• Title/Summary/Keyword: Narratives

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The Effects of Message Framing and Evidence Type on Obesity Prevention for Chinese Adolescents (메시지 프레이밍과 증거 유형에 따른 중국 청소년 비만예방 메시지 효과)

  • Shu, Xiaoshuang;Choi, Youjin
    • The Journal of the Korea Contents Association
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    • v.18 no.3
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    • pp.626-635
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    • 2018
  • To develop prevention messages for increasingly severe adolescent obesity in China. this study tested interaction effects between obesity involvement and message framing, and between obesity involvement and evidence types on obesity prevention attitudes and behavioral intentions. Message framing types are categorized with a gain frame and a loss frame. Evidence types are classified into narratives based on personal experiences and statistics based on objective numerical proofs. Three hundred sixty eight Chinese adolescents participated in the study. Results found that involvement, framing, and evidence types had significant effects on attitudes and behavioral intentions to obesity prevention. Adolescents highly involved in obesity were more likely to show positive attitudes and behavioral intentions when exposed to loss framing and statistical evidence. Those with low involvement showed positive attitudes and behavioral intentions after exposed to gain framing and narratives. Thus, we suggest that loss frames with numerical data should be developed to persuade adolescents with high involvement, and gain frames with narratives should be developed for those with low involvement.

Psychological Serious Game Scenario for Teenagers Self Identity Based on Religious Wisdom Narratives (청소년 자아정체성 형성을 위한 종교 지혜 내러티브 기반의 심리 기능성게임 시나리오)

  • Lee, Joo-Ah;Kim, Mi-Hye
    • Journal of Digital Convergence
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    • v.13 no.1
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    • pp.495-502
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    • 2015
  • The main goal of psychological serious game, which is called "SAVE ME, LOVE ME" made on the purpose of sound identity for teenagers is to reach inner awareness through the process of dilemma problem solving by the support of unconditional love. This action game is about how to deal with routine dilemma through the first person narration that teenagers are faced to. Its features are on the metaphorical use of 'A Prodigal Son' in the Bible, one of religious wisdom narratives to heal the psychological stresses which teenagers suffer from. This game is aimed at helping teenagers to build a positive and solid sense of self by fighting against growing threatens to teenager's solid sense of self, by defeating monsters, and by listening to the various stories which game characters tell.

Narrative Inquiry on the Experiences of Field Workers in Art Education for the Developmental Disabled (발달장애인 미술교육 현장종사자의 경험에 관한 내러티브 탐구)

  • Cho, Min-Ju;Huh, Yoon-Jung
    • Journal of Convergence for Information Technology
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    • v.11 no.10
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    • pp.277-292
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    • 2021
  • This study explores the narrative presented by Clandinin and Connelly as a qualitative study through in-depth interviews with five field workers in art education with developmental disabilities in order to find out what kind of experiences the field workers with developmental disabilities have in the field and what the meaning of that experience is. was performed. According to the purpose of the study, personal narratives generated through individual educational experiences, cultural and social narratives to which they belong, and institutional narratives of educational institutions such as schools, welfare centers, and children's art education institutions were examined. This study is meaningful as basic data that contributes to the study of art education for the developmental disabled from childhood to adulthood, and it is suggested that the discussion be expanded through the direction of art education for the developmental disabled presented by field workers.

A Japanese American Female Writer's Tearing Down the Barriers: Lydia Minatoya's Talking to High Monks in the Snow and The Strangeness of Beauty. (재미 일본인 여류작가의 경계 허물기 : 리디아 미나토야의 『설중 고승여담』과 『미의 기묘함』)

  • Kim, Ilgu
    • English & American cultural studies
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    • v.10 no.2
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    • pp.1-27
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    • 2010
  • By taking the form of a fictional autobiography, a Japanese American woman writer Lydia Minatoya tries to solve the inexpressible confliction which Japanese Americans experience in their living in America. In her first published fiction, Talking to High Monks in the Snow, the writer faithfully tries to follow the Japanese I-story tradition where meandering of personal petit histories and frequent self-pities are constructed without solid action, characters and plot. Here appear many accidental others whom function as significant yet fleeting subalterns. In contrast, in the second fiction, The Strangeness of Beauty published seven years later, the I-narratives undergoes some drastic transformations by authorial intrusion, dramatic and haiku styles, and appearances of actorial agents. Just working as an invisible yet important stagehand (kuroko in Japanese) behind the stage of life, the author now handles her own self-inquiry through more controllable distance and maturity as directors or photographers often do. However, despite achieving dramatic actions and artistic elegance mainly thanks to her adoption of western masterpieces's grand narratives, Minatoya seems to stop in the midway in her tallying work of fiction with fact by delaying the larger imaginable conflict through which the temporarily gained autonomy can be turned into a disaster anytime. Nonetheless, the reader feels relieved and encouraged after recognizing the fragile Asian female self's transformation as a new, flexible and autonomous self by her unwavering contact with two contrasting cultures and providing silent minority female characters with gradually stronger and uncannier voices.

Making Southeast Asia Visible: Restoring the Region to Global History

  • Keck, Stephen L.
    • SUVANNABHUMI
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    • v.12 no.2
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    • pp.53-80
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    • 2020
  • Students of global development are often introduced to Southeast Asia by reading many of the influential authors whose ideas were derived from their experiences in the region. John Furnivall, Clifford Geertz, Benedict Anderson and James Scott have made Southeast Asia relevant to comprehending developments far beyond the region. It might even be added that others come to the region because it has also been the home to many key historical events and seminal social developments. However, when many of the best-known writings (and textbooks) of global history are examined, treatment of Southeast Asia is often scarce and in the worst cases non-existent. It is within this context that this paper will examine Southeast Asia's role in the interpretation of global history. The paper will consider the 'global history' as a historical production in order to depict the ways in which the construction of global narratives can be a reflection of the immediate needs of historians. Furthermore, the discussion will be historiographic, exhibiting the manner in which key global histories portrayed the significance of the region. Particular importance will be placed on the ways in which the region is used to present larger historical trajectories. Additionally, the paper will consider instances when Southeast Asia is either profoundly underrepresented in global narratives or misrepresented by global historians. Last, since the discussion will probe the nature of 'global history', it will also consider what the subject might look like from a Southeast Asian point of view. The paper will end by exploring the ways in which the region's history might be augmented to become visible to those who live outside or have little knowledge about it. Visual augmented reality offers great potential in many areas of education, training and heritage preservation. To draw upon augmented reality as a basic metaphor for enquiry (and methodology) means asking a different kind of question: how can a region be "augmented" to become (at least in this case) more prominent. That is, how can the region's nations, histories and cultures become augmented so that they can become the center of historical global narratives in their own right. Or, to put this in more familiar terms, how can the "autonomous voices" associated with the region make themselves heard?

A Study on Gameplay Narrative of Contemporary Animated Films (당대 애니메이션 영화의 게임플레이성 서사에 관한 연구)

  • Qin, Jianbo
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.83-91
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    • 2019
  • Gameplay exists not only in game activities, but also in other art forms. An animated film with strong gameplay whose gameplay narrative follows the presupposition principle, achieved through unimaginable sound effects, exaggerated visual styling, hypothetical time and space concepts, fictional storylines and character performances. The strength or the presence or absence of gameplay in animated films is reflected in the grasp and use of these gameplay elements in the process of animated film narratives. The gameplay narrative of animated films fully utilizes the characteristics of gameplay thinking. In the process of scriptwriting and narrative, it combines entertainment, action, adventure, competition and other elements to fully reflect the characteristics of "gameplay". Gameplay narratives often use the strategies of reverse setting, repetition and interaction, and rules and challenges setting, which not only enhances the fun of animated film narratives, but also attracts the attention of the audience, which then can enhance the audience's viewing experience.

A Comparative Analysis of Fact-Checking News Fairness in South Korean Broadcasting (한국 방송의 팩트 체크 뉴스 공정성 비교 분석)

  • Dong, seho;Ahn, horim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.495-508
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    • 2023
  • To compare whether broadcast fact-checking news, which aims to overcome the limitations of objective reporting, ensures fairness, we analyzed 227 fact-checked news stories aired on the main news of KBS, MBC SBS, TV Chosun, JTBC MBN, and YTN from January 1, 2022 to May 31, 2022, when the 20th presidential and local election campaigns were held. The analysis showed clear differences in fact-checking targets and narratives by broadcasters. In general, MBC, JTBC,and YTN were more likely to favor liberal parties such as the Democratic Party, while TV Chosun had a lot of narratives favoring the conservative camp. SBS and MBN were relatively neutral. KBS seemed to be trying to remain outwardly neutral. SBS and TV Chosun were the most active in fact-checking, but they covered a wide range of issues and were characterized by a bias toward contextualizing issues that viewers were curious about, rather than clarifying the facts. The projection of ideological bias by broadcasters in fact-checking narratives is a challenge that needs to be overcome.

An Analysis of Hirata Oriza's Plays based on Lyotard's Postmodern Scientific View (리오타르 포스트모던 과학관에 따른 히라타 오리자의 희곡 분석)

  • Lee, Hye Jeong;Heo, Jae Sung
    • The Journal of the Korea Contents Association
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    • v.22 no.8
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    • pp.200-210
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    • 2022
  • The purpose of this paper is to analyze Hirata Oriza's three plays, "Scientific Minds," "Monkeys on the Northern Limit Line" and "Balkan Zoo" with Lyotard's postmodern scientific view. Liotar, who claims that science and narratives follow the rules of their own pragmatic use, talks about the incommensurable parallelism between the two. Hirata Oriza points out that humans rely on narratives in the postmodern world. This paper analyzes Hirata Oriza's plays in three aspects. First, in the postmodern world where the master narrative has disappeared, it identifies the point where the boundaries that define the identity of human beings under the lost and developing science technology are fading. Second, we look at the pattern in which the parallelism between scientific knowledge and narrative knowledge is constantly diluted due to the characteristics of humans who understand the world by leaning on narrative. Finally, the aspects of small narratives are idetified, raised by individuals to comfort themselves toward a world where the master narrative disappears and is justified only by maximizing performance.

Design of Narrative Text Visualization Through Character-net (캐릭터 넷을 통한 내러티브 텍스트 시각화 디자인 연구)

  • Jeon, Hea-Jeong;Park, Seung-Bo;Lee, O-Joun;You, Eun-Soon
    • The Journal of the Korea Contents Association
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    • v.15 no.2
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    • pp.86-100
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    • 2015
  • Through advances driven by the Internet and the Smart Revolution, the amount and types of data generated by users have increased and diversified respectively. There is now a new concept at the center of attention, which is Big Data for assessing enormous amount of data and enjoying new values therefrom. In particular, efforts are required to analyze narratives within video clips and to study how to visualize such narratives in order to search contents stored in the Big Data. As part of the research efforts, this paper analyzes dialogues exchanged among characters and offers an interface named "Character-net" developed for modelling narratives. The interface Character-net can extract characters by analyzing narrative videos and also model the relationships between characters, both in the automatic manner. This signifies a possibility of a tool that can visualize a narrative based on an approach different from those used in existing studies. However, its drawbacks have been observed in terms of limited applications and difficulty in grasping a narrative's features at a glace. It was assumed that Character-net could be improved with the introduction of information design. Against the backdrop, the paper first provides a brief explanation of visualization design found in the data information design area and investigates research cases focused on the visualization of narratives present in videos. Next, key ideas of Character-net and its technical differences from existing studies have been introduced, followed by methods suggested for its potential improvements with the help of design-side solutions.

The Limitations of Holocaust Narratives and the Possibility of Healing Narratives Suggested by Smith's Fires in the Mirror ('홀로코스트' 서사의 한계와 스미스의 『거울 속에 반영된 분노』에 제시된 치유 서사의 가능성)

  • Jung, Sun-kug
    • Cross-Cultural Studies
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    • v.43
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    • pp.377-404
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    • 2016
  • In this paper, I intend to focus on the 1991 racial tension and violence portrayed in Anna Devear Smith's book Fires in the Mirror, which was published in book form in 1993. I make use of a series of interviews with many of those involved in the conflicts, which were based on the Jewish Holocaust and the history of African American enslavement. In Crown Heights, the black community and the Jewish community have each suffered terrible losses, but individuals and communities become rhetorically attached to foundational historical traumas that lie at the center of each group's cultural identity rather than try to understand each other's pain. Smith lets this rhetoric dominate Fires in the Mirror by putting contradictory monologues side by side in order to show how discourses on 'slavery' and 'the Holocaust' still have control over specific ethnic communities. My intention is not to delve into the conflict between the Jewish and black communities exclusively. Rather, I attempt to form an understanding of the problems of the critical/theoretical tenets proposed by 'the rhetoric of holocaust,' including the Jewish Holocaust and the black experience of enslavement. Such an understanding will help us see the failure in the theories, illuminating the ways that such rhetoric should have recognized its own violence and helped to forge a new relationship between racism and anti-Semitism. Fires in the Mirror mirrors back to us the ways that 'the Holocaust' betrays the possibility of error to indicate its own susceptibility to blindness. The cracks brought forth by conflicting narratives enable readers to observe wounds being healed and the possibility of new narrative looming up.