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김은숙 드라마 <도깨비>의 몰입기제 구축과정 분석 - 관람자 예측성과 가설 구성 활동을 중심으로 -
김의준 한국엔터테인먼트산업학회 2019 한국엔터테인먼트산업학회논문지 Vol.13 No.2
In the entertainment industry, risk management is crucial for securing competitiveness due to the risk of investment. The competitiveness of contents is reinforced when external factors such as industrial environment and internal factors centering on involving mechanism are simultaneously provided. The involving mechanism is a form of cognitive response behavior of the audience and occurs through signal processing of the brain when watching the image contents. The signal processing of the brain related to the contents watching is mainly performed in the working memory area, and in the case of the captivating movie, the information other than the contents transmitted to the audience is blocked to generate a temporary dissociation state. A dissociation state similar to a symptom such as hypnosis or amnesia occurs when the audience's level of involving is high. On the other hand, contents information in which the audience is concentrating his attention is used intensively for constructing future thinking through an episodic buffer while the inflow of external information is relatively blocked or delayed. The spectator's future thinking configuration takes the form of a hypothesis-forming activity and is based on the predictability of the brain. When these hypothesized behaviors correspond to the problem solving simulation of story and predictability which is an evolutionary function of the brain, the audience' s brain is involved in the contents at a high level. In order for the act to be effective, the factors such as the background of the hypothesis, the subject of the hypothesis, the internal information of the person, the type and position and quantity of the hypothesis information, and the hypothesis relevance and type of information are important. Based on these factors, analysis of the Kim Eun Sook Drama ‘Goblin’ shows that the above elements are operated in a very organic and meaningful way.
김의준,박종진,유병돈 대한금속재료학회 1999 대한금속재료학회 학술대회 개요집 Vol.1999 No.1
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스토리 창작교육의 주도적 아이디어 개념을 활용한 창의적 문제해결(CPS) 방안 연구
김의준 한국예술교육학회 2022 예술교육연구 Vol.20 No.3
This study is meaningful in comparing two fields where creativity is an important factor, storytell- ing education and creative problem-solving CPS, to find commonalities and to check what comple- mentary factors are and how they can contribute to the problem-solving process. Therefore, in this study, the problem setting and solution process of the creative problem solving program is set as the logline (problem setting) and controlling idea (problem solving idea and solution development) stages of story creation education, and the controlling idea is part of the problem solving process. We looked at how it functions. In this study, instead of quantitatively evaluating the creative development of the participants, it was measured as a qualitative product evaluation. Accordingly, most of the participants were aware of the value and reason, which are the core elements of the initiative, at a high level, and through these two elements, the conclusion (resolving the problem) of the work was effectively constituted. This is thought to be due to the fact that they were aware of the need to use the clarity of the plot and a closed structure, since it was presented based on the planning of a feature-length commercial film at the beginning of the problem setting. However, there were some cases where the understanding of the opposing terms in value setting was partially insufficient, which led to discussion and revision work. However, leaving aside the issue of completeness, there is no case where a major error occurred due to the problem of value selection as a basic framework for the composition of the ending. As a result of the program operation of this study, it is judged that the controllling idea concept, which has been mainly used in the field of story creation, can be learned and used in the general creative problem-solving area and the setting of corporate vision in the industry. This is because cre- ative problem-solving programs are mainly used in education fields and businesses. In both cases, the importance of value is increasing, so it is thought that the introduction of value setting as a large frame of problem solving is a very useful direction for the development of the CPS program. 스토리 창작 교육과 창의적 문제해결(CPS) 분야는 창의력이라는 핵심 개념을 공통점으로 가지고 있으나 두 영역이 융합 또는 통섭의 틀 안에서 같이 연구된 경우는 많지 않다. Alex F. Osborn(1963)이 제시한 문제해 결 7단계에서 시작된 창의적 문제해결(CPS)은 문제해결 과정에 대한 프레임으로 1970년대와 1980년대 이래 로 학교와 기업의 창의력 교육용 프로그램으로 널리 보급되어 사용돼 왔다. 본 연구는 3가지 과정요소와 6개 단계로 이루어진 창의적 문제해결(CPS) 과정을 로그라인(Logline)과 주도적 아이디어(Controlling idea)로 구 성된 스토리 창작 프로그램과 비교 분석하여 그 특징을 살펴보았고 이를 기반으로 스토리 창작 교육이 영화 콘 텐츠 산업 전문가를 위한 특화 교육에서 벗어나 초중고생을 대상으로 하는 일반교육으로 그 영역을 확장할 수 있는지 점검해보았다. 또한 보다 포괄적인 영역의 문제해결을 위한 창의력 증진이 목적인 CPS에 스토리 창작 에서 요구되는 구체적인 사건 해결 방식과 이것에 틀을 제공하는 가치(Value) 설정 개념을 도입하여 창의적 문 제해결 분야와 스토리 창작 교육 영역의 통섭적 발전을 모색했다. 본 연구를 통해 별도의 교류없이 각각의 영역 에서 발전해온 두 분야가 각 분야의 전통적 개념과 용어의 차이에도 불구하고 그 맥락에 있어서 매우 유사한 패턴을 보이고 있다는 것을 알 수 있었다. 본 연구를 통해 핵심 개념의 공유와 상호 보완을 통해 공동의 발전을 모색할 수 있는 가능성은 탐색되었으나 보다 본격적인 연구를 위해서는 초중고교 학생들을 대상으로 한 프로그 램 개발과 정량적 창의력 측정방식인TTCT(Torrance Test For Creative Thinking)를 통해 새롭게 제안된 주 도적 아이디어를 활용한 창의적 문제해결 방안의 효과 분석이 다양한 형태로 이루어질 필요가 있다.
스토리 창작 교육에 있어 캐릭터 구축을 위한 실습 프로그램 개발 연구
김의준 한국예술교육학회 2023 예술교육연구 Vol.21 No.3
In story creation, characters, along with plots, have traditionally been emphasized in their importance. Therefore, the theory of character setting is dealt with as a major part in most writing books. Even in story creation education, learning about the theory that composes a character along with the plot and its practice occupy an important portion. In order to develop the character build- ing ability required for story creation, it is necessary to first learn the main theories required for character setting and practice each theory. However, there are no studies or explanations on the in- terrelationships of the separate personality theories acquired in the individually conducted educa- tional process, and there are not many cases of integrating them into practice programs and applying them to the educational process. The theories required for character building can be largely divided into two categories. These are the theories about the type of character and the theory about the character's journey (arc). The main theories that explain the type of character include the Enneagram, MBTI, and TIPI. Regarding the character's inner journey, there is the Character Arc Theory, which explains the change of the character with positive arc, negative arc, and flat arc. However, these major theories have a problem in that they are individually applied in a state where the interrelationship is not clearly identified. Even in the case of ‘LIE’, the main concept of character arc, it is inevitably influenced by the type of character, but due to the absence of a con- cept that comprehensively explains it, creators are experiencing various confusions in the actual cre- ation process. Individually applied theories like this can hinder the unity in character composition of characters, which can act as an obstacle for each character to express their personality. Therefore, this study revealed the theories necessary for character construction and the interrelationships be- tween the theories, focusing on the value concept of the controlling idea, and applied it to practice in the form of a personality table to develop an integrated practice program for character con- struction and check its effectiveness