• Title/Summary/Keyword: digital storytelling

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The impact of emotional storytelling on brand attitude- compare to humor advertising (감성적 스토리텔링이 브랜드태도에 미치는 영향 - 유머광고와의 비교-)

  • Rhie, Jin-Hee
    • Journal of Digital Contents Society
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    • v.15 no.1
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    • pp.61-68
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    • 2014
  • In the past, to stimulate customers' rationality were used as a marketing methods but the storytelling marketing is appealing to consumers by showing product or brand value. Storytelling marketing attracts clients favorable attitude. In this research, I tried to figure out how emotional storytelling and humor advertising affects to brand attitude a quality of products according to advertising types, brand image, trust, interest, message, advertising model, intension of purchase and recommendation requisite to impact on brand attitude. As a result emotional storytelling was more effective than the humor advertising method when forming the brand attitude and brand image. Also, among the types of advertisement, emotional storytelling tended to bring a significant difference between men and women. Emotional storytelling advertisement are increasing and being competitive. Therefore, we need notable advertisement. It is a significant research to understand how advertising type affects to consumers.

Improvement of English competence through Korean folktale web-sites (한국 전래동화 학습 사이트를 활용한 영어 지도 방안)

  • Kang, Mun-Koo;Jeon, Young-Joo
    • English Language & Literature Teaching
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    • v.15 no.3
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    • pp.283-300
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    • 2009
  • The purpose of this paper is to suggest a model for an English learning web-site using Korean folktales to stimulate the interest of beginners learning English, (elementary and early middle school ages) and suggest an integrated way of teaching 4 skills. The study first reviews the theoretical and historical backgrounds of storytelling using Korean folk tale, WBI (Web Based Learning), and learner-centered learning. Storytelling using Korean folk tale is an interactive way of teaching English through the use of words and actions from Korean traditional culture. The students can take pride in their own culture while learning a foreign language since they are familiar with the stories and the culture. Nowadays multicultural education is one of the big features of global education. Therefore there are benefits of studying English through Korean folktales. The websites can help students learn English ubiquitously with a learner-centered focus. For the study, we analyzed several digital English storytelling websites. The paper concludes that digital English story books need to improve their interactive ways of teaching for more effective learning. The authors created an integrated English learning website model using Korean folktales for beginners. We hope to introduce this type of learning through the website for higher level students in middle school. Further study should be conducted in order to make the websites more meaningful and useful for Korean students learning English.

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A Study on the Development of Intelligent Contents and Interactive Storytelling System (지능형콘텐츠 개발과 인터렉티브 스토리텔링 시스템 연구)

  • Lee, Eun Ryoung;Kim, Kio Chung
    • Journal of Digital Convergence
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    • v.11 no.1
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    • pp.423-430
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    • 2013
  • The development of information technology introduced digital contents and Social Network Services(SNS), and allowed the virtual transaction and communication between users called "the experience knowledge" advanced from "the objective knowledge." This paper will analyze interactive storytelling system creating different types of stories on narrative genre about family history, personal history and so on. Through analysis on narrative interviews, direct observations, documentations and visual records, contents about CEO story, corporate story, family story and especially family history will be categorized into sampleDB and informationDB. Accumulated contents will allow the user to increase the value and usage of the contents through interactive storytelling system by restructuring the contents on family history. This research has developed writing tool data model using different digital contents such as texts, images and pictures to encourage open communications between first generations and third generations in Korea. Furthermore, researched about connected system on interactive storytelling creation device using various genre of family story that has been data based.

An Implementaion of Mobile e-storytelling Application for Creativity Development using Character Sticker Function (캐릭터스티커 기능을 활용한 창의력 증진용 모바일 e-동화 웹앱 구현)

  • Cho, Hee-Jung;Ahn, Da-Bin;Kim, Mung-Won;Park, Hwa-Jin
    • Journal of Digital Contents Society
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    • v.13 no.4
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    • pp.617-624
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    • 2012
  • The purpose of this paper is to plan and implement e-storytelling for improving children's creativity, which consists of e-storytelling, thinking questions, and character sticker canvas. Especially It makes children draw paintings feel easier by character sticker. This webapp shows the flash animation e-storytelling and gives the question to answer by painting with a fertile imagination on the canvas as transforming the character sticker. A user can input the title of painting and store it when finish the drawing. This is an educational tool which makes educatees think more and express their ideas through questions. Therefore, we can check how much children's imagination is changed and diversed by the stored paintings.

Analysis of Storytelling in On-line Personal Game Broadcasting (온라인 개인 게임 방송의 스토리텔링 분석)

  • Han, Hye-Won;Kim, Seo-Yeon
    • Journal of Korea Game Society
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    • v.14 no.2
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    • pp.85-96
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    • 2014
  • The purpose of this paper is to analyze storytelling in on-line personal game broadcasting in order to find out unique characteristics of on-line personal game broadcasting. This study selects Youtube channel and as classic cases of on-line personal game broadcasting, and analyzes the cases with Bakhtin's theory of carnival. The on-line personal game broadcasting modifies the broadcasting format of mass media externally. Also, the on-line personal game broadcasting internally moves between interior and exterior of the game text in order to create new narrative events. In this process, the polyphonic utterances of the broadcasting host appeared. The reversal of the tragedy and the comedy leads the audience to catharsis.

The Transmedia Storytelling Strategies of (<마인크래프트: 스토리 모드>의 트랜스미디어 스토리텔링 전략)

  • Jeon, Gyongran;Kim, Young-Chul
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.55-66
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    • 2021
  • The research studies how features of games can be utilized and converted into storytelling elements by analyzing specific transmedia storytelling cases. For the research, was selected for subjects of analysis. From the analysis conducted, first, how game can be expanded and transformed into interactive animations was observed. Also, use of representative elements of the original game, concepts and basic settings in was seen. And lastly, implementation of transmedia storytelling strategies that constitute narratives based on character creation and connection between spaces was also observed.

A Study on Characteristics of Storytelling by Fashion Film Categorization (패션 필름 유형에 따른 스토리텔링 특징 연구)

  • Kim, Jiye;Suh, Seunhee
    • Journal of Fashion Business
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    • v.21 no.4
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    • pp.1-20
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    • 2017
  • Fashion film has become a significant communication medium in the $21^{st}$ century. Fashion film, that tells unique quality stories, is a means of communicating brand value emotionally. To examine characteristics of storytelling according to types of fashion film, this study categorizes fashion film and investigates storytelling elements in terms of content, form, and communication. For methodology, a literature review was conducted to examine the concept of storytelling and types of fashion film storytelling. Empirical research was conducted on 32 fashion films from 2007 to recent years of 2017. Results are as follow. First, theatrical fashion film, based on linear narrative structure and closed-ending, is characterized content-based storytelling. Second, avant-garde fashion film, based on unconventional and experimental cinematic techniques, is characterized form-based storytelling. Finally, documentary fashion film that minimizes distortion and reproduces reality of designers' originality, refers to interactive communication-based storytelling which using digital technologies.

Interface Design of Online Collaborative Learning Environment for Person Storytelling - From CSCL point of view for digital media design - (퍼스널 스토리텔링의 온라인 협력 학습을 위한 인터페이스에 대한 연구 - CSCL을 통한 디지털 미디어 디자인의 학습 측면에서 -)

  • Song, Ji-Won
    • Archives of design research
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    • v.20 no.1 s.69
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    • pp.155-166
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    • 2007
  • This study is about an interface design supporting collaborative learning activities in online environment in which people exchange their knowledge and give feedback on personal storytelling to each other. Interface design issues from the viewpoint of Computer Supported Collaborative Learning (CSCL) on digital media design are considered. Based on collaborative learning theories and analysis on the existing online collaborative sites about digital media, such as online forums for digital pictures and films, interface guidelines are suggested and the interface is designed. The interface design is evaluated through a pilot test. The interface for collaborative learning on personal storytelling is designed to support observation and to provide a scaffolding for valuable conversation. It is also designed to help intersubjectivity of online conversation and an easy access to media.

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The Meaning and Applications of Storytelling in Elementary Mathematics Education-Focused on Elementary Mathematics Textbooks (초등수학교육에서 스토리텔링의 의미와 적용 방안 -초등수학교과서를 중심으로-)

  • Park, Mangoo
    • Journal of Elementary Mathematics Education in Korea
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    • v.17 no.3
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    • pp.413-430
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    • 2013
  • The purpose of this study was to analyze mathematical storytelling in Korean elementary mathematics textbooks and propose some applications for better storytelling, Storytelling strategies were introduced for enhancing students' understanding on mathematical concepts and improving students' attitudes toward mathematics. For this study, the researcher analyzed the 2nd grade mathematics textbook that employs storytelling strategies. The results are as follows. First, current storytelling textbook chapter is designed to appreciate students' intellectual autonomy. Second, current storytelling textbook chapter includes the storytelling that helps understand mathematical concepts and exercise mathematical skills. Third, current storytelling textbook chapter is designed for enhancing students' interest and helping students' character education. The researcher suggested the followings. First, a long term field-based research should be continued for more improved mathematical storytelling materials. Second, a digital format storytelling also needs to be developed as an alternative strategy of mathematical storytelling, which reinforces interactions between teller and listeners.

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A Hybrid Approach for Interactive Storytelling Engine Design (하이브리드 방식의 인터랙티브 스토리텔링 엔진 설계)

  • Shin, Jun-Sup;Chang, Juno
    • Proceedings of the Korea Information Processing Society Conference
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    • 2009.11a
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    • pp.941-942
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    • 2009
  • 스토리텔링 엔진은 이야기 생성을 위한 서술 구조를 만드는 인터랙티브 스토리텔링 시스템의 핵심이다. 지금까지 스토리텔링 엔진에 대한 많은 연구가 있었지만, 본 논문에서는 기존의 스토리텔링 엔진 모델에 웹 검색 기술을 이용한 모듈을 추가하여 하이브리드 방식으로 이야기를 생성하는 스토리텔링 엔진 모델을 제안한다.