• Title/Summary/Keyword: Animations

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Development of Educational Programs for PHP using Flash Actionscripts (플래시 액션 스크립트를 이용한 PHP 교육용 프로그램 개발)

  • Kim, Dong-Sik;Lee, Dong-Yeop;Seo, Sam-Jun
    • Proceedings of the KIEE Conference
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    • 2003.07d
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    • pp.2543-2545
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    • 2003
  • This paper presents a web-based virtual classroom which can be creating efficiencies in the learning process of PHP language. The proposed flash animations which explain the important principles of several topics for PHP language are designed for the learners to easily understand by executing them through simple mouse clicks. The proposed flash animations enables the learners to achieve efficient and interesting self-learning since the learning process is designed to enhance the multimedia capabilities on the basis of various educational technologies. Also, internet-based on-line voice presentation and its related texts together with moving images are synchronized for efficient, language learning process. Through the proposed virtual classroom, the learners will be capable of learning the concepts related to PHP language and its coding. The results of this paper are to allow the implementation of an efficient virtual classroom, and are also expected to make a contributions to the activation of internet-based educational systems.

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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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Unity: A Powerful Tool for 3D Computer Animation Production

  • Ecole Luthermilla;Kim Won-Tae;Yoon Jeong-Shick
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.3
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    • pp.45-57
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    • 2023
  • Unity is a powerful game engine that can be used to create 2D or 3D content. The current study focuses on the use of Unity for 3D computer animations, covering the strengths, basic concepts and tools for creating and integrating 3D animations in Unity, including the use of keyframe animation, animation controllers, and blend trees. Also covering advanced topics such as skeletal animation, procedural animation and their applications in games, simulations, and other interactive media. Case studies that showcase the potential of Unity for 3D animation will be analyzed and discussed taking in the quality of visuals and the receptance by the public in general.

Development and Evaluation of Sanitation Education Media for Restaurant Employers and Employees (외식업소 업주 및 조리종사자를 위한 위생교육매체 개발 및 평가)

  • Park, You-Hwa;Kim, Hyun-Hee;Shin, Eun-Kyung;Jun, So-Yun;Lee, Yeon-Kyung
    • Journal of the Korean Dietetic Association
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    • v.14 no.2
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    • pp.139-151
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    • 2008
  • Presently, media for sanitation education consisting of a sanitation manual and a CD-ROM intended for restaurant employers and employees was developed and evaluated. The sanitation manual consisted of five principles: prevention of foodborne illness, personal hygiene, control of food production, instrument and equipment cleaning and sanitation, and management of environmental sanitation. The CD-ROM was composed of animations detailed real-life examples of Salmonella, Staphylococcus aureus, and Norovirus foodborned illness outbreaks; slides summarizing the five principles of the manual; and a poster entitled You can prevent foodborne illness listing and describing the principles. A 15 question evaluation survey was developed to gauge the efficacy of the animations. The survey was divided into five sections on comprehension of the instructions, content organization concerning understanding, content organization concerning the information presented, content organization concerning retention of interest (concentration), and recommendations concerning concentration. Ranked on a 5-point scale the survey produced a mean value of 3.80$\pm$0.39 and individual scores of 3.92$\pm$0.45 (learning instruction), 3.86$\pm$0.48 (understanding), 3.82$\pm$0.52 (information), 3.75$\pm$0.49 (concentration), and 3.67$\pm$0.58 (concentration-recommendation). Overall, evaluation results of the animation were good and easy to understand, with only a few respondents electing to watch the animations more than once. In terms of continuous and recurring education, sanitation training programs should be easy to learn and contain sufficient and specific examples of the importance of sanitation in achieving food safety.

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The Representation of the Cold War Ideology, the Early 1980s' Korean Robot Animations: Focusing on Roboteu King and Super Titan 15 (냉전 이데올로기의 재현, 1980년대 초 한국 로봇애니메이션: <로보트킹>과 <슈퍼 타이탄15>를 중심으로)

  • Ryu, Jae Hyung
    • The Journal of the Korea Contents Association
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    • v.16 no.8
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    • pp.681-692
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    • 2016
  • What is the socio-cultural meaning of the 1980s' Korean robot animations? What is the periodical backgrounds making this meaning? This study has attempted to lay the foundation stone of the answer for the questions. To do that, this study selected Roboteu King(Yeong-rang Bae, 1980) and Super Titan 15(Seung-cheol Park, 1983) as the objects of the textual analysis. To grasp the periodical identity, it has examined the cold war ideology that has been the basis of the political and economic environments of Korea. Findings are as follows. Korea was vulnerable to general environments after the Korean War; accordingly, Korea took the-dependence-on-the-US strategy in terms of various aspects including national security, scientific technology, and industry economy. This kind of socio-cutural condition was represented through the narratives of the early 1980s' Korean robot animations. Their narratives including the advance of plots, the roles of Korean protagonists, the technological gap between the planets and earth, and so forth were quite dependent on extraterrestrials and contained anticommunist ideology.

The Possibility Study of Making Horror Animation Based on Chinese Traditional Stories (중국 고전의 공포 애니메이션 구현 가능성 연구)

  • Qu, Lin;Choi, Chul-Young
    • Cartoon and Animation Studies
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    • s.37
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    • pp.25-44
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    • 2014
  • In the past 5 years, Chinese film market has witnessed a great development, with the film and animation box hitting records highs. At the same time, TV contents become more and more diverse, and the widespread use of smart phones makes Internet the new popular media today. On this occasion, domestic animation production is growing year by year because of people's growing demand for animation. And the volume of introduced foreign animations is growing as well. But under the same conditions, domestic animation shows obvious lack of competiveness. Chinese traditional stories have rich contents, providing a large amount of animation material. But most animations based on theses contents cannot arouse audiences' interests. This paper mainly analyzes the development situation of traditional story-based Chinese animation whose content is single and low-aged, and then put forward a new solution for Chinese animation development, which is, adding horror elements to traditional stories. And finally, through analyzing four horror animations , this paper further discusses the implementation possibility of this idea.

An Effective Detection Algorithm of Shot Boundaries in Animations (애니메이션의 효과적인 장면경계 검출 알고리즘)

  • Jang, Seok-Woo;Jung, Myung-Hee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.8
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    • pp.3670-3676
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    • 2011
  • A cell animation is represented by one background cell, and there is much difference of images when its shot is changed. Also, it does not have a lot of colors since people themselves draw it. In order to effectively detect shot transitions of cell animations while fully considering their intrinsic characteristics, in this paper, we propose a animation shot boundary detection algorithm that utilizes color and block-based histograms step by step. The suggested algorithm first converts RGB color space into HSI color one, and coarsely decides if adjacent frames contains a shot transition by performing color difference operation between two images. If they are considered to have a shot transition candidate, we calculate color histograms for 9 sub-regions of the adjacent images and apply weights to them. Finally, we determine whether there is a real shot transition by analyzing the weighted sum of histogram values. In experiments, we show that our method is superior to others.

A Study on the producing of Non-realistic 3D Character Animation with the style of 2D Animation (비사실적 3D 캐릭터 애니메이션의 효과적인 2D 애니메이션 스타일 연출 연구)

  • Kim, Sungrae
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.894-898
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    • 2007
  • Now a day, lots of the animations include TV series Animations are made by the technique of 3D Animation. However, 3D Animation obstructs visual elements and deteriorates an acquaintance with the limit of unfamiliar material methods and dispersion of light. For this reason, a large of number of 3D Animations are repacked with the style of 2D Animation. Most of previous studies for the conversion of output 3D Animation to the style of 2D Animation are analysis for 2D rendering techniques. In case of Non-realistic 3D Character Animation, first and foremost it needs investigation of the basic producing method for the 2D Animation is different with the realistic expression way of the one for the 3D animation. For a case study, expression methods for the non-realistic and the non-actuality 2D Character Animation come with impossible ways in the real life. This study for the 3D Animation with the style of 2D Animation is to investigate on the keynote for effective expression methods, when we turn 3D Animation into the style of 2D Animation.

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Effects of Visual Working Memory Capacity and the Type and Contents of Graphic Annotation on Multimedia English Learning (시공간 작업기억 용량과 그림 자료의 유형과 내용이 초등학생의 영어 단어 학습에 미치는 영향)

  • Do, Kyung-Soo;Cha, Yu-Young
    • Korean Journal of Cognitive Science
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    • v.19 no.4
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    • pp.369-396
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    • 2008
  • The purpose of this article is to investigate the effect of visual working memory, the types and contents of graphic annotations on English learning. The participants of the experiments were 5th and 6th graders. The result showed that animation was effective only in the word test for children with large visual working memory, whereas text-only-annotation yielded better performance in the comprehension test in Experiment 1. The effect of relevance of animations was tested in Experiment 2. Context-relevant-animations yielded better comprehension than the animations denoting the typical meaning, whereas the opposite pattern was reported in the word test. The result of the two experiments was interpreted in terms of cognitive load theory and the generative theory of multimedia learning.

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