• Title/Summary/Keyword: 웹툰교육

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A Study on the Comparative Analysis Using Smartphone between Marine and General Students (스마트 교육을 위한 수해양 전공학생과 일반학생의 스마트폰 활용 행태 비교 연구)

  • Kim, Ha-Young;Heo, Gyun
    • Proceedings of The KACE
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    • 2017.08a
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    • pp.83-85
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    • 2017
  • 본 연구의 목적은 스마트 교육을 위한 수해양 전공학생과 일반고 학생의 스마트폰 활용 행태를 비교하고 그 차이를 살펴보았다. 이를 위해 일반고 학생과 수해양 관련 전공 계열의 학생 총 2,725명을 연구대상으로 선정하였다. 연구결과 스마트폰 활용 행태에서 수해양 전공 학생들은 음악듣기, 동영상 감상, 시간보기, SNS, 학습 이외 정보검색 등의 순으로 나타났다. 일반고 학생들은 음악듣기, 동영상감상, 학습 이외 정보검색, 시간보기, SNS 등의 순으로 나타났다. 스마트폰 활용 행태 차이의 상위 세 항목은 게임, 19세 이상사이트 이용, 웹툰에서 비교적 큰 평균차이가 나타났다.

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The Gender Representation of Online Educational Content - Centering on inamootoon (EBStoon) - (온라인 교육 콘텐츠의 젠더 재현 양상 - 아이나무툰(EBS툰)을 중심으로 -)

  • Choi, Bae-Eun
    • The Journal of the Korea Contents Association
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    • v.22 no.3
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    • pp.112-120
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    • 2022
  • In order to examine the cultural vicious cycle of gender representation in online educational content, this paper reviewed the top five popular webtoons of inamootoon (EBStoon), Korea's first children's webtoon platform. The patterns of appearance representation that distinguish character's gender, the desire and psychology of characters according to gender, and their functions in the work were critically analyzed from a feminist perspective. In most of the works, the appearance of characters often follows gender stereotypes. It appears that women have long hair and wear dresses while men have short hair. On the other hand, the gender characteristics in terms of psychology and function show the aspect of breaking gender's cliche. The gender proportion of the protagonists is almost the same. Regardless of gender, they function as solvers or rescuers, bravely and wisely overcoming the problem situation. By the way, it is interesting that in representing the main character's gender, the weaker the gender stereotypes, the more popular the work among the readers. This fact suggests that the critical acceptance and choice of young readers can break the cultural vicious cycle of gender representation.

The Method of Production of Security Educational Content Considering the Characteristics of MZ Generation (MZ세대 특성을 고려한 보안 교육용 컨텐츠 제작 방안)

  • Jo Hae Min;Ryu Jung Ryol;Sim Chung Sik;Hong Suk Woo
    • Convergence Security Journal
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    • v.23 no.5
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    • pp.157-164
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    • 2023
  • As the MZ generation, which has recently become a hot topic, enters a major generation that plays various social roles, the need for research on efficient educational methods and content production tailored to the level of the MZ generation continues to be raised. In this reality, this paper was described to discuss the direction of development and raising the level of security educational content. To this end, the effectiveness of security educational content currently being used socially was analyzed, the content of a gametoon that combines the concept of gamification with a webtoon as a development plan was explained, and the educational effect was verified through the Likert scale. Furthermore, it was proposed to effectively utilize it by presenting the direction of development applicable to security educational contents.

A Study on Top Modeling for Artificial Intelligence Training (인공지능 학습을 위한 탑 모델링 제작에 대한 연구)

  • Young-Chae Park;Sang Hwa Lee;Byong-kwon Lee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.521-524
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    • 2023
  • 본 연구에서는 AI 인공지능을 활용한 통일신라 석탑 '경주 불국사 삼층석탑' 복원을 위해 석탑 3D모델링 과정에 대한 연구를 수행하였다. 산성비로 부식되어 갈라진 더 이상 원본의 형태를 알아 볼 수 없는 현재 통일신라 석탑 형태를 3D모델링 작업을 통하여 AI로 하여금 원활한 교육이 실시 되도록 하는 것을 목표로한다. 본래 제작 되어있는 3D 모델링은 많은 버텍스와 페이스로 학습 데이터가 많아 실제 활용하기에 어려움을 가지고 있다. 때문에 적은 양의 버텍스와 페이스로 새로운 3D 모델링 제작에 대한 필요성에 대해 확인하였다. 본 연구는 그에 필요한 석탑 모델링 과정에 대해 서술한다. 이를 위해 본 논문은 석탑에 대한 구조를 살피고 모델링에 활용된 프로그램의 장단점과 분석을 도출하였다. 본 연구를 통해 석탑 복원에 필요한 3D모델링 프로그램 활용의 전망과 더불어 인공지능 AI의 한계점을 3D 모델링의 정확도와 세밀함을 통하여 타파하고자 하였다.

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A Study on the Derivation of Plans for Operational Improvement Based on the Analysis of the Current Status and Cases of the National Policy Research Portal (NKIS) (국가정책연구포털(NKIS) 현황 및 사례 분석을 통한 운영 개선 방안 도출에 관한 연구)

  • Noh, Younghee;Chang, Inho;Kang, Ji Hei;Kwak, Woojung
    • Journal of Korean Library and Information Science Society
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    • v.53 no.1
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    • pp.55-79
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    • 2022
  • In this study, the current status of operation was analyzed with a view to analyze the areas in need of improvement and the status of portals of similar institutions. Based on which, a proposal was made to help improve the function of utilization as well as search the products of studies by and for the research institutes funded by the government having jurisdiction by applying the information service technology developing in line with the fourth industrial revolution for the purposes of aiding and fostering with efficiency toward achieving the goal of establishment for such institutes, while strengthening the utility of NKIS. First, in order to secure the membership, it is necessary to find the targets for policy information and promotion, and it is also necessary to increase the demand for policy information, such as by preparing the people friendly policy reports, infographics, and information delivery in an easy manner. Second, it is necessary to provide customized services in the manner which reinforces reports and policy data on the social issues and education topics, which are among the interests of the primary user base by considering the ratio of visiting occupations. Third, for the diversification and expansion of video data services, it is necessary to prepare alternatives, such as by setting regulations and encouraging the institutions of jurisdiction to upload the video data. Fourth, it will be necessary to improve the overall public relations service. It is also necessary to proceed with the NKIS' publicity webtoon serialization with the latest contents or abolish the current webtoon promotion, while it is necessary to derive the plans for the efficient implementation of the contest, further to the need to discuss the secondary publicity after the contest rather than halting after it.

Research on the Structure of 4 Panel Comic Strips and Rhetoric Expression for the Education of Comic Contents: with of Kyunghyangsinmoon (만화콘텐츠 교육을 위한 네칸만화 구조와 수사법 연구: 경향신문 <장도리>를 중심으로)

  • Park, Keong-Cheol
    • Cartoon and Animation Studies
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    • s.19
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    • pp.17-35
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    • 2010
  • We can say that there are several majors in the course of cartoon education of college; cartoon, manpyung, 4 panel comic strips, editorial cartoon, webtoon and so on. Among them, this study starts with concrete question; "How can we encourage students to understand 4 panel comic strips better in the educational course of 4 panel comic strips?" 4 panel comic strips divided into two groups, depending on the materials. The first is daily cartoon which depicts the emotion in daily life. The second is editorial cartoon which deals with the problems of society in the ironical and witty way. Judging from my own thoughts that it would be better in the understanding and analysis of structures to take editorial cartoon in which materials are confined to social problems, this study treats rhetoric expression and structures of 4 panel comic strips. Introduction, development, turn and conclusion of "Jangdori" on Kyunghyangsinmoon are good materials for this study. So, "Jangdori" is in the center of this study. The objective of this study is to provide knowledge in creating 4 panel comic strips with the understanding the area of 4 panel comic strips through the analysis of the rhetoric expression and structures of this field. Even though this study has a limit, no access to daily 4 panel comic strips, I hope that this study would be a little help in any places in which the education of 4 panel comic strips is needed as a part of a course of cartoon in college.

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Usability Comparison of Educational Webtoon between Touch Display and VR Device Using AttrakDiff (AttrakDiff를 활용한 터치디스플레이와 VR장비의 교육용 웹툰 사용성 비교)

  • Kim, Young-Jin;Yoo, Hoon-Sik
    • Science of Emotion and Sensibility
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    • v.25 no.1
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    • pp.103-114
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    • 2022
  • Global virtual reality (VR) and augmented reality (AR) markets are growing as VR and AR become a new source of revenue for industries around the world. In the edutech sector, an industry that combines traditional education, research on new innovative educational models and business models are scarce, and improvements are needed in the technology group and business environment to realize edutech in detail. Therefore, this study aims to define the elements strategically required for VR Toon development by comparing and analyzing the characteristics of existing touch panel-based display Toon and VR Toon content experiences. Tablet PC Toon and VR Toon were selected to conduct the research. Thirty people (19 men and 11 women) from their teens through their forties were surveyed using questionnaires. The questionnaires were formulated through a quantitative method by using AttrakDiff with a 7-point scale (-3: negative words to 3: positive words). Qualitative evaluations were also performed addressing nine concepts (satisfaction, novelty, operability, creativity, understanding, education, interest, participation, expressiveness). As a result, the usability test results of educational content using tablet personal computers and VR equipment were analyzed from the viewpoint of user experience to define elements expected to be strategically required for VR Toon development.

A Study on Comics Outreach Programs for Contents marginalized Areas (콘텐츠 소외지역의 만화 아웃리치 프로그램 모델링 연구)

  • Lee, Seung-Jin
    • Cartoon and Animation Studies
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    • s.49
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    • pp.359-382
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    • 2017
  • Content is the complex of art and technology of trend, so it is important to experience different technologies for content education. Today, many non-profit organizations plan and operate numbers of programs for disabilities, low-income, and minority families to enhance the quality of life and the realization of social integration. These programs are limited to museums and galleries, not so pro-actively in progressing. Various contend education is necessary to the expansion of cultural exchange for the culturally alienated area. Naver is running an outreach program named . It is an experience-based outreach program where current cartoon / webtoon writers come directly to the school to inform students about the basic story of comics and comic techniques. However, the fact that the is not centered on the marginalized area but is centered on the Seoul Gyeonggi area, has the limitation that they can not benefit from a wide range of programs because they have a space limit of 'school', and, has a spatial limitation that the experience of the work is excluded. 'Outreach programs in marginalized areas' must be reorganized into a fluid dimension, not a fixed, single-system program. You should be able to experience and experience your work by directly using various professional equipment of comics based on your capacity and experience, local culture, religion, and society. These program participants will gain the effect of attractive and effective learning with empathy with their comic experience. Meanings of Comics content outreach program are following: First, the rich cultural archive can be used efficiently by providing various contents to existing outreach programs with the educational limitation of museums and galleries. Second, Comics contents can be enjoyed as a part of our life by understanding diversity and technology of contents. Third, because it is the program of expertise' participation, it can remodel, and restructure the severed experience in remote areas for the continuous growth and development, and furthermore, it can enhance the understanding of society.

A Convergence Study for the Academic Systematization of Cartoon-animation (만화영상학의 학문적 체계화를 위한 융합적 연구)

  • Lim, Jae-Hwan
    • Cartoon and Animation Studies
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    • s.43
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    • pp.285-320
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    • 2016
  • Cartoons and Animation are convergent arts created with a composite application of language arts described in the form of literary texts and sounds, plastic arts visualized in the form of artistic paintings, and film arts produced in the form of moving pictures. An academic university major in cartoons and animation studies established in late 20th century however, did not satisfactorily meet the needs in academic research and development and the free expression of artistic creation was limited. In order to systematize the major in cartoons and animation studies, an convergent approach to establish and clarify following are in demand : the terms and definitions, the historical developments, the research areas and methods, the major education and related jobs and start-ups. New culture and arts industries including cartoons, animation, moving images, and games contents are not yet listed in the industries listing service jointly provided online by the portal site Naver.com and Hyung-Seol publishing company. Above all, cartoons and animation are inseparably related to each other that even if one uses the term separately and independently, the meaning may not be complete. So a new combined term "Animatoon" can be established for the major in cartoons and animation studies and also used for its degree with concentrations of cartoons, animation, moving images, games, and etc. In the Introduction, a new combined term Animatoon is defined and explained the use of this term as the name of the major and degree in cartoons and animation studies. In the body, first, the Historical Developments classified Animatoon in the ancient times, the medieval times, and the modern times and they are analyzed with the help of esthetics and arts using examples of mural frescos, animal painting, religion cartoons, caricatures, cartoons, satire cartoons, comics, animation, 2 or 3 dimensional webtoons, and K-toons. Second, the Research Areas of Animatoon reviewed the theories, genres, artworks, and artists and the Research Methods of Animatoon presented the curriculum that integrated the courses in humanities, science technologies, culture and arts, and etc. Third, the Major Education considered Animatoon education in children, young adults, students of the major and the Related Jobs and Start-Ups explored various jobs relating to personal creation of artwork and collective production of business-oriented artwork. In the Conclusion, the current challenges of Animatoon considered personalization of the artists, specialization of the contents, diversification of the types, and liberalization of the art creation. And the direction of improvement advocated Animatoon to be an academic field of study, to be an art, to be a culture, and to be an industry. The importance of cartoons and animation along with videos and games rose in the 21st century. In order for cartoons and animation to take a leading role, make efforts in studying Animatoon academically and also in developing Animatoon as good contents in the cultural industries.

A Study of the Animation Production System on the Basis of the Media Window Strategy: Focusing on Examining the Direct to Video Superhero Animation (미디어 윈도우 전용 애니메이션 제작 활성화를 위한 연구: Direct to Video 슈퍼히어로 애니메이션 제작 시스템에 대한 고찰을 중심으로)

  • Kwon, Jae-Woong
    • Cartoon and Animation Studies
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    • s.49
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    • pp.53-85
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    • 2017
  • This study deals with the production system of the superhero animation that are based on DC comic books and are produced by Warner Brothers company, and tries to find out ways in order to vitalize the new window of the animation market. 28 superhero animations released from 2007 until 2017 are analyzed. Several critical points are drawn out and can be applied to the Korean animation industry. There are two categories, one is about the management of the production system, and the other is about the subcontract system. In managing the production system, there are three points: First, there are several people who play the role of either a producer or a director many times. Second, producers used to work as a group. Third, some people work not only as a producer but also as a director. In carrying out outsourcing contracts, there are six points: First, only Korean and Japanese companies participate as subcontract companies. Second, about two companies used to take part in the subcontract production in a year. Third, in case of number of people involved in production, there are more Japanese than Korean. Fourth, Japanese companies deal with some parts of the pre-production as well as the main production in . Fifth, a Japanese company has a sub-subcontract with a Korean company in one episode of . Sixth, Korean companies mostly focus on the production part of key animation. Important points that the Korean production system has to consider are also suggested under the two categories. In the production system management, there are two points. It is needed to make use of the group producer system, and it is critical to develop the story line of universe type such as DC Universe. In case of the outsourcing production system, it is essential to keep up educating 2D type of animation and, at the same time, to participate actively in the global outsourcing production. By considering these crucial points, it is expected to keep producing animation that can be used for the media window such as IPTV.