• Title/Summary/Keyword: animation education

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A Band Partitioning Algorithm for Contour Triangulation (등치선 삼각분할을 위한 띠 분할 알고리즘)

  • Choe, Yeong-Gyu;Jo, Tae-Hun
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.3
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    • pp.943-952
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    • 2000
  • The surface reconstruction problem from a set of wire-frame contours is very important in diverse fields such as medical imaging or computer animation. In this paper, surface triangulation method is proposed for solving the problem. Generally, many optimal triangulation techniques suffer from the large computation time but heuristic approaches may produce very unnatural surface when contours are widely different in shape. To compensate the disadvantages of these approaches, we propose a new heuristic triangulation method which iteratively decomposes the surface generation problem from a band (a pair of vertices chain) into tow subproblems from two sub-bands. Generally, conventional greedy heuristic contour triangulation algorithm, suffer from the drastic error propagation during surface modeling when the adjacent contours are different in shape. Our divide-and-conquer algorithm, called band partitioning algorithm, processes eccentric parts of the contours first with more global information. Consequently, the resulting facet model becomes more stable and natural even though the shapes are widely different. An interesting property of our method is hat it supports multi-resolution capability in surface modeling time. According to experiments, it is proved to be very robust and efficient in many applications.

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A Case Study of the Development of Climate Crisis Picture Book Package Using AR Contents (AR콘텐츠를 활용한 기후위기그림책 패키지의 개발 사례)

  • You Me Han;Sung Won Park;Yejung Choi
    • Journal of Information Technology Applications and Management
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    • v.29 no.6
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    • pp.145-157
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    • 2022
  • Climate crisis is one of the most urgent and serious threats to the right to life. As AR picture books are particularly effective for safety education, this study aimed to produce an AR picture book featuring animals that are endangered due to the climate crisis. In order to increase the educational effect and enhance the climate sensitivity, this study developed a children's activity workbook (with follow-up activities) and a teacher's guide (with lesson plans) as a package. To this end, market research and surveys were first conducted. Next, through the management and support of the Korea Institute of Startup & Entrepreneurship Development, this research team produced a climate crisis themed AR picture book package through expert advice, help from outsourcing companies, and field application. The package was promoted through publicity in various forms of media. The contents of the AR-using picture book package of this case study were introduced and then advantages and disadvantages were discussed.

The story structure characteristic of the "Shinbi Apartment" animation and meaning of contents of the traditional ghost story (애니메이션 <신비아파트: 고스트볼의 비밀>의 구성적 특징과 전통귀신담의 콘텐츠화의 의미)

  • Song, So-ra
    • Journal of Korean Classical Literature and Education
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    • no.39
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    • pp.137-180
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    • 2018
  • This article examines the constitutional characteristics of the works in the "Shinbi Apartment" (Mysterious Apartment) series produced by Tooniverse, a domestic animation channel, and considers the meaning of the contents of the ghoststory (鬼神談). The "Shinbi Apartment" series is a horror animation for children. It was produced for the first time in Korea and recorded high ratings. Additionally, it is different from Japanese horror animations that were dubbed and broadcast in Korea in terms of composition and narrative direction, and it succeeds in the form and direction of the traditional Korean ghost story. "Shinbi Apartment - The Secret of Ghost Ball" enriches narrative stories by embracing the structure of the "female ghost story" in traditional ghost stories while following the form of ghosts that suddenly pop up in the daily routines of contemporary ghost stories. The ghost's shape, which has a bizarre and unpredictable aspect, embodies the ghost as the object of fear that modern horror stories intend. However, it does not stop there, but puts the attention on the hero who focuses on the emerging ghost and listens and communicates with it, placing the emphasis of the story on communication, understanding, forgiveness, and reconciliation. The structure and contents of the unique story of "The Secret of Ghost Ball" contribute to the transformation of the ghost into a subject of friendliness and entertainment, not merely as one of shock, fear, and anxiety. Additionally, as the concept of "child" is being created, the custom of modernity, which deals with the story of ghosts in the dimension of teaching and edification, is also manifested in "The Secret of Ghost Ball." In other words, through the figure of the devil, it is to continue the lesson of the story by revealing the adventure, the courage necessary for the "child," and the boundaries for substance and appearance. The "Shinbi Apartment" series has also contributed to the success of ghosts as commercial contents. The structure of the story and its characters have been actively used as educational tools and toys for children. It can be said that ghost culture contributed to this popularization by establishing a base for enjoying ghosts for amusement and entertainment.

u-SPACE: ubiquitous Smart Parenting And Customized Education (u-SPACE: 육아 보조 및 맞춤 교육을 위한 유비쿼터스 시스템)

  • Min, Hye-Jin;Park, Doo-Jin;Chang, Eun-Young;Lee, Ho-Joon;Park, Jong-C.
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.94-102
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    • 2006
  • 부모의 사회 활동 시간이 늘어남에 따라 아이들이 혼자 집에서 보내는 시간도 늘어나고 있다. 따라서 아이들의 자립심을 크게 제한하지 않으면서 노출되기 쉬운 실내 위험으로부터 아이들을 보호하고 아이의 심리, 감정적 상태에 따라 적절한 지도를 해주는 도움이 필요하다. 본 연구에서는 RFID 기술을 기반으로 아이들을 물리적 위험으로부터 보호하고 자연언어처리 기술을 이용하여 아이의 심리, 감정 상태에 따른 음악과 애니메이션의 멀티미디어 콘텐츠를 제공한다. 또한 지속적인 관심이 필요한 일정 관리, 일상 생활에서 도움을 주는 전자제품 사용법 안내 등의 정보를 제공하여 아이 스스로 자신의 일을 할 수 있도록 도움을 준다. 본 연구에서는 가상의 가정을 디자인하여 실현 가능한 시나리오를 중심으로 이와 같은 서비스를 시뮬레이션 한 결과를 보인다.

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A Study on a technology of extraction of motion objects (3차원 동작객체 추출기술에 관한 연구)

  • 오영진;박노국
    • Journal of Korea Society of Industrial Information Systems
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    • v.4 no.3
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    • pp.21-27
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    • 1999
  • This paper introduces the research and development of automatic generation technology to develop the character agent. The R&D of this technology includes three major elements-body model generation, automatic motion generation and synthetic human generation. Main areas of application would by cyber space- 3D game, animation, virtual shopping, on line chatting, virtual education system, simulation and security system.

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Web-based Animation Interface for User Participation (사용자 참여를 위한 웹 기반 애니메이션 인터페이스)

  • Sohn, Ei-Sung;Sohn, Won-Sung;Lim, Soon-Bum;Choy, Yoon-Chul
    • Proceedings of the Korean Information Science Society Conference
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    • 2008.06b
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    • pp.130-134
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    • 2008
  • 애니메이션은 이미지나 텍스트와 같이 정적인 방식에 비해 효과적인 정보전달방식이다. 이는 간단한 표현이라도 동적인 움직임으로 구성될 때 더욱 흥미를 유발하며 높은 전달력을 가지게 되기 때문이다. 그러나 현재 웹 환경에서의 애니메이션 제작 방식은 전문적인 제작 도구를 사용하는데 국한되어 있어, 일반적인 사용자들의 참여를 통한 활용에는 적합하지 못한 방식이다. 본 논문은 사용자의 의도를 쉽고 직관적으로 반영할 수 있는 애니메이션 생성 인터페이스 기법을 제안하며, 실제 웹 환경에서 정보의 공유와 의사전달에 있어 직관적이고 쉬운 방식으로 애니메이션을 활용하는 방안을 제시한다.

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A CDMA Education Content Utilizing Regional GIS Information (지역지리정보를 활용한 CDMA 교육 콘텐츠)

  • 이영대;연상호
    • Proceedings of the Korea Contents Association Conference
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    • 2003.05a
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    • pp.245-250
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    • 2003
  • Of all wireless technologies for personal communications, CDMA(Code Devision Multiple Access) offers the best combination of good signal quality, high security and system reliability. CDMA2000 provides Internet and internet services for variable multimedia aplications. However, good educational CDMA web contents, which focus on the easy understability and good readability, are rare dute to the difficulties and the broad range of CDMA technologies. This content is developed based upon the following two aspects. First, a basic CDMA communication theoy, which contains much color figures and animation, is introduced combing the experimental results and corresponding explanations utilizing the information obtained by the TIMS CDMA equitments. It can improve the understabiliy virtual experience of the site visitors interested in the CDMA. Secondly, the recent CDMA coverage prediction and engineering technology is introduced using the RF plan tool C24 combined for the CDMA engineers

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Studies on the Animation production For Electric Safety Education (전기안전을 위한 교육용 애니메이션 제작에 관한 연구)

  • Min, Jin-Kyoung;Cho, Hyun-Seob;Oh, Hun;Kim, Dae-Sung;An, Seung-Hyeok;Ryu, In-Ho
    • Proceedings of the KIEE Conference
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    • 2005.07d
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    • pp.2824-2826
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    • 2005
  • 국내 전력소비량은 1961년 전원 개발을 본격적으로 추진한 이래 세계12위 규모로 성장하였다. 그러나 전력사용 증가에 따른 전기화재, 감전 및 설비사고 등 전기재해 역시 계속 증가하여 전체 화재사고 중 전기로 인한 화재비율이 선진국과 비교하여 크게 높은 실정이다. 본 연구에서는 전기안전에 관한 국민의식 제고를 목표로 전기안전 교육을 위한 애니메이션(3D 및 2D 프로그램)을 제작하여 전기 안전문화를 조성하는 홍보매체로 활용할 수 있도록 연구를 수행하였다.

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Multimedia Learning of Children : Relationships Between Cognitive Style and Rehearsal Strategy (아동의 멀티미디어 활용학습에서 인지양식과 회상전략의 관계)

  • Byun, Sook Young;Choi, Kyoung Sook
    • Korean Journal of Child Studies
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    • v.26 no.3
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    • pp.127-139
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    • 2005
  • The subjects of this study were 86 eight- and 76 ten-year-old children(total: 162). Experimental procedures and tools included pre- and post- learning tests and controls for intelligence (Draw-a-Man-Test) and for cognitive styles(Children's Embedded Figures Test). The content of the learning task was the lightning generation process. After various types of seven-minute color animation multimedia presentations about the generation of lightning were screened, post-hoc analysis showed that the rehearsal strategy was effective with field-dependent learners but not with field-independent learners.

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Development of Particle System Library for High Quality Special Effects (고품질 특수효과를 위한 입자 시스템 라이브러리 개발)

  • Baek Gi-Yeob;Song Seung-Heon;Kim Eung-Kon
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.568-571
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    • 2005
  • This research results can be used in games or animation application programs that need special effects and can be used as education software in undergraduate or graduate courses. If we use this results effectively in application programs, we can expect no small ripple effect on growing entertainment industry because special effects enhance audience's interest in games, films, and amusements.

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