• Title/Summary/Keyword: Character making

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The Development of Self-regulation Program Elementary School Students' to Improve Willpower (초등학생의 의지력 향상을 위한 자기조절 프로그램 개발)

  • An, Kwan-Su;Hwang, Jae-yeon
    • Journal of Digital Convergence
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    • v.15 no.1
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    • pp.413-425
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    • 2017
  • The objective of this study is to develop the self-regulation program for senior class students of elementary school to improve willpower. The data on basic need for the self- regulation program was collected using a five-point Likert scale and the participants were 93 students from the fifth-grade and sixth-grade of elementary school. And 32 elementary school teachers participated in this study. The need-survey was conducted for the contents analyses and process elements of this program. Eight experts accomplished program structure and contents design performed by 2 tests on validity. This program consisted of making the student complete one target-behavior that caused him into developing willpower. Self-monitoring and rewarding are the strategy to develop willpower and the students who executed this program developed good attitudes.

A Study of Playfulness Shown in the Haute Couture Collections - Mainly Focused on Works after the Year 2000 - (오뜨꾸뛰르 컬렉션에 나타난 유희성에 관한 연구 - 2000년 이후 작품을 중심으로 -)

  • Kim, Sun-Young
    • The Research Journal of the Costume Culture
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    • v.16 no.3
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    • pp.475-487
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    • 2008
  • The purposes of this study are to find the values of playful design by exploring what forms of playful expressions and characteristics appear in the haute couture collections that feature "high culture" other than street fashion or popular fashion and to help expand the scope to include newer and more creative design ideas. Concerning theoretical background, the study reviewed the literature to understand the concept of playfulness and see what types of playfulness there are and how it is expressed. Based on the results, the study examined the features of playfulness by analyzing the works of haute couture collections which since 2000. The results can be summarized as follows: First, designers in the haute couture collections constructed their own identities by expressing their instinctive desire for playfulness through graffiti such as cartoons or scribbles and delivering direct and specific messages or ambiguous and symbolic meanings through such things. Second, the haute couture collections revealed the human body in a transformed or distorted shape through deformation of clothes or accessories presented brand-new dressing styles by breaking away from the past ways of dressing; and expressed playfulness intentionally with distorted materials. Third, is the "depaysement" technique. This collage technique selects all possible objects going beyond inartistic routine matters or boundaries of which we are aware and changes their positions and purposes of use to express the playfulness of "harmony in disharmony." Fourth, the haute couture collections created a feeling of playfulness by featuring parodies of retro elements, a slice of popular culture, or a variety of painting styles. Finally, like using dolls or toys as accessories or making direct use of parts of clothes, combinations between attributes given by the images of those accessories themselves and creativities found in haute couture dresses are just as fun of authoritarian bias in favor of prestigiousness.

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A Study on the Meaning and Value of Personality Education through the Appreciation of Portraits in Joseon Dynasty -Focused on the Secondary Education of Art (조선시대 초상화 감상을 통한 인성 교육적 의미와 가치 탐구 -중등미술을 중심으로)

  • Kwak, Chul-Won
    • The Journal of the Korea Contents Association
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    • v.18 no.6
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    • pp.342-352
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    • 2018
  • Seongri scholars of the Joseon Dynasty said that portraits were revered as academic teachers, and that the personal meaning was typical. Portraits in the latter phase of Joseon Dynasty have been popular in various contexts, especially in the sense of the texture, the religious church, and the ritual service. The etiquette and written aspects contained in portraits can point out the problems of contemporary society's individualism and attitudes through the expressive and personal approach to the art of painting. The purpose of education is to explore relationships with others, to coordinate myself with others, to have respect for others, and to change the inner workings of individuals. Through this, we can explore and explore personality education elements and find ways to achieve personality education through the exploration of figures using portraits as educational material, the process of making portraits, and the discovery of meaning. Therefore, for systematic appreciation, we are planning to set up an appreciation standard by proposing a 3-step review process applied to the 2015 revised education course.

A Study on Good Pose in Pose to Pose (포즈 투 포즈 방식 애니메이션에서 포즈 선별에 대한 연구)

  • Kim, Young-Chul
    • Cartoon and Animation Studies
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    • s.41
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    • pp.57-73
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    • 2015
  • A pose is an important component in the animation with timing and spacing. Pose is the key to describe the story-telling or how the animation behavior. Key animation method is Straight Ahead and pose to pose method. Many animaters have been using these two methods, or by a mix of two ways. It is possible that computer animation make a pose using interpolation between keyframes. The many animators of computer animation are using pose to pose in their work. It is depend on good and strong pose that make audience understand a story or a situation. This makes animators to be efficient of inefficient operation. In this study, according to the effective good pose to catch proposes four ways. There are four methods of making pose that are stretch and squash, the height of the character, the center of weight, step. The law of 12 kinds of Disney Animation is a good reference for the study.

Design and Implementation of Typing Game for the Disabled (장애인을 위한 타자게임 설계 및 구현)

  • Seo, Jeong-Man;Song, Hae-Sang
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.1
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    • pp.55-62
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    • 2013
  • This paper deals with the design and implementation of a typing game especially for the disabled people such as children, the elderly, and the handicapped persons on hands. In order to increase the typing capability of such users the game is designed to increase the score whenever they correctly enter the words that appear randomly on the screen. Moreover it is devised to arose the interest by making them follow closer to bugs and insects running ahead when they type correctly many words as possible within a given time limit to eliminate the bugs at the collision; otherwise the distance becomes farther when they enter misspelled words. This functionality can develop the intellectual strength of the users. This typing game helps the disabled increase their typing capability, memorize the character key position, and feel emotionally good with excitement.

Development on Native Local Food Contents through Literature (문학 작품을 통한 향토 음식 콘텐츠 개발 - 충무공 '현충(顯忠) 밥상', 추사 김정희 '추사(秋史) 밥상')

  • Kim, Mi-Hye;Chung, Hae-Kyung
    • Journal of the East Asian Society of Dietary Life
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    • v.20 no.5
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    • pp.639-654
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    • 2010
  • This study attempted to research the local food of various regions at a personal level by discovering how food has developed das part of a region's culture base. Discovery of the characteristic story behind the making of a region's characteristic food as local delicacies can inspire self-esteem in the culture, and enhance the real-life image as appropriate to a region, and thereby be made a part of local tourism and thus contributing to the local economy. For this reason, the native foods of the region of Chungcheongnam-do were researched in terms of the cultural sensibilities that inform the unique history of that region. The study was designed so as to aid in understanding food's characteristic value in Chungcheongnam-do and to give a historical representation of Chungcheongnam-do's image by means of storytelling techniques; thus, the local food's character can be presented alongside a story that appeals to the five senses. For this purpose, Chungcheongnam-do's representative native rice table was cast as the 'Hyunchoong rice meal table' - after the figure of admiral Yi Sun Shin of Asan area region, a representative image of Chungcheongnam-do - and 'Choosa rice meal table', after the figure of 'Choosa' Kim Jeong Hee of Yesan region, of which various literary works form a representative image of Chungcheongnam-do. 'Hyunchoong rice meal table' was composed of a health food centered menu which could supply sufficient nutrition as a food ration in times of war or winter shortage, thus providing an image of nutrition and power as appropriate to these situations. Also, to assess the health effectiveness of each rice table, the functionality of the ingredients were investigated as reported in 'Sik-ryo-chan-yo : a dietary treatment' which was published by Soon-Ui Cheon in the Chosun era and by which the foods of the early Chosun era won recognition as being both healthy profitable.

Development of Chinese Character Education Content to Activate Both Sides of Brain (좌우뇌 활용 능력 향상을 위한 한자 교육 콘텐츠 개발)

  • Lee, Hyun-Ki;Yang, Janghoon
    • Journal of Digital Contents Society
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    • v.18 no.2
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    • pp.239-247
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    • 2017
  • In the past, delivering knowledge mainly, education focused on the development of left brain. However, as the importance of right brain is widely accepted, various approaches on education in creativity have been tried. With the advance in the research on the brain, it has been known that the left brain and the right brain are closely linked to work effectively while they are specialized to some functionalities differently. We developed an educational content exploiting Chinese characters to facilitate the balanced development of both brain. Making categorizations from Yin-yang and five elements of the universe, it consists of four stages. The first stage is to stimulate the brain with visual scandal. The second one, third one, and the fourth one are to develop the right brain, left brain, and both brain respectively. Through expert interview, the potential of the developed content as an efficacious method for brain development was verified.

A Study on Restructuring of Learner-Centered Education Environment through Participatory Design - Focusing on the 'User-Integrated Platform Project' Case - (참여디자인을 통한 학습자중심교육환경 재구조화 방향연구 - '사용자-융합플랫폼 프로젝트' 사례를 중심으로 -)

  • Yoo, Myoung-Hee
    • Journal of the Korean Institute of Educational Facilities
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    • v.27 no.2
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    • pp.35-47
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    • 2020
  • The need for communication is emphasized in decision making, design methods and processes for the educational environment that contain new curricula and learning methods. In this study, we tried to find the direction and agenda of learner-centered environment restructuring through the 'user-integrated platform' in which various subjects related to school space environment understand each other's position and overcome the barriers and prejudices of each sector. The project was planned in a 'bottom-up process' method that uncovered the singularities of the previous stage and led the main contents of the next stage. The various subjects who participated in the project shared their own experiences and different positions regarding the school space. At the workshop, the topics of the participating teams were divided into two categories. The teams in the category of the 'school culture and space' insisted innovation of 'the school culture' as a premise for the restructuring of the 'school space', and proposed schools with different interpretations of 'authority and rules of school', 'the meaning of learning and play' and 'the main character of school. The teams in the category of the 'school borders and spaces' focused on 'communication' and proposed schools containing 'emotional care of students', 'borders between schools and villages', 'village community schools', and 'interspace and niche time'. After the workshop, we were able to derive the direction and architectural strategy of the school space restructuring by analyzing the works of the participants. Through this study, we confirmed the possibility of translating user's ideas into the professional domain through careful planning, preparation, facilitation, and analysis in Participatory Design.

ASCII data hiding method based on blind video watermarking using minimum modification of motion vectors (움직임벡터의 변경 최소화 기법을 이용한 블라인드 비디오 워터마킹 기반의 문자 정보 은닉 기법)

  • Kang, Kyung-Won;Ryu, Tae-Kyung;Jeong, Tae-Il;Park, Tae-Hee;Kim, Jong-Nam;Moon, Kwang-Seok
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.32 no.1C
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    • pp.78-85
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    • 2007
  • With the advancement of the digital broadcasting and popularity of the Internet, recently, many studies are making on the digital watermarking for the copyright protection of digital data. This paper proposes the minimum modification method of motion vector to minimize the degradation of video quality, hiding subtitles of many language and information of OST(original sound track), character profiles, etc. as well as the copyright protection. Our proposed algorithm extracts feature vector by comparing motion vector data with watermark data, and minimize the modification of motion vectors by deciding the inversion of bit. Thus the degradation of video quality is minimized comparing to conventional algorithms. This algorithm also can check data integrity, and retrieve embedded hidden data simply and blindly. And our proposed scheme can be useful for conventional MPEG-1, -2 standards without any increment of bit rate in the compressed video domain. The experimental result shows that the proposed scheme obtains better video quality than other previous algorithms by about $0.5{\sim}1.5dB$.

A Study of Abstract Expressionist Techniques in 21st Century Fashion (21세기 패션에 수용된 추상표현주의 기법에 관한 연구)

  • Kim, Sun-Young
    • Journal of the Korean Society of Clothing and Textiles
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    • v.33 no.9
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    • pp.1430-1440
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    • 2009
  • This study is on the abstract expressionist techniques among the art activities variously expressed in modern fashion. Its significance lies in making fashion artistic through the combination of fashion and art in contributing to the development of creative fashion culture. In terms of method, documents are used to characterize the concept of abstract expressionism, the works of representative artists, and the panting techniques in relation to modem art based on existing literature. Fashion-related anthology, domestic, and foreign fashion magazines were used to analyze the abstract expressionism applied to modern fashion since 2000. According to the findings, the abstract expressionism applied to modern fashion showed artistic expressions with the abstract beauty by chance, using only the images or techniques similar to those in abstract expressionism. Expressionist works had abstract and dynamic images, as they were given a third dimension through the process of being worn on the human body. Second, details or decorative factors were excluded to ensure the maximum space for expression, modem images were displayed using the simple forms such as silhouettes (spacious or dense) and the beauty of harmony was shown that had beauty emphasized by the expression effects of textile design, the division of space, and the composition of colors. Third, the action painting techniques in modern fashion were used for textile designs printed on the surface of clothes, and the dynamic character of the design was shown by the duplication and juxtaposition of stains created by chance. The color field abstract techniques were shown through printing, texture, and dying, in addition the intense and pure abstract images were displayed by treating clothes like large screens.