• 제목/요약/키워드: Storytelling Contents

검색결과 399건 처리시간 0.024초

Representation of Time within Film Narrative -Focusing on - (영화 내러티브에서의 시간성 표현 -영화 (사랑니)를 중심으로-)

  • Lee, Jee-Heng
    • The Journal of the Korea Contents Association
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    • 제7권8호
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    • pp.125-133
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    • 2007
  • While films today offer spectacle to the viewers due to the advanced technique, the "Modern Cinema"-a term named by Deleuze- offers spectators an opportunity to think about what they observe and to have various filmic experiences through the shifting of time image within the film narrative, which has been rather neglected as it is just a form in the realm of classic narrative. Originally the shifted time image was a result of thinking about the identity of a film. But it has self-reproduced over and over, and now it has turned into one of cliches that narrative films take. In this sense, a Korean Melodrama "Sarang-ni" is discriminated from other films which take twisted time image as a convention. The film "Sarang-ni", instead of adopting established shifted time image, put us to the confused time arrangement and then it amazingly arouses emotional effect which it initially meant to convey. This journal analyzes how the time representation of operates in the film's narration, and consequently how the form affects the storytelling.

A study on Classification of Character Emoticon as the Techno-code (테크노-코드로서의 캐릭터 이모티콘 분류체계 연구)

  • Lyou, Chul-Gyun;Kim, Jeong-Yeon
    • The Journal of the Korea Contents Association
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    • 제15권4호
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    • pp.479-489
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    • 2015
  • The paradigm of communication is changing by the generalization of mobile computers and the extension of network service. In the mobile messenger communication, people are increasingly using character emoticons to substitute linear text. This means that the character emoticons are functioning as narrative characters so that they are becoming the nonlinear techno-code, which can substitute for the alphabet code. As Vil$\acute{e}$m Flusser said, the post-modern communication is arrived. In this kind of communication, storytelling with character emoticons are effective enough to tell various stories. In this point of view, this paper tries to prove the functions of character emoticons and suggests the classification of the character emoticon series. This paper also structures the post-modern communication model as a new paradigm of visual communication.

Recent Research Trends in Dementia Discourse : Tasks, Transcription and Measures (치매환자 담화분석의 최근 연구동향 : 과제, 전사 및 측정요인)

  • Kim, Bo Seon;Kim, HyangHee
    • The Journal of the Korea Contents Association
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    • 제15권9호
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    • pp.351-363
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    • 2015
  • Discourse analysis is useful for examining discourse characteristics of dementia patients and differentiating them from normal adults. However, inconsistent tasks, transcription methods and measures have been utilized, thus analyses were inevitably unsystematic. The purpose of this study was to investigate tasks, transcription methods and measures of discourse studies in dementia. Studies on dementia discourses written in English were collected via Scopus database containing abstracts and citations from 2005 to 2014, and were analyzed in detail. From the results, the most frequently used task was 'storytelling-topic'. It was observed that use of consistent transcription conventions rendered more reliable transcription data. Measures could be categorized into coherence, cohesion, productivity, propositional syntactic lexical analysis, and fluency, and each category belonged to discourse processing levels (i.e., processing of conceptual networks, propositions, and natural language units). In conclusion, future research warrants not only utilization of discourse tasks depending on dementia types and features, but also application of consistent transcription conventions. Additionally, measures based on the discourse processing theory would enable us to systematically interpret discourse studies.

A Study on the Reestablishment of the Definition on Transmedia Concept Focusing on Cases (사례를 중심으로 한 트랜스미디어 개념 재정립 연구)

  • Kim, Hae-Young;Jung, Young-Ae
    • Journal of Digital Contents Society
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    • 제19권3호
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    • pp.445-451
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    • 2018
  • Recently, transmedia is evolving constantly without clear theories and definitions. In this paper, we reviewed the previous researches on transmedia and summarized the transmedia concept studied before. Furthermore, we analyzed the cases of , and which are examples of the transmedia and researched whether these three cases belonged to the category of the transmedia concept discussed above. The pattern of is almost similar to definition and type of the previously discussed transmedia. However, the cases of and don't match on the concepts presented by existed researches perfectly. This paper includes the necessity of the expanded definition and redefinition on the evolving transmedia, in addition, presents the changed definition on transmedia, through reviewing the limitations of the existing transmedia storytelling concept based on these three cases.

Meta-Analysis of the Effectiveness of Reading Instruction Using English Literature for Children (영어 동화를 활용한 읽기 교육의 효과성 메타분석)

  • Kim, Ji-Yeong;Kim, Jeong-Ryeol
    • The Journal of the Korea Contents Association
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    • 제16권4호
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    • pp.741-756
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    • 2016
  • This study is to identify the effectiveness of English literature in reading instruction using meta-analysis of advanced researches. 80 studies published in Korea were selected for this research wherein the studies are in experimental nature on reading instruction using English literature. The result of the meta-analysis are as follows: Reading instruction with English literature for early children in kindergartens and primary schools showed statistically significant positive effects in both reading abilities and affective domains, in particular for younger children from kindergartners to 2nd graders of primary school. It was more effective when the instructor used top-down approach than bottom-up or balanced approach. No significant coorelation was found between the number of English stories and the students' linguistic ability. Diverse activities tailored to students' need are turned out to be more effective than using same old activities with more stories.

Web-based Cyber Exhibition Development Model Proposal - Focused on the Case of 'Lewis&Clark' Cyber Exhibition - (웹 기반 가상 전시 구축 모델 제안 - '루이스&클락(Lewis&Clark)' 가상 전시 사례를 중심으로 -)

  • Kim, Hee-Kyung
    • The Journal of the Korea Contents Association
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    • 제8권5호
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    • pp.123-133
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    • 2008
  • This dissertation is a web-based cyber exhibition website and a clear difference between the general framework of the development breaks out, the cyber exhibition framework can be a model for the purpose of the proposal. The basic elements that comprise the exhibition model is archives layer, exhibit layer, and experience layer for the three-layer planed. In fact, the model has been applied throughout the analysis of cases with the application of the model presented, while others are considering goal direction also suggests the development of a cyber exhibition. If you take advantage of the cyber model of development brilliant display of the content rather than technology-driven 'material and value+media and CT' to the convergence of content through their own cyber exhibition area can expect to be recognized.

Qualitative Observation of Visitor Experience in Digital VR Aquarium (디지털 가상현실 수족관 <아이큐아리움>의 방문자 체험특성 질적 관찰)

  • Lee, Jung-Hun
    • The Journal of the Korea Contents Association
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    • 제13권10호
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    • pp.200-213
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    • 2013
  • As an exploratory research, this paper studied the characteristics of visitor experience in the world first digital aquarium 'IQuarium' by the qualitative observation method. Between June and August of 2013, the first and second qualitative observations were made to gather the data of the behavioral and linguistic responses of visitors. The results of this study were as follows: First, visitors experienced the transformation of their identity and escapism by participating the activities. Second, they experienced the entertaining competition spirit against other visitors for fun. Third, they acted as story-makers by actively participating into the missions. Fourth, they had educational experiences by obtaining information about sea life and experienced the aesthetical atmosphere of 'IQuarium'. Although this study has limitations of the subjective perspective based on qualitative observation method, it will provide proper insight into advanced research in similar fields in the future.

Status of the Principal Statue of Sakyamuni in Seokguram Grotto and Suggestions (석굴암 본존불의 위상에 관한 고찰과 제언)

  • Koh, Woong-Kon
    • The Journal of the Korea Contents Association
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    • 제15권11호
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    • pp.41-49
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    • 2015
  • In spite of the registration on the world heritage in UNESCO the principal statue of Sakyamuni in Seokguram Grotto is considered that its worth doesn't reach to its fame. The exact name of the statue does not establish yet and the statue has insufficient of storytelling or narrative structure on it. Regarding these issues the statue need to enhance the real value of it. This study pursue reconsidering the status of the principal statue compare to general statue of the Buddha and searching for the originality and archetype as a Buddha in Seokguram Grotto. Descriptive method is adopted as a approach to this theme with preceding research analysis and reference research. As a result various alternatives are drew back as a countermeasure. One thing is a government leading system of research and development the other is it need to increase the fame of Sakyamuni statue in Seokguram Grotto with a n interdisciplinary approach in Korea.

A Study on Viewers' Subjective Perception of Food TV Program -Focus on Program Planning Intentions- (음식 TV 프로그램에 대한 시청자들의 주관성 연구 -프로그램 기획의도를 중심으로-)

  • Yoon, Sun-Min;Hong, Jang-Sun;Kim, Myung-Hee
    • The Journal of the Korea Contents Association
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    • 제18권1호
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    • pp.651-664
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    • 2018
  • With the rising popularity of food shows driven by the development of information and communication technologies, food-incorporated broadcasting programs based on various materials are produced in large numbers. This situation has raised a need for each program to examine viewers' preference factors for planning intentions in order to produce competitive programs. This study thus examined viewers' preference factors for food programs and planning intentions and discovered total three factors. The first factor places importance on practicality and entertainment and enjoys food and food programs as a means of resting. The second factor searches for specialized information and focuses on the essential meanings of food and the delivery of the right information. Finally, The third factor gets satisfaction from interactions with food programs and finds joy in storytelling and communication provided by broadcasting programs. These factors have different tendencies from one another, and the present study proposed a concept design for food broadcasting programs based on them.

A Study on Game Content Development Methodology for Mathematics Learning to Raise Mathematical Intuition: for Elementary Geometry Learning (수학적 직관을 키우는 게임 콘텐츠 개발 방법 연구 : 초등 기하 영역을 중심으로)

  • Kim, Yoseob;Woo, Tack;Joo, Heeyoung
    • Journal of Korea Game Society
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    • 제13권6호
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    • pp.95-110
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    • 2013
  • Current up-to-date courses of study put emphasis on raising creative students. However, the cramming methods of teaching mathematics in the school seems far from the creativity and the number of students who feels mathematics difficult is increasing. To overcome this situation, the government proposed 'the mathematics education using storytelling', which leads to lots of developments of mathematics using serious game in many areas. However most of the current serious games couldn't do away with the deductive framework of mathematics, which makes it impossible to achieve the purpose of raising creative students. This is because existing mathematics serious games have not deeply contemplated many aspects such as the purpose and theories of teaching and teaching mathematics. Therefore, in order to overcome the limitations of cramming methods in existing mathematics educations, this research proposes the new method of developing serious game contents for elementary geometry that is useful to improve mathematical intuition, based on RME, the theory of teaching/learning mathematics.