• Title/Summary/Keyword: animation education

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The Emotional Advertisement and Customer's Physiological Effects (감성광고와 소비자 생리반응)

  • 김영순;윤봉식
    • Science of Emotion and Sensibility
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    • v.4 no.2
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    • pp.15-24
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    • 2001
  • This study is designed to examine on the effectiveness of emotional advertisement, including analysis of the physiological response of customers’ feelings for effective development of advertisement, and to provide a base for emotional advertisement production by presenting the methods of linguistic and non-linguistic response. It provides a framework for symbolic analysis about costumers’ emotions along with a general review of emotional advertisement. Based on the results, it will analyze aspects of linguistic and non-linguistic utterance of costumers’ physiological response for emotional advertisement. The results will present a frame of effective emotional advertisement that appeals to the emotion of costumers

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A Study of Children's Edutainment Contents Design Based on Multiple Intellegence Theory (다중지능이론에 입각한 아동용 에듀테인먼트 콘텐츠 설계 연구)

  • Choi, Hyuck Jai
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.7 no.4
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    • pp.89-99
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    • 2011
  • Digital edutainment games and educational content to the concept of combining learning and to draw conclusions that can be varied and fun learning program. Yet effective design. There's a lot of discussion about the systematic and scientific research, explore the difficult, but so is the growing field of endless possibility. Merely a linguistic capabilities of human intelligence and mathematical ability were measured primarily on issues raised in the traditional intelligence tests, and emerged a variety of multiple intelligences theory of human intelligence classified into 8 types and characteristics of each intelligence activities and guidelines for faculty are presented. These lessons are based on multiple intelligences theory professor activities through the design study for students to form learning activities to meet effectively and systematically conducted classes, and student-specific classes can be designed. In this study, multiple intelligences theory, based on children's edutainment content by linguistic intelligence, and intrapersonal intelligence body-kinestic intelligent and can learn by linking to content that was designed. Children interested in animation and gaming content through the feeling that you can become stiff in Korean alphabet education to solve the quests were designed to be a natural puleonagal.

Development the Educational and Training Package with an integrated Graphic Environment for Power System Analysis & Operation (그래픽통합환경을 갖춘 전력시스템 해석과 운용을 위한 교육 및 훈련용 팩키지)

  • 신중린;이욱화;임동해
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.12 no.2
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    • pp.45-53
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    • 1998
  • This paper describes the development of educational and training package with Integrated graphic environment for power system analysis '||'&'||' operation. This package runs on a personal computer with interactive scheme and includes a graphic editor for modeling of power system, a database system, the various graphic illustration '||'&'||' animation modules to represent the simulation results, and the application module of the power system analysis '||'&'||' operation. The proposed package is tested on a sample system, the package will be useful for the education and training of power system analysis and operation.

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Development of a Real Time Three-Dimensional Motion Capture System by Using Single PSD Unit (단일 PSD를 이용한 실시간 3차원 모션캡쳐 시스템 개발)

  • Jo, Yong-Jun;Oh, Choon-Suk;Ryu, Young-Kee
    • Journal of Institute of Control, Robotics and Systems
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    • v.12 no.11
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    • pp.1074-1080
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    • 2006
  • Motion capture systems are gaining popularity in entertainment, medicine, sports, education, and industry, with animation and gaming applications for entertainment taking the lead. A wide variety of systems are available for motion capture, but most of them are complicated and expensive. In the general class of optical motion capture, two or more optical sensors are needed to measure the 3D positions of the markers attached to the body. Recently, a 3D motion capture system using two Position Sensitive Detector (PSD) optical sensors was introduced to capture high-speed motion of an active infrared LED marker. The PSD-based system, however, is limited by a geometric calibration procedure for two PSD sensor modules that is too difficult for common customers. In this research, we have introduced a new system that used a single PSD sensor unit to obtain 3D positions of active IR LED-based markers. This new system is easy to calibrate and inexpensive.

Lifelike Pattern Generator for a Giant Quadrupedal Walking System Based on Fuzzy Logic (퍼지로직 기반의 거대 4족 보행 시스템을 위한 실감형 패턴 발생기)

  • Lee, Sang-Won;Rim, Kyung-Hwa;Kwon, O-Hung
    • Journal of Institute of Control, Robotics and Systems
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    • v.18 no.2
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    • pp.133-140
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    • 2012
  • In this paper, we suggest a lifelike pattern generator for a quadruped walking system with a head, a tail, four legs and a torso. The system looks like a giant dinosaur which stands over 7 meters tall with its legs over 2 meters long. We focus on its lifelike naturalness. Thus, generating logical patterns in harmony with head-body-tail patterns and quadrupedal locomotion patterns makes you feel that the quadruped walking system is alive. The basic patterns of four legs and a body are obtained from a 3D graphic animation, which is made and captured from various motions of similar species in existence since the giant dinosaurs are exterminated. The dinosaur-like mechanism also is designed from bone and joint structures of quadrupedal animals. The lifelike pattern generator based on fuzzy logic could generate lifelike motions according to the dinosaur-like mechanism and the basic patterns. A series of computer simulations and experimental implements show that the pattern generator makes the quadruped walking system lifelike.

A Study on the 3-D Information Abstraction of object using Triangulation System (물체의 3-D 형상 복원을 위한 삼각측량 시스템)

  • Kim, Kuk-Se;Lee, Jeong-Ki;Cho, Ai-Ri;Ba, Il-Ho;Lee, Joon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2003.05a
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    • pp.409-412
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    • 2003
  • The 3-D shape use to effect of movie, animation, industrial design, medical treatment service, education, engineering etc... But it is not easy to make 3-D shape from the information of 2-D image. There are two methods in restoring 3-D video image through 2-D image; First the method of using a laser; Second, the method of acquiring 3-D image through stereo vision. Instead of doing two methods with many difficulties, I study the method of simple 3-D image in this research paper. We present here a simple and efficient method, called direct calibration, which does not require any equations at all. The direct calibration procedure builds a lookup table(LUT) linking image and 3-D coordinates by a real 3-D triangulation system. The LUT is built by measuring the image coordinates of a grid of known 3-D points, and recording both image and world coordinates for each point; the depth values of all other visible points are obtained by interpolation.

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The Development of Multimedia Courseware for Studying Picture Map (그림지도 학습을 위한 멀티미디어 코스웨어의 개발)

  • Hwang, Hong-Seop;Jang, Seo-Soon
    • Journal of the Korean association of regional geographers
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    • v.8 no.1
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    • pp.110-121
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    • 2002
  • The aim of this study is to develop multimedia courseware which can make studying picture map interesting in a more concrete and three-dimensional situation by using multimedia materials such as graphics, animation, and moving images, which breaks from the past teaching methods for picture map. The multimedia courseware used in this research can help learners understand the concept on picture map in a much easier way, and study wherever and whenever they want to. In addition, students can pass through the levels up according to their levels through the process of students' constructing the knowledge by themselves and individualized materials which can enhance their desire to learn and make the individualized learning possible.

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Influence of creative activities using multimedia materials of children's songs to personality in elementary school (동요방송을 활용한 창의적 활동이 초등학생의 인성에 미치는 영향)

  • Huh, Jeung-Kyeung
    • Journal of Digital Convergence
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    • v.17 no.3
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    • pp.55-61
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    • 2019
  • Multimedia materials were developed to creative children's songs to elementary schoolers so as to improve favorable personality. To this end, we selected elementary school students to select appropriate songs for the cultivation of humanity, and produced multimedia including various image materials such as animation, documentary, chorus, dance performances, and interviews. Above all, we have created a teaching - learning process and presented the program so that teachers can easily guide students to agitation. As a result, the change of personality of elementary school students was positively shown through sway broadcasting, and I tried to give practical examples of practical application for cultivation of creativity and personality that should be emphasized at elementary school.

The influence of learning style in understanding analogies and 2D animations in embryology course

  • Narayanan, Suresh;Ananthy, Vimala
    • Anatomy and Cell Biology
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    • v.51 no.4
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    • pp.260-265
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    • 2018
  • Undergraduate students struggle to comprehend embryology because of its dynamic nature. Studies have recommended using a combination of teaching methods to match the student's learning style. But there has been no study to describe the effect of such teaching strategy over the different types of learners. In the present study, an attempt has been made to teach embryology using the combination of analogies and simple 2D animations made with Microsoft powerpoint software. The objective of the study is to estimate the difference in academic improvement and perception scale between the different types of learners after introducing analogies and 2D animation in a lecture environment. Based on Visual, Aural, Read/Write, and Kinesthetic (VARK) scoring system the learners were grouped into unimodal and multimodal learners. There was significant improvement in post-test score among the unimodal (P<0.001) and multimodal learners (P<0.001). When the post-test score was compared between the two groups, the multimodal learners performed better the unimodal learners (P=0.018). But there was no difference in the perception of animations and analogies and long-term assessment between the groups. The multimodal learners performed better than unimodal learners in short term recollection, but in long term retention of knowledge the varied learning style didn't influence its outcome.

Design of Edutainment Contents Using Motion Recognition for Enhancing Sociability and Visual Perception of Children (유아의 시지각 및 사회성 향상을 위한 동작 인식 기반 에듀테인먼트 콘텐츠 개발)

  • Park, Yoon;Yang, Janghoon
    • The Journal of the Korea Contents Association
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    • v.15 no.7
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    • pp.170-180
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    • 2015
  • With progress in emerging new media technology and associated device, there is growing interest in a new type of contents in the filed of children education. In this research, we developed a edutainment content for enhancing sociability and visual perception of children exploiting kinect. Recreating what is visually perceived with physical movement is adopted to develop visual perception. It is also designed such that one's sociability can be enhanced through experiencing natural physical contact and collaboration while interacting with the developed content. The prototype of the content was created through development of character to boost interest, a short animation for storytelling, and interactive programming. In the second pilot test which was done with the content improved through the first pilot test, it was observed that children easily played with it and actively participated in experiencing it. From this observation, it is expected that the developed content may work as a promising edutainment content which fosters children to enhance visual perception and sociability through natural interaction.