• 제목/요약/키워드: storytelling experiences

검색결과 49건 처리시간 0.024초

향토음식 헛제사밥의 경험가치, 태도 및 재구매의도에 관한 연구 - 스토리텔링 체험의 조절효과를 중심으로 - (Experiential Value, Attitude, Repurchase Intention of Heotjesabap(Dishes for a Fake Jesa) as Local Food - Focused on a Moderating Effect of Storytelling Experiences -)

  • 강재구;하동현
    • 한국조리학회지
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    • 제20권4호
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    • pp.280-295
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    • 2014
  • 본 연구는 안동지역을 방문하여 향토음식으로서의 헛제사밥을 구매한 관광객을 대상으로 헛제사밥에 대한 스토리텔링 체험이 있는 집단과 그렇지 않은 집단으로 나누어, 첫째, 이 두 집단 사이에 지각된 경험가치, 태도, 재구매의도에서 차이가 나는지를, 둘째, 전체 집단을 대상으로 지각된 경험가치가 태도와 재구매의도 각각에, 또한 태도가 재구매의도에 미치는 인과관계 영향을, 셋째 경험가치와 태도 각각이 재구매의도에 미치는 인과관계에서 스토리텔링 체험유무가 조절역할을 하는지를 파악하고자 하였다. 설문지를 사용하여 211명의 표본으로부터 실증 분석한 결과 다음과 같은 결과를 얻었다. 첫째, 헛제사밥에 대한 스토리텔링 체험이 있는 관광객들은 스토리텔링이 없는 관광객들보다 경험가치, 태도, 재구매의도에서 유의적으로 평균값이 높았다. 둘째, 전체 관광객들이 가지고 있는 헛제사밥에 대해 가지고 있는 경험가치는 태도에 그리고 태도는 재구매의도에 유의적으로 정(+)의 영향을 미치는 것으로 나타났다. 셋째, 헛제사밥에 대한 스토리텔링 체험을 가지고 있는 관광객들은 스토리텔링 체험을 가지고 있지 않은 관광객들보다 태도가 재구매의도에 미치는 인과관계의 강도에서 유의적으로 높은 것으로 나타났다. 이러한 연구결과는 향토음식으로서의 헛제사밥이 많은 관광객들이 재구매하도록 하기 위해서 맛과 스토리텔링 등에서 변화를 꾀하여 메뉴로서의 가치를 높일 필요가 있다. 또한 본 연구의 한계와 미래의 연구 방향이 논의되었다.

체험 공간 스토리텔링의 중첩 구조 및 특성에 관한 연구 - 뮤지엄 공간을 대상으로 - (A Study on the Structure and Characteristic of Overlapping of Storytelling about Experience Space - Focus on the Museum space -)

  • 안현정
    • 한국실내디자인학회논문집
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    • 제22권4호
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    • pp.41-51
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    • 2013
  • Lately in many cases, Spaces are designed by stimulating user's sensibility, emotion, psychological software over based on the user behavior and purpose of space. Because space is not only practical using and use purpose but also the place for expressing ourselves by experiences. But space is a physical thing. so we need to arrange a structure of abstract and formless source of design by sophisticated grammaticalization. Especially storytelling of that abstract thing have characteristics of relation, process among users and space. because storytelling is focused on the discourse of stories and relationship record of that discourses. So this is used by expression device for user's emotion things and subjects in numerous cases. And storytelling is the basic, important element for user's experience in a space. By the way, Overlapping is also basic element for being possible to make experiences by concrete thing. that is because, Overlapping is layering phenomenon of some objects. Overlapping is made distance, distance make depth, and this relations take us an experience. Finally storytelling, Overlapping and space of experience are relation of cause and effect. So in this thesis, researcher looks for the relation characteristics between storytelling and overlapping by experience. and makes the abstract source into concrete and sophisticated formular.

건축분야에서의 스토리텔링 기법 활용방안 연구 (A Research on the Uses of Storytelling Approach for Architecture)

  • 윤기병
    • 한국주거학회논문집
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    • 제18권1호
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    • pp.53-60
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    • 2007
  • Storytelling approach is the way to formulate and solve problems using stories. Story is a means to understand and react everyday life that can be regarded as multi-dimensional problems. The approach becomes popular in various fields in conjunction with digital technology. In particular, it is used to solve problems in relation to whole context. In design, storytelling approach is used to clarify design constraints. It can be used to clarify and communicate thoughts for design artifacts, and to understand how the artifacts might be used in particular circumstances. In particular, the approach is useful to use under uncertain circumstances. In architecture, storytelling approach can be used in the area of design generation, design critique and capturing design knowledge. In design generation, it can be used to describe and formulate design experiences rather than simple designing artifacts. The approach formalizes design based on stories of user experiences. Digital technology such as virtual reality can be used to experience designed spaces for design modifications. In design critique area, it can be used to fill uncertain facts for historical buildings as welt as different from present status. Such stories can be used to build digital modeling and used to open criticism. Stories can be used to formalize knowledge in architectural domain as a form of implicit knowledge for certain projects. In architecture, it often is required to design types of environment never experienced before as well as to accomodate fast changing technologies. Storytelling methodology can be used as a method to cope with uncertainty and complexity in design requirements along with accumulating design knowledge.

Cyber University Students' Perceptions of a DST Project to Develop English Skills

  • Moon, Dosik
    • International Journal of Advanced Culture Technology
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    • 제8권4호
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    • pp.200-206
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    • 2020
  • Digital storytelling, a 21st century educational tool that combines digital media with storytelling, is considered as a powerful tool to learn foreign languages in an authentic and meaningful way. This study explored cyber university students' perceptions and experiences with a digital storytelling project implemented to enhance their English writing and speaking skills. The results of 9 week-long research indicated that most of the students' attitudes were positive: the digital storytelling project was effective to increase their English skills, learning motivation and interest in learning English. Most students perceived that the process writing approach and videotaping tasks provided them with good opportunities to develop their English writing and speaking skills. Although many students had difficulties selecting a topic and writing a script in the initial stage, they could handle with these challenges with the help of professors' feedback and successfully completed their projects. After completing the project, most students expressed a strong sense of accomplishment. These results suggest that the digital storytelling project effectively met cyber university students' learning needs and facilitate their English learning.

스토리텔링을 활용한 유아수학교육 교육공동체 참여경험과 그 의미 (Experience of Participation in Educational Community in Early Childhood Mathematics Education Using Storytelling and its Meaning)

  • 김경은
    • 융합정보논문지
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    • 제11권2호
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    • pp.219-228
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    • 2021
  • 본 연구는 스토리텔링을 활용한 유아수학교육에서의 유아교사들 간 그리고 연구자와의 협력적 관계로 이루어진 교육공동체 참여 경험을 살펴보고, 그 경험의 의미에 대해 알아보고자 하였다. 이를 위해 부산 소재 유치원 교사 3명과 연구자가 2016년 3월 14일 교육공동체의 형성으로 시작되어 2016년 7월 26일까지 진행되었으며, 교육공동체 모임 토의전사자료, 교사와 연구자의 반성적 저널자료, 교사의 개별면담 전사 자료를 수집하여 질적분석하였다. 연구결과, 첫째, 스토리텔링을 활용한 유아수학교육에서의 교육공동체 참여 경험은 개인적 수학경험과 수학적 상황을 공유하고 공유를 통해 수학내용지식을 이해하고 학습하였으며, 교육공동체를 통해 소통하면서 자신의 수학적 경험에 대하여 반성적 사고를 하였다. 둘째, 스토리텔링을 활용한 유아수학교육 교육 공동체 참여 경험의 의미를 살펴보면 수학적 오류를 통해 함께 배우고, 공유를 통해 더 나은 수업의 방향을 습득하여 협력적 수학탐구과정을 즐기는 교사로 성장하였고, 스토리텔링을 활용한 유아수학교육에서의 협력을 통한 공동실천을 증진하였다.

디지털 체험 공간의 디지털 스토리텔링에 관한 연구 (A Study on Digital Storytelling of Digital Experiential Space)

  • 백승국;권지혁;이주희;손기동
    • 정보화연구
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    • 제10권3호
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    • pp.361-370
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    • 2013
  • 디지털 스토리텔링은 콘텐츠와 메시지를 전달하는 효과적인 방법으로서 디지털 체험 공간에서 인간과 디지털 콘텐츠 그리고 공간과 인간 간의 상호작용을 유발시키는 커뮤니케이션 전략으로서 활용되고 있다. 본 논문은 디지털 체험 공간속에서 활용되는 디지털 스토리텔링을 살펴보고 이를 통해 유발되는 상호작용을 논의하는데 목적이 있다. 이를 위해 우선 인식론적 차원에서 디지털 체험 공간에 구현된 디지털 콘텐츠와 디지털 스토리텔링에 대해 살펴보았으며, 디지털 체험 공간의 공간 스토리텔링을 논의하였다. 또한 디지털 체험 공간의 능동적 주체인 사용자가 디지털 스토리텔링을 통해 유발되는 상호작용성과 감각적 체험을 논의하였다. 마지막으로 디지털 체험 공간 '판교 아이큐아리움'에서 활용되는 디지털 스토리텔링과 공간 스토리텔링 그리고 상호작용 요소를 분석하였다.

초등예비교사들의 지구분야 수업동기 유발 전략에 대한 연구 (The Research on the Preliminary Elementary School Teacher's Instructional Motivation Strategy on Earth Sector)

  • 김순식;이용섭;남윤경
    • 대한지구과학교육학회지
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    • 제4권3호
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    • pp.258-266
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    • 2011
  • This study was carried out to P University of Education 111 students who participated in science materials study course 1 in spring semester 2011. Students have taken the course pre-service teachers of elementary school classes to target elementary school earth science field, they selected one of the sections to create a class and the students have fulfilled 15-minute classes in respectively from the first week of May 2011 to until end of that course. In this class, colleagues evaluated the classes and we used evaluated scores to determine level of instructional motivation strategy. The obtained results from this study are as follows; First, motivational strategies used by preliminary elementary school teacher were questions, presentation of pictures and photographs, storytelling, presentation of contradictory concepts and phenomena, pilot experiments Second, among preliminary elementary teachers' motivational strategies for teaching in the field of the earth storytelling, presenting contradictory phenomena and concepts, pilot experiment, presentation of contradictory concepts, questions got higher scores in the order. Third, storytelling received the highest scores by the evaluators. So we can consider storytelling as a good strategy for the next class. In particular, storytelling used by animism were more effective. Fourth, preliminary elementary school teachers used life knowledges and dairy experiences as instructional motivation.

'사건'개념을 적용한 박물관 전시의 스토리텔링에 관한 연구 - 유대인박물관을 중심으로 - (A Study on an Storytelling of Museum's exhibition by applying concept of 'Event' - Focusing on Holocaust Museum -)

  • 이세영;윤재은
    • 한국실내디자인학회논문집
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    • 제21권3호
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    • pp.58-66
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    • 2012
  • In the modern era, perceived as the century of culture, the pure meaning of information in various medium is becoming extinct and the distinction between media and reality being faded away. Such phenomenon is called "simulracre". Gilles Deleuze defines "simulracre" as an event that passes by momentarily. To the modern people, the museum should be sublimated into a space that reflects not only the various surroundings but also education and should be a space that can provide diverse experiences. For museum exhibit communication, storytelling is a method that can meet the need of audience and take one step forward in educational and emotion aspect. Considering such relationship, "event" can be an evidence to build a space by establishing relations with subject and determine the meaning of space. First, characteristics of event and requisite and the theoretical view of storytelling will be examined, followed by the analysis of event storytelling by selecting Holocaust Museum which attempted a new approach that has dealt with what is important to the Jews: 'holocaust'. The purpose of this study is to identify how "event", not remaining as an abstract term, is being present in Holocaust Museum with a new spatial perspective, and to provide the public with a different set of thinking and experience.

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브랜드명성수준에 따른 브랜드 스토리텔링의 효과 (The Effect of Brand Storytelling in Brand Reputation)

  • 최수아;정효선;황윤용
    • 유통과학연구
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    • 제12권4호
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    • pp.55-63
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    • 2014
  • Purpose - Brands and products often play key roles in enabling consumers to experience a good attitude, resulting in mentally enacting a specific prototype and reliving the experience by retelling a specific story. Brand storytelling can function as an important tool for managing the brand. To successfully apply a firm's brand storytelling, it is important to prove the effectiveness of storytelling. Therefore, by utilizing the research of Escalas (1998) and Fog et al. (2005), a list of measurements for storytelling component quality (SCQ) was applied. In addition, customer attitudes toward brand storytelling were tested. In particular, if customers encounter a dynamic and interesting story, although the brand is not widely known, they can be in communion with the brand and establish an emotional connection (Hill, 2003). Thus, brand reputation was divided into two levels (high vs. low), and the difference in effectiveness between storytelling component quality and consumers' advertisement attitude, brand attitude, and purchasing intention was examined. Research design, data, and methodology - By using the measurement list used in Choi, Na, and Hwang (2013), 12 categories in the level of message quality, conflict quality, character quality, and plot quality were measured. In addition, categories of brand reputation, advertisement attitude, brand attitude, and purchasing intention were measured. The study was based on 181 final survey samples targeting undergraduate and graduate students in Gwangju Metropolitan City. Results - Consumer responses toward storytelling were researched in the context of brand characteristics or product attributes, such as brand reputation, differentiated from extant simple effects of storytelling. Some brands with high reputation enjoy a halo effect due to prior learning, while other brands with comparatively low reputation have trouble generating positive responses despite attempts to enhance the level of reputation or induce favorable attitudes. Although not all due to the component quality of storytelling, the case of brands with low reputation exerted more positive impact on consumer attitudes than did brands with high reputation. As mentioned earlier, consumer evaluation of the component quality of storytelling was categorized into advertising attitudes, brand attitudes, and purchase intention for this study; this provides managerial implications in other ways. The results imply that an effective application of storytelling could be an important emotional tool for the development of both brands with low brand awareness and of well-known brands. Finally, this study serves to increase consumers' understanding and ability in interpreting brand stories that marketers tell about themselves, as well as to highlight differential experiences with products by level of brand hierarchy. Conclusions - This research aimed to provide an objective guideline for storytelling component quality while considering brand awareness. Thus, brand reputation was considered for proving the baseline effectiveness of storytelling, and this study provided directions for strategic establishment of storytelling. Based on this, we conclude that in further studies, it will be necessary to systematically manage brand story by considering other situation variables and various story patterns, and studying their differences.

지역문화자산을 활용한 관광스토리텔링이 행동의도에 미치는 영향: 남원을 중심으로 (The Effects of Tourism Storytelling using Local Cultural Assets on Behavior Intention: focusing on Namwon)

  • 박주연;권혁인
    • 한국콘텐츠학회논문지
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    • 제21권8호
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    • pp.89-107
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    • 2021
  • 본 연구는 지역의 관광스토리텔링을 통해 지역의 정체성을 확립하고, 경제·문화적인 회복이 필요하다는 문제 의식에서 시작하였다. 이에, 관광객이 인지하는 관광스토리텔링의 속성, 관광지에서의 체험을 통한 진정성(authenticity), 그리고 행동의도 간의 구조적 관계와 변수 간 인과관계를 분석하였다. 연구결과, 관광스토리텔링의 감성, 교육성, 이해용이성, 흥미성, 테마성의 속성이 관광객의 진정성 체험에 유의미한 영향을 미친다는 것을 확인할 수 있었다. 그리고 관광객의 진정성 체험은 관광객들의 방문의도나 구전의도 등 관광객들의 행동의도에 긍정적인 영향을 미친다는 것을 확인할 수 있었다. 본 연구는 기존의 언어학 및 인문 분야에서 연구되어 오던 스토리텔링의 속성을 국내의 대표적인 문화관광 지인 '남원' 지역에 접목하여 연구를 진행한 점에 학문적으로 높은 의의가 있다. 또한, 남원 지역이 세계적인 문화관광지로 성장하기 위해서는 고유의 스토리텔링 속성과 지역의 자원들을 적극적으로 활용한 관광스토리텔링 개발이 필요하며, 더 나아가 이를 바탕으로 한 다양한 콘텐츠 및 서비스 개발이 선행되어야 한다는 점을 제시함에 있어 실무적인 의의가 있다.