• Title/Summary/Keyword: 교육 애니메이션

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A Study on Expandibility of Contents Using 'Beauty and the Beast' (원작 '미녀와 야수'를 활용한 다양한 콘텐츠 확장성 연구)

  • Joo, Eun-Ryeong;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.461-468
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    • 2017
  • 'Beauty and the Beast' was generated as a novel in 1740 and descended to date with the musical movie in 2017. This study is to understand what contents has been derived and expanded from one story for 277 years upon analyzing 'Beauty and the Beast' with the background of the times. Due to the limitation to include all the folktales and stories, the subjects of this study are limited with the contents that had been known and recorded as 'Beauty and the Beast.' 'Beauty and the Beast' has been expanded to 7 types of contents including novel, fairytale, movie, drama, animation, musical and film opera. It was created as a novel in the eighteenth century, made as a fairytale, and developed as a movie by Jean Cocteau, a movie director. With Industrial Revolution and the development of science, 'Beauty and the Beast' which derived into animation, drama, and musical contents, has been developed as the film opera thanks to the new trial of Philip Glass and the development of music industry. 'Beauty and the Beast' is still regenerating with a variety of contents continuously upon the development of computer technology and the fad of global remake. With anticipation of further analytical studies on 'Beauty and the Beast,' it is expected that the data of this study can be contributed as a reference in the other studies.

Evolutionary & Revival of ChunCheon Cultural Cluster (춘천 문화산업 클러스터의 진화와 회생)

  • Seo, Jeong-Soo;Kwon, Jae-Woong
    • Cartoon and Animation Studies
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    • s.25
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    • pp.155-175
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    • 2011
  • The cultural cluster in Chuncheon was initiated in the late 1990s with the combination of diverse components, which were companies, a local government entity, educational institutions, and human resources. In order to hold ability of standing on its own way in a hard time when the local cultural industries could not had developed by themselves, it urgently required the encouragement policy in the name of industry development. GIMC (Gangwon Information & Multimedia Corporation) was established in this situation, and policy strategies for promoting the cultural cluster was decided on the basis of GIMC's strategies. This article analyzes the evolution process of the local cluster and suggests characteristics of its every stage--initiation, development, and decline--on the basis of cluster competition concept because of the problem to deal with the evolution process of cluster from the existing viewpoint. This article finds out that Chuncheon cluster embarked on cultural cluster strategies without concerning basic elements which had to be prepared from the initial stage. This problem worked as the serious obstacle hampering development of Chunchen cluster. This problem was the matter of policies in providing a direction of industry development as well as leading a local cultural cluster and led to a result of weakening the connection among cluster components. As a result, this article shows that the current status of Chuncheon cultural cluster is being entered the decline stage, and, therefore, suggests that the advanced policy to promote cluster for a next round is urgently needed. Stable closing the first round of cultural cluster policies and thorough preparation for the second round is the only practical solution to minimize side effects of cluster decline. It is the prerequisite to restore trust and, at the same time, reinforce relationship between members who consist of Chuncheon cultural cluster.

Implementation of 3D maintenance manual for Military aircrafts using 3D modeling software (3D모델링 SW를 활용한 군용 항공기 3D 정비매뉴얼 개발)

  • Song, Jae-Yong;Kim, Jong-Seong
    • Journal of Korea Society of Industrial Information Systems
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    • v.26 no.4
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    • pp.19-32
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    • 2021
  • It is well known that any maintenance works for aircrafts must be carried out strictly in accordance with the specified maintenance manuals, especially for military airplanes. According to our previous studies, the largest portion of the maintenance jobs for military aircrafts is found to be related to the assembly/disassembly of various parts, which requires precise understanding of the work procedures as well as correlation between interconnected parts let alone grasping of the exact shapes of parts involved. However, the conventional manuals for aircraft maintenance have failed to provide enough information required for the efficient maintenance except for simple texts and vague pictures, which are far from being sufficient sets of information. On the contrary, unlike incomplete conventional manuals with poor contents, 3D modeling SW could provide us with not only powerful visualization tool even to see through inside any assembly but also freedom to watch parts under test from any angle we want. In addition, the maintenance personnels could learn the precise maintenance procedures through repeatedly watching 3D animated version of the maintenance work as if they were on the field. In this study, we have suggested the efficient procedures to develop 3D manual for aircraft maintenance using 3D modeling SW, Solidworks and implemented a 3D maintenance manual for Integrated Drive Generator(IDG) in Boeing 747. Characteristics of the developed 3D manual has been analyzed in comparison with the conventional ones as well. It is shown that the suggested method could be easily applied to develop a 3D maintenance manual for commercial airplanes since the maintenance works involving assembly/disassembly of major parts are very similar regardless of aircraft types.

The Establishment of the Third Medium and Long Term Development Plan of the Comics Industry and the Policy of Training Professional Manpower (3차 만화산업중장기발전계획 수립과 전문인력양성 정책)

  • Kim, Byoung Soo;Lee, Won Seok
    • Cartoon and Animation Studies
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    • s.32
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    • pp.189-220
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    • 2013
  • It is expected that interests and supports for 'the creative economy' will increase considerably since the establishment of the Park Geun Hye Administration. According to a report with respect to its cultural policy handed in by the Minister of Culture to the president on March 28, 2013, the administration will set up a basic plan of establishing regional fusion-typed laboratories including such genres as story telling, animations, games, cartoons, performances, etc. in May this year, and opening contents Korea laboratories across the country by the first quarter in 2014 as part of its core task. Furthermore, it will focus on implementing such policies for training professional manpower as creative mentoring programs, expansion of education for field employees and expansion of a creative education for young students, including a plan to train 1,000 creative contents talents by 2017 as described in the report. Since the Comics Promotional Law took effect in August 2012, the Korea Culture and Content Agency and the Comics Industry have been establishing the third plan for medium and long term development of the comics industry together. One of the most important policy is about training professional manpower. "Joint Business with Creative Talents," in which the amount of 4.5 billion won was invested, has already been implemented, and "Support Business for Field Employees of Comics Creating Enterprises," in which the amount of 0.6 billion won was invested, has been performed so far through the Korea Comics Contents Agency upon the request of the Comics Industry. The government's plan to train professional manpower is interlocked with its foundation and employment policies, and thus, this will be a good opportunity for colleges and universities that have comics related majors, especially for those that need proper measures for bring their graduates a chance to get a job. Accordingly, it seems that if the government develops more aggressive policies, reflects this on the third medium and long term development plan of the comics industry, and then organizes policy and study meetings led by the learned societies to implement this, it will be able to generate a significant synergy effect. This Article will concentrate on first examining the flow and patterns of the policy to train special manpower by the comics industry, the Ministry of Culture and related institutions since the establishment of the Comics Promotional Law, analyzing some problems in the first and second medium and long term development plan of the comics industry to be implemented from 2003 through 2013 and the third medium and long term development plan to be announced in June 2013 to train professional manpower, and then suggesting an effective direction and some alternatives to train professional manpower in universities in a medium and long term way.

Development and Application of Web-based Instruction Program for the Enriched Course of School Biology (중등 생물교과 심화과정 학습용 웹 기반 학습 프로그램 개발 및 적용)

  • Ye, Jin-Hee;Park, Chang-Bo;Seo, Hae-Ae;Song, Bang-Ho
    • Journal of The Korean Association For Science Education
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    • v.22 no.2
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    • pp.299-313
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    • 2002
  • A web-based instruction program for the enriched course under the 7th Revised National Curriculum of Biology in Korea was developed and the application effects to learners were analyzed. For the development of the web-based instruction program, five topics of biology from the enriched courses through 7th to 10th grades in the middle and high school science textbooks were selected and modulated with interrogative sentences. Each topic of programs was divided into four activity sections according to the learners' activity procedures supplemented with explanations and evaluations. Each activity was hyper-linked to multi-layers and animations. Further, a virtual experiment was also developed and an evaluation section designed by Java Script was attached. Among five topics, one topic of 'Reproduction and development' at 9th grade level was selected to examine the effects on students' learning. Among 247 9th grade students in the research subject school, only 67 students were able to accessible to ultra-thin Internet cables with their computers at home and they became an experimental group. A control group was assigned to those who are similar level of school science achievement to the experiment group and did not use the web-based program. It was found that most of 9th grade students are able to use Internet at home, however, they do not prefer to use Internet for homework or task project. Rather, most of students used Internet for e-mail or information navigation. Students used internet to solve problems of science and perceived the benefits of Internet for science learning. However, there are not many students to utilize Internet for science homework or task project. Students expressed that they do not prefer to use a web-based learning program for science learning due to lack of interests in science. The effects on students who studied with this program appeared to be significantly high compared to those who did not study with this program. Students who studied with this program positively evaluated this program, in particular, they enjoyed animation effect and virtual experiments. It was concluded that a web-based program for science learning should be developed and distributed through Internet in an attractive and interesting format for students. It was also concluded that various web-based programs for science learning with animation effect and virtual experiments should be developed to increase students' interests in science as well as to improve students' science achievements.

A Study on How Reading Comic Books Affects Creativity (만화 읽기가 창의력 향상에 미치는 연구)

  • Jang, Jin-Young;Park, Hye-Ri
    • Cartoon and Animation Studies
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    • s.36
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    • pp.437-467
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    • 2014
  • This study is intended to reveal reading comic books helps improve creativity. Though the long-lasting negative recognition towards comic books has positively changed these days, we need a ground upon which the social recognition needs improvement in that children's comic books have been used as a learning tool. Its introduction points out that there has been shortage of empirical researches on comic book reading, and as one of the empirical research methods, presents a method of comparative analysis on comic book reading, school study, and creativity tests via survey. The theoretical background in the 2nd chapter, first, puts emphasis on the significance of the creativity theory among all the other theories related to creativity, which focuses on problem-solving capacity. Second, it theoretically reviews the meaning which 'fun' and 'interest' have in development of creativity in the context of developmental process of the modern educational theories. Third, it empathizes that traits of reading comic books start off with 'fun' and 'interest', that awareness of reality gets expanded via the process of characters making their way through a strange world with empathy and absorption, and that comic book reading has to do with creativity. Fourth, it presents a model questionnaire with which to study relationship between comic books and creativity in an empirical way. The analysis on the survey outcome in the 3rd chapter shows, first, that smart students read many comic books, not to mention that studying helps improve creativity, which indicates above all, comic book reading and improvement of creativity are not negatively related, but are mutually complementary. Second, that creativity enhanced by reading comic books is higher than that enhanced by studying, which may mean comic book reading is more effective than studying in developing creativity. It has drawn a conclusion based upon these results, that reading comic books bears positive efficacy on both studying and developing creativity. Standing on this conclusion, it proposes it necessary to develop methods by grades of educating how to read comic books and to provide a recommended list of comic books to read.

가족과 함께하는 창의성 경진대회 평가연구

  • 송규운;황동주;윤정진
    • Journal of Gifted/Talented Education
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    • v.11 no.2
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    • pp.127-150
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    • 2001
  • The upcoming century is a knowledge based society which did not exist before which requires creative ability to solve problems. Therefore, it is necessary to Provide a creative program of problem solution in order to match this global trend The creativity of problem solution means the ability to solve a problem using previous ideas in an advanced way or develop new ideas. Creative education is especially important for infants. Because the young mind is where fresh ideas preside and can frame-work the early stage of life like a blank sheet of paper. The Infant-Early Child Creative Development Institute. as an adhesive institute at Yeungjin College, develops various programs that integrate methods which match current trend in this era and also start the Creative Promotion Test with 2,000 Families for the expansion of creative education from the baseline as an alternative method. The infants tested in the creative test will find ways of problem solution through animation beam projects for their given situation and also discuss the problems with their family members. Through these processes the infant and family members will complete the creative structures to solve the problems using limited materials given by the institute, and the final product will be evaluated as objective results. The final evaluation of the test will also be considered the teamwork of family cooperation and the attitudes of participants as well as the product of problem solution. The criterion of the evaluation is to be considered both a creative way of thinking and creative attitudes. Because the score counts were conducted manually it delayed the selection of awarded students who took the test. Also, we found that some parents have difficulty in accessing information to find the score through homepage from the computer. this Problem might be corrected in the future plan. Like Freud's saying, if human character and exploring attitudes during the early stage of a child, a person's creativity is composed their infant period as their basic foundation. Therefore, the family wh first environment the infant encounters will be treated as a prima when making basic structure. From this viewpoint, this creative test work as a festival of creativity fare with 2,000 families.

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Virtual Reality Based Welding Training Simulator (가상현실 기반 용접 훈련 시뮬레이터)

  • Jo, Dong-Sik;Kim, Yong-Wan;Yang, Ung-Yeon;Lee, Gun-A.;Choi, Jin-Sung;Kim, Ki-Hong
    • Proceedings of the KWS Conference
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    • 2010.05a
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    • pp.49-49
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    • 2010
  • 용접은 산업계의 기계 조립 및 접합을 위한 공정의 주요한 작업으로 조선, 중공업, 건설 등 산업현장에서 사람에 의한 수동적인 작업으로 대부분 수행된다. 이러한 용접 작업을 수행하는 용접 기술자는 산업 현장 훈련원과 직업 교육 학교에서 양성되지만 용접 훈련 과정은 실습 초보자에게 위험하고, 장시간 교육하기에 어려울 뿐 아니라 재료 낭비, 의사 소통의 한계, 즉석 결과 평가의 한계, 공간부족 등 다양한 문제가 있다. 그러므로, 안전하고 반복적인 실습 환경 제공하고 장시간 및 다수 교육참여 지원 등이 가능한 시스템을 구축하여 숙련된 우수 인력 조기 확보와 훈련 비용을 절감할 필요가 있다. 본 논문에서는 실제와 동일한 상호작용을 제공할 뿐만 아니라 고품질로 훈련 환경을 가시화하여 용접 상황을 동일하게 모사하는 가상 현실 기반 용접 훈련 시뮬레이터를 제시한다. 이 시스템은 용접의 형상과 환경의 고품질 가시화, 경험 DB를 통한 용접의 비드 형상 데이터 획득, 용접 토치를 이용하는 사용자 상호작용, 용접 훈련 결과 평가 및 최적 작업 가이드, 용접 콘텐츠 저작, 다양한 용접 훈련을 가시화하는 하드웨어 플랫폼으로 구성된다. 고품질 가상 용접 가시화는 경험 DB 기반 비드 형상 데이터와 신경회로망을 이용한 비드 형상 예측을 통해 실시간 비드 표현이 이루어지며 쉐이더 기반 고품질 모재 및 비드 표현, 아크 불꽃 효과 표현을 포함한다. 사용자 상호작용은 현장 작업 도구와 일치된 토치 인터페이스와 위치추적을 이용하여 토치의 작업각, 진행각, 속도, 거리 등을 반영할 수 있으며 진동과 소리 등 용접 훈련의 사실적 상호작용도 재현하였다. 용접 훈련 평가 및 최적 작업 가이드는 훈련자의 용접속도, 거리, 각도 등의 사용자 작업 결과를 그래픽으로 표현하고, 애니메이션을 통한 훈련 자세를 추후 분석할 수 있도록 하였고, 가상토치, 기준선, 수치계기 등을 이용한 최적 작업 훈련 가이드 제시하였다. 훈련 콘텐츠 저작은 메뉴UI 기반으로 용접의 전류, 전압 등의 조건과 상황을 선택하도록 제시하였고, 하드웨어 플랫폼은 워크벤치형 입체 디스플레이 방식으로 용접 환경을 가시화하였고, 위, 정면, 아래보기 등 다양한 용접 자세 변경을 지원 할 수 있도록 구축하였다. 이러한 가상현실 기반 훈련 시뮬레이터는 아크열 발생에 따른 장시간 훈련의 어려움을 극복할 수 있고, 다양한 실습 환경을 바꾸어 가며 반복적인 훈련이 가능하고, 실 재료를 사용하지 않아 재료의 낭비를 줄일 수 있는 환경 친화적인 안전하고 효율적인 훈련 실습 환경을 제공할 수 있다.

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The Development of Teaching Plans for Web-Based Practical Problem-Solving Lesson - focused on "Food nutrition and diet of adolescents" unit in Technology and Home Economics of middle school - (웹 기반 실천적 문제 해결 학습을 위한 교수$\cdot$학습 과정안 개발 -중학교 1학년 기술$\cdot$가정 과목 "청소년의 영양과 식사"단원을 중심으로-)

  • Kim Hae Sean;Lee Hye Suk;Kim Young Nam
    • Journal of Korean Home Economics Education Association
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    • v.16 no.4 s.34
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    • pp.43-56
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    • 2004
  • The purpose of this study was to develop the web-based practical problem-solving teaching plans for middle school home economics class. Five practical problems which were obesity, food waste, processed food, genetically-modified food, and imported food were selected based on the food, nutrition and diet of adolescent in middle school home economics syllabus. Web-based practical problem-solving teaching plans were consisted of 5 processes: 1)recognition of the practical problem, 2)gathering and evaluation of various information, 3)figure out the best way to tackle the practical problem, 4)put into behavioral practice, and 5)analyze the results of the behavioral practice. For the effective lesson, several supplemental materials, such as individual and group reports format. obesity test methods, animations. pictures, and modules were developed. Teaching plans including supplemental materials provided might be useful to middle school home economics teachers.

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Analysis of IPTV VOD Usage Behavior of 2 to 7 Years Old Children and Mother's Perceptions about Their Child's Usage (2-7세 영유아 자녀의 IPTV 동영상 시청 행태와 이용에 대한 어머니의 인식)

  • Hwang, Junghye;Park, Inwoo
    • Journal of The Korean Association of Information Education
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    • v.19 no.4
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    • pp.419-430
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    • 2015
  • This paper provides a database about the IPTV VOD usage behavior of children as well as mother's perception at home. We analyzed the correlation of mother's background with IPTV VOD using time of children through a survey. We analyzed how does the mother's background influences usage time of IPTV VOD for children through a survey. The survey was conducted by 500 mothers who have two to seven years old children with IPTV users in Korea. Compilation of the data reveals that 1) 36.6% of the children have watched IPTV VOD for the first time at two years old, 93.4% have encountered by family members among them. 40.8% of users have played IPTV VOD for children four days a week and the main genre was the animation. 2) The main reason for watching VOD was by the needs of their children, but the 66% of mothers concern for an excessive level of watching. 3) educational background of mother and monthly house income were significantly correlated with the usage time of IPTV VOD for children.