• Title/Summary/Keyword: Storytelling Contents

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A Study on the Playback Theatre, the Improvisational Theatre based on Storytelling (Storytelling을 기반으로 한 즉흥연극, 플레이백 씨어터(Playback Theatre) 연구)

  • Jung, Sung Hee
    • The Journal of the Korea Contents Association
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    • v.17 no.4
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    • pp.532-540
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    • 2017
  • This study analyzes and compares the meaning and the value of storytelling with characteristics of the Playback Theatre, which is an improvisational play. On one side, the Playback Theatre, invented by Jonathan Fox in 1975, is an improvisational and communication-based theatre format; and it usually brings in the storytelling of audiences and often entails no play script. On the other side, storytelling requires imagination and creativity; presupposes the sympathy between the speaker and the listener. In fact, this theatre format is utilizing the educational and healing effects of verbal cultures, group sacrificial ceremonies, and/or psychodrama; and it is contextualizing them in our modern society. The Playback Theatre provides the audiences with opportunities to share their own stories within the play itself. The actors first listen to the stories of audiences; and then make them into a play impromptu, right in front of the speaker(s) and other audiences. For this very reason, it is called a "play-back". In this process, the individuals and the community are invited to experience the educational and healing effects.

Effects of the Space Storytelling Factors for Building Artwork on Decision Making Processes of Apartment Purchasing (건축물 미술작품의 공간스토리텔링 적용이 아파트 구매의사결정에 미치는 영향)

  • Kwon, Hyeog-In;Lee, Jin-Hwa;Kim, Mi-Young
    • The Journal of the Korea Contents Association
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    • v.13 no.8
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    • pp.396-408
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    • 2013
  • The purpose of this research is to derive space storytelling factors newly among the evaluating factors of the building artwork and to present their roles and functions and to verify the effectiveness thereof. Random sampling was carried out on 204 residents who experience space storytelling in Ilsan Wi-City. The new evaluation factor was extracted by deriving the space storytelling factor through a theoretical study on the building artwork evaluation factors: formativeness factor, sociality factor, and environmental factor. And the effects of the space storytelling factor extracted in this way and the existion sculpture evaluation factor on the facilities affinity and the purchase intention were examined. This study will serve as a momentum for the building artwork to be harmonized with the surrounding fine view within urban space and to raise the quality of life of the residents.

Multi-Source/Multi-Use Model of Storytelling Related to Patent (특허 연계 스토리텔링의 멀티소스/멀티유즈 모델)

  • Lee, Ga-Hee;Lee, Sang-Zee
    • The Journal of the Korea Contents Association
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    • v.15 no.10
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    • pp.447-456
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    • 2015
  • In this paper a new model of storytelling related to patent in the field of business as a sort of Intellectual Property(IP) was proposed. The patent related storytelling is investigated in the view points of variety of customers, purposes and applications which is different from the conventional OSMU, transmedia or crossmedia storytelling. In business there are several stages related to patent such as the initial conceptualization and development of technology, apply for and registration of patent, legal conflict like patent invalidation trial and action for infringement of patent and damages, and the commercialization stage like development of product based on patent, advertisement and marketing. Multiple sources optimized to the purpose in each stage of patent related business as well as to multiple convergence application of a patent. Similarly, multi-use refers to the fact that storytelling can be applied in each stage of patent oriented business. The effectiveness and usefulness of proposed MSMU model is also investigated.

Pasteur Brand Storytelling Campaign (파스퇴르의 브랜드 스토리텔링 캠페인)

  • Lee, Yong-Jae
    • The Journal of the Korea Contents Association
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    • v.11 no.8
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    • pp.142-149
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    • 2011
  • This study analyzed the brand storytelling campaign of Pasteur drink-type yogurt 'Quebyon'. The basic idea of research comes from how unique brand name is able to success in Korean yogurt market. Pasteur storytelling campaign has focused on the product's branding and positioning. For analyzing the research, Brand Stewardship Model(BSM) which based on consumers' perspectives has been used. For successful storytelling campaign of Pasteur, strong brand name is needed. Pasteur has decided the brand name 'Quebyon' which means good movement of the bowels in accordance with the research results. And the positioning has been decided 'attack inside (the body) if it does not evacuate'. For powerful positioning, three criterions are decided. They are including harmony with the brand name, differentiation with competitors and easiness with memory. Finally, the Pasteur product dominates the Korean Bulgarian-style yogurt market. The success comes from the harmonizing of Quebyon yogurt's branding and positioning. In other words, the branding and positioning strategies were working effectively to the consumers. In conclusion, this study has proved why branding and positioning strategies are so important in brand storytelling campaign.

The Effects of SNS Storytelling Composition Factors on Para-social Interaction, Attitude and WOM Intention: A Case Study of Beauty YouTube (SNS 스토리텔링 구성 요인이 준사회적상호작용과 태도와 구전의도에 미치는 영향: 뷰티 유튜브 사례를 중심으로)

  • Bae, Eun-Ji;Jeon, Min-hee;Shin, Il-Gi
    • The Journal of the Korea Contents Association
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    • v.20 no.1
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    • pp.16-24
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    • 2020
  • The study empirically explored factors influencing How storytelling factors in social networking services, SNS, affect consumer response on the uses and gratification theory. conducted an analysis of 120 university students attending universities in the Seoul metropolitan area using an experiment. The results of this study are as follows: first, The storytelling factors, relevance and veracity have a positive effect on clarity. second, it has been shown that only veracity has a positive effect on parai-social interaction with media figures with emotional attachment. third, para-social interactions have been shown to influence content attitudes and orality sequentially. This study deals with the effect of SNS storytelling on the consumer's part, providing practical implications for enhancing content attitudes and word-of-mouth, by increasing para-social interactions with consumers while identifying the components that should enhance the way SNS is delivered in terms of storytelling.

Strategies of Storytelling Based Teaching of English Speaking for Novice High Learners (초급 상 수준을 위한 스토리텔링 중심의 영어 말하기 교수 전략)

  • Ko, Mi-Sook
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.5
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    • pp.3172-3179
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    • 2015
  • This study suggests one of English teaching methods to improve English speaking proficiency for adult English learners. Contrary to the traditional English conversation teaching trends such as memorization of specific patterns or grammar-focused practices, the study introduces a storytelling based teaching of English speaking. To theoretically support the storytelling based English speaking teaching, the study investigates the possibility of the teaching method in three ways. First, the 12 speaking strategies focusing on contents of a story are introduced in the way of securing speech amounts as much as possible. Next, the five rhetoric components by Aristotle are introduced to relate to the storytelling teaching for the purpose of achieving the goal of speaking, which is to deliver what a speaker want to say more persuasively. Finally, through the investigation of the learner strategy uses, the possibility of storytelling English speaking teaching can be expected regardless of learners' low level of English proficiency.

Analysis of use and satisfaction factors through Domestic Character Preference Survey - Focused on Storytelling and Design - (국내 캐릭터 선호도 조사를 통한 이용충족 분석연구 -스토리텔링과 디자인을 중심으로-)

  • Lee, Jong-yoon;Eune, Ju-hyun
    • Cartoon and Animation Studies
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    • s.47
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    • pp.381-412
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    • 2017
  • Character conveys rich storytelling and various design elements. Domestic characters are changing and developing in various forms through SNS and offline sources, which are being developed in the aspect of contents industry. The purpose of this study is to find out and discuss the factors that character users are using Korean characters as storytelling and color factor. In terms of storytelling, they prefer adventure, fantasy, absurd and humorous stories. In terms of color, it seems that they prefer a character with simple and simple color/ warm color and warm / cute color composition. On the other hand, characters with a simple story, which is the main subject of early childhood education, fashion, or toys in the aspect of storytelling, are not preferred. In terms of color, it was shown that 4 or more colors were combined without a main color. These main colorless characters gave complex feelings that are not preferred. In terms of storytelling, it is necessary to develop and develop the contents of OSMU(One-source Multi use) through story development with adventure and fantasy structure. In terms of color, it is necessary to configure the user with a simple and simple color which is preferred by the users. Also, the assembly robot toy character needs to increase the satisfaction of the character through simple color composition. As a result of this study, the factors that satisfy the users in terms of storytelling and color are derived. These results will contribute to the development of theoretical aspects, storytelling aspects, and character design industry aspects. Despite the significance of the above paper, it was inevitable to limit the research on the analysis of the storytelling of specific characters, the research through the color analysis framework, the accurate data analysis on the color analysis, and the simple comparative analysis of one.

A Model of Storytelling Board Game based on Motif (모티프를 활용한 스토리텔링 보드 게임 개발)

  • Ahn, Jin-kyoung;Park, Hyoung-eun
    • Journal of Korea Game Society
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    • v.16 no.4
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    • pp.15-24
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    • 2016
  • The purpose of this study is to propose a storytelling board game model using cards, focusing on motif theory illustrated at , a type of software that supports story-making. First, the study categorizes storytelling board games into 4 types, then sets a development objective. Furthermore, after creating a 205 types of motif cards according to motif categorizing system, the study presents development model of both basic and expansion mode. The study aims to verify its game characteristics and elaborate its model through focus group tests henceforth.

An Analysis of Storytelling in Elementary Mathematics Textbooks - focusing on Grade Three (초등학교 수학교과서 스토리텔링 분석 - 3학년을 중심으로)

  • Shin, Joonsik
    • Education of Primary School Mathematics
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    • v.18 no.2
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    • pp.141-154
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    • 2015
  • This study analyzed storytelling in mathematics textbooks for third graders, which had been developed according to the 2009 revised mathematics curriculum. Storytelling are supposed to be composed of elements such as message, conflicts, characters, and plot, all of which should be consistent with and focused on unit contents. Especially, conflicts in storytelling should be so obvious that children can take an initiative in learning tasks to solve the problems required by the tasks. The analysis of storytelling in the introduction part in teacher's guides for the third-grade textbooks indicates the following: 1) messages are unclear; 2) conflicts are frequently absent (if any, they are unclear); 3) incidents attributable to textbook characters are insufficient; and 4) plots often lack plausibility. In order to achieve the purposes for which storytelling in mathematics textbooks is intended, storytelling should be reconstructed and improved, taking the roles that each component should serve into consideration.

Collaborative Digital Storytelling based on Collective Intelligence through Contest (공모전을 통한 집단지성 기반의 협업적 디지털 스토리텔링)

  • You, Eun-Soon;Park, Seung-Bo;Lee, Yeon-Ho;Jo, Geun-Sik
    • The Journal of the Korea Contents Association
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    • v.10 no.12
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    • pp.120-128
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    • 2010
  • Web development and digital technology enable users not only to consume contents but also to produce and share it through using various media. Thus, since personal needs for contents are increased, the interest in environment and technology for creating digital contents is growing. Because of existing digital contents technology such as writing tool or digital storyboard have focused on the individual creation, it is hard to induce participation and collaboration of other users and sharing and reusing contents. Therefore, we suggest a new form of collaborate digital storytelling using the concept of the collective intelligence through contest. Most of all, we develop writing tool and storyboard tool in order to facilitate participants to produce online contents. Also, distinguished from previous contest, this contest considers not only content output but also collaborative process for making it.