• Title/Summary/Keyword: Animation for children

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Research and Development of Interactive Exhibition Contents for 'Sound Light' Exhibition Space in Science Museum (과학관 '소리 빛' 전시공간, 체험형 인터랙션 전시 콘텐츠 연구 개발)

  • Kim, Tae-Wook;Park, Nam-Ki
    • Journal of the Korea Convergence Society
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    • v.11 no.7
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    • pp.137-144
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    • 2020
  • Based on the basic concepts and roles of the Science Museum, the research and development of the "Sound Light" interaction exhibition contents and experience exhibition space aimed at providing the exhibition, education and experience of scientific principle directly related to daily life will be implemented in the "Sound Light" exhibition space of the Gwangju National Science Museum. The scope of the research is to define the conditions and elements of the museum's hands-on exhibition by examining the case and status of the existing science museum's experience-type content prior research, and research and development of experience-type exhibition scenarios and contents for children based on them. The results of this research and development content are firstly developed with the theme of light and sound as interactive hologram experience content. Second, by multi-faceted media facade through projection mapping by multiple projectors, visual wide and spectacular screen composition and animation are realized. Third, visitors-oriented exhibitions and experiences that can interact with visitors by moving various colors and sounds together. Finally, interactive content is provided through hologram interfaces through hologram screens to encourage active participation of many visitors in viewing rather than simply delivering exhibition information and to promote revisiting the exhibition. Through a series of studies, it was possible to research and develop contents and experience exhibition spaces with theme park characteristics, which are the trend of science museums.

Original expression of the creative chidren's picture-book (창작그림동화의 독창성 연구)

  • 안경환
    • Archives of design research
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    • v.11 no.1
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    • pp.185-197
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    • 1998
  • The domestic publishing market has heen ranked at No.7 in the word publishing market(stastics material in Cultu re and Gymnastics m inistrv )Es pe cia Ill'. publishing quantity of children'book is about to reacb No.3. Such a publishing condition i." showing that Korean publishing world has limit,llion of kind and genre despite of its quant.iative improvement On the ot.her hand. t',reign juvenile publi."hing has multi-publishing form, which is a simultaneous publishing with dolls, audio stuff, game programs and CD-ROM t.itles. Even the animation is considered as of the publication at the planning s tsge. However, when we take a look at domestic condition we come to know that Korean juvenile publishing has been occupied mostly by the studying book. Also, the cautious book selection by the well educated parents in l990's has brought up the change of juvenile publishing world. Such a presen t condition bears of juvenlie publi.,;hing world. Such a present condition bears problem, which is the checking 190 translat.ions among the published picture- books of the last ye ar children's book Nevertheless, there was a sucessful domestic planned creative picture book last year. That is "Puppy s shit", which was sold out 15 000 copies and be st se ller of children's book. Whe n we take a look at the commercial success of "Puppy s shit", it is possible that domestic work holds a position in the publishing market. "Puppy s shit" is the story about valuable nature with Korean styled illustration, which tells the prefemece of Korean book in do mestic pu blis hin f.i market. With the motto "Finding prospect of the Korean creative children's book", this paper was went throu gh. By searchinf.i for creative com ponent.s of picture-book planning such as theme, story, illustration, and edit design through the foreign picture-book "What 1 want. to know from the little mole is who made it on top of his head"-and domestic creative picture/book 'Puppy's shit", this study tried to tell a couple of things like followings publication of Korean creative picture book in t.he world. professional and more artistic inner fabric and originality(the relatio nship be tween stort and illu,tration), improvement of illustration through new formative language with well expressed con ten t, planning improvem ent of Korean creative pictive picture book including literary, artistic and educative component and finally examples of planning, artict and educative component and finally example, of planning the good book with a story and illu,;tration which can in the long run improve the value of life for the children.h can in the long run improve the value of life for the children.

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The Implications of the Animation Wall-E on Early Childhood Education (만화영화 <월-이(Wall-E)>가 유아교육에 주는 함의)

  • Kang, Shin Young;Cho, Eun Lae
    • Korean Journal of Childcare and Education
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    • v.8 no.1
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    • pp.85-107
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    • 2012
  • The movie WALL-E shows the Earth which has been overrun with garbage and devoid of plant and animal life, and humans who try to restore the ecosystem. The aim of this study is to find the implications of children's education with a detailed analysis of the movie's theme. The analysis method is the interpretive analysis model that is one of the qualitative methods of data analysis based on the concept of Wolcott. First, the Earth is an abandoned planet covered in trash: the Axiom is a haven for morbidly obese and indolent people. The main area of the earth's destruction, and the captain's cabin is the place to find a clue to awakening and change. Second, with the lapse of time, the Axiom becomes a ship allowing their return to earth. The Earth, recognized as their homeland, turns in to the land of hope when people return. Third, the cleaning robot Wall-E, as a main agent of change, has changed humans as well as itself. The results showed that we found nature-friendly development, destruction of nature, the criticism of modern civilization, the sanctity of life, ecological consciousness, coexistence, symbiosis and a win-win principle in our research.

Implementation and Analysis of 3D Fish Encyclopedia for Children Education in Mobile Environment (모바일 환경 유아교육용 3D 어류백과 시스템의 구현 및 흥미도 분석)

  • Oh, Yeon-Jae;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.8 no.2
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    • pp.355-361
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    • 2013
  • Various study for technology of agmented reality by using mobile has been progressed in aspect of advantages for mobility and popularity, recently as technology of agmented reality is developing day by day. Mobile agmented reality is technology imaginary informations are grafted into reality by using mobile. That can induce new learning experience showing high interest and interesting for infant education. This thesis is a fishes encyclopedia for infant that was made by displaying pictures as 3D fish model. 3D fish model is possible to turn on the six axis and enlarge and reduce by demand of users. Furthermore, it was made for inducing interesting about book for infant by inserting various sound effect. The resort of using system for infant shows interest and interesting over four times in case infant will learn with fishes encylopedia not previous books.

Informatics analysis of consumer reviews for 「Frozen 2」 fashion collaboration products - Semantic networks and sentiment analysis - (「겨울왕국2」의 콜라보레이션 패션제품에 대한 소비자 리뷰 - 의미 네트워크와 감성분석 -)

  • Choi, Yeong-Hyeon;Lee, Kyu-Hye
    • The Research Journal of the Costume Culture
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    • v.28 no.2
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    • pp.265-284
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    • 2020
  • This study aimed to analyze the performance of Disney-collaborated fashion lines based on online consumer reviews. To do so, the researchers employed text mining and network analysis to identify key words in the reviews of these products. Blogs, internet cafes, and web documents provided by Naver, Daum, and YoutTube were selected as subjects for the analysis. The analysis period was limited to one year after for the 2019. Data collection and analysis were conducted using Python 3.7, Textom, and NodeXL. The research terms in question were as follows: 'Disney fashion collaboration' and 'Frozen fashion collaboration'. Preliminary survey results indicated that 'Elsa's dress' was the most frequently mentioned term and that the domestic fashion brand Eland Retail was the most active in selling Disney branded clothing through its own brand. The writers of reviews for Disney-collaborated fashion products were primarily mothers with daughters. Their decision to purchase these products was based upon the following factors; price, size, stability of decoration, shipping, laundry, and retailer. The motives for purchasing the product were the positive response of the consumer's child and the satisfaction of the parents due to the child's response. The problems to be solved included insufficient quantity of supply, delay in delivery, expensive price considering the number of times children's clothes are worn, poor glitter decoration, faded color, contamination from laundry, and undesirable smells immediately after the purchase.

Development of Web-Based Infection Prevention Education Program For Children, Parents and Teachers (어린이, 부모, 교사를 위한 웹기반 감염예방 교육프로그램 개발)

  • Kim, Dong-Hee;Park, Jung-Ha
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.3
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    • pp.430-438
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    • 2018
  • This study was conducted to develop and evaluate a web-based infection prevention education program for children, parents and teachers. Research for development of the web-based education program was completed in four phases (analysis, design, development, and evaluation) from 1 February 2015 to 5 October 2015, and the completed website was named CHILD4HEALTH (http://uwcms.pusan.ac.kr). Educational contents pertaining to infection prevention were composed of three sections, children, parents and teachers. Subjects were divided into nine categories, animation, children's dictionary, with mom, music, games, quizzes, educational contents for parents, educational contents for teachers, school newsletters, and handouts. Six characters were developed to increase interest and educational effect. Program evaluation items comprised the website, reliability, and satisfaction. Website evaluation by parents revealed that ease of use was $3.77{\pm}0.70$, entertainment value was $4.07{\pm}0.27$, childproof was $3.82{\pm}0.67$, education value was $4.02{\pm}0.75$, and design features were rated $3.65{\pm}0.53$. According to teachers, ease of use was $3.98{\pm}0.37$, entertainment value was $4.00{\pm}0.17$, childproof was $4.34{\pm}0.60$, education value was $4.00{\pm}0.20$, and design features were $3.81{\pm}0.56$. Parents scored reliability and satisfaction as $8.33{\pm}0.62$ and $7.80{\pm}0.77$, respectively, while they were scored as $8.50{\pm}0.73$ and $8.10{\pm}0.74$ by teachers. Based on the results of this study, the developed web-based education program will help prevent infectious disease and facilitate development of future education programs regarding such diseases.

e-Learning Contents for Improving Writing Ability of the Elementary Students (초등학생 글쓰기 능력 향상을 위한 학습콘텐츠 개발)

  • Lee, Eun-Kwon;Lee, Ja-Hee;Lee, Mann-Ho
    • The Journal of the Korea Contents Association
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    • v.9 no.4
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    • pp.372-381
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    • 2009
  • Recently, the number of children of multi-cultural family is increasing and the achievement gap between city and farming village is getting larger. It will be alternatives to develop e-learning contents which students can study by themselves where there are internet connected computers. As one of the solutions to improve students' writing ability, we developed animation e-learning contents about manuscript paper usage and sentence signs. As a result of applying e-learning contents to students, we can make sure that e-learning contents are more effective than existing means such as workbook-centered education and web contents persuaded by text in academic interesting, satisfaction and achievement. Consequently, we offer this training methods as alternatives which can increase academic performance for multi-cultural family and Korean students who are behind the other students in language ability.

Hypernetwork Memory-Based Model for Infant's Language Learning (유아 언어학습에 대한 하이퍼망 메모리 기반 모델)

  • Lee, Ji-Hoon;Lee, Eun-Seok;Zhang, Byoung-Tak
    • Journal of KIISE:Computing Practices and Letters
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    • v.15 no.12
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    • pp.983-987
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    • 2009
  • One of the critical themes in the language acquisition is its exposure to linguistic environments. Linguistic environments, which interact with infants, include not only human beings such as its parents but also artificially crafted linguistic media as their functioning elements. An infant learns a language by exploring these extensive language environments around it. Based on such large linguistic data exposure, we propose a machine learning based method on the cognitive mechanism that simulate flexibly and appropriately infant's language learning. The infant's initial stage of language learning comes with sentence learning and creation, which can be simulated by exposing it to a language corpus. The core of the simulation is a memory-based learning model which has language hypernetwork structure. The language hypernetwork simulates developmental and progressive language learning using the structure of new data stream through making it representing of high level connection between language components possible. In this paper, we simulates an infant's gradual and developmental learning progress by training language hypernetwork gradually using 32,744 sentences extracted from video scripts of commercial animation movies for children.

A Study on Evolutionary Computation of Fractal Image Compression (프랙탈 영상 압축의 진화적인 계산에 관한 연구)

  • Yoo, Hwan-Young;Choi, Bong-Han
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.2
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    • pp.365-372
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    • 2000
  • he paper introduces evolutionary computing to Fractal Image Compression(FIC). In Fractal Image Compression(FIC) a partitioning of the image into ranges is required. As a solution to this problem there is a propose that evolution computation should be applied in image partitionings. Here ranges are connected sets of small square image blocks. Populations consist of $N_p$ configurations, each of which is a partitioning with a fractal code. In the evolution each configuration produces $\sigma$ children who inherit their parent partitionings except for two random neighboring ranges which are merged. From the offspring the best ones are selected for the next generation population based on a fitness criterion Collage Theorem. As the optimum image includes duplication in image data, it gets smaller in saving space more efficient in speed and more capable in image quality than any other technique in which other coding is used. Fractal Image Compression(FIC) using evolution computation in multimedia image processing applies to such fields as recovery of image and animation which needs a high-quality image and a high image-compression ratio.

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The related record about 'Daejanggeum' and its modern acceptance (대장금(大長今)' 관련 기록의 현대적 수용 - 문화콘텐츠로의 생성과 전개 양상 분석 -)

  • Nam, Eunkyung
    • (The)Study of the Eastern Classic
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    • no.43
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    • pp.33-64
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    • 2011
  • The historical drama played on TV in 2003, Daejanggeum is originally based on the short historical record of lady doctor of the palace from the [Jungjong record] of Josun. The drama mixed fiction and historic record well together draw enormous interest and became a novel, musical and animation for children. Also the location of shooting drama became a theme park to attract travelers and the name 'Daejanggeum' was used for products to create great additional value. Most of all, the drama then was exported to overseas and became the representing drama of Korea. Therefore, drama is the representing piece that proved the success of historic data with its application as various modern cultural contents. The analysis of success reason of showed the creation of new modern woman character, fresh selection of the item that suits well in the time of desiring wellbeing, the strong drama scenario with different story development compared to previous historic drama. Also, it used 'one source multi use' method prior to the broadcasting and prepared production of various cultural contents. This success of Daejanggeum means a lot from the point of 'modern acceptance of tradition' to tradition researchers.