• Title/Summary/Keyword: animation education

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PBSL(Project based Self Learning) for Pre-production of Game·Animation·Visual Images (게임·애니메이션·영상 기획 프로젝트 수업을 위한 PBSL(Project based Self Learning))

  • Lee, Hyun-Seok
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.467-474
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    • 2019
  • Key areas of digital contents, the games and animation industries are increasingly expanding. Therefore, training of a specialized workforce is required in accordance with these enterprises' growing demand. Education in the field of games and animation lies in cultivating talents with creative thinking, collaboration, and problem-solving skills. Thus, this paper aims to propose a PBSL teaching model for creative convergent talent through game and animation projects. The study will focus on the characteristics of creative convergence talents, project teaching, and related job competencies for game and animation education. Based on literature research, a 'Project Based Self Learning' instructional model is presented, in which creative thinking and collaboration competencies are explained in a way they can be performed by the learner. As a case study, D University's class was applied with PBSL. A survey showed that the autonomy aspects were higher than the creativity and convergence attitudes, indicating that the students improved their autonomy and motivation. However, the team composition needs further supplementation.

From Visualization to Computer Animation Approaches in Mathematics Learning: the Legacy throughout History of Human Endeavours for Better Understanding

  • Rahim, Medhat H.
    • Research in Mathematical Education
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    • v.17 no.4
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    • pp.279-290
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    • 2013
  • Presently, there has been growing interests in using mathematics' history in teaching mathematics [Katz, V. & Tzanakis, C. (Eds.) (2011). Recent Developments on Introducing a Historical Dimension in Mathematics Education. Washington, DC: Mathematical Association of America]. Thus, this article introduces some work of scholars from ancient East Indian culture like Bhaskara (AD 1114-1185) and Arabic culture such as Ibn Qurrah (AD 9th c) that are related to Pythagoras Theorem. In addition, some Babylonian creative works related to Pythagorean triples found in a tablet known as 'Plimpton 322', and an application of the Pythagorean Theorem found in another tablet named 'Yale Tablet' are presented. Applications of computer animation of dissection Motion Operations concept in 2D and 3D using dynamic software like Geometer's-Sketchpad and Cabri-II-and-3D. Nowadays, creative minds are attracted by the recent stampede in the advances of technological applications in visual literacy; consequently, innovative environments that would help young students, gifted or not, acquiring meaningful conceptual understanding would immerge.

Development and Evaluation of an Elementary School Nutrition Education Program to Prevent Breakfast Skipping (아침결식 예방을 위한 초등학교 영양교육 프로그램의 개발 및 평가)

  • Son, Hyeong-Gyeong;Lee, Yeon-Kyung
    • Korean Journal of Community Nutrition
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    • v.15 no.6
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    • pp.740-749
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    • 2010
  • The purpose of this study was to develop and evaluate a nutrition education program to prevent breakfast skipping for elementary school children. Subjects were 102 5th grade students (51 boys, 51 girls) as the "education group" and 200 5th grade students (102 boys, 98 girls) as the "non-education group." The nutrition education program consisted of 4 lessons over an 8-week period. Teaching materials, including flash animation, panel, PowerPoint, and a bingo game, were developed for this education program. After education, there was significant increase in the percentage of students who had eaten breakfast every day, understood that breakfast has a great effect on health, and will eat breakfast every day in the education group compared to non-education group. Parents' positive behavior toward daily breakfast preparation and the percentage of parents who had their children eat breakfast every day increased significantly. The students of the education group responded positively to the questions of the benefit and importance of nutrition education. The flash animation received high marks, especially in terms of understanding of contents, content clarity, emphasis of the core content, delivery of necessary knowledge, and applicability of breakfast. This study shows the effectiveness of a 4-lesson nutrition education taught during an 8-week time period to induce changes in recognizing the importance of breakfast and in behavior toward breakfast consumption.

Effective approaches of using Cut-out Animation for Design and Implement of Integrated Subject (교과통합 설계 및 구현을 위한 컷아웃 애니메이션 활용 방안)

  • Kim, Byeung-Won;Kim, Jong-Seo;Kwak, Hoon-Sung
    • The Journal of the Korea Contents Association
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    • v.8 no.6
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    • pp.111-120
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    • 2008
  • This paper purposes to suggest subjects integration method for effective cut-out animation production education activity. So we suggest concrete method to integrate subjects focusing on animation production. We gave cut-out animation production lessons to a group of students. As a result, their degrees of study accomplishment were higher than those of students under a general teaching style. And we conducted a questionnaire survey of participants, they gave an affirmative answer in understanding, satisfaction, participation, interest. With this, we confirmed that the animation production class activity with integrated subjects raised the creative learning ability.

A Program for Reusing Educational Flash Animations (교육용 플래시 애니메이션 재활용 방안)

  • Rhim, Young-Kyu
    • Cartoon and Animation Studies
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    • s.16
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    • pp.199-210
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    • 2009
  • The development in information technology resulted in an interest for lifelong education, which caused a rapid growth in the educational web based e-Iearning industry. The spread of e-Iearning industries and educational facilities emphasized the need for educational contents with the purpose of online lecturing along with the rapid development of contents production technology. Flash contents provide multimedia, animation, and etc. with diverse and visual expressions, so the complicated interactions with the learner can be easily materialized. The advantage of having a high quality, user-centered interface is that it provides a trigger of interest and arousal of concentration for the user, but it is difficult for teachers to directly create or manipulate educational flash animation contents. This paper is written to technologically methodize the automation of educational programs that the teachers wish to make by reusing the educational flash animation contents.

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A Study on the Necessity of Animation Technique Training for Web Design (웹 디자인에서 애니메이션 요소 교육의 필요성 연구)

  • 김진희
    • Archives of design research
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    • v.15 no.2
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    • pp.177-186
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    • 2002
  • This study is aiming for make people understanding the importance of animation as a compulsory subject in designing World Wide Web. Specifically analyses of the basic theories and concepts of animation are given in the study to help web designer can get advantages from them. Few examples of some common factors which is being shared by both traditional animations and animations in web design. Highlighted issue in this study, however, is that we do not have many web sites organised by one who has proper animation training. This is underlined as a reason of imperfect web design we are able to see recently. As a proposal of solution, you'll see the training methods of animation, to have well planned web designs.

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Role Analysis for the Development of Animation Character - Focused on Long Animation Work of USA and Japan - (애니메이션 캐릭터 개발을 위한 배역 분석 - 미, 일 장편 애니메이션 작품 중심으로 -)

  • Kim, Jae-Ho;Park, Hang-Su
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.909-914
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    • 2009
  • It can be said that the role of character is very important for the development of animation contents. It is because unlike in general motion picture, the emotional character, which is artificially controlled, plays the functional role in animation. Because of the function, the character may be differently expressed, depending on the culture of each country. However, general audiences and people selecting commodities have common factors. It seems that USA and Japan, which have led the world culture in the field of animation planning and manu facture, perform the animation manufacture by applying them properly. The purpose of this presentation is to analyze the works of USA and Japan, which have led animation manufacture. Because numerous works have been manufactured in two countries regardless of genres, the selection was made by concentrating on representative works that achieved good results from character commercialization. Therefore, the study will suggest the methodological direction for the new development of character, which is performed in industrial animation work and education field.

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Research on the Animation Storyboard Production Based on Storytelling (스토리텔링을 기반으로 한 애니메이션 스토리보드 제작에 관한 연구)

  • Kim Ji-Soo
    • The Journal of the Korea Contents Association
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    • v.6 no.3
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    • pp.154-162
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    • 2006
  • The weight of the story in the field of animation that is developed in digital and network is increasing gradually. It occurs not only in animation but several related fields. It shows the potential and needs of animation education based on the story. In this research several literary studies were conducted to identify essential factors of the story-telling in the animation story board production. To visualize the contents in details for the first time, we tried to find the intention of the producer of the animation story board and the work's depth by researching the role and production process in animation story board which applies all of the productions. The important visual factors in producing the animation will be the subjects of the research in near future, and the studies as the important communication art will be carried out by developing the visual and creativeness of the expressions.

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A Study on the Experimental Animation and Movement Expression of Norman McLaren (노먼 맥라렌의 실험적 애니메이션과 움직임 표현 연구)

  • Hong, Il-Yang
    • The Journal of the Korea Contents Association
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    • v.19 no.4
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    • pp.458-465
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    • 2019
  • Experimental animation is an independent art animation and a visual art that is integrated with the spirit of experimentation. Norman McLaren pursues original beauty in each piece through scientific exploration of visual expression technology and experiment that transcends common sense with great creativity and sensitivity, and the aesthetic value of animation is very high as the master of experimental animation that has brought innovation of real image media today. Therefore, it is meaningful to analyze the experimental expressions of Norman McLaren, who expanded the field of experimental animation by challenging various techniques and carried out a ceaseless search for motion creation between each frame, and to study the expressions of movement he focused on. The most significant feature of his movement expression was analyzed as repetition of motion and repetition of metamorphosis. I hope that this derivation will be understood as experimental animation of experimental method which requires more specific type of inquiry than simple question about experimental method. Also, I hope that it will be meaningful as a preliminary study to deeply explore the possibility and direction of animation creation in university education.

Design and implementation of Distance Learning System using 3 Dimensional Animation Control Technology (3차원 애니메이션 제어 기술을 활용한 원격교육시스템 설계 및 개발)

  • Im, Choong-Jae
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.109-116
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    • 2016
  • Distance learning systems that teacher and learner(s) are located at remote have been in progress in a way that directly transfer the video and audio. To get the interest of learners and effectiveness of education or to overcome the poor network environment, various methods utilizing computer graphics in the distance learning system have been attempted. This paper describes a design and implementation of a distance learning system using 3D animation control technology based on Kinect and network game technology. Distance learning system designed and implemented in this paper is a good example of combining education and game technology. And I expect to be used at various educational contents in the future.