• Title/Summary/Keyword: 안전 애니메이션

Search Result 12, Processing Time 0.025 seconds

The Practical Suggestion for the Production of Educational Animation for Prevention of Safety Accidents (안전사고 예방을 위한 교육용 애니메이션 제작에 대한 실천적 제안)

  • Lee, Hyun-Seok
    • The Journal of the Korea Contents Association
    • /
    • v.18 no.6
    • /
    • pp.169-179
    • /
    • 2018
  • The Korean society has become increasingly concerned about the safety consciousness because of the Sewol Ferry disaster in April 2014. This shows the absence of social system and safety consciousness of Korean society that has been rapidly growing through fast industrialization. The purpose of this paper is to suggest guidelines for the production of a safety animation by approaching the discourse of public value. For this research process, first, literature review will be conducted by focusing on the safety culture, causes of safety accidents, safety education and educational effect using animation. Second, I will analyze 11 safety animation films by focusing on (1) construction of accident environment(narrative, character and background design) (2) exploration of dangerous elements and accident happening(accident type and dangerous elements, method of direction for accident happening, damage degree) (3) the guideline for safety behaviour. Third, guidelines for the production of safety animation will be suggested by analyzing the results of literature reviews and case studies in a comprehensive way. It is expected that this paper will be used as a basic data for academic research and animation production related to the safety accident.

Studies on the Animation production For Electric Safety Education (전기안전을 위한 교육용 애니메이션 제작에 관한 연구)

  • Min, Jin-Kyoung;Cho, Hyun-Seob;Oh, Hun;Kim, Dae-Sung;An, Seung-Hyeok;Ryu, In-Ho
    • Proceedings of the KIEE Conference
    • /
    • 2005.07d
    • /
    • pp.2824-2826
    • /
    • 2005
  • 국내 전력소비량은 1961년 전원 개발을 본격적으로 추진한 이래 세계12위 규모로 성장하였다. 그러나 전력사용 증가에 따른 전기화재, 감전 및 설비사고 등 전기재해 역시 계속 증가하여 전체 화재사고 중 전기로 인한 화재비율이 선진국과 비교하여 크게 높은 실정이다. 본 연구에서는 전기안전에 관한 국민의식 제고를 목표로 전기안전 교육을 위한 애니메이션(3D 및 2D 프로그램)을 제작하여 전기 안전문화를 조성하는 홍보매체로 활용할 수 있도록 연구를 수행하였다.

  • PDF

The Study on the Electrical Safety Education for the Production of Animation (전기안전교육을 위한 교육용 애니메이션 제작에 관한 연구)

  • Cho Hyoun-Seob;Lee Keun-Wang;Min Jin-Kyoung
    • Proceedings of the KAIS Fall Conference
    • /
    • 2005.05a
    • /
    • pp.184-186
    • /
    • 2005
  • 국내 전력소비량은 1961년 전원 개발을 본격적으로 추진한 이래 세계12위 규모로 성장하였다. 그러나 전력사용 증가에 따른 전기화재, 감전 및 설비사고 등 전기재해 역시 계속 증가하여 전체 화재사고 중 전기로 인한 화재비율이 선진국과 비교하여 크게 높은 실정이다. 본 연구에서는 전기안전에 관한 국민의식 제고를 목표로 전기안전 교육을 위한 애니메이션(3D 및 2D 프로그램)을 제작하여 전기 안전문화를 조성하는 홍보매체로 활용할 수 있도록 연구를 수행하였다.

  • PDF

Studies on the 3D Animation production For Electric Safety Education (전기안전 교육용 3D애니메이션 제작)

  • Cho, Hyeon-Seob;Min, Jin-Kyoung;Kim, Dae-Sung;An, Seung-Hyeok
    • Proceedings of the KAIS Fall Conference
    • /
    • 2006.05a
    • /
    • pp.324-326
    • /
    • 2006
  • 국내 전력소비량은 1961년 전원 개발을 본격적으로 추진한 이래 세계12위 규모로 성장하였다. 그러나 전력사용 증가에 따른 전기화재, 감전 및 설비사고 등 전기재해 역시 계속 증가하여 전체 화재 사고 중 전기로 인한 화재비율이 선진국과 비교하여 크게 높은 실정이다. 본 연구에서는 전기안전에 관한 국민의식 제고를 목표로 전기안전 교육을 위한 3D애니메이션프로그램을 제작하여 전기 안전문화를 조성하는 홍보매체로 활용할 수 있도록 연구를 수행하였다.

  • PDF

Analysis of Serious Game Elements of the Contents for Smart Device Based First-Aid Education (스마트 기기 기반 응급 처치 교육 콘텐츠의 기능성 게임 요소 분석 연구)

  • Suh, Dong-hee
    • Cartoon and Animation Studies
    • /
    • s.47
    • /
    • pp.273-294
    • /
    • 2017
  • Korea has suffered numerous casualties due to a lot of accidents caused by safety insufficiency in recent years. Therefore, safety education is more important than ever before, and 'how to educate with what contents' is an important subject. Especially, experience education is effective rather than theoretical education because of the nature of safety education. However, it is not easy to design and develop these safety education programs. There is not much opportunity to access first-aid training, which is a part of safety education, unless it is compulsory to learn through public institutions. As a result, program utilization on safety education in Korea is still insufficient to what it should be. With that taken into account, this study proposed an effective serious game with fun and immersion for medical first-aid education. To do this, we analyzed five medical games through 20 cases of first-aid applications and elicited five factors that enhance the usability of serious games. With an analysis of five medical games, we selected one game to borrow the game rules, and applied the elicited five elements in the forms of level-up structure, iterative learning, compensation outcomes, competition system, and information transfer. The proposed medical education functional games should have 1) a character that plays a role of a patient, 2) a narrative flow that shows the situation, 3) the user should judge the situation and induce first aid. 4) compensation, levels, and simple repetition should be designed, and 5) information should be shared with the others in the given community. The results of this study is believed to contribute to enhance the medical emergency education in Korea.

A Video Retrieval System for Animation Using Electric Safety Education Based on Mobile Agent (애니메이션을 이용한 전기 안전 교육용 모바일 에이전트 기반 비디오 검색 시스템)

  • Cho, Hyeon-Seob;Min, Jin-Kyoung;Ryu, In-Ho
    • Proceedings of the KAIS Fall Conference
    • /
    • 2006.05a
    • /
    • pp.320-323
    • /
    • 2006
  • Recently, retrieval of various video data has become an important issue as more and more multimedia content services are being provided. To effectively deal with video data, a semantic-based retrieval scheme that allows for processing diverse user queries and saving them on the database is required. In this regard, this paper proposes a semantic-based video retrieval system that allows the user to search diverse meanings of video data for electrical safetyrelated educational purposes by means of automatic annotation processing. If the user inputs a keyword to search video data for electrical safety-related educational purposes, the mobile agent of the proposed system extracts the features of the video data that are afterwards learned in a continuous manner, and detailed information on electrical safety education is saved on the database. The proposed system is designed to enhance video data retrieval efficiency for electrical safety-related educational purposes.

  • PDF

Design of a Interface for Digital Mock-up (디지털 목업 인터페이스 설계)

  • Park, Hee-Seoung;Kim, Sung-Kyun;Lee, Kyne-Woo;Oh, Won-Jin;Jin, Seong-Il
    • Annual Conference of KIPS
    • /
    • 2005.11a
    • /
    • pp.1403-1406
    • /
    • 2005
  • 원자력 시설 및 연구용 원자로 해체 시 해체 일정과 해체 폐기물량 그리고 해체 비용을 분석하기 위한 평가식이 수립되었다. 연구로 2 호기 Thermal column 자료를 참고하여 평가식을 실험하였다. 해체 공정 모사 결과를 애니메이션으로 보여주는 가시화 모듈과 해체 일정과 해체 폐기물량, 작업자 피폭선량 및 해체 비용 등을 평가식으로 계산 한 후 그 결과를 그래픽으로 보여주는 시뮬레이션 모듈로 구성된 해체 디지털 목업 시스템의 그래픽 사용자 인터페이스가 설계되었다. 해체 단위 작업별 평가식은 원자력과 관련한 시설 해체 시 해체 일정 및 해체 비용 분석 및 예측에 중요한 기초자료로 사용 될 것이다. 또한 그래픽 사용자 인터페이스는 방사능의 오염으로 인해 작업자가 접근하기 힘든 환경에서의 해체 활동을 사전에 경험함으로써 피폭으로부터 작업자의 안전성을 향상시킬 수 있는 유용한 도구로 활용될 수 있다.

  • PDF

Development of a Mobile Application for Promoting Risk Communication on Food Additives Based on the Information Needs of Parents (학부모의 정보요구도에 기초한 식품첨가물 위해정보전달 스마트폰 애플리케이션의 개발)

  • Kim, Suna;Kim, Ye jee;Kim, Ji-Sun;Kim, Jeong-Weon
    • Journal of Food Hygiene and Safety
    • /
    • v.30 no.2
    • /
    • pp.132-142
    • /
    • 2015
  • The purpose of this study was to investigate the perception and information needs about food additives from the parents of elementary school children, and to develop a smartphone application (App) providing information about food additives, and finally to assess its educational effects. A survey was conducted in April 2013 by using a self-administered questionnaire, and total 358 responses were collected from the parents living in Seoul and Gyeonggi province. While purchasing processed foods, parents considered safety (40.5%) as the most important factor, and first checking item except production and expiration dates was origin labelling (35.4%), and chose foods with less food additives (63.1%). Parents recognized food additives as the most dangerous (42.7%), and 75.1% responded the level of danger as 'very dangerous'. However, 82.4% of parents didn't have experiences to get educations about food additives. Based on their information needs including the safety, legal standards and the foods containing food additives. a smartphone App designated as 'Catch up Food Additives' consisting of the definition, safety, food labelling guideline, management, animation about food additives was developed. When the App was exposed to the parents (n = 27), their negative perceptions on food additives were improved significantly. These results showed that providing information and education about food additives using smartphone App was very fast and effective for the promotion of risk communication on food additives with the parents.

Play Behaviour and Environment Using User Research (Focused on Air-bounce Space in Theme Museum) (사용자 조사법을 이용한 어린이 놀이행태 및 놀이환경 분석 (테마박물관의 실내 에어바운스 공간을 대상으로))

  • Song, Mi;Yun, Hee Jeong
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.1
    • /
    • pp.274-284
    • /
    • 2016
  • The purpose of this study is to analyze the play behaviour and play environment of children at the Air-bounce space in the theme museum, using user observation and interviewing user behaviour, main methods of user research. Study area is Animation theme museum in Chuncheon City, Kangwon Province, Republic of Korea. Main results show that physical, emotional, cognitive, and social behaviour of playing children in the study area are observed, and this study draws the planning and design related implications of play space such as carrying capacity, waiting room and safety guard and so on. The results of this study can be used in the planning and design process of children's play environment as important guidelines.

The Biometric based Convertible Undeniable Multi-Signature Scheme (바이오정보 기반 전환 부인봉쇄 다중서명 기법)

  • Yun, Sung-Hyun
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.11 no.5
    • /
    • pp.1670-1676
    • /
    • 2010
  • It is easy to reproduce and manipulate the digital contents. It's difficult to distinguish the original contents with a pirate one. A digital signature scheme is used to protect the contents author's ownership and to provide secure contents distribution. Generally, the digital contents is completed with many authors' help. It's necessary to apply a cryptographic method for protecting co-authors' rights and interests. In this paper, the biometric based convertible undeniable multi-signature scheme is proposed. In the proposed scheme, keys are generated by using a signer's biometric data. Consigning the private key to another signer is infeasible. Signers must participate in signature generation and verification stages. Our scheme also provides signature conversion protocol in which the undeniable signature is converted to the ordinary one. For applications, we show how the proposed scheme is used to protect co-authors' rights and to distribute the contents securely.