검색결과

검색조건
좁혀보기
검색필터
결과 내 재검색

간행물

    분야

      발행연도

      -

        검색결과 108

        41.
        2014.07 구독 인증기관·개인회원 무료
        Storytelling is a genuine field of interest of narratology and the philologies. While it becomes important to both managers and researchers, these origins in analysing and discussing seem to be underrated in contemporary approaches. This paper seeks to close this gap by introducing theories from the humanities regarding qualitative methods for a conceptual frame that covers the core elements of storytelling and the possibilities of transmitting certain issues on the purpose of specific effect. For values are a typical issue in brand management, we offer an example of a qualitative approach towards values in storytelling. Finally, we offer an outlook on a following consecutive research combining both qualitative and quantitative methods.
        42.
        2013.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The purpose of this paper is to analyze the singularity of visual encyclopedia applications which utilize digital images with gameness and storytelling as the center. Due to the popularization of smart devices, visual encyclopedia applications are actively used in education. In the case of the visual encyclopedia applications, while they inherit some features of paperback visual encyclopedia, they make use of interactive features of the smart media. After analyzing information reconstruct method of the visual encyclopedia applications which distinguish between applications and paperback, this paper extracts the characteristics of interactive storytelling. In this process, the analysis of this paper focuses on themes and play elements that have been extended by visual encyclopedia applications through the digital virtual theory which is Vilem Flusser suggested. Therefore, visual encyclopedia applications provide new educational experiences by providing the method of reproduction and configuration of information through the interactive participation of infant, which was limited to intertextual participation in existing paperback visual encyclopedias.
        4,000원
        43.
        2013.12 구독 인증기관 무료, 개인회원 유료
        This research was a Research and Development (R&D) project which aimed at developing digital storytelling based local wisdom through Blended Learning as an innovative media for teaching English at eighth grade students of SMP Negeri 1 Petang. The development model used in this research was adapted from the development of Luther’s model (in Sutopo, 2003). The data were collected by using documentation technique, interview, observation, and questionnaire. This research found that, (1) in developing digital storytelling based local wisdom through a Blended Learning method required a number of chronologically steps, namely: observation, need analysis, media prototype design, expert judgment, revision of the product, field testing, analyzing of data and finalizing the final product; (2) the total mean score of the questionnaire filled by the English teacher was 4.09, it indicated that the product was categorized as excellent, and (3) furthermore, the result of the questionnaire filled by the students was 3.76, this meant that the implementation of the product could be categorized as good. The results of this study were as expected and can help both the teachers and the students in the process of teaching and learning English, especially narrative text.
        4,000원
        44.
        2013.12 구독 인증기관 무료, 개인회원 유료
        Maximizing students’ ability and potential in the teaching learning process will likely be the goal of a teacher. This will give the chance for the students to employ all the skills and knowledge they have obtained throughout the learning process. One-way for utilizing this idea is by implementing a particular method called digital storytelling. This paper tries to investigate the impact of integrating technology in students’ learning process - especially English - using existing technology. It also investigates what the students get from the implementation of digital storytelling in their learning. This employs a survey method to gather the information from students before the implementation of digital storytelling. It involves 15 students taking English for Specific Purposes at the Faculty of Information Technology, Satya Wacana Christian University Salatiga. It employs practical implementation of digital storytelling to answer the two objectives set previously. The students involved in the study reported that it was a good way of implementing all the skills they had learned during the class. They needed to employ their reading, speaking, and writing skills to carry out their project. They mentioned that it improved their productive skills in English and gave them opportunities to explore and try new applications in producing the intended video. This method is a simple way of integrating technology into classroom activity that can maximize students’ possible potential to develop. This also gives them a sense of enjoyment and satisfaction as they have their end product that they can refer to at any time
        4,000원
        45.
        2013.09 KCI 등재 SCOPUS 구독 인증기관 무료, 개인회원 유료
        This study aims to investigate differences between task-based learning and teaching (TBLT) and storytelling-based learning and teaching (SBLT), focusing on teaching interaction in Korean elementary schools. The present study is motivated by the realization of the effects of teaching English by telling stories in comparison with TBLT, which has been effectively implemented in language classrooms. This study investigates eight task-based classrooms and eight storytelling-based classrooms in conjunction with teacher interviews. The findings indicate that frequencies of teacher talk and L1 interaction are significantly higher in TBLT than those in SBLT, and frequencies of other utterance types are significantly different between the two. These distinctions result in the two main interaction patterns for TBLT and SBLT, respectively. In addition, the interviews with teachers indicate that the atmosphere of TBLT classroom interaction has a tendency to be competent, and that of SBLT has a tendency to be enjoyable.
        8,000원
        46.
        2013.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The purpose of this study was the development of traditional food recipes from local food contents related to the historical and cultural heritage in the representative long-lived area Damyang. The information on digging 'story' was collected through the region's representative local native journal, searching for related websites, analyzing old literatures, and interviewing traditional household; 'telling', the part of conveyance, was organized by reviewing the literatures, including historical condition, regional food materials, cuisine, region symbolism, etc. After nutritional analysis, the prepared, balanced, and healthy Korean food dishes using the traditional food contents were displayed. In Damyang, the story was extracted from Heuichoon Ryu (柳希春, 1543-1577) - figura of Damyang - and his collection, 'Miam's diary', and described about native food. The traditional history of many foods that were used mainly as rewarding during one's trouble, showing good faith, and delivering gratitude is recorded in Miam diary. A little effort has been made to express the classical scholar's clean and neat dining table which was the mixed Damyang's clean image and nobleman's straight integrity in the middle of the Choson Dynasty. Nutrition fact of 'Miam's table' was based on the Daily Reference Values of Koreans aged 65 or older.
        4,200원
        47.
        2013.04 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The purpose of this study was to develop cultural food contents from local dishes related to the historical and cultural heritage in the representative areas of Gurye and Jinan. The information on 'Story' was collected from each region's representative local native journal, searches of related web-sites, analysis of old literature, and interviews of traditional households. 'Telling', the conveyance, was focused on texts of literature analysis, which were synthesized from historical conditions, regional food materials, cuisine, regional symbolism, etc. The created food contents were displayed with balanced and healthy Korean food dishes after nutritional analysis. In Gurye, the content was extracted from the story of Hwang hyun (黃玹, 1855-1910) - figura of Gurye - and his collection, "Maecheonyarok", and the storytelling native food was prepared. In Jinan, the content was extracted from the text of an anecdote from "filial son Kwang-beom Lee", a local journal. We tried to express Gurye's clean image in connection with the patriot - Hwang hyun (his nick name was Maecheon), in the late period of Chosun through the unprocessed and simple nature of the dining table. As in Jinan's storytelling materials, we tried to express a healthy menu of health food for older people based on the clean nature and documents about the real character's filial behavior. The developed healthy menu and dining table properties in this study have been established in accordance with nutrient intake standards of energy in Korea.
        4,500원
        48.
        2012.12 KCI 등재후보 구독 인증기관 무료, 개인회원 유료
        ‘이야기 구술하기’는 서사적 구조 속에 줄거리를 가지고 있고, 줄거리가 시간적 흐름에 따라 진행되며, 발화자는 청자의 반응을 고려하여 이야기를 재구성하여 전달하는 과정을 거치는 활동이므로, 한국어 말하기 수업에 이러한 이야기 구술하기 활동을 적용함으로써 말하는 속도, 억양 등 학습자의 말하기 능력이 자연스럽게 향상될 수 있을 것으로 기대하고 실험을 진행하였다. 실험 결과 ‘이야기 구술하기’를 말하기 활동으로 실시한 실험집단이 다른 말하기 활동을 실시한 통제집단보다 말하기 평가에서 정확성과 유창성 모두 더 높은 점수를 받았음을 알 수 있었다.
        6,100원
        49.
        2012.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        스토리텔링 광고는 현실에서 많이 사용되고 있으나 이에 비해 스토리텔링 광고에 대한 연구는 매우 부족하다. 기존 몇몇 활자형태의 내러티브 광고에 대한 연구에서는 내러티브 광고가 정보전달 광고보다 효과적임을 밝히고 있다. 이에 본 연구에서는 실제 상업용으로 제작된 광고들을 사용하여 스토리텔링 광고가 다른 광고 유형(정보전달 광고, 이미지 광고)보다 더 효과적인지를 알아보고자 하였다. 제품유형과 브랜드의 영향을 통제하기 위해 같은 제품에 대해 스토리텔링 광고, 정보전달 광고, 이미지 광고 모두가 제작되어 있는 광고를 탐색하였으며 최종 9개의 광고가 선정되었다. 종속변인으로는 광고효과, 광고후 감정, 각성정도, SAM이 측정되었다. 예비분석을 통해 광고후 감정은 크게 정서적 감정과 인지적 감정으로 나뉘어졌으며, 이를 대상으로 분석이 실시되었다. 분석 결과, 광고효과, 각성수준, 정서적 감정 모두에서 스토리텔링 광고와 정보전달 광고가 이미지 광고에 비해 높은 점수를 얻었다. 스토리텔링 광고는 정보전달 광고에 비해 평균은 높았으나 그 차이는 유의미한 수준에 이르지 못했다. 성별의 주효과는 각성수준에서 경향성만이 관찰되었으며 여성이 남성보다 높은 각성수준을 보였다. 광고유형과 성별의 상호작용은 정서적 감정을 제외한 모든 변인들에서 관찰되었으며, 전반적으로 스토리텔링 광고에서는 남성이, 이미지 광고에서는 여성이 더 긍정적으로 반응하였다. 본 연구결과의 함의점과 제한점이 논의되었다.
        4,600원
        50.
        2012.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        PC 패키지 게임 <Sims3>와 소셜네트워크게임(SNG) <Social Sims>의 스토리텔링을 그레마스의 기호학을 적용하여 분석하였다. 이를 위해 다차원적 접근이 요구되는 게임 스토리텔링 과정을 표면, 표층, 심층층위와 같이 3가지로 구분하였다. 표면과 표층층위의 스토리텔링은 ‘행동자 모델’을 적용하여 분석하였으며 심층층위의 스토리텔링은 상호작용성을 기준으로 다시 세분하고 ‘기호학 사각형’을 적용하였다. 그 결과 PC 플랫폼 기반의 <Sims3>가 가지는 ‘외적 창조적’ 상호작용성이 SNG <Social Sims>에서는 ‘내적 해석적’ 상호 작용성으로 변환되었고, 스토리텔링 논리 역시 ‘전능적 서사’에서 ‘사회적 서사’로 전환되었음을 알 수 있었다. 본 연구를 통해 기존 콘텐츠가 새로운 플랫폼에 적용되기 위해서는 이용자의 요구를 반영한 스토리텔링 전환이 필요함을 알 수 있다.
        4,000원
        51.
        2011.12 구독 인증기관 무료, 개인회원 유료
        문화콘텐츠 가운데 한국 전체나 특정 지역과 연계되어 있으며, 이미 대중성을 확보하고 있거나 확보할 필요가 있는 문화콘텐츠는 역사적 인물을 대상으로 한 것이다. 특히 해양 인물과 관련해서 대표적인 것은 ‘이사부(異斯夫)’와 ‘장보고(張 保皐)’ 관련 문화콘텐츠다. 이사부는 일본과 마찰을 빚고 있는 울릉도 독도와 관련해서 주목을 받고 있고, 장보고는 동아시아 해상무역을 장악한 역사적 인물이라는 데서 범국가적인 차원에서 의미를 부여하고 있다. 그러나 해양 인물을 대상으로 하는 문화콘텐츠는 ‘역사적 실존 인물’이라는 특수성으로 인해 순수한 창작으로만 완성하는 문화콘텐츠와 다르다. 바로 ‘역사적 사실’과 ‘허구’와의 거리 문제가 있기 때문이다. 역사적 실존 인물이기에 해양 인 물을 대상으로 한 문화콘텐츠는 역사적 사실성을 간과할 수 없다. 한편, 해양 인물에 대한 전체적인 이미지나 형상화에는 학술적 결과물에 의해서만 규정되어지는 것이 아니다. 얼마만큼의 대중적 인지도와 지지도를 확보하는가도 중요하다. 이러한 시점에서 고민해야 하는 것은 해양 인물을 어떻게 문화콘텐츠로 개발해야 그 의미를 제대로 전달할 수 있으며, 문화콘텐츠 수용자들의 입장에서 제대로 수용할 수 있을 것인가의 문제다. 필자는 그 해답을 스토리텔링에서 찾고 싶다. 스토리텔링은 이야기를 만들어 전달하는 내용과 기술, 매체를 아우르는 일종의 서사방식이다. 스토리텔링을 통한 문화콘텐츠의 개발로 해양 인물을 다양하게 이야기할 수 있고, 대중들과의 소통의 폭을 넓힐 수 있다. 이를 위해서는 해양 인물 관련 연구자와 지방자치단체, 지역민들의 역할이 매우 중요하다.
        8,600원
        53.
        2010.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        이 연구는 최근 확대되는 시장규모에 비하여 창의적인 콘텐츠 개발이 미흡한 한국의 지역 기반 엔터테인먼트분야(LBE)의 실험적인 게임 프로토타입(Prototype)의 설계 및 구현에 대한 논문이다. 먼저 LBE분야 특징으로, 특수한 목적의 장소가 제공하는 체험공간을 중심으로 플레이어의 새로운 서사 경험 창출에 초점을 맞추어 설계된 “스토리텔링 게임” 플랫폼을 제안하고 플레이어의 서사 경험을 분석하였다. 또한 실험결과를 바탕으로 LBE분야의 시공간성이 플레이어의 서사적 경험에 미치는 영향에 대해 고찰하였다. 특히, 오픈월드 시스템과 게임마스터 그리고 즉흥연극 무대장치를 중심으로 스토리의 우연성과 필연성을 동시에 경험 가능한 게임을 모델로 검토하고 그 가능성을 논의하였다.
        4,000원
        54.
        2010.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The aim of this study was to examine how customers perceive storytelling at a real local restaurant and to understand how consumption reflects their evaluation by understanding their values. Participants received information from a real local restaurant in the Gangneung area to examine the effects of storytelling and to evaluate their affective attitudes towards local restaurant stories, word-of-mouth intentions, and purchasing intentions using a seven-point Likert scale. A total of 310 consumers were used. A factor analysis was performed to identify consumption value characteristics and factor structure, which consisted economic value, emotional value, and epistemic value. To test whether local restaurant consumers could be classified into homogenous groups based on their consumption values, a three cluster solution was selected, and a Kmeans cluster analysis was performed. As a result, three groups were identified and labeled appropriate for their scores based on each of the consumption values; emotional value-oriented consumers to cluster 1, epistemic value-oriented consumers to cluster 2, and economic value-oriented consumers to cluster 3. An analysis of variance was used to examine the differences in the affective attitudes towards storytelling at the local restaurant, purchasing intentions, and word-of-mouth intentions across the three clusters. The epistemic value-oriented consumers had the highest score for all three variables. In contrast, economic value-oriented consumers had the lowest scores for the three variables. A regression analysis revealed that affective attitudes towards storytelling were significantly affected by these three consumption values. It also showed that positive affective attitudes towards storytelling were associated with higher purchasing intention and word-of-mouth. The significance of this study was to show how customers perceive storytelling at a real restaurant and reflect on their evaluation by understanding their consumption values. As a result, this study examined the potential power of storytelling as an effective marketing communication tool for local restaurants.
        4,000원
        55.
        2010.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        오늘날 문화콘텐츠를 활용한 많은 문화산업의 부가가치 창출 사례를 볼 때 문화콘텐츠와 디지털 스토리텔링의 중 요성은 높아지고 있다. 우리나라의 문화콘텐츠에 대한 OSMU의 가능성을 높이기 위해서는 OSMU가 잘 이루어지고 있 는 다른 나라의 사례 분석을 통해 적절한 활용 방안을 마련해야 한다. 본 논문에서는 게임의 세계관에 많이 활용되는 북유럽 신화와 신화를 반영한 컴퓨터게임 ‘RING'의 분석을 통해 우리나라 문화콘텐츠의 발전가능성을 모색해보고자 한다.
        4,000원
        56.
        2010.08 KCI 등재 구독 인증기관 무료, 개인회원 유료
        In this study, we attempted to elucidate the cultural characteristics of Korean food based on a traditional understanding on the Korean novel. To achieve this, food characteristics related to 'rites of passage' were analyzed in the representative Korean literary work "Hon-bool", which describes the life of a first-son's wife every three generations in the going to ruin but historic 'Lee's family of Maean district' family and the life of the common 'Geomeong-gul' people who lived with farming on the Lee's land at Namwon of Junbook province in the 1930~1940s, during the Japanese Colonial rule. Every nation possesses rites of passage at important points in life, such as at birth, age of majority, wedding and death. Korean culture, in particular, has several memorial rites relating to birth, death and passage into the afterlife in which special foods are prepared. In this manner, ceremonial foods represent the Korean peoples' traditional vision of the universe and life. The book "Hon-bool" describes these traditions. Especially, the book describes the table-settings related to the main character's childbirth, first birthday, wedding and death. Therefore "Hon-bool" represents a living history of Korean traditional food and the work of storytelling through the traditional understanding is expected that perform an important role in making of cultural contents of Korean foods.
        4,300원
        57.
        2010.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The objective of this study was to familiarize people with the native local food of Chungnam Province by developing its regional food as a culture resource. Native Local Food Search and luxury itemization based on regionally-characterized stories enhances self-perception of the national culture, promotes appropriate local images to the public, and contributes to the local economy by increasing regional tourism. Therefore, this study researched local stories of cultural significance, that is, those connected to the history and originality of Chungnam Province, and developed contents related to Chungnam native local food. Features of the native local food were introduced by a story telling method in order to appeal to the five senses. The story was composed for easy understanding of the value of food, and the brand image of Chungnam was developed based on representative historical stories of the region. In this study, the following were developed as representative images of Chungnam: 'Royal meal table of King Moo-ryung' in Kongju was presented by recomposing the story of King Moo-ryung, a famouns king of the Baekje era; 'Mong-yoo-do-won's rice meal table' was introduced via Mongyoo-do-won's painting by Kyeon An, a famous painter of the Chosun era who was born in Seosan. The 'Royal meal table of King Moo-ryung' was set with food made from local farm products, demonstrating the flavor and elegance of the Baekje era. 'Mong-yoo-do-won's rice meal table' resembled Kyeon An's Mong-yoo-do-won-do, which has a background featuring early spring. The rice table was designed to remind people of a flamboyant painting like a scattered peach blossom leaf in the early spring. To verify the health effectiveness of each rice table, the function of each ingredient was investigated through 'Sik-ryo-chan-yo:a dietary treatment', which was published by Soon-Ui Cheon during the Chosan era. According to the results, most of ingredients are certainly beneficial to health, as was recognized in the early Choson era.
        4,800원
        60.
        2009.04 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The purpose of this study is to present the scheme that can enhance the value of native local foods by analyzing the case into which storytelling is incorporated in order to revitalize native local foods. Towards this end, the cases of native local foods throughout the country were recommended through professional survey and one region among them was finally selected through the field study. The survey on the native local foods was conducted through qualitative study. The four stages of storytelling: the findings of storytelling, the production of storytelling, the experience of storytelling, and sharing of storytelling were analyzed by stage and the contents of the survey by stage were developed. In the findings of story, the origins and background of the main family's foods and food-related stories were derived. The production of stories deals with how to convey the stories of surveyed native local foods to consumers and it presented the stories about the place and food menu. In the experience of storytelling, the physical environment and non-physical environment, in which people visit native local eating houses and experience native local foods were analyzed. Finally, in the sharing of story, how the tourists who have experienced the native local foods make stories and disseminate and share them was analyzed. The significance of this study is that through the storytelling technique it presented the findings, production, experience and sharing of native local foods in the level that can apply to practical business. Although the research is in the stage of inquiry, this study is meaningful in that it presented the basic methodology that can induce the revitalization of the native local food industry through examining the tradition and significance of native local foods that can be found in all the regions of the country.
        4,000원
        1 2 3 4 5