속에 들어 있다면 그 시기를 밝혀낼 수 있을 것이다. <영모전 잔디 밑 시신>과 <경찰서장의 꿈>, <태백산 단종 비각과 장릉>은 모두 현대에 창작되었다. 하지만 이 설화들은 전혀 새로운 내용의 이야기가 아니다. 기존에 전승되어 오던 설화들이 바탕이 되고, 거기에 개인적 경험담이 결합되어 재창작에 가까운 파생이 일어나는 것이다. 이렇게 현대에 만들어진 단종 설화들은 몇 가지 특징을 가지고 있다. 첫째, 단종 설화를 현대까지 유지시키는 전승력이 비극성과 신성성에서 일반적 기이함으로 확장되었다. 단종의 슬픔과 그 원한으로 인한 신적 능력은 시간이 흐르면서 약해지게 되고, 그것은 누구나 겪을 수 있는 신기한 일로 대치된다. 둘째, 현대 단종 설화는 민담적 성격을 지닌다. 단종 설화는 인물 전설에서 신격화를 통한 신화로 발전하였다. 이 신화는 현대로 오면서 누구나 겪을 수 있을 만한 민담의 형태로 변형된 것이다. 셋째, 단순한 변이가 아니라 경험담의 형태로 재창작되었다. 개인적 경험담이 기존의 설화들과 결합되면서 새로운 설화 작품으로 재창작되었다는 것이다. 현대 단종 설화를 통해 역사 속 인물에 대한 설화가 현대에도 창작될 수 있다는 점을 볼 수 있었다. 또한 개인적인 경험담이 설화로 정착되는 과정을 살펴볼 수 있었다. 경험담과 같이 현대에 창작되고 있는 수많은 설화들에도 관심을 가져야할 때이다.