• Title/Summary/Keyword: Writing scenarios

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Process of Producing Scenarios Writing for Effective Communication -Focused on Educational Comics- (효과적인 정보전달을 위한 연출시나리오 제작 프로세스 -학습만화를 중심으로-)

  • Kim, Hae-Kyoung;Ahn, Seong-Hye
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.205-209
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    • 2006
  • This thesis is about to establish organizing process of writing the producing scenarios, one of three kinds of comics scenarios grouped by the use of each kind; creating, dramatizing, and producing. The bases of the methods to write the producing scenarios for more effective communication will be prepared by the discussions on this thesis.

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An Implementation of Writing Tool for Use Case Description (유스케이스 기술서 작성 도구의 개발)

  • Choi, Hwan-Bok;Kim, Yun-Ho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.2
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    • pp.243-252
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    • 2009
  • This paper presents an implementing of Use Case Description writing tool to support systematically writing and editing Use Case Description. It also supports both 1 column and 2 column formats of use case scenarios and increases convenience for editing scenario steps with automated step numbering function we presented. It results in not only user-friendly and effective description for use case but also contributing to development of integrated use case modeling tool with use case diagram.

A Study on the Level of Communication and Clinical Skills of Korean Medical Students by the Participatory Method of Role Playing (역할극의 참여방식에 따른 한의대생의 의사소통 및 진료기술 수준에 대한 연구)

  • Kim, Kyung-Soo;Jeong, Seo-Yun;Kim, Kyeong-Ok
    • Journal of Oriental Neuropsychiatry
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    • v.30 no.3
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    • pp.177-184
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    • 2019
  • Objectives: This purpose of this study was to examine the level of communication and clinical skills of Korean medical students according to the participatory method of role playing during medical education. Methods: A total of 100 fourth grade students from the Korean Medical College of Dongshin University in 2018 and 2019 were divided into two groups: Role players and scenario writers. After performing their role-playing, they were asked to complete questionnaires regarding two categories-communication and clinical skills-, consisting of 10 items. Results: 1. Communication skills were measured at approximately 80% of the expected level, and the level difference was shown in detail. 2. Clinical skills were measured at approximately 75% of the expected level, and the level difference was shown in detail. 3. The level of communication skills and the level of clinical skills according to the participatory method did not differ significantly. Conclusions: Writing scenarios in role playing can be observed as having the same effect on communication and clinical skill levels as acting.

The Case Study on Interactive Elements of the Game Scenario (게임시나리오의 인터랙티브요소의 유형 연구)

  • Lee, Jae-Hong
    • Journal of Korea Game Society
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    • v.2 no.2
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    • pp.85-96
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    • 2002
  • The future of the game industry depends on developing contents. Especially a high level game needs all kinds of scenarios. Therefore, it is important to popularize writing game scenarios. Scientific scenario study is also needed to educate talented scenario writers and game designers. This is a case study on interactive elements of the game scenario, such as items, puzzles, and events. In conclusion, when these interactive elements becoming smoothly one parts of the game the game is now perfectly finished, rather than disturbing the process of the game story. I hope that this study is some helpful to game developers.

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Automatic Software Requirement Pattern Extraction Method Using Machine Learning of Requirement Scenario (요구사항 시나리오 기계 학습을 이용한 자동 소프트웨어 요구사항 패턴 추출 기법)

  • Ko, Deokyoon;Park, Sooyong;Kim, Suntae;Yoo, Hee-Kyung;Hwang, Mansoo
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.263-271
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    • 2016
  • Software requirement analysis is necessary for successful software development project. Specially, incomplete requirement is the most influential causes of software project failure. Incomplete requirement can bring late delay and over budget because of the misunderstanding and ambiguous criteria for project validation. Software requirement patterns can help writing more complete requirement. These can be a reference model and standards when author writing or validating software requirement. Furthermore, when a novice writes the software scenario, the requirement patterns can be one of the guideline. In this paper proposes an automatic approach to identifying software scenario patterns from various software scenarios. In this paper, we gathered 83 scenarios from eight industrial systems, and show how to extract 54 scenario patterns and how to find omitted action of the scenario using extracted patterns for the feasibility of the approach.

A study concerning the technicality of game scenario writing (게임시나리오의 전문성에 관한 연구)

  • Lee Jea-Hong
    • Broadcasting and Media Magazine
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    • v.10 no.1
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    • pp.37-48
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    • 2005
  • Gaming is a high value-added industry. In order to promote the gaming industry, there must be more scenario writers in the position of quality control. However, the reality in Korea is that there are not enough game scenario writers or work available. That is because traditional scenario writers cannot easily enter the game scenario field due to the unique techniques involved In game scenario writing, which differs from traditional film scenario work. The purpose of this thesis is to examine the unique skills and technicalities evident in game scenarios based upon theories studied so far. Hopefully, this thesis will give a better understanding of the significance of using game scenario writers to schools and companies.

Nursing Students' Perceptions of Meaning, Response, and Effective Methods for Debriefing in Simulation-based Education (시뮬레이션기반 교육시 간호학생이 인식하는 디브리핑에 대한 의미, 반응, 그리고 효과적인 디브리핑 방법)

  • Kim, Eun Jung;Kim, Young-Ju;Moon, Seongmi
    • Journal of Korean Academy of Fundamentals of Nursing
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    • v.24 no.1
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    • pp.51-59
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    • 2017
  • Purpose: This was a cross-sectional descriptive study in which an exploration was done of how nursing students perceive debriefing and what they think are the most effective debriefing methods for simulation-based nursing education. Methods: A convenience sample of 296 sophomore, junior and senior nursing students from three universities and who had attended simulation classes participated in this study. Survey data garnered was analyzed using descriptive analysis and $x^2$ test. Results: A high majority of the participants (98.3%) saw debriefing as "learning from mistakes", while 62.8% considered it more important than simulations/scenarios. They also perceived debriefing to be effective when they analyzed their colleagues' and their own performances and received feedback. Sophomore students preferred writing a reflection paper as an effective debriefing method compared to junior and senior students. Conclusion: The study findings indicate that debriefing is an important component of simulation-based education and should be considered part of the teaching strategies with debriefing methods dependent on themes and scenarios and what is needed to achieve learning outcomes.

The role of cognitive dissonance in development of negative attitudes toward the law (바늘 도둑이 소도둑 된다: 준법의식의 약화에서 인지부조화의 역할)

  • Taekyun Hur;Jaewon Hwang;Jaeshin Kim
    • Korean Journal of Culture and Social Issue
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    • v.11 no.1
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    • pp.25-42
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    • 2005
  • The present research examined the proposition that once people violate traffic regulations, they would experience cognitive dissonance and subsequently engage in changing their attitudes toward the law negatively in order to reduce the dissonance. In an experiment, participants were presented with three scenarios in which a person violated traffic laws, and they were asked to imagine themselves as the person of the scenarios and write statements supporting the unlawful behaviors. Participants' attitudes toward the general traffic law and the regulations related to the violations were measured 8 weeks before and right after the experimental treatment. The results, as expected, showed that their attitudes toward the general traffic law and the specific regulations in the scenarios changed negatively after writing the statements. In each secnarios, the participants who chose to wrote statements supporting the unlawful behaviors showed great attitude changes that those who did not write the statements. Furthermore, attitudes toward the regulations that were not directly related to the scenarios did not change significantly, and participants who were expected to experience stronger dissonance arousal (e.g.., supported more unlawful behaviors or had have more positive attitudes toward the law before the experiment) showed greater attitude changes. These results support the effects of trivial unlawful behaviors on attitudes toward the law and strongly suggest the role of cognitive dissonance underlying the effects.

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Promoting Strategies for the Border Region in Post-COVID Era (포스트코로나 시대 접경지역 발전 전략)

  • Lee, Byung-min
    • Journal of the Economic Geographical Society of Korea
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    • v.23 no.3
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    • pp.229-246
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    • 2020
  • The global environment is rapidly changing due to the Coronavirus outbreak, especially in areas that have been relatively neglected, such as border areas. In particular, In the post-COVID era, the border area between the two Koreas requires a new perception and conceptualization as a space for reconciliation, cooperation and coexistence. Through the status and outlook of post-COVID era, this paper analyzed the promoting directions of each situation, such as SWOT analysis, depending on the characteristics of changes such as domestic preference, changes into standards of new national competitiveness, changes into regional value chains, and the transition to digital economy in the era of the Fourth Industrial Revolution. Based on the previous analysis, this paper proposed realistic approaches such as the utilization of buffer zones, expansion of non-political cooperation to prepare resilience, and promotion of new growth engine industries. In addition, this paper suggested prepared strategies for analyzing the influence of positive and negative cases and responding to them by writing possible scenarios.

A Study on the Creation List of Game Scenarios (게임시나리오 창작 리스트 연구)

  • Lee, Jae Hong
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.61-70
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    • 2017
  • The fusion of virtual and reality and the revolution of gamification are beginning in human culture. As the quaternary industrial revolution enters the era, major developments of convergence main content games are expected as human-made play products. Now that we need a diverse game IP, we need a methodology that makes it easy to approach game scenario creation. The creation of the game scenario has a very large difference due to interactivity with the general video scenario. Therefore, without interactive knowledge, it is difficult to challenge game scenario creation. In this paper, 'Game Scenario Creation List' was created in order to lower the barriers to entering game scenario creation. I hope that this paper will be even a little positive for the development of game contents.