• Title/Summary/Keyword: Research on Cartoons

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A Study on Health Education Program Development of Respiratory Communicable Disease Prevention for Preschool Children and the Measurement of It's Effects (학령전 아동을 위한 호흡기전염병 예방 프로그램의 개발 및 효과에 관한 연구)

  • Kim, Il-Ok
    • Child Health Nursing Research
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    • v.10 no.1
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    • pp.66-79
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    • 2004
  • Purpose: The purpose of this study were to develop a respiratory communicable disease prevention program for preschoolers and measure it's effects. Method: The respiratory communicable disease prevention program for preschoolers consisted of texts, cartoons, photographs, discussions, demonstrations, puzzle games, die games, compensation/reinforcement, and token economy which were directed under the systematic design of instruction by Dick %amp; Carey. This study was a quasi experimental study under the nonequivalent control group with pretest-posttest design. The subjects of this study were 45 preschool children who are attending 3 different district nursery schools and they were matched by the age, pretest knowledge, and pretest behavior. The instrument used in this study was criterion referenced test items that were developed by a researcher for evaluating the subject's knowledge, attitude, and behavior about respiratory communicable disease prevention. A pretest was administered a week before treatment. Experimental group Ⅰ was administered by the treatment of respiratory communicable disease prevention program. Experimental group Ⅱ was administered by above program with token economy program. The posttest was conducted on the eighth day. The third test for behavior was completed 15th day. To determine the effect of the program, the data were analyzed by the SAS 6.12 program with Kruskal Wallis test, ANCOVA, ANOVA, Duncan's test and paired t-test. Result: 1) There was a significant difference in knowledge between the experimental groups and control group(F=5.89, P=0.0197). 2) There was a significant difference in attitude between the experimental groups and control group(F=3.29, P=0.0469). 3) There was a non-significant difference in behavior between the experimental groups and control group(F=0.00, P=0.9512). 4) In the experimental groupⅡ, there was highly significant increase in behavior after token economy(t=4.5252, P=0.0005). Conclusion: It was found that the respiratory communicable disease prevention program for preschool children was effective in changing the preschoolers' knowledge and attitude on the respiratory communicable disease prevention, but not enough for changing the preschoolers' behavior. Token economy was improved as an effective and strong method for inducing desirable changes of preschoolers' behavior.

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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 Effectiveness of Media Based Cultural Studies - Center of creativity education of university students (미디어 기반 교양교과 효과 검증 연구 - 대학생의 창의성 교육 중심으로)

  • Kim, Seong-Won;Youn, Jeong-Jin
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.7
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    • pp.193-201
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    • 2017
  • The purpose of this study is to examine the effect of creativity education on creativity of college students through educational medium such as film, animation, documentary, cartoon, advertisement, etc. Therefore, D university in Busan Metropolitan City held a 15-week creativity program for team college students in the second semester of 2016 "creative convergence". In this study, the data collected by the pre - test and post - test using the creativity questionnaire were analyzed by SPSS 18.0 program. The results of this study are as follows. First, the creativity of college students showed a significant difference in problem solving ability scores in the curriculum for media literacy. Second, the creativity of university students showed a significant difference in creative tendency score in media literacy curriculum. The fact that various media such as movies, animations, documentaries, cartoons, advertisements, etc. are educational media that can be easily accessed in everyday life, suggests that the improvement of creativity suggests educational effects to college students and future students.

Extraction of Line Drawing From Cartoon Painting Using Generative Adversarial Network (Generative Adversarial Network를 이용한 카툰 원화의 라인 드로잉 추출)

  • Yu, Kyung Ho;Yang, Hee Deok
    • Smart Media Journal
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    • v.10 no.2
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    • pp.30-37
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    • 2021
  • Recently, 3D contents used in various fields have been attracting people's attention due to the development of virtual reality and augmented reality technology. In order to produce 3D contents, it is necessary to model the objects as vertices. However, high-quality modeling is time-consuming and costly. In order to convert a 2D character into a 3D model, it is necessary to express it as line drawings through feature line extraction. The extraction of consistent line drawings from 2D cartoon cartoons is difficult because the styles and techniques differ depending on the designer who produces them. Therefore, it is necessary to extract the line drawings that show the geometrical characteristics well in 2D cartoon shapes of various styles. This study proposes a method of automatically extracting line drawings. The 2D Cartoon shading image and line drawings are learned by using adversarial network model, which is artificial intelligence technology and outputs 2D cartoon artwork of various styles. Experimental results show the proposed method in this research can be obtained as a result of the line drawings representing the geometric characteristics when a 2D cartoon painting as input.

Stylized Specular Reflections Using Projective Textures based on Principal Curvature Analysis (주곡률 해석 기반의 투영 텍스처를 이용한 스타일 반사 효과)

  • Lee, Hwan-Jik;Choi, Jung-Ju
    • Journal of the HCI Society of Korea
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    • v.1 no.1
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    • pp.37-44
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    • 2006
  • Specular reflections provide the visual feedback that describes the material type of an object, its local shape, and lighting environment. In photorealistic rendering, there have been a number of research available to render specular reflections effectively based on a local reflection model. In traditional cel animations and cartoons, specular reflections plays important role in representing artistic intentions for an object and its related environment reflections, so the shapes of highlights are quite stylistic. In this paper, we present a method to render and control stylized specular reflections using projective textures based on principal curvature analysis. Specifying a texture as a pattern of a highlight and projecting the texture on the specular region of a given 3D model, we can obtain a stylized representation of specular reflections. For a given polygonal model, a view point, and a light source, we first find the maximum specular intensity point, and then locate the texture projector along the line parallel to the normal vector and passing through the point. The orientation of the projector is determined by the principal directions at the point. Finally, the size of the projection frustum is determined by the principal curvatures corresponding to the principal directions. The proposed method can control the position, orientation, and size of the specular reflection efficiently by translating the projector along the principal directions, rotating the projector about the normal vector, and scaling the principal curvatures, respectively. The method is be applicable to real-time applications such as cartoon style 3D games. We implement the method by Microsoft DirectX 9.0c SDK and programmable vertex/pixel shaders on Nvidia GeForce FX 7800 graphics subsystems. According to our experimental results, we can render and control the stylized specular reflections for a 3D model of several ten thousands of triangles in real-time.

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Film Acting Studies of S. Eisenstein (에이젠슈테인의 영화연기론)

  • Chough, Song-Duk;Kim, Jong-Guk
    • Cartoon and Animation Studies
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    • s.45
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    • pp.177-195
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    • 2016
  • This article analyzes Sergei Eisenstein's acting theory, which is famous for his Russian montage. According to the existing discussions, he avoids the psychological realism through the concept of cut acting. It is a method like montage from the viewpoint that the practice of the cut action is segmented into shots. While Vsevolod Pudovkin, who asserts a connection montage, is looking for performance to portray a gradual change of emotion adopted by Konstantin Stanislavsky's psychological realism, Eisenstein prefers the acting of Vsevolod Meyerhold's masks in the same manner as the collision montage. This article traces the viewpoints on acting and actor that Eisenstein posed throughout his montage theory. It focuses on Film Sense(1942) and Film Form(1949), which are a collection of articles written by Eisenstein. As a result of examining the domestic and foreign literatures centering on Korean and English, it is hard to find the discussions on the analysis of Eisenstein's acting theory. Almost all of them are concentrated in his montage, among which the mention of acting is extremely limited. The cut acting, the typage, the inner techniques and processes of actor that express and induce the living emotions, and the acting of the integrating into diversity as one of the inner language are useful concepts in the creation and case analysis of contemporary films. Especially, his acting theory can be applied in the creation process of cartoons, webtoons, and animations which can meet the most decisive and impressive montage technique of Eisenstein. It is also possible to find many related cases for the analysis. This is why I look back on Eisenstein's film acting theory, and the results of the discussion will be a sufficient foundation for the derivation of related research.

The Safety Management Status and Policy Directions for Sports Facilities in Gangwon Province (강원도 체육시설 안전관리 실태와 정책방향)

  • Kim, Tae-Dong;Kim, Heung-Tae
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.4
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    • pp.265-288
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    • 2020
  • Public sports facilities, which have increased in number due to continued government attention and investment, are used by a large number of residents in the province. However, the safety management in some facilities is limited due to being carried out with reference to safety management standard manuals as a mere formality. The purpose of this study was to analyze the current safety management status of public sports facilities in Gangwon and to seek out a policy direction that can be used safely by provincial residents. To this end. the study made a comprehensive review of central government and Gangwon government policy trends in sports facility safety management in Gangwon along with actual cases, from which it made the following suggestions for policy directions. First, it proposed the designation and operation of specialized institutions using locally established development and municipal companeie,. universities and cooperatives. and the training and fostering of safety managers for sports facilities. Secod, it proposed the establishment of a foundation to promote a sport facility safety culture such as designation of and commendation for excellent facility safety management on the provincial level. holding case presentations on safety and responsiveness. sports safety experience plazas, sports safety classes, and cartoons for public relations. Third, it proposed setting the foundation for a safety management system that takes into account the greater quantity of leisure sports facilities compared to other cities and provinces. Fourth, it proposed the establishment of an institutional basis to establish support ordinance for sports facility safety management that meets the local conditions in Gangwon. Fifth, it proposed safety management measures for sports facilities at the central government level in parallel with a basic plan for sports facility safety management tailored to Gangwon that matches the conditions on the ground in the region.

Curriculum Development for Nuclear Power and Radiation Education in Elementary, Middle, and High Schools (원자력 및 방사선에 대한 초, 중, 고등학교 교육과정 개발)

  • Lee, Seung Koo;Choi, Yoon Seok;Han, Eun Ok
    • Journal of Radiation Protection and Research
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    • v.39 no.4
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    • pp.187-198
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    • 2014
  • I developed a curriculum reflecting the perspectives of students, science teachers, and professionals in order to carry out standardized, fundamental nuclear power and radiation education in schools. Among elementary, middle, and high schools, 78.4%, 78.6%, and 93.1% respectively exhibited (with high frequency) a need for nuclear power and radiation education. The proposed elementary and middle/high school course titles are "Radiation and Life" and "Nuclear Power and Radiation" respectively. The courses are offered at every grade level and span one semester each year. The duration of each weekly class varies; at the elementary, middle, and high school levels classes meet for 40, 45, and 50 minutes respectively. Thin textbooks containing an abundance of cartoons and photos were requested. The starting points for education were fixed at the sixth grade, second year of middle school, and the first year of high school. It was stipulated that the education be separate from the regular curriculum, and encompass a creative and experimental field study based on the principal and science teachers' needs. Similar trends were observable according to grade levels regarding class hours, textbook format, form of education, and educational necessity. A simulation of the devised curriculum revealed an overall goodness of fit totaling $3.88{\pm}0.60$, $3.89{\pm}0.60$, and $3.66{\pm}0.63$ out of five for elementary, middle school, and high school students respectively, which are scores equivalent to 70 and above (out of 100). The significance of this study is that it is the first to propose a curriculum designed to cultivate value judgment based on understanding nuclear power and radiation. However, the realization of nuclear power and radiation education requires that follow-up measures be taken regarding textbook development, amendments to related laws, and the providing of teaching plans.

The Comparison on Illustrations of Elementary Science Textbooks in Koaea and Japan (한.일 국민학교 자연 교과서 삽화 비교 연구)

  • Park, Si-Hyoun;Woo, Jong-Ok
    • Journal of The Korean Association For Science Education
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    • v.14 no.1
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    • pp.58-69
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    • 1994
  • In this study, with the problem of "What is the desirable illustrations?", the problem points of the existing textbooks were analyzed, and the opinions of experts concerning desirable illustrations were examined through questionaire survey, and by developing 'Analysis Framework of Illustrations', and Korean-Japanese 'science' textbooks were analyzed and compared with. The conclusions for the direction of korean 'science' textbooks are summarized as follows : 1) The numbers of korean illustrations should be more about two than one of per one page of the existing textbooks. 2) The korean illustrations for the 6th grade should be more largely inserted. 3) The more econmic space utilizing measure should be groped for looking at from the such side. 4) Though the kinds of Korean illustrations are mostly composed of photographs, pictures, illustrations, cartoons, etc. should be positively utilized. and the shapes of photographs should be diversified by such as square, round shape,omissions of background and others. 5) The distribution of players by sex should be considered envenly for male and female from the ascendency of male (1.5: 1). 6) It was found that it is desirable for the formation of role of illustrations of 20% for motive inducement, 45% for guidance for experimentation, 30% for presentation of data, and 5% for presentation of the results of experimentation. 7) The illustrations for guidance for experimentation should present important stages of experimentation process regardless the number of illustration. 8) It would be advantageous for motive induction to find the subject matters as possible as from the children's close actual life. 9) It is necessary to induce more freely method in utilizing Printing plate for inserting illustrations. 10) It is the result of research that the existing Korean textbooks are not suitable in inducing interest, and the positive strategy to induce interest is demanded. 11) It is required to select their location freely in accordance with the content regardless the. 12) In order to develop such illustrations, it is required to cultivate expert illustrators, and more economic investment is required for development of illustrations. The emphasis matters of revision of the 6th educational process of 'Inducement of study motive and emphasis on interest' is the change of presenting form and method of illustrations, which is expected to be rewarded with much good fruits.

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Animation and Machines: designing expressive robot-human interactions (애니메이션과 기계: 감정 표현 로봇과 인간과의 상호작용 연구)

  • Schlittler, Joao Paulo Amaral
    • Cartoon and Animation Studies
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    • s.49
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    • pp.677-696
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    • 2017
  • Cartoons and consequently animation are an effective way of visualizing futuristic scenarios. Here we look at how animation is becoming ubiquitous and an integral part of this future today: the cybernetic and mediated society that we are being transformed into. Animation therefore becomes a form of speech between humans and this networked reality, either as an interface or as representation that gives temporal form to objects. Animation or specifically animated films usually are associated with character based short and feature films, fiction or nonfiction. However animation is not constricted to traditional cinematic formats and language, the same way that design and communication have become treated as separate fields, however according to $Vil{\acute{e}}m$ Flusser they aren't. The same premise can be applied to animation in a networked culture: Animation has become an intrinsic to design processes and products - as in motion graphics, interface design and three-dimensional visualization. Video-games, virtual reality, map based apps and social networks constitute layers of an expanded universe that embodies our network based culture. They are products of design and media disciplines that are increasingly relying on animation as a universal language suited to multi-cultural interactions carried in digital ambients. In this sense animation becomes a discourse, the same way as Roland Barthes describes myth as a type of speech. With the objective of exploring the role of animation as a design tool, the proposed research intends to develop transmedia creative visual strategies using animation both as narrative and as an user interface.