• Title/Summary/Keyword: Stories

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Image Analysis of Looking's Taboo & Looking Back (시선의 '금기'와 '돌아보기'의 이미지 분석)

  • Kim, yang-ho
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.895-900
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    • 2009
  • Myth is defined as hidden rules or practices in a particular group universally represented in the overall society. The implied meanings in the myth is the result of reflection of culture, and the understanding of the reflection seeps into the society, making cycle structure. In many mythological stories, an act of looking has broad meanings. For example, in the story of Orpheus, Medusa and Tiresias, the act of looking brought about misfortune. The implication of these stories is that it pushes 'what should be not done' rather than 'what should be done', highlighting taboos across the society. This study seeks to present a case of image analysis by interpreting the image of current commercials through the relationship between looking back and taboos among acts of looking in mythological stories.

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The Life Stories of Elderly Korean Women with Urinary Incontinence: A Narrative Study Approach (한국 요실금 여성노인의 생애이야기-내러티브 분석적 접근)

  • Yih, Bong-Sook;Yi, Myung-Sun
    • Journal of Korean Academy of Nursing
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    • v.39 no.2
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    • pp.237-248
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    • 2009
  • Purpose: The purpose of this study was to investigate the experience of urinary incontinence (UI) for elderly Korean women using a narrative approach. Methods: The data were collected using individual in-depth interviews with 15 communitydwelling elderly women who had UI for at least 1 yr. The narratives of the life stories of these women were analyzed from the actor’s perspective, motivation and purpose of actions, and action toward goal achievement. Also the narratives on UI were analyzed according to cognition, behavior, and evaluation of UI. Results: Three major types of the life stories emerged from the analysis. First, the conquest narrative type reflects active characteristics of narrators within the circumstances of the sociocultural context. Second, the patience narrative is characterized as having flexibility between self determination for goal achievement and the boundary of the sociocultural context. Lastly, the compliance narrative reflected characteristics of narrators who easily adapt their way of life to circumstances. In terms of UI, the narrators in all three types lacked awareness of UI as an illness condition. Three different reasons are specifically identified according to the narrative types. Conclusion: The results of this study indicate that the concept and the illness behaviors related to UI in elderly Korean women with UI were closely related to the way of women's lives within the sociocultural and historical context.

A study on differences in the humor embedded in stories between Korean and American feature-length animation (한·미 장편 애니메이션에서 스토리와 관련된 유머의 차이에 대한 고찰)

  • Kim, Yun-Jung
    • Cartoon and Animation Studies
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    • s.35
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    • pp.67-88
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    • 2014
  • Internationally, the Korean feature-length animation is not making a successful box office hit. Being a box office hit all around the world is related with entertainment and laughter cannot be excluded as a element that gives such enjoyment. Although the humor would be playing an important role in globalization of Korean animation, studies that analyzed humor in Korean and U.S. animation are still lacking. Recently, there are cases that several Korean animations aim at overseas market entrust pre-production of scenario or storyboard. This paper examines the humor embedded in stories of feature-length animations that had the most differences by analyzing frequency and contents, and through interviews. It also proposes ways to improve the humor embedded in stories of Korean animations.

Contents Analysis on the Dwellers' Medical Reports in High-Rise Mixed-Use Apartment (주상복합아파트 거주자의 질병자료에 관한 내용 분석)

  • Choi, Byung-Sook;Kang, In-Ho
    • Proceeding of Spring/Autumn Annual Conference of KHA
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    • 2008.04a
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    • pp.187-192
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    • 2008
  • This purpose of this study is to figure out the inter-relationship between the residence stories in high-rise mixed-use apartments and their residents' disease patterns throughout the dweller's medical reports in high-rise mixed-use apartments. Research basic data are obtained from medical fee request of National Health Insurance Corportion. Data are limited a housing complex to 'A' high-rise mixed-use apartment and a medical treatment time to 3 years(2004-2006). Analysis data of total 346,286 medical records, 43,159 disease records, and 8,999 persons are collected. By analyzing those data, findings are as follows: 1) Women is more medical treatments than men, 40-50 age group is more treated, and the residents of 6-25 stories are more received medical treatments. Diseases of the respiratory system and diseases of the eye and adnexa are relatively treated higher than other diseases. 2) The diseases of the respiratory system, the eye and adnexa, the skin and subcutaneous tissue, the ear and mastoid process), and the asthma have not relation to the high-storied residence through the data of disease records and personal records. But the analysis on the data of children, 7 ages and less, is showed a significant relation. And to conclude, there is no relationship between the residence of high-stories in that apartment and dwellers' disease patterns, but there is a little probable to the relationship in the pre-school child.

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The Effect of Inconsistency on the Judgment of Importance in Story Comprehension (이야기의 중요성 판단에 미치는 정보의 비일관성 효과)

  • Kim, Tae Lyun;Bang, Hee Jung;Choi, Kyoung Sook;Cho, Hye Ja
    • Korean Journal of Child Studies
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    • v.12 no.2
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    • pp.111-129
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    • 1991
  • The present study investigated how the inconsistency between episodes in a story affects judgment of the importance of a sentence. In experiment I, 120 college students read 4 stories containing 3 episodes and judged each of the sentences, one after another. The results of the importance rating showed that adult subjects were sensitive to inconsistency between episodes. The analysis of episodes revealed a significant difference between episodes in all of the 4 stories, with lowest importance ratings given to the inconsistent episodes. In experiment II, 220 children were sampled from a private school of middle S.E.S.Status. 2nd-, 4th- and 6th- graders read 2 stories, and judged the importance of the sentences. It was found that children were less sensitive to inconsistencies in a story than adults. Younger children had more difficulty in the integration of inconsistent information. Especially in the 2nd episode, the importance rating was affected by grade [F(2,2627)=195.52, p<.01], suggesting that 6th graders were more sensitive to inconsistencies than the younger children. In contrast to adults, 2nd graders gave high importance ratings to inconsistent sentences as well as to consistent sentences.

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A Study on the Korean Bronze Pagoda (한국(韓國)의 청동탑(靑銅塔)에 관한 연구(硏究))

  • Cheon, Deuk-Youm;Jee, Seung-Long
    • Journal of architectural history
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    • v.7 no.2 s.15
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    • pp.29-48
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    • 1998
  • The first Pagoda of Korea was introduced from China, and adapted from the wooden multi-storied pavilion. Also in Bronze one, multi-storied type of wooden pagoda was adapted. Bronze pagoda was used to buddhist ossuary and a kind of metalwork. Metalworks were made of gold, silver, copper, or iron by one of the methods of production-casting or hammering and decorated design of incision, raise, openwork, gold- plating or inlaying with gold and silver. Sometimes it was used as the easy carriage of Buddha image by guess. In most cases, the plan of Bronze pagoda was square and podium was one story. but in the advance of podium two-storied platform appeared. Column appeared in a symbol, so it didn't appear in a square and circular form. It means that the column was vertical member which only divided the wall. In koryo period, Gabled roof and Half-hipped roof was spreaded in public but Bronze pagoda was used to square Hipped roof. Vertical shaft over roof(上輪部), apart from body of pagoda(塔身部), was inserted on the hole above the Bokbal(覆鉢) for the balance of pagoda. And a thick iron bar put in the roof to the platform. It was sustained the balance of pagoda. The stories of pagoda were various from 3rd stories to 9, the lower stories was larger scale and the higher was smaller one.

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Green-UX-Story: User Story Creation and Sharing through the Online and Offline Green Experience (Green-UX-Story: 온라인-오프라인 자연 체험을 통한 사용자 스토리 창출 및 공유)

  • Choi, Min-A;Kwon, Doo-Young
    • Korean Journal of Computational Design and Engineering
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    • v.15 no.6
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    • pp.460-466
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    • 2010
  • These days, it is getting important to have more chances to visit natural environment for the wellbeing life. The advancement of digital technologies allows us to get useful information regardless of time and location. In this paper, we investigate a way of improving user experience in the natural green environment using the digital technologies. This paper proposes a system called Green-UX-Story which supports users to create and share their story through the online and offline green experience. The system consists of two main systems: the "Story-Field" and the "Story-Tree". The Story-Field consists of a certain number of the Story-Trees allocated to a certain green site. In the Story-Field, users can see the Story-Trees that are owned by other users and share their stories. The Story-Tree contains the user-story in each branch and green information that are captured by the user on the web. The Story-Tree is generated using the L-system algorithm as the user adds stories. The main purpose of the system is to enable users to write their green stories from the both online and offline experiences. This paper describes the system configuration and the user scenario of the Green-UX-story.

The Effects of Social Skills Training Combined with Social Stories and Movement Activities on Children with ADHD (사회상황이야기와 동작활동을 결합한 사회기술훈련이 ADHD 아동에게 미치는 효과)

  • Park, Young-Ah;Jang, Se-Hee
    • Korean Journal of Child Studies
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    • v.32 no.1
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    • pp.125-140
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    • 2011
  • This study examined the effects of social skills training combined with social stories and movement activities designed to change the social behaviors of children with ADHD. Six first-grade children with ADHD participated in the training program, which was composed of 15 sessions over 2 months. Our results indicated that:(1) Children's problematic behaviors were reduced after the training. Anxiety was reduced by a statistically significant level. Depression, delinquency, and hyperactivity were also reduced, but these did not reach a statistically significant level. (2) Children's social skills were improved after the training. Self-assertion and self-control were increased by a statistically significant level. Cooperation was also improved, but it did not reach a statistically significant level. (3) Children's social behaviors became more prosocial after participation in the training program. Children were also found to be able to express positive feeling more often, recognize social rules, and explain their ideas regarding friendship.

A study on story generation model of blogging (블로그 글쓰기의 스토리생성 모델 연구)

  • Yun, Hyun-Jung
    • Journal of Digital Contents Society
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    • v.15 no.1
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    • pp.29-38
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    • 2014
  • The purpose of this study is to analyze story generation model of blogging. This study considers the structural factors like RSS, Trackback of the blog that generate stories. RSS pushes stories and this makes 'Story Unit'. By contrast, Trackback pulls stories and this makes 'Story extension'. By applying the concept of C. S. Peirce's "interpretant" for analysis process of story generation, story transformation, and story circulation on a blog, this study examines the meaning that each process create. This study suggests the process of story generation model on blogging as an integrated symbol and presents the model in storytelling perspective.

A research for character information extraction method on Narrative Stories (설화 스토리 내 인물정보 추출 방법에 관한 연구)

  • Ko, Byeong Kyu;Kim, Jeong In;Lee, Eun Ji;Kim, Pan Koo
    • Smart Media Journal
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    • v.5 no.2
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    • pp.59-64
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    • 2016
  • Storytelling techniques have been using for utilizing in various fields such as education, marketing and so on. In creative content sector, especially, the amount of creating the a newly story content from existing oral tales which are short and quite hard to understand the context has been increased. However, there are some limitations for creating the ideas of the story according to the expansion of the stories while the approach for new adaptation of existing stories is quite challenging. In this paper, therefore, we described the preliminary steps of text analysis and object extraction method for story development which can be applied to the storytelling authoring supported software.