• Title/Summary/Keyword: Story telling

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A Study of Tim Burton's Lighting Style and Visual Storytelling (팀 버튼의 조명 스타일과 비주얼 스토리텔링 연구 - '크리스마스의 악몽'을 중심으로 -)

  • Lee, Jee-Eun
    • Cartoon and Animation Studies
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    • s.11
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    • pp.137-151
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    • 2007
  • This study is based on Tim burton's 'The nightmare before christmas' and analyzation was made to see how he used lights and to understand his unique color visual story telling style. The analyzation revealed that Tim burton used second class hollywood movies of $1930{\sim}60's$ and classical lighting style. He used this lighting style in 'The nightmare before christmas' as a really strong visual structure which substantially attributed to maintains it's fantastic mood consistently.

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Difficulties of Day-care Center Teachers' Story-Telling Classroom management (보육교사의 이야기나누기 수업운영의 어려움)

  • Moon, Hyoun-Kyoung;Kang, Young-Sik;Kim, Mi-Sook
    • Proceedings of the KAIS Fall Conference
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    • 2011.05b
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    • pp.785-788
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    • 2011
  • 본 연구는 보육교사들의 이야기나누기 수업 운영의 어려움에 대해 구체적으로 알아보기 위해 수업운영과정에서 교사가 경험하는 내용과 의미에 대한 질적인 분석을 하였다. 연구의 목적은 보육교사의 반성적 사고능력의 향상과 다양한 수업에 대한 지원을 통한 보육교사의 수업능력 향상을 돕는데 있다. 이 연구를 위하여 어린이집에서 담임으로 근무하는 교사 7명이 연구에 참여하였고, 참여관찰, 심층면담, 동료교사와의 협의, 교사의 저널쓰기 등의 자료를 수집하여 분석하였다. 연구의 결과는 다음과 같다. 첫째, 이야기나누기 수업 운영에서 교사들은 이야기나누기 수업준비를 위한 시간부족과 유아와의 상호작용, 교사의 발문, 유아의 주의집중에서 어려움으로 느끼고 있었으며 수업 운영에 필요한 다양한 지원과 함께 교사가 수업의 질을 향상시킬 수 있는 장학의 필요성을 인식하게 되었다.

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The Nature of Gamestorytelling as Action-Narrative (행위서사로서의 게임스토리텔링의 본질)

  • Kihl, Tae-Suk
    • Journal of Korea Game Society
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    • v.11 no.3
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    • pp.31-42
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    • 2011
  • This article is designed to investigate the nature of gamestorytelling as action-narrative through analyzing player acting in game context. Gamestorytelling is a narrative product which makes up of acting by players with story elements by producers, in a different such as novels, movies that express of showing and telling. The tradition of action-narrative can be found in myth and play.

A Study on the Development of Education for Sustainable Development of Understanding Programme (지속가능발전 이해 교육 프로그램 개발 연구)

  • Ji, Seung-Hyun;Nam, Young-Sook
    • Hwankyungkyoyuk
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    • v.20 no.3
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    • pp.76-88
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    • 2007
  • The purpose of this study is to develope education for sustainable development of understanding programme. The results of this study are as follows. Firstly, this programme is intended to enhance an university student's basic understanding, core skills and viewpoint of sustainable development. Secondly, the programme contains 10 modules, organised in four thematic sections. Each module is made up of two or three activities that are supposed to encourage adult learners in their mature understanding of sustainable development. Thirdly, there are three key teaching-learning strategies such as a case study, story telling and project study. These teaching-learning methods play a key role in the learning process. In conclusion, it is expected to indicate the goal and the value of the sustainable development clearly, and to provide the related information and knowledge constantly and systematically in the learning for sustainable development. Thus, it would be possible to enhance learner's awareness and attitudes towards sustainable development.

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Being blackness: An analysis of sorts and rolls of Afro-American music genres adopted in post-structural Afro-American literary works (흑인다운 것: 현대흑인문학 속에 도입된 흑인음악장르의 종류와 역할 분석)

  • Lee, Noh-Shin
    • English Language & Literature Teaching
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    • v.15 no.4
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    • pp.331-344
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    • 2009
  • The purpose of this study is to explore sorts and roles of Afro-American music genres such as jazz, blues, gospel, and swing which were shown in post-structural Afro-American literary works: Toni Morrison's novel Jazz, Alice Walker's novel The Color Purple, and August Wilson's play The Piano Lesson. It has been phenomenal for several important Afro-American writers to create their works in which they invite traditional Afro-American music genres. This has made significant effects to depict a wide range of episodes in their works, which are historically and culturally associated with such music genres. This paper analyzes varied ways in which the writers combine these two artistic fields, which are all Afro-American, and express their authenticity and identity as being blackness.

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The narrative strategy in French Lieutenant's Woman ("프랑스 중위의 여자"의 서사전략)

  • Kim, Sang-Gu
    • English Language & Literature Teaching
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    • v.7 no.2
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    • pp.115-127
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    • 2002
  • This study aims to investigate John Fowles's The French Lieutenant's Woman. This important postmodern novel is arguably the most important fiction published in England during the 1960's. John Fowles, along with Muriel Spark, Irish Mudoch and Doris Lessing is one the most influential postmodern writers. This is a study on the narrative technique, multiful endings, parody and author intrusion. The French Lieutenant's Woman is metafiction - a novel about writing a novel. The author says "This story I am telling is all imagination" in chapter 13. That is to say that John Fowles subverts traditional and even modernist poetics. His own intentional attempt to depart from traditional narrative structure is itself one of the novel's central issues. Through The French Lieutenant's Woman John Fowles shows postmodernist writers' narrative strategy.

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Design of Collaborative Learning System based on Augmented Reality and Storytelling (스토리텔링형 증강현실 기반의 협업적 교육 시스템 설계)

  • Lim, Gyu-Chan;Park, Seung-Bo;Back, Young-Tae;Lee, Jae-Dong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.01a
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    • pp.43-44
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    • 2014
  • 본 논문에서는 보다 효율적인 실습을 위한 스토리텔링형 증강현실 기반의 협업 교육 시스템을 설계한다. 수행평가로 대표되는 기존의 실습은 실제 환경이라는 한계가 있기에 비용과 통제 불가능한 여러 요소 및 비용으로 인한 여러 가지 문제가 발생 할 수 있다. 본 시스템은 증강현실을 도입함으로써 비용 절감 및 통제 변인 이외의 여러 가지 요인을 배재함으로써 보다 효율적인 실습이 가능하도록 설계하였다. 또한, 기존의 다른 방식들과 달리 문제를 푸는 과정에 대한 고려를 함께 하여 스토리 기반의 학습효과 증진이 가능하도록 설계하였다.

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An Education Effects through 3D Animation implementation using Educational Programming Language (교육용 프로그래밍 언어를 이용한 3D 애니메이션 제작을 통한 교육효과)

  • Rim, Hwa-Kyung;Lee, Gil-Liean
    • Journal of Digital Contents Society
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    • v.13 no.3
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    • pp.459-467
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    • 2012
  • In this work, we develop an instructional method in which students create 3D animations based on problem-solving techniques and computational thinking. The educational, easy-to-learn programming environment/language called "Alice 2.3", which supports story-telling, is used for the delivery of the instructional method. Unlike typical 3D animation instructional methods using command-based demonstrations and/or 3D animation tools, learners engage in a group project in which they develop a story and solve problems by creativity, computational thinking and reasoning skills. Then they develop animations based on the story by programming with Alice. The analysis based on the collected data showed that learners had to put much effort while working on the project, but their critical-thinking skills were improved. It also showed they were more involved and their interests were heightened in developing animation through programming.

Investigation of Domain-specificity of Creativity and the 3-year follow-up (창의성 영역문제의 탐색 및 재접근)

  • Han, Ki-Soon
    • Journal of Gifted/Talented Education
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    • v.15 no.2
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    • pp.1-34
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    • 2005
  • This study is composed of 2 parts. Study 1 empirically examined (1) the relationships among children's creative performances measured by three product-based assessments (story-telling, collage-making, and math word problems) in three domains, and (2) the relationships between children's general creative thinking skills, measured by two divergent thinking tests, and children's creative performances. Study 2 is a three-year follow up study of the study 1. Study 2 followed up some (71) children who participated in study 1. In study 2, long-term stability of the performance based assessment involving story-telling, collage making, and math problem making were examined during the three-year time period. In addition, study 2 tried to look at the methods effect of the domain issue of creativity, comparing self-report scale and performance-based assessment. The findings of this study support the position that creative ability in young children is rather (but not absolutely) domain-specific. The long-term stability of the performance-based assessments compares favorably with stability figures for other creativity tests. Results also indicate that there are some method effect in explaining the domain issue of creativity. Implication of the study in connection with educational practices for gifted children is discussed.

A Study on the Development of the 『Guunmong』 Story's Digital Image-Contents by Collective Intelligence (집단지성기반의 『구운몽』 디지털 이미지 콘텐츠 개발 방안 연구)

  • Lee, Jung-Gon;Jeong, Dae-Yul
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.11
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    • pp.501-512
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    • 2019
  • The purpose of this study is to explore the necessity and method of the development of modern digital image contents using the story of the literary work 'Guunmong'' by Kim Man-joong. Collective intelligence technique is one of the most recommended. Today, most cultural content development is achieved through the application of digital technology through collaboration of various people from the planning stage to the completion stage. Most prototypes of local cultural contents are developed based on the literary works of artists from the region or background of the region on the works. These local cultural resources can be developed into experiential tourism products and used for the development of local cultural industry. This study first examines the availability of collective intelligence method as a way to effectively develop local cultural contents, and proposes application of image-telling technique and using web-toon characters in digital image contents development. In order to prove the practical applicability of the proposed method, we present an example of cultural contents development of 'Guunmong'. Finally, we propose a new business model based on collective intelligence to develop a system of creation and distribution of the cultural contents through the continuous collaboration.