• 제목/요약/키워드: narrative research

검색결과 560건 처리시간 0.026초

Costume color design as a symbolic expression in the independent film <Bittersweet Life> - Images in situations of movie location -

  • Kim, Jang-Hyeon;Jun, Yuh-Sun;Kim, Young-Sam
    • 복식문화연구
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    • 제22권1호
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    • pp.167-182
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    • 2014
  • This study researched the symbolic meaning of the costume colors in the independent film . The purpose of the study is to shed light on the relation between a film and the clothing color by exploring the symbolic meaning of costume colors as based on place images and as reflected in characters' internal psychological states and situations. The conclusions of this study are as follows. First, the colors primarily presented were neutral shades of black and white or dark, almost-black tones, representing the negative narrative structure and depicting the image of a human being. Second, a series of bright blue shades were presented to reflect the positive narrative structure of a human being returning successfully to reality. Third, the application of color, involving both the psychological aspect as well as the symbolism of color, was effectively delivered to the audience. Fourth, the emphasis on color in the smallest details of costumes was analyzed, and it was found that symbolic color effectively communicated the whole image of transformation as the story progressed, clearly delivered delicate emotional messages, and contained symbolism relating to particular places and situations.

산후 분노에 대한 서술적 문헌고찰 (Postpartum Anger: A Narrative Review)

  • 백서영;정슬기;김성해;김수;유호지
    • 부모자녀건강학회지
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    • 제21권1호
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    • pp.28-38
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    • 2018
  • Purpose: The purpose of this study was to investigate the trends of research on postpartum anger experienced by women after childbirth, through a narrative review. Methods: Articles published from 2008 to 2018 were searched in seven electronic databases using combinations of the terms 'anger', 'angry', 'aggress*', and 'postpartum'. Results: Ultimately seven studies were selected and analyzed. Six of the quantitative studies and one qualitative study were included and postpartum anger or anger was found to be measured in all six quantitative studies. Postpartum anger was influenced by hostility during pregnancy and women's dependence and self-criticism of women after childbirth. Attachment with parents in the past and affection between married couples in the present influenced the expression and management of anger. Conclusion: The results indicated that postpartum anger was influenced by internal and external factors such as the individual characteristics of women, past experiences, current marital relations and social support. However, there was no study focusing on postpartum anger and related factors in domestic context. Thus, we suggest future studys which clarify the concept of postpartum anger and its measurement so that awareness of postpartum anger can be improved and mediation could be developed.

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컷 분할 그림책의 예술성에 대한 연구 (A Study on the Formative Artistry of Comic Strip Books)

  • 이선경;이경임
    • 디자인학연구
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    • 제15권1호
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    • pp.339-347
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    • 2002
  • 컷 분할 그림책은 이야기를 표현하는 연속적인 여러 개의 화면 또는 여러 개의 컷으로 분할된 화면으로 구성된다. 시각에 의한 정보전달 매체로서 컷 분할 그림책은 구체적인 시각 경험을 가능하게 하는 동시에 창조적 사고 발달과 정서 함양에 효과적이고, 그에 따른 미적 체험으로 다양한 조형 감각을 일깨우게 된다. 본 연구는 시각적 흐름에 따른 구체적 형태의 컷 분할을 이용한 일러스트레이션의 연결 표현에 관하여 알아보고 그에 따른 작품 분석을 통하여 영상 매체의 전달 특성을 수용한 컷 분할 형식의 일러스트레이션을 분석하였다. 컷 분할 형식의 일러스트레이션을 통하여 그림 자체로서 메시지를 전달하는 그림책 일러스트레이션은 인간에게 보다 발전된 의미에서의 시각적 경험을 할 수 있는 계기를 마련해주고, 다양한 표현과 일러스트레이션 제작을 통해 좀 더 새로운 조형 요소를 이해하고 시각적 경험을 할 수 있게 한다.

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스토리텔링을 통한 감성교육 프로그램 구안 방향 탐구: 문헌연구를 중심으로 (In Search of the Emotional Education Program Design through Storytelling: Literature Review)

  • 엄명자;강현석
    • 수산해양교육연구
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    • 제25권1호
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    • pp.113-127
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    • 2013
  • This study investigated the direction of program development in emotional education through storytelling without separating intellectual education in current schooling. As the basic research on program development for elementary school students' emotional intelligence, this study examined how storytelling affects program development in emotional education, and the direction of program contents and structures using storytelling. Firstly, current storytelling and existing programs used for emotional education were analyzed and the direction of program development in emotional education was investigated. Secondly, the structures and procedures of programs for emotional education through storytelling were examined. Finally, stressed contents and items by each factor consisting of emotional intelligence related to the curriculum, and more discussions to consider were inquired. For systematic emotional education, there must be efforts made on developing contents of each factor comprising emotional intelligence; and teaching must be done through the interrelatedness among home, society and school. Furthermore, the construction of social system across the country is required. In conclusion, this study suggest the emotional education needs new curricula based on narrative, because it is dependent on personal emotions and situations.

수학 교수학습에서 스토리텔링의 의미에 대한 탐색 (Exploring meanings of storytelling in the context of learning and teaching mathematics)

  • 이지현;이기돈
    • 한국수학교육학회지시리즈A:수학교육
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    • 제52권2호
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    • pp.203-215
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    • 2013
  • We explored implications of storytelling in learning and teaching mathematics and examined examples of storytelling for deep understanding of the educational meanings of storytelling and new direction of storytelling approach to mathematics teachers. Mathematics had been commonly considered as the subject irrelevant to the narrative mode of thinking and only relevant to the paradigmatic mode of thinking that has rigorous logical forms and independent from human mind. As a result, this common sense forced a transmission pedagogy of mathematics: only the teachers as owners of the objective and logical truth of mathematics could transmit mathematical truths to students. Storytelling is highlighted as an alternative to the common teaching practices of mathematics focused only on the paradigmatic mode of thinking. Although a lot of research about the educational uses of storytelling mainly focused on the development and modification of stories, we suggested that the educational interest about storytelling should move to the elements or techniques for the positive effect of storytelling.

전문성 발달을 위한 학습 커뮤니티 형성에 있어서의 어려움 (Difficulties of Building a Learning Community for Professional Development)

  • 권나영
    • 대한수학교육학회지:학교수학
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    • 제12권1호
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    • pp.17-26
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    • 2010
  • 본 연구의 목적은 커뮤니티 환경 아래에서 수학 교사들을 이해하고 고등학교와 대학 간의 협력을 통한 전문성 발달에 관한 연구에 기여하기 위함이다. 본 연구에서는 학습 커뮤니티를 형성하는 데 있어서 수학 교사들이 어떤 어려움을 가지는 가에 관해 조사하였다. 미국의 남동부 지역의 한 프로젝트의 자료를 이용하였으며, 세 명의 예비 교사와 세 명의 멘토 교사,그리고 한 명의 대학에서 나온 교사가 학습 커뮤니티에 속하여 함께 일하였다. 연구 자료는 관찰노트, 인터뷰, 설문지, 이메일 내용 등이 포함되고, 사례 연구와 내러티브 분석법으로 자료를 분석하였다. 연구 결과, 참가자간의 파워 이슈, 논의할 주제 선택이나 서로에 대해 비판하기, 목표를 공유하거나 시간과 멤버 수 조절하는 것 등의 어려움을 나타내었다.

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

  • 고병규;김정인;이은지;김판구
    • 스마트미디어저널
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    • 제5권2호
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    • pp.59-64
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    • 2016
  • 스토리텔링 기법을 사용하여 교육, 마케팅, 창작 등 다양한 분야에서 활용하고 있다. 특히 창작분야에서는 기존의 구전설화와 같이 짧고 이해하기 힘든 이야기를 현재의 상황과 배경에 맞춰 새롭게 창작하는 이야기들이 많아지고 있지만, 많은 이야기들이 나옴으로써 이야기의 소재 및 아이디어가 한계에 다다르고 있고 기존의 이야기를 바탕으로 하여 새롭게 각색하는 방법이 매우 힘든 실정이다. 따라서, 본 논문에서는 스토리텔링 저작 지원 소프트웨어 내 사용할 수 있는 스토리 개발을 위한 사전 단계인 텍스트 분석 및 인물정보 추출 방법을 통해 사용자로 하여금 기존의 이야기를 바탕으로 새로운 창작의 기회를 제공할 수 있는 시스템을 개발하고, 이에 대한 기술적인 내용을 기술한다.

A Research of Ink and Wash Elements on the 3D Animation Film <Deep Sea>

  • Biying Guo;Xinyi Shan;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • 제15권3호
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    • pp.82-87
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    • 2023
  • <Deep Sea> is an 3D animated film that stands out for its exceptional special effects and distinctive artistic style. The film employs a multitude of dazzling and vibrant ink particles, creating a strong sense of three-dimensionality and weightlessness, while simultaneously portraying a dreamlike and elegant representation of a deep sea ink painting. Furthermore, through the utilization of fragmented stream of consciousness narrative technique, the film establishes a unique artistic effect infused with a Chinese atmosphere. This paper by analyzing the unique particle ink art style and color and stream of consciousness narrative methods in film, this paper discusses the innovative art style generated by traditional ink art style combined with three-dimensional technology, and the integration of traditional ink art ideas and artistic conception in animated films. The objective is to cultivate a new ink art style and prove the importance of traditional cultural expression in animated films, while providing new perspectives for the future application of traditional art in animation.

보로부두르 대탑의 불전(佛傳) 도상(圖像) (Iconography on the Reliefs of the Life Story of Buddha in Chandi Borobudur)

  • 유근자
    • 수완나부미
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    • 제2권1호
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    • pp.17-53
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    • 2010
  • The Chandi Borobudur was likely constructed around 800 AD, during the period of the Sailendra dynasty in central Java, Indonesia. The Chandi Borobudur have 1460 narrative panels of reliefs which are distributed from the hidden foot to the fourth gallery. The 160 panels show various scenes of actions producing the corresponding results according to the Karmavibhanga(分別善惡報應經) text. Blameworthy activities with their purgatorial punishments and praiseworthy activities with their subsequent rewards are both shown. The 120 panels depict the biography of Buddha according to the Lalitavistara (方廣大莊嚴經) text. The 620 panels depict stories from Jatakas (本生譚) and Avadanas (譬喩經). The stories of 560 panels are based on Mahayayana (入法界品, 488 panels) and Bhadrucari (普賢行願讚, 72 panels) of Gandavyuha (華嚴經) text. In this study, among the 120 narrative reliefs which tell the life story of Buddha according to the Lalitavistara text in Chandi Borobudur, the images of Birth of Siddhārtha(誕生), The Great Departure (出家), Attaintment of Enlightenment (成道) and The First Sermon (初轉法輪) have been compared with the images of biography of Buddha showing in Ancient India, Gandhara and South India, and China. From a historical perspective of cultural exchange, Borobudur is very important site because it is located on the south route of transmission of Buddhism from India to South Asia, China, Korea and Japan. Study on the reliefs sculptured on the wall of Chandi Borobudur provide us information to understand the process of spreading and changes in styles of Buddhist arts.

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Narrative Strategies for Learning Enhanced Interface Design "Symbol Mall"

  • Uttaranakorn, Jirayu;McGregor, Donna-Lynne;Petty, Sheila
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2002년도 ITC-CSCC -1
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    • pp.417-420
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    • 2002
  • Recent works in the area of multimedia studies focus on a wide range of issues from the impact of multimedia on culture to its impact on economics and anything in between. The interconnectedness of the issues raised by this new practice is complicated by the fact that media are rapidly converging: in a very real way, multimedia is becoming a media prism that reflects the way in which media continually influence each other across disciplines and cultural borders. Thus, the impact of multimedia reflects a complicated crossroads where media, human experience, culture and technology converge. An effective design is generally based on shaping aesthetics for function and utility, with an emphasis on ease of use. However, in designing for cyberspace, it is possible to create narratives that challenge the interactor by encoding in the design an instructional aspect that teaches new approaches and forms. Such a design offers an equally aesthetic experience for the interactor as they explore the meaning of the work. This design approach has been used constructively in many applications. The crucial concern is to determine how little or how much information must be presented for the interactor to achieve a suitable level of cognition. This is always a balancing act: too much difficulty will result in interactor frustration and the abandonment of the activity and too little will result in boredom leading to the same negative result In addition, it can be anticipated that the interactor will bring her or his own level of experiential cognition and/or accretion, to the experience providing reflective cognition and/or restructure the learning curve. If the design of the application is outside their present experience, interactors will begin with established knowledge in order to explore the new work. Thus, it may be argued that the interactor explores, learns and cognates simultaneously based on primary experiential cognition. Learning is one of the most important keys to establishing a comfort level in a new media work. Once interactors have learned a new convention, they apply this cognitive knowledge to other new media experiences they may have. Pierre Levy would describe this process as a "new nomadism" that creates "an invisible space of understanding, knowledge, and intellectual power, within which new qualities of being and new ways of fashioning a society will flourish and mutate" (Levy xxv 1997). Thus, navigation itself of offers the interactors the opportunity to both apply and loam new cognitive skills. This suggests that new media narrative strategies are still in the process of developing unique conventions and, as a result, have not reached a level of coherent grammar. This paper intends to explore the cognitive aspects of new media design and in particular, will explore issues related to the design of new media interfaces. The paper will focus on the creation of narrative strategies that engage interactors through loaming curves thus enhancing interactivity.vity.

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