• Title/Summary/Keyword: 타이틀

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The Effects of Instruction Material Using ICT at Elementary School Science (초등학교 과학 수업에서 ICT 활용 수업자료의 효과)

  • Lee, Yong-Seob
    • Journal of the Korean earth science society
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    • v.25 no.7
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    • pp.595-603
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    • 2004
  • This study investigated the effects of the application of a variety of ICT (Information communication Technology) cause the effects on self-directed learning characteristics, creativity and science achievement. In order to achieve the above aim, WBI (Web-Based Instructions), instructions using CD-ROM Titles and Instruction Module Using ICT for the unit were applied and analyzed which belongs to the area of 'the earth' in the subject 'science' for Elementary school students. Instructions using WBI materials, CD-ROM titles and Instruction Module Using ICT were found to be effective on 'science achievement', 'self-directed learning characteristics' and 'creativity'. They show meaningful effect on improving 'science achievement', 'self-directed learning characteristics' and 'creativity'. WBI proved more fruitful than instruction using CO-ROM titles, Instruction Module Using ICT on improving self-directed learning characteristics. Instruction Module Using ICT proved more fruitful than instruction using CD-ROM title, WBI on improving creativity.

A Study on Motion Graphic about Title Design in Hollywood Movies Trailer (할리우드 영화예고편 타이틀 디자인의 모션그래픽 연구)

  • Kim, Jong-Sung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.3
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    • pp.1021-1026
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    • 2012
  • The active use of motion graphic in the production of digital movies contents is a significant way to deliver the contents' messages clearly and intensely. The analysis of film expression characters of digital movies contents based on the motion effect provides a good tool to present an effective method for the production of films using motion graphic. Motion graphic, which can animate motionless movies and graphic images dynamically, is now used as an excellent tool in the editing of digital movies. So, this study aims to show systematically the expression characters of digital movies contents by using the production of films of motion graphic. It also aims to suggest an efficient production of films by analyzing major contents produced with motion graphic and after that examining their types and skills according to the genres and times.

Optokinetic Differentiation through the Menu Layout and Cognitive Degree of Service Menu Title for Watching Digital Media (디지털미디어 메뉴 타이틀의 인지차이와 메뉴 방향에 따른 시선주목도 차이)

  • Lee, Sang-Ho
    • The Journal of the Korea Contents Association
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    • v.10 no.10
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    • pp.111-119
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    • 2010
  • This paper deals with the experiments of optokinetic differentiation within eye tracking test through the menu direction and cognitive degree of service menu title for watching digital media service. Researcher establish a research topic which verification of differentiations of eye tracking velocity when media user perceive the service menu title within vertical structure or horizontal structure. Experimentation was designed with two types of menu structure-vertical or horizontal-and these have each 9 cases of eye tracking tasks for experimentee. Researcher arrives at a conclusion through as stated above experiment that cases of vertical menu structure is more effective method with linear channel service menu, otherwise that cases of horizontal menu structure is more effective method with non linear channel service menu, like a video on demand service. The research results will be very helpful with actual media industry players when they planning the evolutionary direction of their menu layout.

AR-Geister (증강현실 기반의 가이스터 게임)

  • Kim, Jin-Gook;Kim, Byung-Chul;Lee, Hye-Sun;Lee, Jong-Weon
    • Journal of the Korea Computer Graphics Society
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    • v.13 no.2
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    • pp.31-38
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    • 2007
  • Recently, he trend of the game culture have been changed rapidly from offline games to online games. This change drives the advancement of online games, but it causes the standardization of the game culture. Few years ago, there was a rising interest in board games. Board cafes, place for playing board games, are spread over Korea rapidly because board games give players connectedness through direct social interactions that is lacking from online games. However, the board games lose their popularity because of their complex rules and expensive cost. In this paper, we would like to develop the system using Augmented Reality(AR) that could easy the problems caused by the complex rules of the board games.

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Development and Application of a Multimedia Title for Geometry Learning (기하 학습을 위한 멀티미디어 타이틀의 개발과 적용)

  • Jo, Seong-Chuon;Chung, Jong-in
    • The Journal of Korean Association of Computer Education
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    • v.4 no.1
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    • pp.99-107
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    • 2001
  • One of the main objects of geometry in mathematics education is to improve students' geometric intuition capability and logical reasoning capability based on them. A visual element related to intuition plays an important role in teaching and learning of geometry. Therefore, in this research, we focus on the development of multimedia title available to dynamic operation about visual elements and verify of effect of its application. This title for the learning of "the Pythagorean theorem and its practical use" in the third grade of middle school is designed and implemented by an authoring tool, Toolbook. And it enables learners to study mathematics individually and can be applied to the educational field, too. And we taught two groups, the applied group and the compared one of the second grade of middle school and surveyed Questions and evaluated study achievement. We calculated study achievement of two groups on t-test using SPSS. As the result, we knew that the applied group is higher than the compared one in the study achievement and provision of dynamic operation possibility on visual elements make students know very high learning effect and help improvement of intelligent capability.

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Design and Implementation of Multimedia Authoring System using Temporal/Spatial Synchronization Manager (시공간 동기화 관리기를 이용한 멀티미디어 저작 시스템의 설계 및 구현)

  • Yeu, In-Kook;Hwang, Dae-Hoon
    • The Transactions of the Korea Information Processing Society
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    • v.4 no.11
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    • pp.2679-2689
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    • 1997
  • In this paper, a multimedia authoring system using temporal/spatial synchronization manager is designed and implemented to support easy and efficient generation of multimedia title. For this goal, a flowchart-oriented logic generator which represents a title author's design intent into a practical title composition logic without extra translation process, and a logic interpreter which translate and implement the generated title logic, are designed. Furthermore, a temporal/spatial synchronization manager which manages temporal/spatial synchronization information between media data for multimedia representation, is designed. Especially, a temporal specification model and MRL, a formal language for the model, are designed to synchronize the temporal relation between media objects. The MRL represents a complex temporal relation by simple and clear form, and synchronizes efficiently multimedia representation according to the author's intent. A presentation frame editor which makes coincidence between visible size of representation media and attachment point, is implemented for spatial synchronization.

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A Study on Omission and Suggestive Expressions in Motion Graphics (모션그래픽에서 생략과 암시적 표현에 관한 연구)

  • Youm, Dong-Cheol
    • Cartoon and Animation Studies
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    • s.15
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    • pp.251-265
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    • 2009
  • Motion Graphics are a great effective vehicle for precise communication between customers in various media and formats. The important thing in the expression of Motion Graphics is to deliver messages clearly. Some current Motion Graphics which are focused on only attracting attention or sensational expressions more than narrative are evaluated lower. This study aims to utilize easy and positive Motion Graphics to deliver messages by applying their utility to production of Motion Graphics, omitting time spent on delivering effective messages and analyzing their suggestive expression methods because of the nature of producing Motion Graphics. This thesis is to study several theoretical backgrounds of omission and implicated expressions mentioned in the similar studies from the view of Motion Graphics, and to search applied examples and functional things using the expression methods in some film title sequence. Excellent Motion Graphics use planned omission and implicated methods rather than to use entire narratives or complicated descriptions. Especially, a film title sequence should focus on symbolic visual expressions. They are necessary to attract the audience's interest. To overcome the limitation of time and space deliver a huge amount of information quickly and powerfully, Motion Graphics should properly use omission of image and time and suggestive expressions through symbols and metaphors. Then they will have a role to level up their current values and discussions.

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