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      • KCI우수등재

        상호작용 내러티브로서의 컴퓨터 게임 텍스트에 대한 연구

        박동숙(Park Dong-Sook),전경란(Jeon Gyong-Ran) 한국언론학회 2001 한국언론학보 Vol.45 No.3

        It has become increasingly evident that computer games constitute a considerable and popular portion of digital texts. Computer games have, however, been largely ignored by academia. This may be due in part to indifference toward the games, and the general failure of traditional disciplines to deal with games as a form of human expression worthy of study. This study focuses on an important and popular part of digital culture, computer games. Computer games have two important distinctive features: narrativity and interactivity. In actuality, however, they are two separate phenomena that in many situations are mutually exclusive. Narrative uses a variety of tricks and devices, such as distancing between the narrator and the narrated, and shifts in the speed of narration. Conversely, interactivity is defined by the possibility of the player to immediately influence the text. The purpose of this study in trying to unravel these characteristics is threefold: to illustrate the arguments needed to grasp the true character of computer games; to discuss computer games as nonlinear storytellers, and as competitions or plays; and to examine certain computer game texts 〈Diablo Ⅱ〉, 〈Final Fantasy Ⅷ), and 〈Arcturus〉. These game texts are examined to find the manner in which narrative structures and devices are used, and to describe each computer games' distinctive textual structure, which differentiates them from the interactive narrative. In contrast to traditional modes of experiencing a story, the player of computer games is required to participate, to be active, in order to experience the satisfaction of seeing the plot develop and the story ultimately resolved, and to progress to the next stage in the game-solving graphical mazes and puzzles. Computer games analyzed in this study use the same basic approach of an underlying linear, logically-built story, but the only parts of this story that must be experienced in a linear fashion are the relatively small beginning and ending sequences. The dominant middle part of game texts is wholly interactive. This enables the player to experience the various parts of the story in any combination. However, the player is still obliged to solve the most important puzzles in a certain sequence in order to complete the game. They have a linear narrative, which in practice appears nonlinear to the player. Computer games are collections of elements that are continually being combined and recombined to form new and interesting story patterns. The player is able to move around using the navigation arrows placed on the interface, and to activate the interactive elements such as character, item and map, etc. Character, and item and map have two main functions in the game: as components in the game text, and as interactive narrative devices. In a sense, they can be seen as offering the player a fictive, microcosmic version of interactive promise, where a great degree of control over the narrative universe is implemented. In the case of traditional narrative, such as in a television series, the resolution might only be partial, but at the end of the text's duration there is still some kind of finality to the narrative process. Conversely, computer games are designed for extended and often repeated playing, and as such, necessarily resist narrative closure. Computer games adopt strategies to allow repeated playing, such that the game is divided into several sub-games, with overall narrative resolution only being achieved through the successful completion of the sub-games. Thus, the player is forced to use trial and error in combining game elements. As one of the more visible manifestation of the boom in new media, computer games have attracted a great deal of attention. An investigation of both the textual characteristics of the game medium from various angles and of how players interact with those characteristics is therefore required. It is only after such an investigation has be

      • KCI등재

        끝나지 않는 기억전쟁(mnemonic battle)

        박동숙(Dong-Sook Park),이재원(Jae-Won Lie),정사강(Sa-Gahng Jung),강혜원(Hye-Won Kang),김해원(Hae-Won Kim) 한국여성커뮤니케이션학회 2014 미디어, 젠더 & 문화 Vol.29 No.4

        제주 4?3 사건은 약 7년 동안 남북한 정권, 민간인, 미국 등 서구 열강의 힘 등이 복합적으로 작용해 숱한 사람들이 사망한 사건이다. 4?3 사건을 둘러싼 논의와 갈등들은 한국 근현대사의 문제들과 닿아 있으며 4?3 사건과 그 진상규명과정에서 파생한 갈등들, 한국사회에서 4?3 사건이 기억되는 맥락은 매우 복합적인 결을 지니고 있다. 본 연구는 4?3 사건을 두고 일어나는 기억의 의미투쟁 현장을 신문은 어떻게, 얼마나 보도하고 있는가를 고찰하고자 했으며 이를 위해 1999년부터 2013년까지 14년 동안 경향신문 동아일보 조선일보 한겨레신문(가나다순) 기사 중 4?3 위주로 보도된 654건의 연도별 보도량과 주제, 기사의 의미와 기사 속 행위자 등을 분석하여 미디어 기억이 어떤 이야기를 하고 있는지 살펴봤다. 4?3을 둘러싼 최근 14년간의 뉴스미디어의 기억 지형을 살펴본 바, 사회적으로 드러난 4?3사건을 둘러싼 중요한 이슈 지점들과 4?3사건을 기억하는 미디어의 기억 지형에서 나타나는 중요한 순간들은 일치하지 않았으며 언론은 지엽적이고 파편적이며 정치 ‘싸움’에 집중된 갈등적인 요소들을 두드러지게 부각시키고 있었다. 무엇보다 4?3사건이 지니고 있는 본질적인 갈등양상과 뉴스미디어에서 그려내고 있는 갈등의 내용과 모습은 큰 차이를 보이고 있으며 뉴스미디어를 통해 이뤄지고 있는 기억전쟁은 왜곡된 형태를 지니고 있는 것으로 드러났다. The Jeju April 3(4?3) Incident occurred during seven years, from 1947 to 1954 in the island of Jeju. Two separated Korean governments, Korean civilians, United States of America and the other actors were complexly related to the incident and 25,000 casualties were estimated. The ongoing discussion and conflict regarding the 4?3 incident is still controversial and the context in which the incident is remembered in Korean society is complicated. Considering the complex nature of the Jeju April 3 Incident, this Study examined the mnemonic battle in Korean newsmedia, how Korean newsmedia covered this incident last fourteen years. For this study, four Korean daily newspapers- Kyunhyang, Dong-A, Chosun and Hanguerae were selected and 654 articles directly related to the incident were collected and analysed. Consequently the main issues and important moments of the 4?3 incident exposed in society and in newsmedia were in discord and inconsistent. The newsmedia covering the incident focused on peripheral issues, fragmented memories and minor conflicts instead of the essence of the incident, and therefore distorted the nature of it.

      • KCI등재

        국내 요트대회 후원기업의 스포츠스폰서십 효과

        박동숙(Park, Dong-Sook),배상우(Bae, Sang-Woo),양도업(Yang, Do-Eob),송창수(Song, Chang-Soo) 한국사회체육학회 2016 한국사회체육학회지 Vol.0 No.64

        Evaluating sponsorship activities at yacht race events has become critical to activating domestic yacht industry based on determining sponsorship effectiveness and maximizing the relationships among yacht race participants, organizations and their corporate partners. The purpose of this study was to evaluate the sponsorship of a yacht race event by analyzing the effects of the constructs of perceptions and purchase intentions toward the sponsor. Survey data were collected from 184 participants(53 elite, 46 semi-elite, and 85 recreational participants) at a yacht race event in 2015. For accomplishing the purpose of study, descriptive, frequency, correlation, oneway ANOVA, and multiple regression analyses were performed using SPSS version 21.0. The study results were as follows: Firstly, the participants’ levels of brand awareness and purchase intentions were statistically different based on their ages. Secondly, the participants’ levels of brand awareness were statistically different based on their participants’ athletic classifications, starting ages for their yacht races, race experiences, and entry frequencies for yacht race events. Fourthly, the participants’ perception levels for the importance of yacht race events and the personal preferences had the most impact on the sponsor images, and the personal preferences had the only impact on the corporate brand equities. Based on the results of this study, the recommendations for the activation for the domestic yacht race events, yacht industry, and sponsorship for yacht race events were as follows: Firstly, the yacht teams those are named after their provinces, cities, or counties should be launched for deriving enthusiastic supports of local communities. Secondly, the yacht related organizations should devote themselves to finding the young participants for yacht races, training them in the yacht super stars, and activating the sponsorships for those super stars. Finally, the yacht race events should be proactively exposed to the various mass media at a national level.

      • KCI우수등재

        〈포켓몬스터〉의 재미 요인 분석

        박동숙(Park Dong-Sook),전경란(Jeon Gyong-Ran) 한국언론학회 2000 한국언론학보 Vol.44 No.3

        <Pokemon> was originally created as a Nintendo computer game in Japan and it was soon followed by an animated television series, which had resulted in unprecedented worldwide popularity. Nowadays it became so popular that it is not difficult at all to find Pokemon characters on videos, T-shirts, rubber balls and toys in any corner of the globe. But what concerns the global society most is the children's obsession for Pokemon and it creates social discomfort in many parts of the world. There is no doubt that phenomenal success of <Pokemon> is an out¬come of the brilliant marketing strategies. Animated television series is one of the major factors which contributed to promote <Pokemon> character sales. The animated cartoon show has captured the top or near-top ratings spot among kid's show programs weekday after¬noons in Japan, America and Korea. Despite of social concerns and worries, we do not know much about what textual aspects of <Po¬kemon> make global children to be indulged in this animated world and friends. The purpose of this study is to explore the textual aspects of <Pokemon> which might draw children' attention and make the cartoon fun to watch. Key elements in the <Pokemon> text explica¬tive for its phenomenal popularity among children are as follows. In <Pokemon>, unlike other narratives where we usually have a limited number of main characters, each and individual 150 Pokemon characters all play a major role in the episode. In this way, children never get bored by meeting new heros or heroins in the upcoming episodes. All Pokemon characters are adorable creatures, each with its own name, equipped with such superpowers as the capability to spray water or shoot leaves and vines. As the episodes develop, it is also very intriguing to anticipate that Pokemon characters evolve into bigger and more powerful Pokemon after they won the matches. Besides, brand-new attack skills which are used by new Pokemon character as they are introduced in different episode is another factor to sustain children's on-going attentions in the program. Human characters in <Pokemon> are not stereotypical in the sense that heroes and heroins are always perfect in every nature or villains are cruel and ugly. In <Pokemon> heroes and heroins are ordinary people like us with many defects and weaknesses. According to Selby and Cowdery, audiences find the program funny if it disrupts audi¬ences' expectations or challenges their preconceptions. In addition, the fact that leading roles among characters in <Pokemon> are given not to adults but to children is another attractive element in the narrative structure to allure kids to the program. Unlike in regular narratives, <Pokemon> does not unfold its stories using logical flow of scenes and sequences in a linear manner, but it presents its stories in somewhat scattered manner focusing on spectacular actions and vivid visual images. It is argued that what draws the audience's strong attention in <Pokemon> rests on its excessive use of comic actions and spectacular depiction of battles between Pokemons. Finally, other innovations with narratives utilized in <Pokemon> to sustain audience's attention are puns and wordplay which is a game of language played among characters and between characters and viewers. For example, Pokemons are given their narrations made up with the simple repetition of their own names. And whenever the villains of the show “Team Rocket” appear, they're comically repeating their slogan no matter what kinds of situation they are in. In summary, result of the study shows that children's affection for animated television series <Pokemon> can be attributed to the dynamics of its multi-faceted characters, action-packed plots and inventive devices of narrations.

      • KCI등재

        커뮤니케이션학에서의 학술논문쓰기

        박동숙(Dong-sook Park) 사단법인 언론과 사회 2008 언론과 사회 Vol.16 No.4

        이 글은 사회과학, 특히 커뮤니케이션학 분야의 학술논문쓰기에 있어 객관적 글쓰기 틀이 갖는 제약에 대한 문제의식을 공론화시키기 위해 ‘고백적 글쓰기’ 방식으로 쓰여진 글이다. 사회과학의 실증주의 패러다임 내에서 형성되어 온 ‘객관주의’와 ‘표준화된 논문쓰기 형식성’이 갖는 문제점을 제기한다. 이러한 표준화된 틀을 따르지 않는 글쓰기는 ‘비과학적’으로 분류되는 학계의 관습이 내포하고 있는 의미를 지적하며 이러한 관습으로 인해 배제되고 있는 ‘다른’ 방식의 글쓰기와 학문영역의 정당성에 대해 주목하기 위한 시도이다. 이와 더불어 논문만이 가장 이상적인 형태의 글쓰기이며 논문을 통해서만이 학문적 과학성을 보장받을 수 있다는 입장 기존의 권위 있는 원전을 논의의 출발점이자 귀결점으로 삼는 ‘원전중심주의’ 입장이 보편적 학문하기에 어떠한 한계를 갖는가에 대해 논의한다. 마지막으로 학술활동이 진정한 소통의 장이 될 수 있도록 ‘쉬운 글쓰기’의 활용을 제안한다. This article is written in a writing style of ‘confessional tales’ in hopes to initiate a public discussion with regards to negative implications of objectivism and rigid formalities in research paper writing conventions in the field of social science or more so, mass communication studies. It provides the concerns of ‘scientific objectivism’ and ‘standardized research paper writing formalities’that have formed by positivism paradigm. It is a well-known fact that academic customs tend to classify writings that do not adhere to such standardized outlines as ‘unscientific’ and therefore ‘unacceptable.’ Against this tradition, I attempt to call the academia’s attentions to the integrity and legitimacy of ‘other’ types of literature that are unjustly excluded from the mainstream research journals. Moreover, my argument continues to highlight the limitations of asserting that scientific objective writing is the most ideal method of writing and only such types of writing can guarantee logical literature. Another academic custom I criticize in the article can be known as ‘citation-based writing method’ which states that original literature or theory by accredited scholars - in most cases, imported from western countries - maintains authority to initiate and conclude a logical argument. Finally, I suggest that we should value ‘simple writing’ techniques which are essential in promoting more active communications within our academic field.

      • SCOPUSKCI등재

        들깨의 식이 섬유소 함량분석과 들깨 추출물의 항돌연변이 효과

        박동숙(Dong-Sook Park),이경임(Kyeoung-Im Lee),건영(Kun-Young Park) 한국식품영양과학회 2001 한국식품영양과학회지 Vol.30 No.5

        본 연구에서는 들깨의 불용성 및 수용성 식이 섬유소의 함량을 측정하였으며 들깨의 methanol 추출물, hexane 추출물, MSF 및 식이 섬유소를 추출하여 항돌연변이 효과를 관찰하였다. 들깨의 총 식이 섬유소의 함량은 신선물인 경우 17.2%였고 건조물인 경우 18.2%였으며 이 가운데 94%가 불용성식이 섬유소였다. 들깨의 용매 추출물 중에서 methanol 추출물과 MSF는 AFB₁에 의해 유발된 돌연변이를 상당히 억제시켰으며 methanol 추출물과 MSF를 2.5 mg/assay 첨가군에서 각각 91%와 87%의 억제효과를 나타내었다. 그러나 같은 농도에서 SDF의 첨가군은 억제효과가 나타나지 않았고 hexane 추출물은 20%의 억제효과를 나타내었다. 한편 직접 돌연변이원인 MNNG를 돌연변이원으로 사용한 경우에 항돌연변이 효과는 크게 나타나지 않았다. 즉 SDF를 1.25 mg/assay 첨가한 군은 17%, MSF 2.5 mg/assay 첨가군은 27%의 저해율을 보였을 뿐 methanol과 hexane 추출물 첨가군은 억제효과를 나타내지 않았다. 따라서 들깨의 용매 추출물은 간접 돌연변이원에 의한 돌연변이성을 억제시키는 것을 알 수 있었다. 또한 불용성 식이 섬유소의 경우 Trp-P-2에 의해 유발된 돌연변이를 다소(13~18%) 억제하는 것을 알 수 있었다. In this study, the levels of insoluble dietary fiber (IDF) and soluble dietary fiber (SDF) in Perilla frutescens seeds were quantified and antimutagenic effects of perilla seeds extracts (methanol extract, hexane extract, methanol soluble fraction and dietary fiber) was carried out. IDF and SDF values of perilla seeds were 16.1% and 1.1%, respectively, with 17.2% of total fiber content. Among the solvent extracts of perilla seeds, methanol extract and methanol soluble fraction (MSF) effectively inhibited the mutagenicity induced by aflatoxin B₁ (AFB₁) in Salmonella typhimurium TA100. Methanol extract of perilla seeds showed 91% inhibition against AFB₁ mutagen under the 2.5 mg/assay concentration, and MSF inhibited the mutagenicity of 87% by adding 1.25 mg/assay. However, perilla seed extracts showed low inhibition rate on the mutagenicity induced by N-methyl-N'-nitro-N-nitrosoguanidine (MNNG). And also, SDF and hexane extracts from perilla seeds did not show the antimutagenic effects against AFB₁ and MNNG. On the other hand, IDF extracted from perilla seeds inhibited 21% of the mutagenicity induced by Trp-P-2 due to the carcinogen binding effect.

      • KCI등재
      • KCI등재

        한국의 방송학 교육

        박동숙(Dong-Sook Park) 한국방송학회 2009 한국방송학보 Vol.23 No.2

        이 논문은 오늘날 우리가 처한 여러 환경의 변화로 인해 방송학 교육내용이 재설정되어야 한다는 요구 아래 우리의 현황을 다시 돌아보고 외국의 사례를 살펴보았다. 이러한 작업을 토대로 대학의 특성에 따라 각 대학들이 방송학 교육 내용의 구체화를 위해 고려해야 할 주요 아젠다를 일곱 가지 측면에서 논의하였다. 우선 무조건적인 독립 단과대로의 전환이나 전문대 전환 방식의 일괄적인 프로그램 확대와 세분화가 갖고 있는 장ㆍ단점을 검토할 것을 제안하였다. 또한 실습교육과 이론교육 간의 적정선 설정을 어떻게 할 것인가는 지속적인 과제이다. 전공 교육의 내실을 기하기 위해 필수과목제나 선수과목 이수 규정 등의 엄격한 학사지도 방식도 고려해 보아야 한다. 또한 기본 인문학 기초 소양교육, 글쓰기 교육, 비판적 능력 함양을 위한 교육 등을 교육과정에 얼마나 포함할 것인가도 결정하여야 한다. 더불어 인턴십 프로그램, 디지털 분야 교육, 영상 산업 관련 교육도 각 대학의 교육 목표에 따라 적정 수준에서 포함되어야 한다는 점이 제안되었다. In this study, we evaluated our broadcasting education program and compared it with other countries in terms of both goals and curriculum in order to determine how and what we should restructure in coming years. This was imperative due to the fact that we live in such a dynamic society influenced by social and technological circumstances. Based on such an evaluation, this study highlights focus agendas in 7 different aspects for the purpose of refining broadcasting education program. It is suggested that each university review the pros and cons of program expansion and specialization by switching to an independent college or a professional school. Moreover, finding the balance between hands-on education and formal lectures is an on-going challenge. More systematic and rigid academic advising systems need to be implemented to enhance the overall quality of broadcasting education such as enforcing pre-requisites and mandatory courses. Additionally, a decision must be made regarding how many courses need to be required in basic liberal arts, writing, and critical thinking related area. Finally, it is proposed that internship programs be enforced as a graduation requirement and digital media and media industry related courses be included at a certain level depending on the direction of each program.

      • KCI우수등재
      • KCI등재

        결혼이주여성의 적응 경험에 관한 연구

        박동숙 ( Park Dong Sook ),임해영 ( Lim Hae Young ),김은경 ( Kim Eun Kyung ) 한국가족사회복지학회 2019 한국가족복지학 Vol.65 No.-

        본 연구는 결혼이주여성의 결혼생활 과정을 통한 심리사회적 적응 경험을 분석하여 이들을 지원하기 위한 유용한 논의점을 도출하는데 목적이 있다. 이를 위해 연구 참여자 10명을 선정하여 Strauss와 Corbin의 근거이론 방법을 활용하여 분석하였다. 분석 결과, 결혼이주여성의 적응은 ‘가족을 위한 희생’, ‘새 희망을 찾아서’, ‘정체성 세우기’, ‘기대와 현실의 차이’, ‘결혼생활 초기 지속적으로 발생하는 불만족’, ‘자녀양육에 대한 불안감과 부담’, ‘생활방식에 대한 문화차이가 주는 혼란’, ‘낯선 한국생활에서 마주하게 된 한계 상황’, ‘가깝지만 먼 한국사회’, ‘지지체계’, ‘도전하는 삶’, ‘자녀의 삶을 향한 희망과 노력’, ‘엄마이지만 동시에 외롭고 그리움을 느끼는 한 인간’, ‘자녀에 대한 고마움과 미안함’이란 14개 범주로 도출되었다. 이를 토대로 결혼이주여성의 적응 경험 과정은 첫째, 새 출발 단계, 둘째, 혼란과 불만족의 단계, 셋째, 한계상황의 단계, 넷째, 도전하는 삶의 단계, 다섯째, 정체성 형성의 단계로 나타나고 있다. 본 연구는 이러한 연구결과를 토대로 결혼이주여성의 적응을 위한 사회복지 실천 현장의 개입 방안을 제언하였다. This is a study on psychosocial adaptation experience of marriage immigrant women conducted based on grounded theory method. A total of 10 study participants were selected, and recordings of in-depth interviews with them were used as the main data. After the analysis 14 categories were established in a more abstract manner. For the causal conditions for adaptation experience of marriage immigrant women, ‘sacrifice for the family’ and ‘finding a new hope’ were derived. The central phenomenon was ‘establishing an identity’, and contextual conditions were ‘gap between expectations and reality’, ‘persisting dissatisfaction’, ‘anxiety and burden of childrearing’. Intervening conditions were ‘confusion caused by cultural difference in lifestyles’, ‘limits faced in unfamiliar life in Korea’, ‘support network’, and ‘close and yet distant Korean society’. Action/interaction strategies were ‘challenging life’, and ‘hope and efforts for the life of children’. Consequences were ‘a mother and a human being feeling lonely and nostalgia at the same time’, ‘being thankful for the children’, and ‘feeling sorry for the children’. Adaptation experience of marriage immigrant women were divided into 5 phases. First was a new start, followed by confusion and dissatisfaction, limitations, challenging life, and establishing an identity. Accordingly, this study suggests intervention plans in the field of social welfare practice.

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