International Journal of Advanced Culture Technology
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v.11
no.1
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pp.135-146
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2023
Psychological support is crucial in navigating one's academic and professional lives, especially for students living abroad and pursuing higher education. This study aims to explore the narratives of social support seeking in a group of Korean international graduate students in an urban university setting in the United States. Qualitative research method of narrative approach was used to examine how three Korean graduate students exchanged psychological support. Analysis of interviews, observations, and documents found that four types of social support (informational, instrumental, appraisal, and emotional) were being exchanged and that emotional support was accessible predominantly in individual meetings than in group gatherings. Additionally, the reasons for abstaining from initiating group gatherings are discussed in relation to the Korean culture where participants were mindful of not infringing on each other's time. These findings inform theory on socio psychological support seeking and its relation to cultural values and offer practical insights into psychological support in international students in higher education settings.
International Journal of Internet, Broadcasting and Communication
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v.16
no.2
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pp.75-80
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2024
Research on the visual narrative impact of Unreal Engine's Lumen lighting system in games aims to delve into how Lumen's lighting technology plays a crucial role in game design and gameplay experience, thereby enhancing the visual storytelling of games. Lumen, Unreal Engine's dynamic global illumination solution, calculates lighting and shadows in real-time during gameplay, creating a more realistic and immersive environment. Analysis indicates that Lumen technology not only provides visually realistic and dynamic lighting effects but also significantly enriches the expressiveness and immersion of the game narrative through its changes in light and shadow.
This article analyzes the multi-layered communication in the Webtoon Princess Pari, released on the Daum portal site, created (written and illustrated) by Kim Naim, through analyzing the narrative structure and comments with the qualitative / quantitative methodology. The webtoon Princess Pari is structured in an omnibus style in which unit narratives are intermittently articulated, multi-lined, and interconnected. As integrated narratives which link with unitary narratives, Pari's growth story as a shaman and a romance narrative are structured. The classical original story of the shaman was used as a prehistory corresponding to the prequel of the webtoon through a preview, and the writer restructured the narrative to overcome the contradictions of the gender asymmetry and the patriarchal ideology of the original text. The viewer then creates a conversational space by giving critical and reflective comments. According to a statistical analysis conducted through sampling, the types of comments can be classified as follows: Appreciation and criticism of the contents ≫ Emotional response ≫ Intuitive overall review ≫ Knowledge and reflection ≫ Comments on comments. In the process of creation and acceptance of the Webtoon, a multi-layered dialogue between classical and modern, content and audience, acceptance and creation has been at play. In the creation dimension, the writer used a device to fill the gap of mythical symbols of the contents. At the level of the audience, they formed a culture of sharing information, knowledge, and reflection about tradition/folk/culture through comments. This corresponds to classical and modern dialogue through the webtoon. The viewers form a sympathetic bond, attempt hermeneutical coordination, supplement the information, and search for a balanced angle through controversial conversation. In addition, by commenting on attitudes, views, and perspective, the commentators showed a behavioral pattern corresponding to meta-criticism in literature. The viewers' comments acted as feedback on the creation of the webtoons, so that the creation and acceptance itself influenced the production of the content of the webtoon. The webtoon Princess Pari, which was based on Korean classical narrative, has been reorganized onto 'moving and dynamic' content, which leads to sense, thinking, criticism and reflection through the formation of various dialogues.
This thesis aims to reveal the meanings of SF as a genre in Korea. Most of the studies on the characteristics of SF novels in Korea have revealed the meanings of characteristic elements of SF, or peripherally reviewed the characteristics of works. However, these methodologies have a limitation, such as analysis through the existing methodologies, while overlooking the identity of SF texts with the characteristics as a genre. To clearly define the value of texts in the SF genre, an understanding of the customs and codes of the genre is first needed. Thus, this thesis aims to generally handle matters like the historical context in which Korean SF was accepted by Korean society, and the meanings and characteristics when they were created and built up relationships with readers. In addition to fully investigating SF as a popular narrative & genre narrative that has not been fully handled by academic discourses, this thesis aims to practically reconsider the present/future possibilities of SF, which is currently being reconsidered given that the scientific imagination is regarded as important in the 21st century. This thesis considers the basic signification of Korean SF texts in academic discourses. Through this work, numerous Korean SF that have not been fully handled in the area of literature and cultural phenomena will be evaluated for their significance within the academic discourses, and also reviewed through diverse research afterwards. As a result, this work will be helpful for the development of discourse and the expansion of the Korean narrative area that has been diversely changed since the 21st century.
This paper attempts to divide the narrative into three levels and review the approach methodology to understand Princess Bari as a narrative. If the stratification of the narrative, the analysis of each levels, and the integrated approach to them are made, this can contribute to suggesting new directions and ways to understand and study Princess Bari. The story level of Princess Bari, the surface structure, is shaped by the space movement and the chronological sequential structure of the life task that started from the birth of the main character. This story shows how a woman who was denied her existence by her father as soon as she was born finds an ontological transformation and identities through a process. Especially, the journey of finding identity is mainly formed through the events that occur through the relationship with family members. This structure, which can be found in the narrative level, forms a deep structure with the oppositional paradigm of family members' conflict and reconciliation, life and death. The thought structure revealed in this story is the problem of life is the problem of family composition, and the problem of death is also the same. In response to how to look at the unified world of coexistence of life and death, this tradition group of myths makes a relationship with man and God. This story is mainly communicated in the Korean shamanistic ritual(Gut) that sent the dead to the afterlife. Although the shaman is the sender and the participants in the ritual are the receivers, the story is well known a message that does not have new information repeated in certain situations. In gut, the patrons and participants do not simply accept the narrative as a message, but accept themselves as codes for reconstructing their lives and behavior through autocommunication. By accepting the characters and events of as a homeomorphism relationship with their lives, people accept the everyday life as an integrated view of life and death, disjunction and communication, conflict and reconciliation, and the present viewpoint. It can not change the real world, but it changes the attitude of 'I' about life. And it is a change and transformation that can be achieved through personal communication like the transformation of Princess Bari into god in myth. Thus, Princess Bari shows that each meaning and function in the story level, composition level, and communication level is related to each other. In addition, the structure revealed by this narrative on three levels is also effective in revealing the collective consciousness and cultural system of the transmission group.
This study collects 112 webtoon advertisements by Google extended search to reveal the narratives of webtoon in persuasive communication context. The results of content analysis are as follows. First, product categories are found relatively more in number such as content and game, cosmetics, public service announcement than other products. Second, the number of webtoon advertisements has increased these seven years; rather drastic increase is found in 2013. Third, as for the origin, brand webtoon is the largest number of all types. Fourth, there is a significant difference between public interest products and commercial products in absurdity advertising number. Commercial products use a variety of genres such as romance, drama, everyday life, including absurdity, while public interest products focus mainly on everyday life.
The purposes of this study were to understand mathematics teachers' difficulties under the context of community and to contribute to the research on professional development using a partnership between a high school and a university. I examined what struggles mathematics teachers had in building a learning community. I used data from a project in South East area in U.S.A. Three student teachers, three mentor teachers, and a university teacher participated in this study. Data sources included cluster meeting observations, interviews, and documents (such as open-ended surveys and e-mail responses). Data were analyzed using case study and narrative analysis methods. The results showed that the participants had power issues, issues about selecting topics to discuss, criticizing others, sharing goals, and managing time and the number of members.
This study inquired following research questions by a narrative research method : What was the job of an engineer in mechanical design field? How did he fulfill his job-related learning in his workplace? What were the context and the characteristic of the job-related learning in the workplace? And some implications of the job-related learning on engineering education were discussed. We identified that the research participant's career as a mechanical engineer has developed through three stages. At first, he engaged on conceptual design of a semi-conductor test machine through self-initiated learning from basic to whole system of the machine. At second stage, he leaded a design group for the concrete design of a ball type semi-conductor test machine. In this stage he learned the meaning of cooperation and cooperative learning. At third stage, he initiated to found an entrepreneur company that was specified to design a semi-conductor test machine. He became CEO of the company. He learned the R & D policy making through contacts with global company, visiting exhibition in abroad. Eventually his main task as a mechanical engineer was the problem solving in the process of machine design. He had experienced and learned through his works : project management, independent fulfilling of tasks, functional analysis and reverse engineering, conceptualizing and test, cohesive cooperation, dialogue and discussion, mediation of conflict, human relationship, leadership. The implication of the narrative analysis on engineering education is, proposed, to give the students more chances to experience and to learn such activities.
Journal of Korea Entertainment Industry Association
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v.14
no.1
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pp.75-89
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2020
As Marvel Cinematic Universe (MCU) Phase 3 concluded in 2019, it is time to systematically analyze the phenomenal storytelling of the franchise. In order to identify the structure of the continuous stories focusing on 'Iron Man', the central character of MCU Phase 1-3, this study used the "Save the Cat (STC)" paradigm as the tool for narrative analysis. The eight films with 1,066 minute-run time in total was analyzed based on the 15-beat STC paradigm by adjusting the distance ratio between each beat of its prototype originally based on standard films of 110 minute-run time. The results reveal that all 15 beats of the combined texts were fairly properly discovered in the positions suggested by the adjusted STC paradigm. Moreover, through the investigation, the vast text was able to be analyzed in a more comprehensive manner in the process of reconfirming the meaning of the dramatic reversals corresponding to each beat against the entire narrative. As expected, the STC paradigm proved to be a meaningful signpost for plot drives even for such a vast text. Therefore, it is believed that application of this paradigm would help not only analyze but also design other serialized franchises as well. Prior to that, however, it would be necessary to further examine the combined texts for other major characters in MCU or other franchises designed in a similar form to MCU movies through the same paradigm to verify effectiveness of such application.
This research proposes a suitable classification and analysis standard for digital exhibition to analyze digital exhibition. Through the previous studies on digital exhibition classification, the necessity of the new standard is suggested and the analysis standard which can be easily applied to the change of concept and form of the newly emerging digital exhibition is established. Digital exhibition should take into account the elements of audience participation that naturally arise from exhibition planning and interactive storytelling format. Classification and analysis of existing digital exhibition spaces are conceptual classification based on keywords. This is because traditional exhibition methodology has been applied in the process of classifying exhibitions and works. However, in digital exhibitions, the interactive aspect between exhibition space, works, and visitors become so important that it is necessary to perform a performative classification between the works and the audience in the digital exhibition. Accordingly, the way of participating directly or indirectly in the exhibition classification should be considered based on what the audience feel. In this research, the interpretation of the classification and composition of the exhibition is based on Benjamin's argument which the classification of the sensory experience of the audience and 'Aktualisierung' closely related to the interaction with the audience. We also present analysis standard for digital exhibition according to the structure of the art exhibition narrative based on the narrative structure of Chatman. This classification methodology will provide the exhibition information in a way that can be easily understood by the visitors and it will be a precedent research that secures the expansion and accessibility of the digital exhibition.
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