• Title/Summary/Keyword: animation materials

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Analysis of Landscape Image and Visual Characteristics of Wolseong District Using Virtual Walkthrough (가상체험을 이용한 경주 월성지구의 경관이미지 및 시각적 특성분석)

  • Deng, Bei-Jia;Heo, Sang-Hyun
    • Journal of Environmental Science International
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    • v.30 no.10
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    • pp.833-844
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    • 2021
  • A well-maintained landscape can increase the competitiveness of a city. Gyeongju which is the famous ancient capital of Korea, has numerous historical resources. However, the disharmony between the historical landscape and the surrounding landscape weakens the competitiveness of the city. At present, most landscape analysis methods mainly focus on plans, photos, and animation, which have certain limitations in the expression of landscape spatial scale and materials. This study aimed to use the virtual walkthrough method to take the Wolseong District of Gyeongju historical areas as the object in order to evaluate the landscape visually. Compared with planar landscape analysis methods, such as photos and videos, the virtual walkthrough method is more immersive and intuitive to experience the spatial scale. The study results revealed images, visual characteristics, and visual influence factors of the landscape, which provide essential data for the construction and improvement of landscapes in similar historical areas in the future.

Opening Title Production of 'DMZ Coexistence', Global 4K Special Documentary of KTV

  • Hyunhee, Cha;Hakjae, Lee
    • International Journal of Advanced Culture Technology
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    • v.10 no.4
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    • pp.226-227
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    • 2022
  • The most dangerous and safest place, the busiest and most serene place, the DMZ where the wounds of the bitter war melt away, but at the same time contain life and healing. In this space of paradox, we now want to look at 'peace'. The KTV documentary 'DMZ Coexistence' is made in the form of a human road documentary that consists of various perspectives looking at the DMZ, various characters, and the most unknown Korean story materials, and the stories related to the performers in UHD 4K. In this study, we will show the process of creating an 'opening title' of 'DMZ Coexistence' captured in 4k and make it usable in academia and industry in the future.

Perceptions of the Knowledge of the Channel ⓔ as educational media for school teachers (<지식채널e>의 교육적 활용에 대한 교사 인식 연구)

  • Park, Yooshin;Na, Yeohoon;Jang, Eunju
    • Cartoon and Animation Studies
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    • s.49
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    • pp.425-464
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    • 2017
  • The Knowledge of the Channel (e) is often used as educational materials; it delivers very short but compelling message of strong or interesting timeliness. However, as the media environment changes, expectations and demands for The Knowledge The Knowledge of the Channel (e) is used in school education and what should be improved upon to increase utilization of educational resources. We surveyed 361 elementary, middle and high school teachers and analyzed the frequency of using, approach and learning activities of The Knowledge of the Channel (e) in school education. We also analyzed difficulties in using it in the school and what improvements should be made. Result show that the frequency of using The Knowledge of the Channel (e) in school is highest in elementary schools, followed by middle school, and then high school. Teachers strongly consider curricular relevance when selecting broadcasting contents for education, and among programs of EBS(Educational Broadcasting System), most frequently use The Knowledge of the Channel (e). The The Knowledge of the Channel (e) is mainly used as an incentive for increasing motivation. When examined by elementary school curriculum, this material is highly utilized in subjects with content such as society, morality, and science, or with approaches that require various perspectives. However, it is difficult for teachers to find materials directly related to their classes, and since other media content similar to The Knowledge of the Channel (e) is abundant, the utilization of The Knowledge of the Channel (e) is decreasing. To improve this, The Knowledge of the Channel (e) needs to improve its platform and transformed the type of The Knowledge of the Channel (e) content being provided on social media.

Development of ICT Teaching-Learning materials for Motorcycle Safety Education (이륜차 안전교육을 위한 ICT 교수-학습 자료 개발)

  • Yu, Jae-Young;Choi, Jun-Seop
    • 대한공업교육학회지
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    • v.32 no.1
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    • pp.73-92
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    • 2007
  • The purpose of this study was to develop ICT(Information and Communication Technology) teaching-learning materials for motorcycle safety education. Physical subjects which are relevant with motorcycle dynamics were introduced to increase the safety awareness through integrated learning such as the combination of technology and science. The results of this study were as follows : (1) Utilizing the physics basic theories which are relevant to motorcycle dynamics, the lesson plan of motorcycle ICT teaching-learning materials, which were included to plan and instruction action plan, was developed. (2) Flash animation or movie was developed to apply physics knowledge to technology in driving motorcycle. This is able to improve the attitude of driving motorcycle of students. (3) Through the contents of appendix of motorcycle safety driving section in this web-site developed here, junior and senior high school students would be able to strengthen their cognitive domain of motorcycle by themselves. (4) Using the web-site of this study, both teachers and students would be able to freely interact through an online bulletin board.

Dynamic Reconstruction Algorithm of 3D Volumetric Models (3D 볼류메트릭 모델의 동적 복원 알고리즘)

  • Park, Byung-Seo;Kim, Dong-Wook;Seo, Young-Ho
    • Journal of Broadcast Engineering
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    • v.27 no.2
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    • pp.207-215
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    • 2022
  • The latest volumetric technology's high geometrical accuracy and realism ensure a high degree of correspondence between the real object and the captured 3D model. Nevertheless, since the 3D model obtained in this way constitutes a sequence as a completely independent 3D model between frames, the consistency of the model surface structure (geometry) is not guaranteed for every frame, and the density of vertices is very high. It can be seen that the interconnection node (Edge) becomes very complicated. 3D models created using this technology are inherently different from models created in movie or video game production pipelines and are not suitable for direct use in applications such as real-time rendering, animation and simulation, and compression. In contrast, our method achieves consistency in the quality of the volumetric 3D model sequence by linking re-meshing, which ensures high consistency of the 3D model surface structure between frames and the gradual deformation and texture transfer through correspondence and matching of non-rigid surfaces. And It maintains the consistency of volumetric 3D model sequence quality and provides post-processing automation.

Children's Clothing Preference on Animation Character Color -Focusing on Mickey and Mini Mouse- (애니메이션 캐릭터 색채에 대한 유아의 의복 선호도 -미키와 미니마우스를 중심으로-)

  • Sung, Nam-Suk;Choi, Su-Koung
    • Journal of the Korea Fashion and Costume Design Association
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    • v.13 no.2
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    • pp.63-71
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    • 2011
  • The purpose of this study was to analyze children's clothing preference on animated character color. The experimental materials developed for this study were a set of stimulus and response scales. The stimuli were 30 color pictures, in which gender (boy, girl), type of character (Mickey Mouse, Mini Mouse), hue of character (red, yellow, green, blue, purple), and tone of character (vivid, light, dark) were manipulated. The 5-point scale was used to evaluate children's clothing preferences. Data were obtained from 300 boys and 300 girls living in Seoul, Busan, Jinju, and Changwon in April 2010. For data analysis, ANOVA and Duncan-test were used by using SPSS program. Results of this study were as follows. Tone of character had an independent effect on children's clothing preference. Interaction effects of gender and hue of the character were found. Interaction effects of gender and tone of the character were found. Interaction effects of type and tone of the character were found.

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Development of a CD Program Applied Logotherapy for Promoting Quality of Life of Adolescents with Terminal Cancer (말기 암 청소년의 삶의 질 증진을 위한 의미요법 프로그램 개발)

  • Kang, Kyung-Ah;Kim, Shin-Jeong;Song, Mi-Kyung
    • Child Health Nursing Research
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    • v.13 no.4
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    • pp.495-505
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    • 2007
  • Purpose: The purpose of this paper was to develop a CD program of applied logotherapy to improve the quality of life of adolescents with terminal cancer. Method: Keller's ARCS theory and a model for developing internet learning materials(Kang) was applied to develop this program comprised four distinct phases: planning, designing, development, and execution stages. Results: This program was entitled 'Finding treasures in my life' and consisted of 5 sessions and its educational contents were made up as follows: "Treasure One" is 'learning three natures of the human mind', "Treasure Two" is 'learning creative value as first method to find meaning of life', "Treasure Three" is 'learning experiential value as second method to find meaning of life', "Treasure Four" is 'learning attitudinal value as third method to find meaning of life', and "Treasure Five" is 'Becoming the master of my life'. The sub-menu was made up of 'Beginning', 'What is it?', 'Travelling'. 'Laughing Song', 'End'. Conclusions: This CD program applied logotherapy with flash animation technique as an emotional and spiritual nursing intervention program for easier and more scientific application in pediatric oncology and hospice area.

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A Bibliographical Analysis on the Folktale Studies in Korea (우리나라 전래동화연구의 서지적 고찰)

  • Yoo, So-Young
    • Journal of the Korean Society for Library and Information Science
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    • v.37 no.2
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    • pp.253-268
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    • 2003
  • A bibliographical analysis on folktale studies in Korea by Soyoung Yoo This study is aimed primarily at taking a view of the scope and depth of folktale studies in Korea and analysing their subjects study and directions. By doing so, the researcher hopes that this can be of help to users of those studies. The researcher collected all the studies in this field since 1945 and analysed them through SAS program. Thus, the researcher found the studies on Korean folktales started in late 1960's and flourished and diversified in the middle of the 1990s. The researcher divided the collected materials into two categories, i.e., the study materials which focused on folktales themselves and studies for the exploration of applications of folktales for other purposes. Former analytical study on folktales study themselves is shown to be composed of events, characters, themes and psychological as well as value analysis. there are some comparative studies with folktales of other countries. Latter studies show that the studies are mostly for language educational purpose. Furthermore, they are for illustration, animation, traditional design, costumes studies and theme parks. There are some other studies.

Investigation report of puppets performance - Mansukjung Nolum·Seosanbakchumji Nolum - (인형극 조사보고 - 만석중놀음·서산박첨지놀음 -)

  • Seo, Seung-Woo
    • Korean Journal of Heritage: History & Science
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    • v.35
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    • pp.236-282
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    • 2002
  • Among elements of play, there are puppets performances and shadows performance which are replacing actors by puppets and shadows. Puppet performance is characteristic of expressing various movements and symbols at its conveniences by the reduced models of human form with various materials. Shadow performance is realized in various colors that cannot be discovered in other countries by expressing mysterious cubic effect in reflecting the light against various forms. Mansukjung Nolum is a unique shadow performance that has been inherited in Korea. There are found many shadow performances inherited in the northern Europe and South-eastern Asia. Recently the silhouette animation in application of shadow performance is made. In the northern Europe and South-eastern Asia, they performed in white and black color while Mansukjung Nolum is performed in natural colors. Since they adopted the leather materials for making puppets, their opaque feature cannot reflect the colored light. But in Korea we adopted the specially colored semi-transparent Korean paper, which gives the colored shadows to spectators. Mansukjung Nolum consists of three acts for arousing attention of fallen monks destroying the teaching of Buddha. Seosanbakchumji Nolum is a puppet performance inherited in a village in Seosan, Choongnam instead of wandering artists. The story and form of performance in Namsadangpae's puppet play is mostly similar to it, but it is woven by its villages natural environment and specific dialects, reflecting their consciousness in mind. The villagers made the puppets and manipulate them in communicating their wisdom of life between them. Parkchumji Nolum is a kind of integral art combining puppet manipulation, witticism, songs and dances. The hero of Parkchumji discloses the social and structural conflicts of feudalism, in arousing the spectators' rich attention of self-awareness and lessons.

Development of teaching and learning materials by using GeoGebra and it's application effects for high school mathematically gifted students (GeoGebra를 활용한 교수.학습이 과학고등학교 수학영재들의 인지적 측면에 미치는 영향)

  • Kim, Mu Jin;Lee, Jong Hak;Kim, Wonkyung
    • Journal of the Korean School Mathematics Society
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    • v.17 no.3
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    • pp.359-384
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    • 2014
  • The purpose of this study is inquire the reaction and adaptability of the mathematically gifted student, in the case of introduce learning materials based on GeoGebra in real class. The study program using GeoGebra consist of 'construction of fundamental figures', 'making animation with using slider tools' (graph of a function, trace of a figure, definite integral, fixed point, and draw a parametric curve), make up the group report after class. In detail, 1st to 15th classes are mainly problem-solving, and topic-exploring classes. To analyze the application effects of developed learning materials, divide students in four groups and lead them to make out their own creative products. In detail, guide students to make out their own report about mathematical themes that based on given learning materials. Concretely, build up the program to make up group report about their own topics in six weeks, after learning on various topics. Expert panel concluded that developed learning materials are successfully stimulate student's creativity in various way, after analyze of the student's activities. Moreover, those learning programs also contributed to the develop of the mathematical ability to thinking that necessary to writing a report. As well, four creative products are assessed as connote mathematically gifted student's creative thinking and meaningful elements in mathematical aspects.

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