• Title/Summary/Keyword: Cartoon education

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Case study of webtoon specialist education course for creating youth jobs - focusing on importance and achievement factor (청년 일자리 창출을 위한 웹툰전문가 양성 과정 사례연구 -중요도와 성취도 분석을 중심으로)

  • Kim, Hyun-ji;Lee, Hae-kwang
    • Cartoon and Animation Studies
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    • s.51
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    • pp.203-223
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    • 2018
  • Through importance and achievement analysis of participating students in Youth employment academy, 'webtoon specialist education course', the purpose of this study is to derive implications for invigorating webtoon specialist education course. The result of importance and achievement analysis is as follows. First, participating students consider that education course is important for them, express high satisfaction. Second, participating students consider that education infrastructure is important, so need to upgrade. Third, Communication is not important factor, participating students are satisfied with communication. Fourth, employment rate is not important factor, participating students are lowly satisfied with employment rate. Because major participating students are sophomore & junior in university and will choose their own business instead of getting the job, they express low satisfaction of importance and achievement. Through this study, I would like to suggest implications and advanced strategies for invigorating webtoon specialist education course for creating youth jobs.

A Research for Possibility of Interactive Cartoon as Edutainment Contents (에듀테인먼트 콘텐츠로서 인터랙티브 만화의 가능성 탐색)

  • Song, Su-Mi;Ahn, Seong-Hye
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.190-194
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    • 2006
  • Recently, the education is trying to increase educational effect in self-directed teaming to attract learners' interest and concentration. For that reason, as interaction which makes learners step into lessons spontaneously than a simple convey of knowledge is getting more important, edutainment contents that introduce entertainment for education is being in the limelight. Especially, it needs how to design interaction in which the factors of pleasure and entertainment are emphasized for learners' immersion regarding with edutainment contents based on digital mediums. So, I'm going to present a method of curriculum design on educational factors and how to design interaction on enjoyment factors of interactive cartoon in order to increase educational effect. Through this research, I wish to provide the groundwork which makes interactive cartoon that carries infinite possibility become a new part of edutainment contents.

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Analysis of the dentistry-related contents uploaded on YouTube Korea (YouTube 내의 치과 관련 한국어 컨텐츠 현황 분석 및 활용 방안)

  • Jo, Jaehyun;Kwon, Hyuckjun;Jung, Seoyeon;Hu, Kyung-Seok;Jung, Il-Young;Seo, Jeong-Taeg
    • The Journal of the Korean dental association
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    • v.57 no.12
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    • pp.728-735
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    • 2019
  • Objective: Previous studies suggested the potential influence of YouTube videos regarding dentistry on the mass population. However, there was not any clear investigation for Korean population. We aimed to systemically analyze the type of the dentistry-related videos uploaded on YouTube Korea and the accounts used for uploading, and to assess their effect on the view count of the content. Methods: Classification, type of the accounts, and view count of the videos listed by the keyword 'dentistry' were analyzed, which were uploaded on YouTube Korea platform from September 2017 to April 2019. Kruskal-Wallis test with post hoc analysis was used to assess the effect of the classification of the videos and the type of accounts on the view count. Results: 1.026 videos were enrolled to the analysis. Primary classification of the videos was information/education, advertisement, life, news, child contents, autonomous sensory meridian response, broadcast, cartoon/game, humor, and music. Secondary classification of the videos was dental experience, advertisement, role-playing, information/education., humor, cartoon/game, child contents, life, and broadcast. Type of the accounts was dentistry associates, general public, media company, and government office (sorted by frequency). Subject of the most videos (93.6%) was general public. There was statistically significance in the view count of the videos according to the primary and secondary classifications, the account used for uploading, and target subject of the videos. Conclusion: Dentists and their associates should recognize the importance of YouTube platform and try to monitor and intervene the dentistry-related contents, considering its huge impact on the general public.

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Study on the creative development of China Cartoon & Animation - Focusing on changes in a production environment with supporting the policy of the State Administration of Press, Publication, Radio, Film and Television of China - (중국 만화 애니메이션 창작과 발전 방향에 관한 연구 -국가광전총국(國家廣電總局) 지원정책에 따른 제작환경 변화를 중심으로-)

  • Xie, Shu-Fu;Kim, Jong-Du
    • Cartoon and Animation Studies
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    • s.35
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    • pp.209-226
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    • 2014
  • Chinese cartoon industry lately was able to see a rapid development which changed cartoon creative personnel associated with increased production technology development, new technologies, government support policy and a variety of environments. It was likely to have high expectations for changes in the policy environment of the country supported the comic creators and authors to develop its own comic industry. The State Administration of Press, Publication, Radio, Film and Television of China promoted the production for the development of Chinese animation with "domestic little video about the development of the animation industry's opinion", and "documents Documents". Animation industrial base and animation education was established in institutions such as the organization one after another. In the meantime, the spread of Japanese comics picture on the creative activation admitted but their comic creation and activation was slump. It would produce that the creation of its traditional culture based activation strategy to built comics. Since 2004, It was well represented for the creators of the cartoon creation of the tradition and uniqueness of Chinese history. In the prior to 2004, comics and strategies was to be differentiated. Today, China is an important source of comic marked the fact that the tradition was recognized and it was further developed with combining creativity of the past and the present production system. Comic creators comic story of traditional culture were excavated in order to have a sense of awareness and modern. The difference between China Cartoon and comics in other Asian countries is true that cartoon story came out naturally in a traditional culture. In this study, It would lead in the future to allow directional presented for the digital cartoon making development policy awareness through the comic creation and production of new media content industry enabled to China. Now, in the new media industry for the development of China's neighboring countries coped with climate change for the active exchange of information. It poured out ceaseless technical development and a range of policies to support business expansion. New China Cartoon was leaped to re-fit the industry.

Problems and Solutions for Admission to Cartoon Studies (만화 입시 실기의 문제점과 대안)

  • Jeung, Kiu-Ha;Lee, Heun-Woo
    • Cartoon and Animation Studies
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    • s.22
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    • pp.1-16
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    • 2011
  • The question acutely raised regarding Korea's entrance test is not just a matter of yesterday or today. It is not an exception to cartoon related fields, which lack of creativity and patterning trend, problems according to the types of autonomous performance tests for each school, problem of evaluation are being pointed out. As such alternative, methods such as expansion of time for performance test, introduction of extra performance test for evaluating creativity, and public sector exclusively taking in charge of creativity evaluation, and etc. will be made as the subject of discussion. Therefore, the most important assumption is to establish what Universities are intending to teach to students first, and to teach such thing, the questions of their entrance tests should contain relevant criteria so that students with relevant abilities would be selected. Even after entering school, constant monitoring would be necessary, and if it shows different results as expected, the criteria should be reviewed again. As such, the reason for Universities requiring much things is because the Universities are, the subject of student selection, the subject which requires certain abilities to students, and the subject of evaluation. Therefore, it is because a University can achieve its original purpose only when good talented students are obtained through such process of selection and are developed through education.

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A Study on Education and Development of Cartoon & Animation in Korea (한국만화 애니메이션의 발전과 교육에 관한 연구)

  • 노봉호
    • Proceedings of the Korea Society of Design Studies Conference
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    • 1999.05a
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    • pp.24-25
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    • 1999
  • 앞으로는 열심히 공부하는 사람보다 풍부한 아이디어를 가진 사람, 남들이 할 수 없는 엉뚱한 발상을 해내는 사람이 크게 성공하게 된다. 상상력. 공상력이 풍부하다는 것. 만화산업에서 무엇보다 중요한 것은 창조적 고급두뇌의 확보이다. 국민의 정부에서도 1998년 2월 25일 집권 이후에 문화산업을 국가의 기간산업으로 적극 추진하기 위하여 국정과제로 책정하였다.(중략)

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3D Real-Time Cartoon Rendering Design using Hardware (하드웨어를 이용한 3D 실시간 카툰렌더링 설계)

  • Han, Deuk-Su;Kim, Kwang-Min;Lim, Pyung-Jong;Kwak, Hoon-Sung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2006.11a
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    • pp.219-222
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    • 2006
  • 본 연구는 디지털 문화의 출현이라는 맥락에서 디지털 시대의 환경 변화를 맞이한 애니메이션 제작 기법의 변화 속에서 셀 애니메이션 작품과 혼합하여 사용한 3D 컴퓨터 그래픽스(3D Computer Graphics) 기법 중 비사실적 이미지 기법(Non Photo Realistic Rendering)의 범주에 속한 카툰 렌더링(Cartoon Rendering) 기법을 분석하고 그것이 갖는 PC기반 실시간으로 수행되는 비사실적 렌더링을 위한 실시간 카툰렌더링 기법을 제시하고 있다. 종래의 카툰렌더링에 대해 연구하고 기존의 비사실적 이미지 기법의 적용에 대해 알아본다.

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Components of On-line based Edutainment Contents (온라인 에듀테인먼트콘텐츠의 구성요소)

  • Ahn, Seong-hye;Song, Su-mi
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.126-130
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    • 2008
  • There is necessity to make theoretical structure through systematize pre-production process of edutainment contents to apply edutainment to university curriculum. This purpose to draw components of edutainment contents to make pre-production process of it. It is drew 4 component of on-line based edutainment contents-education, fun, interaction, visualization. Through this research, I expect to present design methodology, the way of transmitting learning information and verification standard of the educational effects of edutainment contents.

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A semiotic analysis of narrative structure in (<노다메 칸타빌레>의 내러티브 구조와 기호학적 분석)

  • Kwon, Jae-Woong;Choi, Se-Young
    • Cartoon and Animation Studies
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    • s.27
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    • pp.127-151
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    • 2012
  • Created by Tomoko Ninomiya, was serialized in Japan from July 2001 to November 2009 and collected in 23 volumes. It has become a cultural syndrome after it was transferred to other media. Giving an attention to this cultural syndrome, this study aims to analyze narrative structure by means of semiotics. This study tries to use 'modele actantiel' and 'carre semiotique' of Greimas in order to clarify not only the meaning structure but also the course of narrative revealed in . The meaning structure of shows a unique relationship of genius and training. Although Nodame, a main character of this Japanese manga, is a straggler in music school because she does not show any passion for learning, she is depicted as a music genius. An education method called as apprenticeship is represented as the mechanism to bring out misfits in music. Dealing with her long journey to be a professional musician, this manga suggests how Nodame can be developed from as a misfit to as a professional pianist through introducing diverse education methods. Revealing critical perspective on music education in real world, gives a chance to rethink the relationship between genius and education in music.