• Title/Summary/Keyword: Content Production Education

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Development of University Liberal Education Curriculum for Creating Video Content -Understanding and Production of Video Content- (영상콘텐츠 제작을 위한 대학 교양 커리큘럼 개발 -영상콘텐츠의 이해와 제작-)

  • Park, Sung-Dae
    • Journal of Korea Multimedia Society
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    • v.23 no.6
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    • pp.792-801
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    • 2020
  • Today, the media environment has changed dramatically with the development of Internet transmission technology, computer performance, and various media production technologies. In particular, video content is widely used every day through mobile device or computer connected to the Internet. In addition, the ability to produce video content today is more important than ever, as the use of video content is also increasing in the area of information delivery and communication over the Internet. In this study, it was developed a liberal education curriculum in universities for the production of video content. The developed curriculum was composed of a combination of an online curriculum for theory and an offline curriculum for practicum. In the online curriculum, a 54 DOOR contents were developed to allow students to learn the theoretical knowledge and basic making techniques related to the production of video content. In an offline 15-week practicum curriculum, it covered the practical training contents of video content production that should be acquired every week. This developed liberal education curriculum aims to give non-major students in universities the opportunity to learn the technology of producing video content and to foster the ability to communicate in the media environment by using the video content produced.

The Spatial Composition for Animation Competency Education -By Focusing on the Studio Environment and Spatial Composition of Walt Disney (애니메이션 분야 역량기반 교육을 위한 공간구성 -Walt Disney스튜디오 작업환경과 공간구성 사례를 중심으로)

  • Lee, Hyun-seok
    • Cartoon and Animation Studies
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    • s.46
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    • pp.1-22
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    • 2017
  • The practical learning requires the new paradigm in its content of education and environment along with the rapid development of information communication technology and the expansion of digital content industry. Especially, the animation education, core area of digital content industry, has attempted to improve the content and method of education by focusing on creativity, convergence and practical education. However, education environment in the previous form of computer laboratory has not been reflected the characteristics of animation education. In the light of this, this research would suggests the effective education environment implemented animation job competency and the characteristics of animation production. Firstly, the problem of previous educational environment will be explored through looking at computer rooms of domestic Universities. The characteristics of animation production consisted of Pre-production, Main-production, Post-production and elements of animation job competency will be reviewed by focusing on three phases of production, Pre-production, Main-production and Post-production, and six particular jobs, concept art, modeling & texturing, animating, lighting, VFX and compositing. Secondly, 6 types of space adapted from space syntax, possibly explored the embedded meaning of the structure of space and environment, will be reviewed by focusing on integration, separation and interaction. Thirdly, based on the characteristics of animation production, the element of animation job competency, 6 types of space, analytical tools about animation project education will be deducted, and the case study regarding animation studio, Walt Disney studio, will be processed by focusing on its production environment and spatial composition by focusing on Pre-production, Main-production, Post-production. Fifthly, the effective spatial composition for animation project education will be explored based on the interpretation of literature reviews and case study. In regard to this, the research addresses the spatial composition reflected the characteristics of practical learning and job competency in animation education, which differs from the previous form of standardized education spaces.

The Cooperation System Development for the Self-production of Content between Instructor and Learner (교수-학습자간의 콘텐츠 자체 제작을 위한 협력 시스템 개발)

  • Kim, Ho Jin;Kim, Chang Soo
    • Journal of Korea Multimedia Society
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    • v.21 no.11
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    • pp.1297-1304
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    • 2018
  • Online education, commonly referred to as distance education, has developed rapidly. However, it is questionable whether such distance education has been applied to various educational fields and has achieved satisfactory results in terms of learning effect. One of the reasons for not maximizing the benefits of distance education is non-dynamicity in the production and application of educational content. Educational contents production is made up of collaborative work between the instructor who is the contents expert and the developer who is the production expert. For this reason, existing researches have also concentrated on the improvement of each educational effect. In this paper, we propose to replace a production expert from a developer to an instructor. At this time, the important point is that the educational contents produced by the instructor, who is a development non-expert, should still be able to be maintained with high-quality contents utilizing the characteristics of the web. For this purpose, the production system was developed based on open source to maintain the quality similar to the educational contents developed by the production expert. This will increase the effectiveness of education by applying the developed Smart-Blended Learning System to various educational sites.

Effects of protein content and the inclusion of protein sources with different amino acid release dynamics on the nitrogen utilization of weaned piglets

  • Hu, Nianzhi;Shen, Zhiwen;Pan, Li;Qin, Guixin;Zhao, Yuan;Bao, Nan
    • Animal Bioscience
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    • v.35 no.2
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    • pp.260-271
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    • 2022
  • Objective: We aimed to investigate the effect of the differing amino acid (AA) release dynamics of two protein sources on the growth performance, nitrogen deposition, plasma biochemical parameters, and muscle synthesis and degradation of piglets when included in their diets at normal and low concentrations. Methods: Forty-eight piglets (Duroc×Landrace×Large White) with initial body weight of 7.45±0.58 kg were assigned to six groups and fed one of 6 diets. The 6 dietary treatments were arranged by 3×2 factorial with 3 protein sources and 2 dietary protein levels. They are NCAS (a normal protein content with casein), NBlend (a normal protein content with blend of casein and corn gluten meal), NCGM (a normal protein content with corn gluten meal), LCAS (a low protein content with casein), LBlend (a low protein content with blend of casein and corn gluten meal), LCGM (a low protein content with corn gluten meal). The release dynamics of AA in these diets were determined by in vitro digestion. The digestibility, utilization and biological value of nitrogen in piglets were determined by micro Kjeldahl method. Plasma insulin was measured by enzyme-linked immunosorbent assay kits. The protein expression of mediators of muscle synthesis and degradation was determined by western blotting. Results: Although the consumption of a low-protein diet supplemented with crystalline AA was associated with greater nitrogen digestion and utilization (p<0.05), the final body weight, growth performance, nitrogen deposition, and phosphorylation of ribosomal protein S6 kinase 1 and eIF4E binding protein 1 in the muscle of pigs in the low-protein diet-fed groups were lower than those of the normal-protein diet-fed groups (p<0.05) because of the absence of non-essential AA. Because of the more balanced release of AA, the casein (CAS) and Blend-fed groups showed superior growth performance, final body weight and nitrogen deposition, and lower expression of muscle ring finger 1 and muscle atrophy F-box than the CGM-fed groups (p<0.05). Conclusion: We conclude that the balanced release of AA from CAS containing diets and mixed diets could reduce muscle degradation, favor nitrogen retention, % intake and improve growth performance in pigs consuming either a normal- or low-protein diet.

A Study on the Development Direction for the Education for Sustainable Development of the Ecologically-oriented Alternative Elementary School (생태지향형 초등대안학교의 지속가능발전교육을 위한 발전방안 연구)

  • Shin, Ji-Yeon;Choi, Don-Hyung
    • Hwankyungkyoyuk
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    • v.25 no.2
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    • pp.272-289
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    • 2012
  • The purpose of this study is to compare and analyze the educational philosophy, goal, method, content, and environment of ecologically-oriented alternative elementary schools and suggest several practical methods for alternative education. Both ecologism and alternative education pursue sustainable values. The educational content of ecologically-oriented alternative elementary schools, analyzed from the view of sustainable development, focuses most on the natural resources, biodiversity, and sustainable food production, and also include human rights, peace and security, unification, cultural diversity, and health food in terms of the social sustainability and sustainable production and consumption concerning economic sustainability. This study should help environmental education become establish its possibility and position as alternative education and be recognized of its educational value. Furthermore, based on the cases of ecologically-oriented alternative elementary schools that are becoming 'garden of environmental education' as sustainable development education, it should lead to 'education communicating with environmental education at schools'.

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Development and Application of Educational Contents for Software Education based on the Integrative Production for Increasing the IT Competence of Elementary Students (초등학생의 미래 IT역량 강화를 위한 융합적 산출물 기반 소프트웨어 교육용 콘텐츠 개발 및 적용)

  • Seo, Jeonghyun;Kim, Yungsik
    • Journal of The Korean Association of Information Education
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    • v.20 no.4
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    • pp.357-366
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    • 2016
  • The ability of computational thinking is a key competence that person of talent in the future should keep. Computational thinking is a serial process in which a problem is defined in context of computing, stages of abstraction are processed in order to find the efficient solution, the most appropriate process and resources for a solution are selected and combined through algorithms which use various concepts, principles and methods for automatic implementation of abstract concepts. It needs appropriate learning content in stage of elementary school. This study has verified the effect it made on improvement of learner's creative personality by developing and applying the educational content for software education based on the integrative production. The result of study confirmed that learning through the educational content for software education based on the integrative production affects improvement on learner's creativity positively and suggested a method of applying it to computing education in elementary school.

Direction for Designing a 3D Animation Curriculum Utilizing AI Technology

  • Jibong Jeon
    • Journal of Information Technology Applications and Management
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    • v.30 no.5
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    • pp.141-158
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    • 2023
  • In the field of animation, as technology advances, production technology, production methods, and production culture are also steadily developing. The demand for content is increasing rapidly around the OTT platform, and the demand for animation content and diversity is increasing. With these market changes, animation creation ability is becoming a more important animation education goal. There is also a need to innovate educational methods to provide students with the skills and knowledge required in the modern animation business. This paper investigated the composition of the educational curriculum of domestic and foreign animation universities education. It examines artificial intelligence (AI) technology that can be used in animation creation and explores the design and direction of the university animation curriculum using it. AI technology has already proven its potential in various areas, and it is integrated into the animation curriculum to present various development potentials. Using AI technology, students can focus on practical and essential animation education by preventing technical difficulties in animation creation, increase their experience in animation production, and experiment with planning and producing various contents. It is proposed to design an educational curriculum that further strengthens animation creation and production capabilities by forming smart animation classes to foster talents who can lead the future animation industry in a new direction.

A Study on How to Operate the Curriculum·Comparative Division for Animation Majors in the Era of Image-generating AI: Focusing on the AI Technology Convergence Process (이미지생성AI시대 애니메이션학과의 교과·비교과 운영 안 연구: AI기술융합 과정을 중심으로)

  • Sung Won Park;You Jin Gong
    • Journal of Information Technology Applications and Management
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    • v.31 no.4
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    • pp.99-119
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    • 2024
  • Focusing on the rapid progress of image generation AI, this study examines the changes in talent required according to changes in the production process of the content industry, and proposes an educational management plan for the subject and comparative department of the university's animation major. First, through environmental analysis, the trend of the animation content industry is analyzed in three stages, and the necessity of producing AI-adapted content talent is derived by re-establishing the talent image of the university's animation major and introducing it into rapid education. Next, we present a case designed by applying teaching methods to improve technology convergence capabilities and project-oriented capabilities by presenting subject and non-curricular cases operated in the animation department of the researcher's university. Through this, we propose the necessity of education to cultivate animation content talent who can play technical and administrative roles by utilizing various AI systems in the future. The goal of this study is to establish a cornerstone study by presenting application cases and having the status of a university as a talent supplier that can lead the content industry beyond the era of AI content production that breaks the boundaries of genres between contents. In conclusion, it is intended to propose the application of education to create value through technology convergence capabilities and project-oriented capabilities to cultivate AI-adapted content talents.

Status of Equipment and Usage Education in Association with the Quantity Food Production (다량조리에 적합한 보유기기 실태조사 및 기기구입과 사용교육 현황)

  • Jung, Hyeon-A;Joo, Na-Mi
    • Journal of the Korean Society of Food Culture
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    • v.19 no.6
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    • pp.652-666
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    • 2004
  • School contraced foodservice was introduced to school lunch program In 1999. The satisfaction with school contracted foodservice quality was low because of the restriction on equiping school foodservice facilities, facilities education by recipe related to the quantity food production and preliminary education of menu recipe of large quantity production. This study was designed to evaluate condition of existing major equipment on school contracted foodservice. A questionnaire was developed and malled to 150 dietitians in seoul. Response rates were 70%. The analysis on buying equipment were analyzed according to length of dietitian. Preliminary education of menu recipe and facilities education by recipe related to the quantity food production were analyzed acceding to length of dietitian. content analysis was conducted regarding to dietitians' ideas on school contracted foodservice.

A Study on the Accessibility of Contents Production in the VR Sports Class (가상현실 스포츠실의 콘텐츠 제작 접근성 연구)

  • Eun, Kwang-Ha
    • Journal of Korea Game Society
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    • v.21 no.5
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    • pp.75-86
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    • 2021
  • This study examines the access index to the development of immersive contents suitable for elementary school users. The findings of this study can be used as a correct development guide for companies participating in the production of virtual reality sports room contents, by providing users with an effective content experience of education and physical exercise based on the immersive content of sports, physical education, and convergence learning linked with various sensor technologies. As for the research method, this study selected content developed based on the standardization guide of the supporting institution. Through research using expert advice, interviews with sports managers, and content experience survey, this study derived a content access standard index of the virtual reality sports room. Finally, the study verified the developed contents through advanced development applying the production standard indicators.