• Title/Summary/Keyword: Narratives

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Meaning and Use of Housing through Narrative Life History in Korea II : Focused on the Use of Housing (생애구술을 통해 본 주거의 의미와 사용 II : 주거의 사용을 중심으로)

  • Hong, Hyung-Ock;Yang, Se-Wha;Jun, Nam-Il
    • Journal of Families and Better Life
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    • v.27 no.2
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    • pp.155-171
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    • 2009
  • This study was designed to examine the use of housing in modern Korea, and to draw the interrelation of people and housing. In-depth interviews were conducted, and the qualitative research investigated various aspects of housing history among four individuals during the different phases of social and economic transitions. 4 narratives showed the unique characteristics of life history, and the findings indicated that the housing experiences were closely related to hometown, the relation to birth family at postmarriage, economic status, and the meaning of home. The main findings were as follows: the validity to select the interviewers was proved in that the selection was based on both housing structure type and ownership, and also the research indicated that economic status and housing structure type influenced the entire housing experience of each interviewee. The use of housing varied and the implications of housing lied in social and economic contexts. The use of housing, of which the term was contrived to alternatively described housing consumption modes, and chronology were affected by such individual factors as economic status, familiar relationships, residential location, the meaning and subjectivity of housing.

Development and Application of an Educational Game based on Virtues Education for Relieving Online Game Addiction of Elementary School Students (초등학생의 온라인 게임 중독 완화를 위한 덕 교육 기반 교육용 게임의 개발과 적용)

  • Han, Ji-Hye;Jun, Woo-Chun
    • Journal of The Korean Association of Information Education
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    • v.14 no.4
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    • pp.589-603
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    • 2010
  • Game addiction is the one of side effects from current knowledge-based society, So it is very important to find students with game addiction and treat them as early as possible. In this paper, first of all, a measure scale is developed for diagnosing game addiction. The scale is made based on the literature reviews. Also, a game model is developed based on virtues education. The proposed model has the following characteristics. First, it can induce active participation of students. Second, it helps students find and decide a moral standard related to online game addiction for themselves. Third, students can learn a moral standard naturally through narratives related to various real-life situations. The followings are concluded after applying the proposed game to elementary school students with game addiction. First, game addiction is relieved for those students, specially for "high risk" and "potential" groups. Second, the proposed game can improve respect to others and individual responsibility.

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A Study on Dwelling and Building (거주와 건립에 관한 한 고찰)

  • Khang, Hyuk
    • Journal of architectural history
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    • v.11 no.4 s.32
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    • pp.71-86
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    • 2002
  • Since Modern period which is characterized by the governing of technology and capitalism, the production and aesthetics of building became a main issue of architectural discourse. Morever, Modern architecture tends to be a kind of media in which the visual image of building plays a far more important role than building itself. Institutionalized discipline of Architecture in modern system set aside the dwelling aspect of building and destructed close relationship between dwelling and building. This study analyzes the essential meaning of dwelling with a viewpoint of building and vise virsa in order to have a deep reflection on contemporary architecture and modern crisis of dwelling. For this purpose this study first reviewed linguistic and mythical narratives on the origin of dwelling and building. Secondly, reviewed the thought of Heidegger on dwelling and building and his thinking on authenticity of dwelling. Thirdly, reviewed drastic change of idea and reality of dwelling recent days, especially from settlement to nomad. Lastly reviewed E. Levinas' thinking on bodily dwelling or primordial mode of dwelling before poetic dwelling of Heidegger. With these review we can figure out following things on dwelling and building. Physical building or its visual image can not take the place of dwelling in itself. Dwelling and Building happens simultaneously and understood as an event in life world. Today's alienation of dwelling from building reduced our conception of architecture to a physical setting and mere technique. Building must be a ontological and cultural phenomenon beyond physical building. Nomad in this age of information and globalization may be a new mode of dwelling. But it can not exclude traditional way of dwelling on concrete space, because human being as a physical being can not abandon dwelling place that gives a primordial comfort with and within our body.

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Meaning and Use of Housing Through Life History I : Focused on the Meaning of Housing (생애구술을 통해 본 주거의 의미와 사용 I : 주거의 의미를 중심으로)

  • Hong, Hyung-Ock;Yang, Sew-Ha;Jun, Nam-Il
    • Journal of Families and Better Life
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    • v.27 no.1
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    • pp.45-60
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    • 2009
  • This study was designed to examine the meaning of housing in modern Korea, and to draw the interrelationship of people and housing. In-depth interviews were conducted, and the qualitative research investigated various aspects of housing history among four individuals during the different phases of social and economic transitions. Each narratives showed the unique characteristics of life history, and the conceptual frameworks for interpretation were microsociological approach by Morris and Winter(1978) and pathway approach by Clapham(2005). One narrater named "K" had gone through various housing experiences since her birth in 1933 at a traditional Korean housing, and she moved to a traditional rural community. Another narrater called "S" was born in housing built during the Japanese colonization, gained wealth through the housing boom of the industrialization, and has lived in a suburban condominium. "G" spent her entire life in an urban area, had never owned a house, and lived in a house with poor quality. The other narrater named "L" had lived in a single-family home with a large yard since her childhood, and she has resided in multi-family housing by herself after having a lot of experiences of building houses. The results revealed that housing could play as a simple role as a shelter, be transformed over family life cycle, become prestige of extended family, social and family status, investment. Meaning of housing from the pathway approach were closely related to hometown, the relation to birth family at postmarriage, economic status, and housing experiences according to the social change. As a conclusion, the meaning of housing is vary, and housing conveys numerous implications including psychological, social and economic aspects.

Vocabulary Improvement in EFL Writing through Narrative and Expository Texts (외국어교육 상황에서 텍스트 유형별 읽기에 따른 어휘력향상 연구)

  • Shin, Kyu-Cheol
    • Journal of the Korea Convergence Society
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    • v.11 no.1
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    • pp.201-209
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    • 2020
  • The purpose of this study is to investigate the effect of narrative and expository texts on incidental vocabulary learning of Korean university EFL learners while reading. The experimental groups were divided into 3 groups. The first experimental group were exposed to narrative texts and second group received expository texts. And the third group were administered narrative and expository texts alternately. The vocabulary tests were conducted after the last session to assess the incidental vocabulary gains of the learners. The results indicated the superiority of the expository texts over narratives in terms of enhancing learners' incidental acquisition of unknown words. Moreover, the results showed that the blended reading group of expository and narrative texts did better on the vocabulary gains than those of narrative reading group and expository reading group. However, in the essay writing assessment, the expository group committed the most vocabulary errors in writing.

Emotional User Experiences on Narrative-Based Social Issue Serious Game : Focused on (내러티브 기반 소셜 이슈 기능성 게임의 사용자 감정 경험 연구 : <나누별 이야기>를 중심으로)

  • Lim, Su-Jin;Doh, Young-Yim;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.12 no.6
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    • pp.131-144
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    • 2012
  • To affect users' attitudes on social issues, some serious games use narrative which can be an effective tool to provoke users' emotions. In this paper, focus group interview on the experiences about playing was conducted to figure out if the parts of narratives containing educational goals can actually provoke certain emotions or not. From the interview, words having emotional meaning were extracted and matched with Korean Emotion Terms Database. Then the emotion terms were compared with Russell's schematic map of core affect and were categorized. The result showed that users mostly felt unpleasant emotions during the play. The unpleasant emotions helped to achieve the game's goal which is conveying the tragedy of war.

A Qualitative Analysis of Dissolution of Remarriage (해체된 재혼의 특성에 관한 연구: 재혼모를 대상으로)

  • Kim, Yoon-Ok
    • Korean Journal of Social Welfare
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    • v.59 no.2
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    • pp.171-195
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    • 2007
  • Remarriages constitute an increasing proportion of all marriage in Korea. In 2005 26.1% of marriages were remarriages for one or both partners. Also, remarriages are more likely to end in divorce than first marriages. This study is conducted to understand how and why the remarriage is ended in divorce in Korea. Seven ex-stepmothers were asked in-depth interview to describe the whole story from courtship to divorce of remarriage. Their narratives were analyzed by a qualitative software program, Nvivo2, which assured us the validity and the reliability of method of the study. Qualitative analysis revealed several major concepts related to the dissolution of remarriage: lack of feeling of love in a motive of marriage, lack of understanding of and preparation for remarriage, fragile tie of remarried couple, frictions between step-children and step-mothers, feeling excluded from family-in-law, and wife battering. The results of the study highlighted that the social work interventions should be actively done in the area of family life education including remarriages and remarried families.

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A Structural Analysis of News Narratives on Labor Movements in Korea

  • Chon, Bum-Soo;Jang, Won-Yong
    • Korean journal of communication and information
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    • v.16
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    • pp.136-167
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    • 2001
  • 본 논문은 1996년 노동법 개정을 둘러싼 노동계의 총파업에 대해 보수적 성향을 갖는 조선일보와 진보적 성향을 갖고 있던 한겨레가 어떠한 방식으로 이러한 쟁점을 재현하고 해석하는 지를 분석했다. 당시의 노동계 총파업은 내부적으로는 민주화에 따른 시민사회의 성숙과 외부적으로는 글로벌라이제이션에 따른 국가 간 경쟁의 가속화라는 두 가지 정치경제학적 요인이 교차하는 공간에서 일어났으며, 동시에 광범위한 국민적 지지를 확보한 파업으로 그 상징적 의미를 갖고 있다. 이와 같이 주요 사회적 쟁점에 대한 두 신문간의 차이를 분석하기 위해 질적 분석 방법인 서사분석(Narrative Analysis)과 양적 분석 방법인 조응분석(Correspondence Analysis)을 사용했다. 서사분석은 사건의 발생과 진행 그리고 결말 과정에서 대립되는 행위자의 상징적 담론을 분석함으로써 사회적 쟁점에 대한 신문사간의 뉴스보도의 차이점 또는 유사성을 구분할 수 있으며, 조응분석은 주요 쟁점에 대해 행위자들이 어떠한 방식으로 서로 연계되는 지를 파악함으로써 역동적으로 총파업에 대한 행위자들의 관계의 변화를 공간적으로 탐색할 수 있는 장점을 갖고 있다. 서사분석 결과, 두 신문은 각각 서로 다른 서사구조를 기반으로 주요 행위자의 담론적 기호를 정반대로 구성하고 있었다. 사건 발생 단계에서는, 두 신문이 각각 국가 경쟁력 강화와 노동전 보호를 중심적인 서사구조로 설정해 차이를 보였으며, 대통령 및 여당과 민주노총이 대립적인 행위자로 설정되었다. 사건의 발전 단계에서는, 총파업의 불법성과 적법성 문제에 대한 갈등을 기본 서사구조로 제시한 채, 노동계를 포함한 시민사회와 정부기관이 대립적인 행위자로 등장했다. 사건의 갈등 해소 단계에서는 문제 해결을 위한 방법으로 두 신문이 대통령과 야당 지도자간의 정치적 해결과 노동법 통과에 대한 위헌론 제기를 중심으로 한 노동단체들의 지속적인 연대를 중심 서사구조로 각각 제시했다. 이 시기에서 주요 행위자들의 대립관계는 종료되었다. 조응분석 결과, 사건 발생과 위기 고조 단계, 그리고 갈등 해소 단계등 모든 시기에서 두 신문의 주요 행위자 구성에 있어서 차이가 나타났다. 다시 말해, 조선일보는 기본적으로 총파업을 둘러싼 문제의 구성과 발전, 해소 과정에서 정당이나 대통령, 야당 지도자 등과 같은 정치관련 행위자를 강조하고 있었다. 반면에, 한겨레는 대체로 로든 사건진행 단계에서 노동 관련 단체들과 시민단체의 역동적인 연대와 활동에 초점을 맞추고 있는 것으로 나타났다.

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Heritage Soft Power in East Asia's Memory Contests: Promoting and Objecting to Dissonant Heritage in UNESCO

  • Nakano, Ryoko
    • Journal of Contemporary Eastern Asia
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    • v.17 no.1
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    • pp.50-67
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    • 2018
  • Heritage has entered the center stage of public diplomacy in East Asia. Competition to claim and interpret memories of World War II in East Asia has driven campaigns to list heritage items with UNESCO. State and non-state actors aim to use heritage listings to present a particular view of the war and related history to domestic and international audiences. This paper highlights the role of heritage soft power in East Asia's "memory contests" by examining the promotion of dissonant modern heritage in UNESCO's heritage programs. It conceptualizes heritage designation as a soft power resource in East Asia and presents a conceptual framework for understanding the hegemonic competition over the "memory regime" that emerged from the structural change in East Asia's regional order. It then uses this framework to analyze the processes by which state and non-state actors promote and/or object to UNESCO recognition of their sites and documents as heritage of outstanding universal value or world significance. The elements of this process are illustrated with case studies of two very different pieces of heritage, Japan's "Sites of the Meiji Industrial Revolution" and China's "Documents of Nanjing Massacre," which were enshrined as significant world heritage in 2015. While state and non-state actors in East Asia are increasingly recognizing the utility of heritage as a soft power resource for advancing specific historical narratives to an international audience, a backlash movement from civil society groups and governments in other countries prevents a purely unilateral interpretation. As a result, the utility of heritage soft power in this context must be significantly qualified.

A Research on Developing a Card News System based on News Generation Algorithm (알고리즘 기반의 개인화된 카드뉴스 생성 시스템 연구)

  • Kim, Dongwhan;Lee, Sanghyuk;Oh, Jonghwan;Kim, Junsuk;Park, Sungmin;Choi, Woobin;Lee, Joonhwan
    • Journal of Korea Multimedia Society
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    • v.23 no.2
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    • pp.301-316
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    • 2020
  • Algorithm journalism refers to the practices of automated news generation using algorithms that generate human sounding narratives. Algorithm journalism is known to have strengths in automating repetitive tasks through rapid and accurate analysis of data, and has been actively used in news domains such as sports and finance. In this paper, we propose an interactive card news system that generates personalized local election articles in 2018. The system consists of modules that collects and analyzes election data, generates texts and images, and allows users to specify their interests in the local elections. When a user selects interested regions, election types, candidate names, and political parties, the system generates card news according to their interest. In the study, we examined how personalized card news are evaluated in comparison with text and card news articles by human journalists, and derived implications on the potential use of algorithm in reporting political events.