• Title/Summary/Keyword: animation education

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A Study on the Design of Cyber lecture Component (가상강의 Component 설계에 관한 연구)

  • 강정배;김선경
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 2002.11a
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    • pp.171-177
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    • 2002
  • E-Learning is a modem main teaching method starting from the concept of remote education. This research is aimed for proposing cyber education library system, and designing a cyber education component that becomes a basis for e-Learning system. Cyber education library is a storage system of cyber lectures that can supply high quality data to the needed developers. Cyber education component consists of 5 categories and those are text, voice, image, animation, and flash. By using this system, the developers can save the necessary time and effort in education development. This system also helps students. The students can access various lecture data on a given subject and select the best fit for them.

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Development of Efficient VR Contents Writing Tools for Support Storytelling (스토리텔링 지원을 위한 효율적인 VR 콘텐츠 저작도구 개발)

  • Lee, Yang Min;Lee, Jae Kee
    • Journal of Korea Multimedia Society
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    • v.23 no.5
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    • pp.700-709
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    • 2020
  • With the development of virtual reality (VR)-related technology and the advent of the 5G era, VR-based streaming games or content have been developed and transmitted at high speed. Although VR technology is also being applied in education, health care, manufacturing, and production fields, its main application is for entertainment. VR technology has been developed based on hardware and various contents have been developed accordingly; however, the number of VR content with high entertainment value is insufficient, and there are primarily hands-on contents. In this paper, we propose a method for developing an writing tool that can enhance the productivity in the development and editing of VR content and create VR contents based on a timeline by reflecting the storytelling rather than by a simple empirical type to solve the bias in content style. The proposed VR content writing tool is expected to increase the productivity in VR content development and contribute to the creation of various styles of content. Its implementation can enable developers to create specific stories in a timeline and support several animation effects.

Design and Implementation of Learning And Testing System using Animation Technique based on Web (웹기반에서 애니메이션 기법을 이용한 학습평가 시스템 설계 및 구현)

  • 원미해;현영숙;변옥남;김창수
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2001.05a
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    • pp.255-259
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    • 2001
  • Most of education sites which are related to practical computer lecture are almost teaming and testing based on character-contents. In this thesis, commercial high school needs the use of new application programs which appear quickly. So as teacher and students can contact with each other in classroom, we implemented self-learning which has text, visual and auditory function with the use of animation technology. Not only quantity testing which has been used for the purpose of selection and arrangement, but also we designed and implemented quality testing which consider the level and individuality of student.

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Design Framework for Math Educational Serious game Based on Cognitive Psychology (인지 심리적 모형을 기반으로 한 초등 수학 교육용 기능성게임 디자인 설계전략)

  • Choi, Eun young
    • Cartoon and Animation Studies
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    • s.45
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    • pp.299-320
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    • 2016
  • The interests of education methods using Serious games have been increasing recently. But resu,lt-oriented game design framework have not been reflected intrinsic motivation. To increase usage of educational serious game as resource, it is needed game design framework for providing the immersion and collaborative active learning that cognitive Psychologic theories recommend. By outlining the background of the serious game design framework and exemplifying its use, a constructive structure to examine purposed based games is introduced.

Design and Implementation of Learning And Testing System using Animation Technique based on Web (웹기반에서 애니메이션 기법을 이용한 학습평가 시스템 설계 및 구현)

  • 원미해;김창수;정신일
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.5 no.2
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    • pp.269-278
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    • 2001
  • Most of education sites which are related to practical computer lecture are almost learning and testing based on character-contents. In this thesis, commercial high school needs the use of new application programs which appear quickly. So as teacher and students can contact with each other in classroom, we implemented self-teaming which has text, visual and auditory function with the use of animation technology. Not only quantity testing which has been used for the purpose of selection and arrangement, but also we designed and implemented quality testing which consider the level and individuality of student.

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A study on producing cartoon contents for culture and art education for disabled children: Focusing on mild mentally retarded children on stage of pre-operational period (장애아 문화예술교육을 위한 만화콘텐츠 제작에 관한 연구: 전조작기 단계의 경도 정신지체 아동을 중심으로)

  • Lee, Kkot-Song-Yi;Kim, Jae-Woong
    • Cartoon and Animation Studies
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    • s.20
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    • pp.141-157
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    • 2010
  • Though the education of culture and art for disabled children is very important, it has not been brisk yet until recently due to 'absence of the teaching methods suitable for disability types, levels and programs.'. In this situation, cartoon contents can be used as the most appropriate tools for culture and art education for mentally retarded children. Entertainment functions and genre features of cartoon contents can motivate the applicable children to participate more voluntarily and positively and function as teaching tools for interesting activities. Of course, since it is not proper to apply the cartoon contents for normal children to Special Education Field as they are, cartoon works should be made by understanding closely the characteristics and degrees of retardation of the applicable children and applying them to the composition of cartoons. However, for the contribution of this attempt to education field, it is thought that concrete guidelines for producing cartoon contents considering the concept of various types of disability, emotion, social behavioral traits, ability of cognition, school achievements, and the characteristics of language and physical health should be necessary, and to improve the application of the developed cartoon contents so that they will not remain as superficial results, sufficient communication with the applicable children such as application to classes in the process of development is necessary.

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Development of Educational Program in Home Economics for Child Development and Parenting in High School (고등학교 가정과 "아동발달.부모교육"영역 학습모형 개발)

  • 이경희
    • Journal of Korean Home Economics Education Association
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    • v.11 no.2
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    • pp.51-63
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    • 1999
  • For Korean education to be able to handle increasing knowledge and new values in the 21st century, it needs to change. Korean education needs various teaching methods. At the present, CAI, multimedia, interact video system and computer communication are being used. Compared to the traditional teaching methods, computer-assisted instructions were reported to be more effective. The students’demands for these kind of lessons are adamant and increasing. In this study, an attempt was made to develop “child-development and parent education”using CAI program. This chapter is in high demand for high school students. This study model was developed help the students’understanding and make their learning easier. A lesson plan was proposed using CAI program which was developed by authors with assistance of professional computer programmers. The CAI program includes following curriculum contents:1. Child development, 2. the meaning of parenthood, 3. pregnancy, 4. delivery, 5. abortion. The CAI program was designed to allow students to participated activity in several current issue related with parenthood and aborting problems. This study ultimately aimed to show students moving pictures, animation, vivid photos, and music to motivate them. Another goal was to help the Home Economics teachers give lessons using CAI and to show an example of the teaching model.

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Customized Safety Information Delivery System for Unskilled Construction Worker Training

  • Jo, Junhyeon;Baik, Sangeun;Pedro, Akeem;Lee, Doyeop;Park, Chansik
    • International conference on construction engineering and project management
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    • 2022.06a
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    • pp.525-532
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    • 2022
  • Accidents at construction sites in Korea account for more than half of all industrial accidents. To solve this problem, a policy to strengthen safety education was implemented to ensure the safety of workers. However, it was analyzed that there is a high possibility of accidents because workers did not receive proper safety information for each risk factor due to general lecture-style education. In addition, statistics show that the accident status of workers with fewer years of period is high, indicating that a customized information delivery method needs to be proposed for unskilled workers with fewer years of period. Research on the importance of education has been conducted, but no information delivery method has been identified. For unskilled workers to effectively receive safety information, appropriate delivery formats (text, photos, illustrations, 4D-BIM, 360-based panorama, video, animation) were analyzed, and a new method of education was proposed. If customized safety information is provided according to this proposal, effective information delivery to unskilled workers will be possible, and it is expected to be verified in various ways.

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수학영재교육에서 스프레드 쉬트의 활용

  • Arganbright Deane
    • Proceedings of the Korea Society of Mathematical Education Conference
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    • 2006.04a
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    • pp.25-37
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    • 2006
  • 영재를 위한 수학교육은 우리의 당면과제 중 하나이다. 능력 있는 학생들의 학습이 속진에 한정되는 것 보다는 심화자료 및 수학적 소프트웨어와 함께 하는 것이 더 의미 있을 것으로 기대된다. 본 연구는 스프레트쉬트를 사용한 수학적 아이디어의 탐구에 관한 것이다. 다음에 대해 논의하기로 하겠다. i) 스프레드쉬트는 비전통적이면서도 이용이 용이하며, 수학적 통찰을 위한 매개물이다. ii) 풍부하고, 흥미릅고, 가치있는 수학적 주제에 대해 스프레드쉬트를 이용할 수 있다. iii) 스프레드쉬트를 사용하여 학생들이 수학적 아이디어에 대한 흥미를 고취시킬 수 있다. iv) 스프레드쉬트는 학생들에게 그들의 창의적인 시각화 기술을 공개할 기회를 줌으로써 수학에 대한 폭넓은 도식적 이해를 제공한다. v) animation을 포함한 스프레드쉬트 도식들의 적절한 사용은 유익하면서도 흥미롭다. vi) 학생들은 일상생활에 나타나는 수학의 흥미로움을 발견할 것이다. vii) 교사는 지금의 지도방식에 스프레드쉬트를 통합할 수 있다. 특히 스프레드쉬트는 다음과 같은 면모도 가지고 있다. i) 창의적인 수학적 스프레드쉬트 모델들의 실제 과정들이 그 자체로써 수학적 개념발달에 이용될수 있다. ii) 스프레드쉬트 모델은 심화된 주제의 탐색을 위한 의미 있는 탐구과제를 제공한다. iii) 스프레드쉬트는 현장에서 사용되는 실제적 수학 도구이다. - 과학자나 공학도들의 사용도 증가되고 있다. 이것의 사용은 학생들이 현장에서 사용할 기술을 취득하게 할 수 있고, 같은 컴퓨터의 소프트웨어를 사용하는 가족의 대화 수단이 되기도 한다. 본 연구에서 우리는 스프레드쉬트의 4가지 실증적 예를 들어 보겠다. 또한 다른 영역에서 발전된 스프레드쉬트 모델의 몇 가지 도식적 산출물도 포함 할 것이다. 우리는 가장 대중적인 스프레드 쉬트인 Microsoft Excel 프로그램을 사용하였다. Excel의 수행과 Excel 연산의 설명을 담은 CD와 함께 다양한 사례들에 대한 논의는 (8)을 참고하기 바란다. 본고에서는 graphic animation 기술, 스크롤바의 사용을 간단하게 개괄하겠다. '동적형상들(movies)'를 만들 수 있는 간단한 매크로의 사용 등의 내용들은 각 자료를 사용할 수 있는 Excel 파일의 예와 함께 [1]과 [8]에 설명하였었다. 많은 인쇄물과 on-line 참고문헌, 매체자료들도 함께 제공하였다.

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Focus Group Interview for childhood creativity education utilizing the media (유아 창의성 교육에 대한 현장 인식 연구 -미디어를 중심으로-)

  • Bae, Soo-Min;Youn, Jeong-Jin
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.8
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    • pp.533-540
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    • 2017
  • The purpose of this research is to explore the awareness and demand of the field of childhood creativity education using media to promote childhood creativity. First of all, we conducted a focus group interview on the actual situation, awareness, and needs of media - based creativity education in early childhood education with 6 ewperts includes 2 professors 1 director, 1 assistant director, 1 teacher. As a result of FGI, first, the actual condition of childhood creativity education using media utilizes electronic bulletin board, animation fairy tale or children's song. Second, the awareness about childhood creativity education using media is recognizing that childhood can't cur off media with thir lives, so education institution utilizes the media naturally. Lastly, the demand about childhood creativity education using media asks the plan which can use childhood creativity education using media through teacher education or training educating for pre-service teachers desirably.. So, The research suggests the need of the childhood creativity education program using media later on.