• Title/Summary/Keyword: 내러티브분석

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Practice of the Narrative-Biographical Interviews Analysis -An Example of an Interview with a Korean Migrant Worker in Germany- (내러티브-생애사 인터뷰 분석의 실제 -재독한인노동이주자 인터뷰를 중심으로-)

  • Yang, Yeung Ja
    • Korean Journal of Social Welfare
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    • v.65 no.1
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    • pp.271-298
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    • 2013
  • The current research intends to show the practice of the narrative-biographical interviews analysis developed by Rosenthal. As an example of this, the research analysed an interview with a Korean migrant worker in Germany in 4 stages as follows: 1. analysis of biographical data, 2. text and thematic field analysis, 3. reconstruction of life as lived and sequential fine analysis, 4. contrasting the life-story as narrated with life as lived. Based on the research, some implications for the biographical research in the social welfare and for the social work practice were addressed.

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Narrative Characteristics in High School Students' Geological Field Trip Reports: the Relationship Between the Narrative Mode of Thought and the Academic Achievement (지질 답사 보고서에 나타난 고등학생들의 내러티브 특성: 내러티브적 사고와 학업 성취도의 관계)

  • Chung, Sue-Im;Shin, Dong-Hee
    • Journal of The Korean Association For Science Education
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    • v.35 no.4
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    • pp.735-750
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    • 2015
  • The purpose of this study is to draw an educational implication by analyzing the context of narrative texts, students' narrative thinking, and their academic achievement. We investigated text types in students' geological field trip reports, the reason why students favors narrative texts, the relationship between narrative texts and their scientific knowledge recall, and the relationship between narrative thought and academic achievement. All students used expository texts, 82% of them expressed argumentative texts, and 36% of them used narrative texts. It is likely that students use more narrative texts because students were in the context of outdoor activity and so, their emotional feelings were more activated than when they are doing lab activities. The academic characteristics of earth science seemed to contribute more narrative texts in students' reports. The post-test revealed that students with narrative texts recalled better than the others. On the other hand, there were no statistically meaningful differences in academic achievement between the two groups. However, we have noted that female students whose reports contain narrative texts achieved significantly higher scores than female students whose reports are without narrative texts. From in-depth interviews, we found that students who properly used both paradigmatic and narrative mode of thought were in a more advantageous position than those who used narrative thought only. It was also found that some narratively thinking students tended to feel uncomfortable with the way of learning or evaluating questions about science. In the future, a complementary approach of narrative and paradigmatic mode of thoughts would be encouraged by understanding students' tendency of thinking.

The Type of e-book's Visualization by the Narrative Space (내러티브 공간에 의한 이북(e-book)의 시각화 유형)

  • Shin, Seung-Yun;Jung, Hyun-Sun
    • The Journal of the Korea Contents Association
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    • v.14 no.7
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    • pp.103-114
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    • 2014
  • This study intends to make a proposal the direction classification to develop the independent study of e-book's visualization. For this, we research into the e-book of Disney animation which achieved recognition in the literary value and amusement First of all, We grasp the meaning of the concept of e-book's aerial-image and perceptual principle. Next, We found the subject that starts the movement, and then observed the factor of the presentation to be possible to experience the actual spatial experience by the motion-produced cues. Through analysis process, We can classify the appearance elements, media, camera, and the readers' motion-produced cues into 13 parts and define as the codes. As we analysis the frequency of use of the analysis object, We separated it into the 46 combination exercises. According to the combination with the independent exercise, We separated them into 4 groups. There are the actual spatial experience, narrative spatial experience, the experience of characters. The basis for these, we can analyze the characteristics of the motion-produced cues. This study has the meaning of the expansion of e-book into the film language system by separating the e-book's narrative visualization type.

Narrative Functions of Sound Design in Films (영화 사운드디자인의 내러티브 기능 연구)

  • Lee, Dong-Hwan
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.626-637
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    • 2013
  • Film sound should be analyzed based upon the profound understanding of sound design process and the principle behind it. Lack of this knowledge prevents the research from having the comprehensiveness and concreteness. This study aims to reaffirm the important role of sound design in filmmaking while also investigating the narrative functions of sound design. The role of sound design as a cinematic technique was defined as creating audio-visual experience with a collection of information, emotion, and ideas organized and presented in the sound narrative of films. Each process of sound design, dialog, ambience, Foley, and sound effects, was proved to be performing this role as a result of a case study of various narrative films. The narrative functions of sound design was able to be defined as well.

Intercultural Communication and Narrative Analysis of News (문화 간 커뮤니케이션과 뉴스 보도의 내러티브 분석)

  • Yoon, Sunny
    • Korean journal of communication and information
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    • v.36
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    • pp.162-197
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    • 2006
  • This research looks into the narrative aspect of news in order to disclose problems with intercultural communication in our society. News on racial issues and "Hanryu" would illustrate cultural bias against others. This study attempts to analyze narrative structures of news on these issues using narrative theories including Greimas and Levi-Strauss. It covers news on major newspapers such as Chosun, Jung Ang, Dong A, Hanguerae and Economy Daily as well as major broadcasting news including KBS, SBS and MBC. There were 495 news on 'Hanryu' and racial issues with regard to Hines Ward from January 1, 2006 to April 15, 2006. By analysing narrative structures of these news, I found power underneath news messages which undermine the reality. Expansionism and cultural insensibility prevent our society from understanding other cultures as they are. Post-colonial theories provide a guideline for detecting intercultural barriers and national identity crisis in our society.

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Effect of Tuberculosis Prevention Campaign Message: Focused on message orientation and message presentation style (결핵 예방 광고 메시지의 효과: 메시지의 지향성과 메시지 제시방법을 중심으로)

  • Choi, Myung-Il
    • Journal of the Korea Convergence Society
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    • v.10 no.12
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    • pp.411-420
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    • 2019
  • This study analyzed the effective message strategy for the TB prevention campaign. This study examined the differences in the perceived susceptibility, perceived severity, and behavior intention according to the message orientation(individual-social) and the message presentation style(statistical-narrative). The results showed that individual message is more effective than social message in terms of perceived susceptibility and perceived severity. There was no significant difference between statistical and narrative messages. Finally, in the case of individual message, narrative messages were more effective than statistical messages; and in the case of social message, social messages were more effective than narrative messages. Based on these results, theoretical implications were discussed and a practical strategy for TB prevention campaign were proposed.

Is meaning-oriented consumption possible in the consumer society? : The case study of women's narratives on their cosmetic experiences (소비 중심 사회에서 의미 추구 소비는 가능한가? : 여성 소비자의 화장품 소비 경험에 관한 내러티브 사례분석을 중심으로)

  • Bong Hyun Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.1039-1048
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    • 2023
  • This article aims to find meaning-oriented consumption in the consumer society based on the female consumers' narratives of makeup consumption experiences. The case study of consumer narratives identified various meaning-oriented consumption behaviors among the female informants. The study also exemplifies the outcomes of meaning-oriented consumption and suggests a hypothetical framework that shows the process to get those outcomes from functional consumption to meaning-oriented consumption.

Effect of Design for Interactive Narrative App, a Mobile App for Children's Education, on Enhancement of Learning Immersion and Intention to Continue Use (어린이 교육용 모바일 앱 인터랙티브 내러티브 디자인이 학습몰입도 증진, 지속사용의도에 미치는 영향)

  • Qing, Guo;Han, Hyun-Suk
    • Journal of Industrial Convergence
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    • v.20 no.10
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    • pp.157-167
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    • 2022
  • The purpose of this study is to verify the educational effectiveness of interaction design in mobile APP by observing the impact of interaction design for elementary school education on enhancing learning immersion and continuous use intention, and propose an interaction design scheme based on elementary school education APP. The research methods are literature research and questionnaire survey. Specifically, through the literature research method, the concepts and prior studies on the concept, reviews the continuous use intention and previous research of interaction design. Then, conducts a questionnaire survey on elementary school students in South Korea and China to understand the interaction design, learning immersion, and continuous use intention, and analyzes the relationship between variables.The research result of this study is to observe the influence of interaction design elements within interaction on learning immersion and continuous use intention with elementary school students who are users of elementary school education application as the objects. The results show that interaction design within interaction has a positive impact on improving learning immersion and continuous use intention. It can be thought that this is because in mathematics/science education, it is easy to understand theoretical concepts or explanations, and stories and images will be continued at each stage to help students learn without being bored.In conclusion, this study can confirm that interactive inline design has a positive effect of enabling learners to engage in learning and continue to use.

Narrative Structure and Signification of the Mobile Whole Aspect Movie -Focused on and - (모바일 전용 영화의 내러티브 구조와 의미구성 - 모바일 전용 영화 와 <건달과 달걀>을 중심으로)

  • Kang, Seung-Mook
    • The Journal of the Korea Contents Association
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    • v.8 no.11
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    • pp.94-102
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    • 2008
  • The development of digital technology constructs meaning through the narrative by digitalized story. Including mobile whole aspect movie, visual contents have the narrative structure and signification based on the digital technology. This study planned to explore the possibility that mobile movie can expand the classical narrative structure and bring up the method of signification. For this purpose, this paper proved the process to cohere narrative through redundancy and a double across of space-time structure according to the principle of causality in mobile movies such as and . According to the findings, mobile movies appeared to construct a consolidated structure through cohesion of meaning and to move the space-time doubly across at a subjective point of view of the characters for continuity of story. Such a result means the narrative structure and the method of signification of mobile movie are modifying or expanding the unique formation of classical films in accordance with mobile devices as digital media.

Visual Narrative Strategy of Game Promotion: Comparative Analysis of Dead Island and Dead Island 2 Trailers (게임 프로모션 시각 내러티브 전략: <데드 아일랜드>와 <데드 아일랜드 2> 예고편 비교 분석)

  • Roh, Chul-Hwan
    • Cartoon and Animation Studies
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    • s.48
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    • pp.249-269
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    • 2017
  • Promotion and marketing, which are essential to lower the investment risk and maximize commercial profit in the video game market. Game developers and publishers set up public relations strategies to encourage potential consumers' needs. Considering characteristics of video game, the trailer, which is the animated image advertisement material, could occupy a key position in its promotion and marketing plan. Cinematic spectacles and attractive narratives are essential ingredients for game trailers, which are usually produced in 3D animation. Dead Island is an open world first person shooters (FPS) game released in 2011. When launched, it grabbed a great attention with a trailer, awarded the Golden Lion Prize for the best internet film at the Cannes Lions International Festival of Creativity. The game was a commercial success and several spin-offs were producted. In 2014, its publisher, Deep Silver showed the official trailer of Dead Island 2 at Electronic Entertainment Expo, the world's largest game show. Dead Island 2 was scheduled to be released in 2016, but has been now delayed until 2018. This study compares and analyzes two trailers of Dead Island 1 and Dead Island 2. We examine the narrative structure of the trailer for the sequel promotion of a successful game. The differences between the two could be useful for building a promotion strategy of other game series.