• Title/Summary/Keyword: Animated Effect

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Development and Application of a Health Belief Model Based Nutrition Education Program for Day Care Center Children (건강신념 모델에 근거한 보육시설 유아대상 영양교육 프로그램 개발 및 적용)

  • Sin Eun-Kyung;Lee Yeon-Kyung
    • Korean Journal of Community Nutrition
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    • v.11 no.4
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    • pp.488-501
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    • 2006
  • The purpose of this study was to develop various nutrition education materials, including an animated CD, for day care center children and their teachers and in order to apply the nutrition education programs systematically. We evaluated the effect of the nutrition education programs on nutrition knowledge in the first year, and the effect of the nutrition education programs on nutrition knowledge, food attitudes and eating behaviors in the second year in day care center children. In the first year, nutrition education foundational materials, such as the animated CD-ROM, videotape, textbook, panels, posters, slogans, leaflets, picture disks, hand puppets, stickers for compensation and poster boards were developed. The subjects were 537 children (286 boys,251 girls) aged four to six years. In the second year, nutrition education materials, such as the animated CD-ROM and textbook were developed. The nutrition education group included 368 children (177 boys 191 girls) aged four to six years, and the comparison group consisted of 108 children (54 boys,54 girls) Regarding the nutrition knowledge test results in the first year, the pre-test mean of children was 6.82, however, the post-test mean was 11.35 and showed a significant increase (p < 0.001). Regarding the nutrition knowledge test and the food attitude test results in the second yew, the nutrition education group had significantly higher scores than the comparison group in a post-test (p < 0.001). For the eating behavior test results, the post-test means between the comparison group and the nutrition education group were not significant. The test results show that several months of nutrition education is not enough to improve eating behaviors. As a result, nutrition education has improved nutrition knowledge and food attitudes in day care center children but short-term nutrition education was not sufficient to induce a change in eating behaviors. To improve eating behaviors in day care center children, nutrition education programs must be applied to day care center children in addition to their Parents and Persistent education will have to be continued.

Learning Effects of Animation-based Learning Program Related to Alien Animals and Plants in Environmental Education (외래 생물 관련 애니메이션 환경교육 프로그램의 학습 효과)

  • Shim, Kew-Cheol;So, Keum-Hyun;Yeau, Sung-Hee
    • Hwankyungkyoyuk
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    • v.20 no.2
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    • pp.25-35
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    • 2007
  • The purpose of this study was to investigate the effect on the achievement of knowledge by animation-based learning program(ALP) in environmental education. The topic covered by ALP was "meaning and kinds of alien animals and plants". Four classes were selected and divided into two groups. The one was control group, and the other was treatment. 121 female the eighth graders(60 control and 61 ALP students) were piloted. Whereas control students learned using Powerpoint presentation-based materials, ALP students learned using web-based flash animations and animated database with images and movie clips. The score of knowledge achievement of ALP students was compared to control group students using ANCOVA, and then the score of ALP students was significantly higher than that of control group students(p<0.05). The ALP using animations and animated database was effective on the understanding of the alien animals and plants.

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A study on the scene directing and overacting character expressions in accordance with creating actual comedy movie into animation Focusing on TV animation Mr. Bean (희극적 실사의 애니메이션화에 따른 장면 연출과 캐릭터 과장연기 표현 연구 - TV애니메이션 Mr.bean을 중심으로)

  • Park, Sung-Won
    • Cartoon and Animation Studies
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    • s.49
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    • pp.143-167
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    • 2017
  • The purpose of this study is to analyze the characteristics that appear when actual comedy movie is made into animation, from the singularities which arise from producing remake of existing media contents into animation. Animation and slapstick comedy movies possess a similarity in that they both evoke laughter from the viewer via exaggerated motion, expression and action. In the case of live action film, people must carry out the acting and there exists spatial limitations, whereas animation does not have such limits, which allows the comic animation to materialize spatial scene directing and acting which are different from that of live action comic films, despite the fact that they share elements of the same genre. Accordingly, this study performs comparative analysis of and which is based on the contents of the same event, from the English comedy TV program and the , the TV animation which is a remake animated version of the original series, to conduct comparative analysis the character acting and the scene directing in accordance with the live action movie and animation. The result of studying the point that makes it easy to create comic genre into animation and the advantages possessed by the media of animation, through analyzing two works that deal with the same character and the same event, were as follows. It was proven through the analysis that comedic directing with doubled composure and amusement is possible through the anticipation of exaggerated directing in the acting through expression and action, and diversity of the episodes with added imagination in the story, as well as the estrangement effect of the slapstick expression and etc.

Children's Clothing Preference on Animation Character Color -Focusing on Mickey and Mini Mouse- (애니메이션 캐릭터 색채에 대한 유아의 의복 선호도 -미키와 미니마우스를 중심으로-)

  • Sung, Nam-Suk;Choi, Su-Koung
    • Journal of the Korea Fashion and Costume Design Association
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    • v.13 no.2
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    • pp.63-71
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    • 2011
  • The purpose of this study was to analyze children's clothing preference on animated character color. The experimental materials developed for this study were a set of stimulus and response scales. The stimuli were 30 color pictures, in which gender (boy, girl), type of character (Mickey Mouse, Mini Mouse), hue of character (red, yellow, green, blue, purple), and tone of character (vivid, light, dark) were manipulated. The 5-point scale was used to evaluate children's clothing preferences. Data were obtained from 300 boys and 300 girls living in Seoul, Busan, Jinju, and Changwon in April 2010. For data analysis, ANOVA and Duncan-test were used by using SPSS program. Results of this study were as follows. Tone of character had an independent effect on children's clothing preference. Interaction effects of gender and hue of the character were found. Interaction effects of gender and tone of the character were found. Interaction effects of type and tone of the character were found.

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On visualization of solutions of the linear Programming (선형계획법의 해의 이동에 관한 시각화)

  • 이상욱;임성묵;박순달
    • Korean Management Science Review
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    • v.19 no.1
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    • pp.67-75
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    • 2002
  • This paper deals with the visualization method of solutions of the linear programming Problem. We used the revised simplex method for the LP algorithm. To represent the solutions at each iteration, we need the informations of feasible legion and animated effect of solutions. For the visualization in high dimension space, we used the method of Projection to the three dimensions if the decision variable vector is over three dimensions, and we studied the technique of preserving original Polyhedral information such as the number of vertices. In addtion, we studied the method of visualizing unbounded feasible region and the adjacency relationship of the vortices welch is Indispensable to cisualize feasible legion.

Sprite Animation Based Fire Effects Using Spark Textures and Artificial Buoyancy Field

  • Kim, Jong-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.10
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    • pp.95-101
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    • 2018
  • In this paper, we propose an image-based synthesis method that can effectively represent the spark effect in fire simulation. We use the real flame image or animated image as inputs and perform the following steps : 1) extract feature vectors from the image, 2) calculate artificial buoyancy, and 3) generate and advect spark textures. We detect the edge from images and then calculate the feature vectors to calculate the buoyancy. In the next step, we compute the high-quality buoyancy vector field by integrating the two-dimensional feature vector and the fluid equation. Finally, the spark texture is advect by buoyancy field. As a result, our method is performed much faster than the previous approach and high-quality results can be obtained easily and stably.

The Characteristics of Hybrid Visual Direction of Musical Animation Film -Focusing on - (뮤지컬 애니메이션 영화의 혼성적 영상연출 특성 -<겨울왕국, 2013>을 중심으로-)

  • Lee, Hae-Ra;Lee, Hyun-Seok
    • The Journal of the Korea Contents Association
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    • v.15 no.12
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    • pp.50-60
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    • 2015
  • The animation film , which became a worldwide sensation with its theme song 'Let it go', did not only rank first in the U.S. box office - it was also the greatest box office hit in the history of Disney animation. Why did , recreated into a musical animation, become a worldwide success and what were the characteristics of its materialized hybrid visual direction technique? In order to look into this, firstly, literature on musicals and animations were studied, and secondly, analysis standards were drawn for musical characteristics of musicals and direction techniques of animations. Thirdly, analyzation and investigation will be conducted on hybrid visual direction techniques based on the research above with as the example. Through this study, it's known that realizes its musical features such as 'exaggerated acting,' 'delivering the meaning of circumstances', 'dramatic expression of emotion' and etc. through animated characters and that its background music is aided by 'narrative features' through its musical composition. Besides, its snow effect through animated VFX composing scenes along with its musical characteristics realizes hybrid image direction. It can be said that image directing effects of musical animations through hybrid grafting and the characteristics of image aesthetics generate public demands worldwide.

Roles of Character Identification and Positive Emotion Response on Intent to Purchase Character-Attached Product (캐릭터가 부착된 제품의 구매의도에 대한 캐릭터 동일시와 긍정감정반응의 역할)

  • Choi, Nak-Hwan;Wang, Chao-Xu;Lim, Ah-Young
    • The Journal of Industrial Distribution & Business
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    • v.8 no.7
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    • pp.51-61
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    • 2017
  • Purpose - Present study investigates character identification and emotional response to character that may affect consumers' intention to purchase the character-attached products. And this study explores whether symbolic relevance and object relevance affect the character identification, and whether character attractiveness and character salience affect the emotional response to characters. Research design, data, and methodology - SNS characters, animated characters, game characters, and traditional characters were used as experimental characters. And stationery as experimental product was used. 250 college students participated in the empirical study, and structural equation model was used to verify hypotheses. Results - First, the character identification and emotional response to characters affected the intention to purchase the products positively, and the emotional response to characters also positively affected character identification; second, symbolic relevance had no positive impact upon character identification, while object relevance had positive influence on character identification; and third, character attractiveness and salience had a positive effect on the emotional response. Conclusions - Present study contributes to the progress of character theories. Marketers should find ways to increase consumers' object relevance to characters and the level of characters' attractiveness and salience in order to promote the intent to purchase the products.

A study on the poetic image of Animation (애니메이션의 시적(時的) 이미지에 관한 연구)

  • Cho, Mi-Ra
    • Cartoon and Animation Studies
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    • s.6
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    • pp.72-90
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    • 2002
  • The nature of animation is to create a moving image. Also, it creates a narrative space and visual image which is different form a reality. Therefore, image expression is very important in the animation. Although the domestic animation has a movement, it has not an image which has meaning. For instance, Korean fiction animation ${\ulcorner}$My beautiful girl, Mary${\lrcorner}$ has grand prize in Anncy International Animated Film Festival, 2002. Such achievement give new vision and present a clue of development to our national animation. However, not many people went to the cinema to watch it. The reason is that although 'Mary' has the Fantastic image, she doesn't show a true life image. The film is revival of reality through the image. However, animation is revival of reality through the 'transformation' of the existing image. Therefore, reviving exactly the same as a reality is not the most important fact in the animation image. Preferably, the most important fact in the animation image is that reviving reality into highly wrought image. This paper will study an expression form of animation trough the image. This paper will study an expression form of animation trough the image. Especially, it will concentrate on poetic image. For this, It will associate 'poetic' in literature with 'poetic image' in animation. For this, It will associate 'poetic' in literature with 'poetic image' in animation. Also, a variety poetic animation image will be divided into 1)mongtage 2)rhythm 3) compression 4)metaphor & symbol, and will be looked 'poetic image' effect.

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A Longitudinal Investigation on L2 Korean Syntactic Development and Learner Variables: Evidence from Natural Learning Environment (L2 한국어 통사 발달과 학습자 변인에 대한 종적 고찰: 자연 학습 환경의 예)

  • Kim, Jungwoon;Kim, Youngjoo;Lee, Sunjin
    • Journal of Korean language education
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    • v.28 no.4
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    • pp.1-38
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    • 2017
  • This longitudinal study analyzed syntactic development (Complexity, Accuracy, and Fluency; CAF) of six L2 Korean learners in a natural learning context. The learners recalled the stories of a short animated video through speaking and writing every 3 months, from month 0 to 15. The learners' responses were analyzed for a series of CAF measures and their cognitive, psychological, and social variables were investigated. The results showed that (i) L2 Korean learners' speaking and writing in various time periods showed significant differences in spoken and written accuracy, and complexity; (ii) the correlation between spoken and written complexity, spoken and written accuracy, as well as spoken and written fluency were significant, and (iii) the regression analysis showed that learners' cognitive, social, and psychological variables have significant effect on the L2 Korean syntactic development. The current study reports that L2 Korean learners engaged in self-learning in a natural learning environment without formal instruction made significant syntactic development.