• Title, Summary, Keyword: Digital Storytelling

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Motivations for International Students to Study Abroad at Korean Universities: Economics, Language, Culture, and Personal Development (한국대학교에서 유학중인 외국인 학생들의 학습동기 : 경제, 언어, 문화, 인성 발달을 중심으로)

  • Pederson, Rod
    • Cross-Cultural Studies
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    • v.51
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    • pp.103-131
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    • 2018
  • This study examines motivations for international students to study abroad at Korean universities. Employing qualitative and mixed methods, this study used grounded theory to analyse data obtained from student interviews, essays, digital storytelling videos, and student video representations to explicate the nature of study of six subjects. All subjects were enrolled in English Education courses during years 2014-2017. The researcher was the course instructor. Results from this study revealed that major codes that emerged from data analyses were those of economics, culture, language study, and personal development, corroborating with findings of most research literature regarding international students' motivations (OUSO, 2015). However, survey of professional literature and study data showed that motivational codes presented in the literature and this study, were discursive in nature in that each code was not only connected to all other codes, but also mutually co-constructive. As such, this study suggests that motivational codes found in study abroad literature were discursive in nature, resembling Bourdieu's (1991) theory of economic, social, and cultural capitals. Results of this study suggest that various motivations for studying abroad are subsumed under economic logic of expense and career development.

The effect of the the traditional food Perception and relationship quality: Focused on Jeollanamdo Area Food (전통음식의 인식과 관계의 질간의 영향 관계: 전라남도 지역음식을 중심으로)

  • Seo, Gyeong-Do
    • Journal of Digital Convergence
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    • v.16 no.7
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    • pp.117-122
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    • 2018
  • The purpose of this study is to investigate the relationship between perception, perception, and relationship quality through technical analysis of perception of southern food among college students of Namdo area. Through the analysis and empirical analysis, we tried to provide an understanding of local traditional foods and provide them as a basic data for local traditional food as a tourism resource. It directly or indirectly supports the results of previous studies. It directly or indirectly supports the results of previous studies. Therefore, the perception that can be expressed by knowing the characteristics of the local food is expressed by the continuous relationship and maintenance of the local food, so that the trust, the commitment, and the satisfaction expressed as the quality of the relationship can be expressed as the continuing relationship, maintenance and interest. If the meaning of local food and storytelling are given in order to induce growth and development of food tourism as a local food, it will be very helpful for building image of local traditional food. If local food is perceived as a favorable or unattractive attitude, it will be related to meaning and continuous interest and food and beverage behavior as local people such as active interest and pride in local food, It is believed that food will play a big role in the growth and development of tourism resources.

A Study on Developing Model and Implementation of Intelligent Contents Planning Supporting System(ICPS) in familyHistory (지능형 스토리텔링 콘텐츠 기획지원도구 모델설계 및 구현에 관한 연구 - 가족이야기(familyHistory)를 중심으로 사례연구)

  • Lee, Eun-Ryoung;Kim, Kio-Chung
    • Journal of Digital Contents Society
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    • v.11 no.4
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    • pp.607-614
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    • 2010
  • History centered knowledge based story-telling project planning tool supports the process of story creation in narrative genre about history of families or individuals. Narrative fields not only include drama, mythology, legend, history but also non-verbal epics such as movie, play, ballet and opera. But as verbal epic, this research paper focuses on the family history and individual history of each household. This story-telling planning tool redevelops each genre of story-telling about family history through sampleDB and informationDB, and it is widely applicable in concreting high quality stories in both its content and value. Reduces the time of planning story-telling, and impose minimum expenses in human resources. Content about family history is one of the most the fundamental and renowned contents in Story-telling but planning tool that is easily applicable in creating such content does not exist in statue quo. In this current system lacking creative infra, this research paper seeks to provide a planning tool that public can easily utilize, and by systemizing the tool. it aims to create a creative contents tool model applicable in variety of genres.

A Study of User Satisfaction with Ubiquitous Environmental Sculptures - Focusing on the Gangnam U-STREET Media Pole - (유비쿼터스 환경조형물에 대한 이용 만족도 평가 - 강남 U-STREET 미디어폴을 대상으로 -)

  • Kim, Dong-Chan;Cho, Hwee-In
    • Journal of the Korean Institute of Landscape Architecture
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    • v.38 no.4
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    • pp.45-53
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    • 2010
  • This paper has attempted to propose a more progressive direction for U-environmental sculptures in a ubiquitous urban space in terms of usability, service, function and formative characteristics that enhance user satisfaction with these sculptures. For this, Media Pole, a U-environmental sculpture on Gangnam U-Street, has been examined. The results of this study are as follows: First, a study of user satisfaction was planned after establishing levels of satisfaction in terms of service, function and formative characteristics. In terms of satisfaction by the section of Media Pole, the public transportation map was the most influential in service while street culture and beauty of shape were critical in function and formative characteristics, respectively. In the relationship between satisfaction by section and overall satisfaction, furthermore, functional satisfaction had the biggest influence. Therefore, the development of human-centered functional factors which have pleasant and touching stories to facilitate communication with citizens are important in order to develop various Media Pole contents to enhance user satisfaction with the U-environmental sculpture and allow it evolve into a Gangnam landmark Since we are in the initial stage of a U-city, there are many problems that need to be addressed such as a lack of natural beauty, poor material quality of environmental sculptures, absence of storytelling, poor technology, lack of content, poor profitability and lack of means of social communication. In the end, the development of a comfortable, people-friendly space and U-environmental sculptures are needed in consideration of economic, social and cultural aspects instead of focusing on advanced technology only.

The Mobile Cartoons Authoring Method Using Scene Flow Mode (Scene flow 방식을 이용한 모바일 만화 저작 기법)

  • Cho, Eun-Ae;Koh, Hee-Chang;Mo, Hae-Gyu
    • Cartoon and Animation Studies
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    • pp.113-126
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    • 2010
  • The digital cartoons market is looking for a new growth momentum as the radical increases of the demands and markets about the mobile contents with portable instrument popularization. The conventional digital cartoons markets which are based on web-toon, page viewer cartoons and e-paper cartoons have been studied various fields to overcome some limitations such as the traditional cartoons had. The mobile cartoons which have been changed more and more, have some canvas limitations due to the mobile screen size. These limitations lead to the communication problems between the cartoonists and the subscribers and resulting some obstacles of mobile cartoons activations. In this paper, we developed a authoring tool applied the Screen Flow method to overcome inefficiency of conventional authoring methods. This proposed method can reflect the cartoonists' during the process of authoring mobile cartoons, thereafter we studied about the authoring method of mobile cartoons and its effects. For the convenience of users creating and distributing content in a way has been studied.

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The World View of the Middle Ages Fantasy Game (중세 판타지 게임의 세계관 연구)

  • Seo, Seong-Eun
    • The Journal of the Korea Contents Association
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    • v.9 no.9
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    • pp.114-124
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    • 2009
  • 73 percent of online games in Korea hold perspectives of medieval times in them. So far in history, about a millennium in medieval times is said to be a period of darkness and savagery, but it is newly revived in the digital virtual world. Such phenomenon is paradoxical and meaningful to often bring out 'medieval times' as a theme for online games, which are revealed by up-to-date technologies in present days. This research examines the background of views of medieval times appeared in online games and how they are realized. Medieval fantasy games have appeared because people dream about escaping from pre-modem times and have fantasy about medieval times. Moreover, perspectives of medieval times have enormously influenced background epics, quest stories, creation of characters in a game scenario. The dual structure having coexistence of nature and super naturalness acts an important role to set up the epic for medieval fantasy games. And medieval romance literature, which has a three-step quest narrative of 'targeting - adventure and fight - achievement' is reflected in a quest story of medieval fantasy games. The strict pyramid system represented by feudalism forms a meaningful metaphor for designing characters, and players organize communities for online games through horizontal collective consciousness in such vertical system of history at the same time.

A study on the Emotional Communication of Interactive Media Art and Audience -a focus on the affects of exhibition interpretation medium- (인터랙티브 미디어 아트와 관객과의 감성 커뮤니케이션에 관한 연구 -전시 해석매체가 미치는 영향을 중심으로-)

  • Jung, Myun-Joo;Son, Ju-Young
    • Science of Emotion and Sensibility
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    • v.14 no.3
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    • pp.415-424
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    • 2011
  • Interactive media art can be said to be art in which audience participation and communication through interaction is considered to be most important Previously the role of the audience is to unilately accepted the artist's message, whereas the role of the audience observing interaction media has been changed to the point of the producer, actively participating in completing the artwork through interaction. This study analyzed the interaction and communication between the audience and interactive media artworks from the audience's point of view (in the view of reception theory) by the investigation of the case of the artworks that were on exhibition. Employing the exhibition interpretation medium with docent explanation and wall text was experienced how to improve audience's communication when they watched the artworks. The docent explained the intention of artists and their artworks in the manner of storytelling and induced the audience to focus naturally on the artworks. As the result, the role of the exhibition interpretation medium was found to be significantly high in enhancing the degree of emotional communication with the artworks, so in this study I attempted to present that the role of the docent is an important factor for enhancing the audience participation and emotional communication through interaction with the artworks.

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A study on the application of redundancy in information design (정보디자인의 잉여성적용 연구)

  • Oh, Byung-Keun;Hong, Suk-Il
    • Archives of design research
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    • v.18 no.1
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    • pp.49-58
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    • 2005
  • Focusing on the information sender, message, channel, and receiver, the existing information theory deals with the noise, information contents, and probability of choice, which involve in the process of information transmission. In the current digital environment, besides simply conveying information itself through media, the important issue is how to efficiently convey information. Therefore, we need to analyze the theory in different perspective, and to research the Information redundancy for the methodology of information design. The redundancy causes the receiver to have attraction to the information and to reduce its contents due to its supplement and repetition. So it can play a role of efficient communication method. The concept of redundancy is applied to the communication of art such as literature, architecture, painting, and design to accomplish efficient communication. In order to get persuasive information design for the receiver's perspective we need to make use of this concept. The redundancy can be applied with the technical aspect of multimedia and Interaction, which add supplemental expression, or sort of event for the receiver's experience and memory. In the process of constructing information it can be applied with the structure of gaming redundancy, entropy, the accumulating communication code using entertaining feature, and storytelling methodology. The noise and entropy could be used for the means of making redundancy, not the obstacle to information. The redundancy gives the receiver attraction on the information and makes them have strong will of interpreting it so that the purpose of conveying information will be accomplished efficiently.

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Scientific Study of Subjectivity on Recognition Types and Preferences of Animation Audiences (애니메이션 수용자의 인식유형과 취향에 관한 주관성연구)

  • Hyun, Seung-Hoon
    • Cartoon and Animation Studies
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    • pp.31-56
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    • 2012
  • This is a scientific study of subjectivity on recognition types and preferences of animation audience. Therefore, Q-methodology was used as a methodology of this study. As a result, it was possible to find the various characteristics according to the preferences of audience on animation genres. The features of each type were classified into 3 types. First was an artistic and literary value-oriented type that explored storytelling and descriptive value. Second was a pictorial and aesthetic value-oriented type that explored visual beauty such as characters and Mise en scene. Third was a visual and entertainment value-oriented type that explored entertainment factors and attractions. Thus, according to the classification of preference types, it was inferred that digital image generation audience with an active preference that can create and consume images have developed a tendency that independently consumed their preferences based on thoroughly personal or subjective preferences rather than classified and accepted their preferred culture as their symbolic expressions of hierarchical position. In this aspect, Q-methodological consideration that is useful to analyze the subjectivity of audience could be a significant work. Nevertheless, this study alone could not reveal various generative contexts of specific preferences. It seems to have more significant results by applying various qualitative or quantitative methodologies together with this study and analyzing recognition types and preferences of audience.

Study on Establishment of Deoksugung Palace, Tourist Information Services using Augmented Reality(AR) Technology (증강현실(AR) 기술을 이용한 덕수궁 관광안내서비스 구축방안 연구)

  • Oh, Sung-hwan;Kim, Ki-duk
    • MUNHWAJAE Korean Journal of Cultural Heritage Studies
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    • v.46 no.2
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    • pp.26-45
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    • 2013
  • Sudden increase exceeding 30million in the number of smart phone users, and rising interest in the technology of augmented reality, is now trying to combine it with AR technology in other areas very much. The field of cultural heritage, which has been constructed by the Internet and 3D technology, is not unusual and this field is now rapidly changing thanks to the AR technology which can make users experience cultural heritage with high reality. The Palaces in Seoul, however, use fragmentary tools of information - lack of heritage commentators, leaflet, etc, even though the number of visitors is gradually increasing. Therefore, three-dimensional and comprehensive cultural heritage information service is needed with the guidance in the mobile era. This study utilizes the AR technology for building the Deoksugung Tourist Information Service Application(App.) applying the markerless-based recognition technology which is a more advanced tool than the location-based AR technology. This new AR technology can switch perceived real images such as the tablet of the King in the Palace of in the real world, patterns and pedestals into virtual world, which can reproduce the damaged cultural assets as 3D. This also composes photos of the past with the current buildings, which can increase people's interest and absorption of the contents, and helps them understand and be aware of Korean traditional culture and cultural heritage effectively. In addition, convergence between IT new technology, Augmented Reality(AR) and humanities through storytelling based implementation of cultural heritage in smart phone is attempted to demonstrate that there is strength in which augmented reality technique exerts infinite creativity based on actual reality world.