• Title/Summary/Keyword: Storytelling factors

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How are Good Dogs Made? : Focusing on the Cultural Intermediary Work of Dog Trainers in EBS1 and KBS2 (좋은 반려견은 어떻게 만들어지는가? : EBS1 <세상에 나쁜 개는 없다>와 KBS2 <개는 훌륭하다>의 반려견 훈련사의 문화매개 작업을 중심으로)

  • Choo, Hye-Won
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.4
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    • pp.17-29
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    • 2020
  • This research looked into the two programs There are No Bad Dogs in the World(EBS1) and The Dogs are Respectable(KBS2) that can be considered as one of the factors that changed the culture of dog rearing in the country. Focus was also directed toward the cultural intermediary work of trainer Hyung-Wook Kang and veterinarian Chae-Hyun Seol, and the linguistic texts and visual images that describe the programs were analyzed. The findings showed that the two experts reproduce dog-related beliefs and values using devices such as "serious" storytelling, dog bodies, and guardian re-education. They perform cultural intermediary work in that they create the value of the companion dog culture in these programs and provide corresponding products and services to consumers through direct face-to-face interactions. This study contributes academically in the following respects. First, the issue of companion dogs in Korea was approached from a cultural point of view rather than bounding analysis to the industrial and economic level called the "petconomy" (pet + economy). Second, the concept of cultural intermediaries and related theories were examined, along with how the two experts engender the value of dog training in the broadcasting program. The results are expected to help illustrate the diversity of Korean dog culture.

Analysis of Video Advertisement Production Direction based on Generation Z Lifestyle and SNS Status (Z세대 라이프스타일과 SNS 현황을 바탕으로 한 영상광고 제작 방향 분석)

  • Cho, Hyun Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.539-544
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    • 2023
  • In this study, several important aspects were studied in producing video advertisements based on the lifestyle and SNS status of Generation Z. Generation Z highly values participation and interaction due to the nature of SNS, so SNS advertisements should be produced in a way that induces active interaction with viewers and accepts feedback. Here's a summary of the main parts. It prefers various content formats of Generation Z that consume information. Advertisements should be produced in various formats such as text, images, and videos, and should have flexibility suitable for various platforms. Because each SNS platform has its own characteristics due to platform specialization, this study suggests that advertisements analyze the characteristics of the platform and use the appropriate content strategy for the optimized platform. As an emphasis on value proposition, we propose an advertising format setting to focus on what value the product or brand provides. It is important to clearly emphasize the advantages and intrinsic value of a product or service in video advertising, and in conclusion, we propose to focus on the case of increasing interest by adopting modern and trendy design of storytelling as an attractive and unique design method of aesthetic design and visual effects. Considering these factors comprehensively, the research value of this paper will be able to establish an effective SNS marketing strategy by producing video advertisements that match the lifestyle and SNS usage characteristics of Generation Z.

A Study on Narrative Archival Description (보존기록의 서사적 기술에 관한 연구)

  • Ahn, Jung-Hee;Rieh, Hae-young
    • The Korean Journal of Archival Studies
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    • no.81
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    • pp.89-131
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    • 2024
  • The aim of this study is to propose the introduction of narrative description as an improvement to describing archives, thereby enhancing the user experience of archives. To achieve this, the study identifies the specific forms and positions of narrative elements in archives and analyzes the interaction between archival description and narrative elements. It also examines cases where narrative description has been applied in digital archives to analyze their purposes and identify the various types and characteristics of narrative description for the improvement of description and considering factors that should be taken into account when implementing narrative descriptions. Theoretical research explores the concept and role of narrative and analyzes how it is manifested in describing archives. Case studies investigate the types of narrative description in digital archives and explore their roles. Narrative description emphasizes that it can facilitate implementation by establishing the narrative identity of archivists as context constructors, conducting extensive and deep research on records, and planning collaborations with experts. However, due to the lack of concrete implementation plans for narrative description in the practical archives, further research is needed to develop models of narrative description and prepare various examples of narrative applications.

Effects of Out-of-school STEAM Programs Based on Social-Emotional Learning (사회정서학습 기반의 학교 밖 STEAM 프로그램의 효과)

  • Lee, Hyunjoo;Lee, Soo-Yong;Jung, Jaeeun;Lee, Saebyoul;Choi, Eunhye;Kwak, E-Rang;Kim, Younghwa;Chang, Hyewon
    • Journal of Korean Elementary Science Education
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    • v.41 no.4
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    • pp.740-753
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    • 2022
  • This study was conducted to develop and apply an out-of-school STEAM program model based on Social-Emotional Learning (SEL) for underprivileged students in the lower grades. To this end, a STEAM program based on SEL was developed, with the following characteristics. First, by integrating traditional STEAM learning elements and SEL elements, a structured program was designed with consistent stages, including mindfulness meditation→present an authentic situation→creative design→emotional experiences→reflection. Second, the program was structured so that elementary school students could develop mathematical thinking and scientific inquiry skills in problem-solving situations in daily life. Third, the detailed themes for each STEAM program involved storytelling-based problem situations, as well as activities centered on play and sympathy to reflect the educational needs of underprivileged students. From these characteristics, a total of five programs were developed and applied to 16 teachers and 354 lower-grade elementary school students in 16 community children centers nationwide. The results were as follows. First, while students' satisfaction with the STEAM program was 4.16, there were no significant differences in STEAM satisfaction according to gender. Second, while all students' interest and self-efficacy, which was one of sub factors of STEAM attitude, were significantly improved, no significant difference was seen in STEAM attitudes according to gender. Third, although students' SEL competencies were not significantly improved, relationship skills, which were among the sub factors of SEL competencies, were significantly improved, and there were no significant differences in SEL competencies according to gender. From these results, a discussion on the effect of the out-of-school STEAM program for underprivileged students and directions for follow-up studies was suggested.

The Possibility of Making a Play out of Jindo Ssitgimgut through the Pantomime Empty Hands (무언극 <빈손>을 통해 본 진도씻김굿의 연극화 가능성)

  • Kim, Mi-kyung
    • (The) Research of the performance art and culture
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    • no.18
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    • pp.171-199
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    • 2009
  • This paper started with my effort to find connections between Empty Hands, which was put on the stage at the Mime House in Chuncheon, Gangwon Province, and Jindo Ssitgimgut. The mimist Yu Jin-gyu(58) adopted so many elements from Jindo Ssitgimgut for his performance that I felt that it was the pantomime version of Jindo Ssitgimgut. Of course, the pantomime took the form of gut based on shamanism in terms of story. Watching the pantomime, I once again saw the possibility of developing Korea's cultural archetypes into cultural contents. Helen Lannaghan, the art director of London International Mime Festival of 2005, saw his performance at the conference of Chuncheon International Mime Festival and invited it to the London International Mime Festival praising that it's full of Korean elements, minimalist, and modern at the same time. In fact, Empty Hands, which boasts great harmony among the Korean objet, Oriental thoughts, Samulnori, and Western contemporary mime, was invited to many foreign festivals including the Mimos International Mime Festival in 2000, Polish International Mime Festival in 2001, Mongol's International Mime Festival in 2002, and Belgium's International Mime Festival in 2003. In addition, it's recognized for its artistic values and had a chance to shine in another international setting at the London International Mime Festival whose reputations have been worldwide. All those achievements are the result of Yu's constant effort to reflect Korean elements through his movements. What I saw in his pantomime was the possibility that plays based on Korea's cultural archetypes such as Jindo Ssitgimgut could play an important role as a global content of performance culture. Pursuing the possibility further, I analyzed the factors that brought the worldwide recognition to Empty Hands and searched for the ways to create solid storytelling with Jindo Ssitgimgut and make a huge hit on the international stage. It should be noted once more that the pantomime Empty Hands launched Korea's unique performance culture to the world stage by making great use of the traditional Korean cultural contents.