• Title/Summary/Keyword: animation education

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An Effective Implementation of Inverse Kinematics Module through Geometric Interpretation (기하학 해석을 통한 역운동학 모듈의 효과적인 구현)

  • Kang, Jong-Ho;Kim, Kyung-Sik;Yoo, Kwan-Hee
    • Journal of Korea Game Society
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    • v.4 no.4
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    • pp.19-24
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    • 2004
  • In this paper, we have proposed a new geometric solution of inverse kinematics of high instinct, while traditional solutions of inverse kinematics requires high level of mathematical knowledge. It was possible to use the inverse kinematics without mathematical knowledge because 3D vectors of directions of folded bones could be calculated by our method in the inverse kinematic model of two bones. The proposed method can be utilized easily by graphic designers who have little knowledge of mathematics of inverse kinematics

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Analysis of Multicultural Factors in Integrated Textbook for Elementary School- Around the First and Second Grades (초등학교 통합 교과서의 다문화요소분석 - 1, 2학년 통합 교과서를 중심으로 -)

  • Kang, hyun-joo;Kim, Chee-yong
    • Journal of Korea Multimedia Society
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    • v.21 no.10
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    • pp.1221-1235
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    • 2018
  • This study aims to analyze the multicultural content of the Korean Elementary School Textbook revised in 2015. This study abstracted the framework of multicultural factors for analysis of multicultural contents from the research on "Revision Guidelines by Analysis of Multicultural Factors in Secondary Curriculum and Textbook". The analyzed textbook is the integrated winter textbooks for both the first and second grades revised curriculum in 2015. Several findings were represented as follows: first, the frequency of multicultural content displayed five times in first grade and nineteen times in second grade respectively. Second, the analyzed textbooks did not include contents directly associated with multiculturalism. Activities and experience is important in the acceptance of unfamiliar cultures Thus, multicultural contents' frequency of within textbooks is very crucial. Finally, the revised curriculum focused on activities and experiences about the theme and content in the textbook and was developed around block chassis. For teaching the textbook content, teachers must perfectly understand textbooks through teacher training. The textbooks of reflecting right values on multiculturalismIn. this respect, elementary school curriculum and textbook content should be improved by supplementary revision fitting for the growth of humanity in the multicultural era.

Non-Photorealistic Rendering using GPU Programming Technique (GPU 프로그래밍 기법을 이용한 비사실적 랜더링)

  • Bat-Ochir, Bolormaa;Sung, Kyung;Kim, Soo-Kyun
    • Journal of Advanced Navigation Technology
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    • v.15 no.6
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    • pp.1228-1233
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    • 2011
  • NPR(Non-Photorealistic rendering) technique is developing by every years. NPR is inspired on artistic styles, which is painting, drawing, technical illustration, animation and cartoon. There have many application programs for NPR, which is popular and useful of animations, even on game industrial. In traditional computer graphics focused on non-photorealism, but this method need much more memory and time. Recent years, Many NPR methods present advanced rendering technique and real time technique using graphic accelerator. This paper propose to explain NPR with GPU programming.

Implementation of Surveillance System using Motion Tracking Method based on Mobile (모바일 기반의 동작 추적 기법을 이용한 감시 시스템의 구현)

  • Kim, Hyeng-Gyun;Kim, Yong-Ho;Guen, Bae-Yong
    • Journal of Advanced Navigation Technology
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    • v.12 no.2
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    • pp.164-169
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    • 2008
  • This paper is using motion tracking by image segmentation to monitor intruders and to confirm based on mobile the relevant information. First, detect frame in animation that film fixed area, and make use of image subtraction between two frame that adjoin, segment fixed backing and target who move. Segmental foreground object to the edge detecting the location specified by the edge of the median estimate extracted by analyzing the motion of the intruders to monitor. When a motion is detected, the detected image is transmitted by using the W AP pull basis image transmission method on the mobile client data terminal.

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The Effects of a Self-care Management Program for Patients with Diabetic Foot Ulcers (당뇨병성 족부 궤양을 가진 환자의 자가 관리 프로그램 적용 효과)

  • Kim, Jung Yoon;Cheon, Eui-Young
    • Journal of Korean Biological Nursing Science
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    • v.18 no.2
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    • pp.78-86
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    • 2016
  • Purpose: Diabetic foot ulcers are significant problems in diabetes mellitus and often result in lower extremity amputation. This study was conducted to evaluate the effects of a self-care management program on Korean patient's self-efficacy, self-care behavior, size of the wound, and wound related pain. Methods: This study was a quasi-experimental study of pre-test and post-test design in a non-equivalent control group. The intervention strategies of the self-care management program consisted of individual intervention (education, practice and demonstration), computer animation, and face-to-face counseling. There were thirty seven patients, and 20 were assigned to the experimental group while the other 17 were assigned to the control group. The experimental group was given a self-care management program. The control group received information on diabetic mellitus care by means of a leaflet. The data was analyzed using descriptive statistics, a chi-square test, an independent t-test, and a Mann-Whitney test. Results: There were significant differences in self-care behavior and wound related pain. Conclusion: A Self-care program is an effective way to increase patient's self-care ability. This program is highly applicable to diabetic foot ulcer patients in various settings.

Design and Implementation of the Mobile Flash for Flash Game on Mobile Terminals (휴대 단말기에서 플래시 게임을 위한 Mobile Flash의 설계 및 구현)

  • Oh, Hwang-Seok;Lee, Jae-Young;Kim, Man-Soo;Lee, Chung-Hwan
    • Journal of Korea Game Society
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    • v.5 no.3
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    • pp.11-16
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    • 2005
  • As an improvement of the CPU performance of mobile terminals and an increase of user requirements for multimedia services, various multimedia services and applications have been developed and served over mobile platforms. In this paper, we describe the design and implementation of the Mobile Flash which is one of the famous services in mobile platforms with the limitation of hardware resources. The Mobile flash is an optimized solution for mobile terminals of the Flash, which has been used in the Internet browsers not less than 95% in the world for playing various types of contents such as animations, games, contents for education, e-commerce.

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A study on e-Learning multimedia contents develop focus basic resuscitation (기본 소생술 e-러닝(e-Learning) 멀티미디어 컨텐츠 개발 연구)

  • Lee, Young-Ah;Kim, Tae-Min;Kim, Hyo-Sik;Koh, Jae-Moon
    • The Korean Journal of Emergency Medical Services
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    • v.6 no.1
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    • pp.65-75
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    • 2002
  • This study was designed to develop e-Learning multimedia contents to provide the first aid rescuer with the basic resuscitation, members of the public, corporations and any other institutions who wish to learn this skills. It is carried out from October to December in 2001. This program was constructed on the basic of the network-instructional system Design model, this model has severalprogressive steps, which includes the planning, analysis of the contents, development of the contents, instructional design, development of web-based and multimedia, pilot test, implement, and evaluation. The URL of this site is http://www.cyber.hc.ac.kr named as the cyber education program for the basic resuscitatingskill. This contents consisted of 8 chapters providing as follows : Introduction, anatomy and physiology of heart-ling, Adult Cardio-Pulmonary Resuscitation, Adult Foregin-body Air-Obstruction, Child Cardio-Pulmonary Resuscitation, Child Foregin-body Air-Obstruction, Infant Cardio-Pulmonary Resuscitation, Infant Foregin-body Air-Obstruction. To make the learning more interesting, as much animation and videos were integrated. In conclusion, this e-Learning multimedia contents will be useful for student as well as members of the public. It significantly increases the chances of saving the life of person who has collapsed.

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A Study on the History and Development of Serious Games for Education in Korea (한국 교육용 기능성 게임의 역사와 발전 방향 고찰)

  • Yoon, Hyung Sup
    • Journal of Korea Game Society
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    • v.20 no.4
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    • pp.101-110
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    • 2020
  • In this study I divided the development history of educational serious games into three periods. from 1995 to 2020 in Korea. I drew out some characteristics of each period. And I analyzed the correlation between the level of technology and learning effects or fun. so I found out some results. According to my analysis, the level of technology and learning effects and fun are not related to successful factors. While play style which is familiar and accessible to students like casual game has been commercially successful. It also confirmed that well-balanced games between fun and learning effects are a key factor in commercial success.

3D Network Game Development for Education and Publicity of Resource Recycling Study on Contents Technology (자원재활용 교육홍보를 위한 3D 네트워크 게임 개발)

  • Oh Seung-Taek;Jun Byung-Hwan
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.407-411
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    • 2005
  • In this research, we develop 3D online racing game to aid the comprehension about resource recycling, in the way of provoking children's interest and satisfying scientific curiosity, using 3D graphic editor and DirectX programming tool. This game is developed for children to experience the collection and classification procedure of recycling resources by only taking part in a game naturally, and to learn recycling-process contents produced using animation technique. Especially, we make this game to utilize it as an educational and public medium at home and abroad, and to interchange with foreign institutes, by offering korean version as well as english version. As a result, this game can be used as educational contents about resource recycling, because it is developed in the style that children can enjoy it directly.

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Implementation of Authoring System for Educational Flash Contents and Reusability Analysis (교육용 플래시 콘텐츠 저작시스템의 구현 및 재사용성 분석)

  • Kim Ho-Sung;Kim Jung-Hee
    • The Journal of the Korea Contents Association
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    • v.5 no.2
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    • pp.7-17
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    • 2005
  • Flash contents for education can embody easily complex interactions with learner by splendid contents of various multimedia and animation. Moreover, they provide high class user interface and have advantages of inducing learner's interest and concentration. However, authoring flash content requires the skill to use the Flash tool, which is too difficult for professor to make the educational Flash contents. In this paper, we proposed the system that professors can make the Flash contents automatically by selecting something necessary and typing texts on the web. Also, the reusability and usability of the implemented system is analyzed in the viewpoint of professor by comparing with conventional method to reuse the Flash contents from various viewpoints.

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