• Title/Summary/Keyword: animation education

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A Study on the integrated art & culture education using short animations of Korea (한국단편애니메이션을 활용한 주제중심 통합교육 모형 연구)

  • Kim, Jae-Woong;Ko, Min-Jung
    • Cartoon and Animation Studies
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    • s.20
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    • pp.15-29
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    • 2010
  • Art & Culture Education for improving quality of life and cultural empowerment through the enjoyment of culture and the arts has spread as a variety of programs. However, Art & Culture Education in school has problems in the aspect of functional and superficial contents and ways of class. To achieve the ultimate purpose of Art & Culture Education and to take place as a effective education, quantitative growth in addition to qualitative depth should be considered. The purpose of this study is to develop the integrated Art & Culture Education model in elementary school curriculum using short animations of Korea, for improving the quality and vitalization of Art & Culture Education. For the interdisciplinary education short animation can be an effective asthetical teaching material, which transmits the world view, personality, social and historical reflection of the director. (2003) is a modern interpretation of a myth, which is Woncheongang Bonfuri from Cheju, and folkore paintings. This film can be such a stuff for the interdisciplinary class Korean and Ethics that language intellect and reflection intellect can be motivated. Moreover the thoughts and feelings about the film can be formulated in text, toon, painting that students can extend their language intellect and space intellect. communicates typically korean emotion and nature with its rural atmosphere and boy figure. With this film we can deliver a interdisciplinary class of science and art.

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Status of Brain-based Artistic Education Fusion Study - Basic Study for Animation Drawing Education (뇌기반 예술교육 융합연구의 현황 - 애니메이션 드로잉 교육을 위한 기초연구)

  • Lee, Sun Ju;Park, Sung Won
    • Cartoon and Animation Studies
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    • s.36
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    • pp.237-257
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    • 2014
  • This study is the process of performing the interdisciplinary fusion study between multiple fields by identifying the status on the previous artistic education considering the brain scientific mechanism of image creativity and brain-based learning principles. In recent years, producing the educational methods of each field as the fusion study activities are emerging as the trend and thanks to such, the results of brain-based educational fusion studies are being presented for each field. It includes artistic fields such as music, art and dance. In other words, the perspective is that by understanding the operating principles of the brain while creativity and learning is taking place, when applying various principles that can develop the corresponding functions as a teaching method, it can effectively increase the artistic performance ability and creativity. Since the animation drawing should be able to intuitively recognize the elements of movement and produce the communication with the target beyond the delineative perspective of simply drawing the objects to look the same, it requires the development of systematic educational method including the methods of communication, elements of higher cognitive senses as well as the cognitive perspective of form implementation. Therefore, this study proposes a literature study results on the artistic education applied with brain-based principles in order to design the educational model considering the professional characteristics of animation drawing. Therefore, the overseas and domestic trends of the cases of brain-based artistic education were extracted and analyzed. In addition, the cases of artistic education studies applied with brain-based principles and study results from cases of drawing related education were analyzed. According to the analyzed results, the brain-based learning related to the drawing has shown a common effect of promoting the creativity and changes of positive emotion related to the observation, concentration and image expression through the training of the right brain. In addition, there was a case of overseas educational application through the brain wave training where the timing ability and artistic expression have shown an enhancement effect through the HRV training, SMR, Beta 1 and neuro feedback training that strengthens the alpha/seta wave and it was proposing that slow brain wave neuro feedback training contributes significantly in overcoming the stress and enhancing the creative artistic performance ability. The meaning of this study result is significant in the fact that it was the case that have shown the successful application of neuro feedback training in the environment of artistic live education beyond the range of laboratory but the use of the machine was shown to have limitations for being applied to the teaching methods so its significance can be found in providing the analytical foundation for applying and designing the brain-based learning principles for future animation drawing teaching methods.

Pedagogical effectiveness of algorithm visualizations in teaching the data structures and algorithms in elementary schools (초등학교의 자료구조와 알고리즘 수업에서 알고리즘 시각화의 교육적 효과)

  • Chun, Seok-Ju
    • Journal of The Korean Association of Information Education
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    • v.16 no.2
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    • pp.255-263
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    • 2012
  • Early algorithm education is very important in order to nurture excellent S/W developers in an information society. However a algorithm learning is a great challenge to elementary school students since understanding what a computer algorithm written in a static text format meant to do is difficult. It is expected that a student can easily visualize a algorithm through animations. In this study, we evaluate the pedagogical effectiveness of algorithm visualizations in teaching the fundamental data structures and algorithms in elementary schools. Thus we defined a new measure called 'Algorithm Visualization Factor(AVF)' and developed both text-oriented and animation-oriented PPTs of algorithm education elements, that is, Stack, Queue, Bubble Sort, Heap Sort, BDF, and DFS. We have conducted experiments and evaluations on diverse students groups. Extensive experiment results show that the average score of the student groups using animation-orirented PPT is greater(22%) than the one of the student groups using text-orirented PPT.

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Effective expression of the caustic effect in 3D animation (3D Animation에서 효과적인 Caustic표현 연구)

  • 이순영;최유미
    • Proceedings of the Korea Contents Association Conference
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    • 2003.05a
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    • pp.132-138
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    • 2003
  • The caustic effect provides some of the most amazing indirect illuminated light patterns or scenery one could find in nature. We can perceive this in forms of twinkling stars, shimmering, visually deflected spoon in the water and other various occasions. To generate the caustic effect more realistic and effectively in 3D animation the understanding of the caustic effect and its application is very crucial. However, thor exists various factors in creating the caustic effect other than two main factors discussed in this paper and these factors will require to be studied and tested. In this report, various cases, which used the caustic effect to create more realistic scenery are studied and the role of the caustic effect played in various sceneries are analyzed. In addition to these case studies it is also experimented with changes in different conditions On the basis of the result of case studies, the report demonstrates how the caustic effect can be used to create more realistic scenery by conducting substantiate experiment and research on practicing 3D animation. With all of these researches, the paper is to present the education guide to produce more realistic scenery in 3D animation.

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Power System Education System using 3-Dimensional Graphic Animation (3차원 그래픽 애니메이션을 이용한 전력계통 교육시스템)

  • Park, In-Kwon;Won, Jong-Ryul;Lee, Jin;Yoon, Yong-Beum
    • Journal of KIISE:Computing Practices and Letters
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    • v.7 no.6
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    • pp.593-601
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    • 2001
  • This paper presents an efficient system for power system education using 3-D computer graphics animation in the PC environment. Several power system phenomena are simulated using Real-Time Digital Simulator. Results are transmitted through on-line communication line to PC for graphic animation, and simulated in the 3-D graphics animation. It can immediately reflect user control input and re-simulated this result. The proposed method was tested on both the sub-synchronous resonance phenomena and multi-bus system. It is expected that the proposed method would be helpful for the operator training as well as power system education.

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Real-time Bleeding Animation for Virtual Surgery Medical Simulation (가상 수술 의료 시뮬레이션을 위한 실시간 출혈 애니메이션 기법)

  • Lee, Jeong-Jin;Seo, Che-Hwan;Lee, Ho;Kye, Hee-Won;Lee, Min-Sun
    • Journal of Korea Multimedia Society
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    • v.15 no.5
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    • pp.664-671
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    • 2012
  • Recently, practice education using virtual medical simulation has been applied to real clinical environment by enhancing the learning efficiency. Specially, in minimally invasive surgery, the necessity of virtual surgery medical simulation has been increased. Realistic bleeding animation, which represents bleeding special effects frequently occurred in virtual medical simulation environment, has not been proposed yet. In this paper, we propose realistic real-time bleeding animation. For bleeding simulation, proposed method calculates main and effective bleeding regions along the main bleeding direction vector to represent naturalistic bleeding effect. In addition, for bleeding rendering, proposed method uses sigmoid function to impose weights of vertex opacities for the smooth opacity change so that the results of bleeding animation is realistic. Proposed method improves the sense of the real and absorption in virtual surgery medical simulation so that the education efficiency of doctors and students using medical simulation can be enhanced.

Cauterizing Effect Animation for Virtual Surgery Medical Simulation (가상 수술 의료 시뮬레이션을 위한 소작 효과 애니메이션 기법)

  • Lee, Jeong-Jin;Lee, Ho;Kye, Hee-Won
    • Journal of Korea Multimedia Society
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    • v.14 no.9
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    • pp.1175-1181
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    • 2011
  • Practice education using virtual medical simulation has been recently introduced to maximize the learning efficiency in clinical environment. Specially, in minimally invasive surgery, the necessity of virtual surgery medical simulation has been substantially increased. Since cauterizing effect occurred frequently in minimally invasive surgery has been represented by simple bleeding, realistic cauterizing effect animation has not been proposed yet. In this paper, we propose realistic real-time cauterizing effect animation. Proposed method changes the individual element of each vertex color of the mesh and uses sigmoid function to impose weights for the smooth color change inside the valid mesh region so that the results of cauterizing effect animation was realistic. In addition, by proposing cauterizing color buffer, overlapped cauterizing effects can be realistically represented. Proposed method greatly improves the sense of the real and absorption in virtual surgery medical simulation so that the education efficiency of doctors and students using medical simulation can be maximized.

A Study on the mutual applicable in Cartoon/Animation Teaching (만화애니메이션 교육을 위한 양자상호적용 연구)

  • Kwon Kyung-Min;Kim Mi-Li
    • Proceedings of the Korea Contents Association Conference
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    • 2005.05a
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    • pp.172-177
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    • 2005
  • Comics and animation have come to establish their position firmly as a genre of mass media, coming in and out freely in various areas, such as politics, economy, philosophy, education, religion, beyond the limit of amusement which was view point before. Moreover, at about 140 universities all over S. korea, they have established the subject related to comics and animation. And they have educated professional workers positively. Even at elementary schools, middle schools and high schools, they have early education courses for some students' special ability.(those are a kind of special extra classes). It is demanded to develop teaching system in the area of academic theories which pay an important part to quality improvement by recognizing this social atmosphere, in order to educate more efficiently for comics and animation. The aim of this study is to develop teaching system with mutual application of comics and animation ,which have each original mode of expression, using one methodology.

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An SVG Code Generator for Algorithm Visualization (알고리즘 시각화를 위한 SVG 코드 생성 시스템)

  • Lee, Hyang-Sug;Lee, Su-Hyun
    • Journal of Korea Multimedia Society
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    • v.13 no.3
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    • pp.359-368
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    • 2010
  • Algorithm visualization is useful for program testing, debugging and evaluating, as well as visual aids in education. When teaching algorithms and data structures, showing exact behaviors by graphics or animation is more suitable than just explaining them. Current systems for algorithm animation are limited to a couple of specific applications and need a special environment. In the proposed system, programmer writes source program in C and animator embeds visualization scripts in the appropriate location of the program. Then user can get an animation code in form of SVG and see a graphical representation on the web browser. Generated SVG animation code is platform independent and can also interact with other XML applications or HTML.

An Analysis of Storytelling Factors and Mathematics Contents of 'Eddy, the Clever Fox' on TV Animation (TV 애니메이션'똑똑박사 에디'의 스토리텔링 요소와 수학내용 분석)

  • Kim, Ji-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.2
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    • pp.807-814
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    • 2014
  • The purpose of this study is to analyze storytelling factors and mathematics contents of 'Eddy, the clever fox' on TV animation. The scenario and animation were analyzed according as criterion based on relevant materials. The results are as follows: First, Characters are 11 animals, Eddy is a problem solver. An ordinary story happens in the snow-covered woodland village. There is no story plot. And the story consists dialogue, song and narration. Second, mathematics contents in the animation appear in order number sense, geometry, measurement, data analysis and probability, pattern. So 'Eddy, the clever fox' is valuable as edutainment.