• Title/Summary/Keyword: story making

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Development of Material for Middle School Geometry using Storytelling (스토리텔링을 활용한 중학교 기하영역 자료 개발 연구)

  • Lee, Jae Hak;Chung, Sang Kwon;Kim, Sun Hee;Choi, Min Sik;Won, Yu Mi;Kim, Young Jin;Ko, Ho Kyoung
    • Communications of Mathematical Education
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    • v.27 no.3
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    • pp.341-356
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    • 2013
  • This research is about storytelling in middle school geometry. This study is basic research about actualizing mathematical teaching and learning based on storytelling that is raised for reforming school mathematics education. In order to develop the mathematics textbook model, development of procedures and methods were extracted from the literature. And mathematics textbook model were developed in accordance with the process and methods. Examples are presented in terms of the development of material with 'story as a communication tool', 'familiar story as a script' 'universality of the world or simulation of life as a story', 'story as a means to foster creativity: story making'. Through the results of this study, we are also able to check the possibility of storytelling in mathematics class. And this study will be the foundation for teaching and learning using storytelling.

A Study on the Spatio-temporal Coordinate Array for the Efficient Editing of Game Story (게임스토리의 효율적 작성을 위한 시공간 좌표 배치 연구)

  • Shim, Yu-Jin;Sohn, Kee-Hoon
    • Journal of Korea Game Society
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    • v.18 no.3
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    • pp.39-48
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    • 2018
  • The composition of the 'The Game Story' should reflect the game play and development environment. To do that, I borrowed a coordinate format called 'Spatio-temporal Coordinate Array' that was not based on text-based storytelling. I wanted to create a way for the story to describe relationship between 'action' based on time and 'object' based on space. One way to do this was to analyze the concepts using a mystery game in which Spatio-temporal Array is a large role in user's decision-making. As a result, I found that the method -Spatio-temporal coordinates- was an editor containing game play, and a setting tool capable of being used as a conceptual diagram.

A Study of Theory and Form of Storytelling User Interface - Establishing Theory by Study of the Game Interface - (스토리텔링 유저인터페이스의 이론과 형태연구 - 게임인터페이스 연구를 통한 이론 정립 -)

  • Lee, Dae-Young;Sung, Jung-Hawn
    • Journal of Korea Game Society
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    • v.8 no.3
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    • pp.43-50
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    • 2008
  • UI design is growing in meaning and form itself through the development of hardware and contents. And it makes users accept its interface as a extension of the body and mind because of the substantial rapport of the user and contents with developing of device and graphic. In this study, we analyzed user interface in a view of digital storytelling by observing of its role within user and contents. Not only this, classifying and investigating story elements in the games for forming the theoretical basis of storytelling UI are enforced. For the case study of UI, we choose the game, Diablo, Half-Life, and Homeworld because the game is suitable for the application of node-type storytelling and effectively uses graphic and input unit. This analysis explains the interface has the contents data that divided or shared and it means the interface performs its part of story nodes, which are extracted from the story, and choice. And we analogized that the story elemental can be substituted and used practically for interface because the stories made through the thing that users and developers are in the space of coexistence by the interface. Storytelling UI will be a good way to make a most intriguing piece as a joyful spontaneous complex that use story node. It is worth by reason of making by user and discovering live inner story so that it can approach to the substance of the story.

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Using the Stories for Advertisement Marketing of Agricultural Production: In Case of Pine Nut in Hong Cheon (이야기를 활용한 향토상품의 광고마케팅 방안 -홍천 잣을 중심으로-)

  • Yun, Yu-Seok;Kim, Mi-Heui;Ahn, Ok-Sun;Kang, Bang-Hun
    • Journal of Agricultural Extension & Community Development
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    • v.18 no.4
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    • pp.1051-1083
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    • 2011
  • One of the significant element of industrialization is the marketing mixed by advertisement. This paper concerns itself with two key methodological issues that have arisen during the marketing communication research. First, it examines BTL media, appeal type and executive type for interpersonal communication. The second part of the paper argues that story have an effect on making relationship between a consumer and a producer as storytelling producer's history, story of experiences of user, episode and so on. In this paper we developed contents of advertising for pine nut in Hong Cheon using the storytelling marketing communication strategy.

A Study on the Rhetoric Expression in Domestic and Foreign 4 Panel Comic Strips (국내외 네칸만화 수사적 표현 연구)

  • Lee, Won-Seok
    • Cartoon and Animation Studies
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    • s.9
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    • pp.18-32
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    • 2005
  • Comic has a story. Comic exits as a some kind of media to convey the story the writer wants to say and it not only is a message described by sign, content, and complexity but also works in more vast communication condition. This Study treats that the rhetoric expression of 4 panels comicstrip in internal and external weigh with the narration of story. If the rhetoric is the sort out of the words, in the rhetoric of 4 panels comicstrip, the target is how easy to read, how interesting to read. Here are the analysis of the narrative structure in daily life and current affair 4 Panel Comic Strips. To analyze and compare the narrative structure of two above strips proposes actual model of basic skill making 4 Panel and further will be applied in the narrative structure of long comics. The study of explaining the feature of 4 Panel Comic Strips is proposed, based on the basic act in all comics. The narrative structure of the 4 Panel Comic strips Comic Strips has the basic structure of long serialized comics and story telling.

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The Analysis on the Variation of the Ventilation Rates by Wind Pressure and Temperature Difference between Indoor and Outdoor in the Multi-Story Type Double Skin Facade applied to the Office Building (오피스 건물에 적용된 다층형 이중외피의 풍압과 실내·외 온도차에 의한 환기량 변화 분석)

  • Song, Chi-Ho;Kim, Teayeon;Leigh, Seung-Bok
    • KIEAE Journal
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    • v.15 no.2
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    • pp.123-131
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    • 2015
  • Purpose : Improvement of indoor thermal comfort and reduction of the energy consumption in building can be obtained by applying a double skin facade system. In order to achieve effectively this purpose, design team would have to perform easy and appropriate performance analysis for making better design decision during the design process. Method : This paper focus on the natural ventilation performance of a multi-story type double skin facade with main causes which are pressure difference according to the wind and temperature difference between indoor and outdoor (Buoyancy Effect). Using this main causes, the natural ventilation ratio of wind effect-to-buoyancy effect in cavity of multi-story type double skin facade were analyzed through the performance analysis results of CFD (Computational Fluid Dynamics) simulation. Result : When the wind velocity was 2m/s, the ventilation rate in the cavity was highest. If wind velocity was slower than 2m/s wind velocity, buoyancy effect has more influence on the ventilation rate in the cavity, and if wind velocity was faster than 2m/s wind velocity, wind effect has more influence on the ventilation rate in the cavity.

Effects of Higher Modes on the Response Spectra of High-rise Buildings considering the Kinematic Interaction of a Foundation System (기초체계의 운동학적 상호작용을 고려한 고층건물의 응답스펙트럼에 미치는 고차모드의 영향)

  • Kim, Yong-Seok
    • Journal of the Earthquake Engineering Society of Korea
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    • v.19 no.3
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    • pp.85-92
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    • 2015
  • Response spectra of a building are made with a SDOF system taking into account a first mode shape, even though higher modes may affect on the dynamic responses of a high-rise building. A soft soil layer under a building also affects on the responses of a building. In this study, seismic responses of a MDOF system were investigated to examine the effects of higher modes on the response of a tall building by comparing them with those of a SDOF system including the kinematic interaction effect. Study was performed using a pseudo 3D finite element program with seven bedrock earthquake records downloaded from the PEER database. Effects of higher modes on the seismic responses of a tall building were investigated for base shear force and base moment of a MDOF system including story shear forces and story moments. Study results show that higher modes of a MDOF system contribute to a reduction of base shear force up to 1/4-1/5 of KBC and base moment. The effect of higher modes is more significant on the base shear force than on the base moment. Maximum story shear force and moment occurred at the top part of a building rather than at a base in the cases of tall buildings differently from short buildings, and higher modes of a tall building affected on the base forces making them almost constant at the base. A soft soil layer also affects some on the base shear force of a high-rise building independently on the soft soil type, but a soft soil effect is prominent on the base moment.

A study of user performed Virtual Space Storybook (사용자 참여 가상공간 스토리북 구현)

  • Park, Su Jin;Jung, Moon Ryul
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.3
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    • pp.115-122
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    • 2019
  • We In this study, We tested for artificial intelligence-based virtual space story books were planned. The proposed virtual space concept, a story book with the characteristics of Augmented Virtuality, was implemented Several steps are needed to proceed with the virtual space storybook's story. First, a user brings a real object in to virtual space and recognizes the real object with an artificial intelligence-based object-recognition software. Second, when object recognition progresses, the virtual 3D model is augmented in the virtual space, which is then inserted into the virtual space and rendered. Finally, software projected a virtual space storybook on the desk in which users can touch and select real-objects. This virtual space storybook was implemented using the new story-making technology by applying the virtual space concept. the Augmented Virtuality concept is to augment real objects based on virtual space. To confirm this we tested a user test using the virtual space storybook. the user seemed as if can the distinction between real objects and virtual images. Also very well and that understood the process of putting the real objects in virtual space.

On the Application of Traditional Chinese Cultural Symbols and Modern Literary Symbols in Zhang Yimou's Film (장예모의 영화 ≪영≫의 중국문화상징과 현대문화상징의 응용에 관한 내용)

  • Tao, Duan
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.5
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    • pp.83-89
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    • 2019
  • Zhang yimou's film "the shadow" adopts a lot of modern literary symbolic content in the story structure. The novel has been greatly modified, abandoning the setting of the original work and making up the historical background of the story, thus completing the discourse practice of aerial literature rather than historical literature. The film expresses the historical story poetically and even writes the personal mind. In this way, the audience's sense of substitution is increased, and a large number of traditional Chinese cultural symbols are adopted visually. In terms of clothing, the most traditional is sought, which advocates loyalty to history, and adds cultural connotation and depth. The audience can feel the bold and unfettered artistic creation spirit of the main creator, as well as the novel and unique visual expression style, which makes his works have both traditional visual perception and modern story content. The combination of traditional vision and modern drama forms a new visual and cultural experience.

The Influence of an Elder's Role of Counselor on Counseling Result - Reporting Style Based on 'Story Making Methods' - (상담자의 어른역할이 상담성과에 미치는 영향 - '이야기 방식'에 기초한 보고 형태 -)

  • Sung-sook Chang
    • Korean Journal of Culture and Social Issue
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    • v.16 no.3
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    • pp.311-329
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    • 2010
  • It is necessarily for a counselor's role to vary according to the cultures. While an autonomy is stressed in Western horizontal society, sociability is emphasized in Korea which is a vertical authoritarian society. What is more, a lot of people look to a counselor for elder's role as a teacher or a fosterer as well as a therapist. The two basic framework of Reality Dynamic Counseling which has been developed as a counseling approach for Korean are 'presentization for problem' and 'elder's role of a counselor'. An elder's role of counselor showed in real counseling case is illustrated by 'narrative methods' in this study. The 'story making methods' as one of qualitative research methods is more useful than a protocol method which has been used in studying counseling case, because it has conciseness for original text of dialogs and commentary for counseling process. The seven characteristics of Reality Dynamic Counseling such as grasping the real cause, understanding mind,, emphasizing interpersonal factor, emphasis on role, utilizing confrontation, emphasizing the relationship of parent-child, and facilitating sociability are reflected in such an elder's role of counselor.

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