• Title/Summary/Keyword: 영어애니메이션

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3D Character Production for Dialog Syntax-based Educational Contents Authoring System (대화구문기반 교육용 콘텐츠 저작 시스템을 위한 3D 캐릭터 제작)

  • Kim, Nam-Jae;Ryu, Seuc-Ho;Kyung, Byung-Pyo;Lee, Dong-Yeol;Lee, Wan-Bok
    • Journal of the Korea Convergence Society
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    • v.1 no.1
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    • pp.69-75
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    • 2010
  • The importance of a using the visual media in English education has been increased. By an importance of Characters in English language content, the more effort is needed for a learner to show the English pronunciation and a realistic implementation. In this paper, we tried to review the Syntax-based Educational Contents Authoring System. For the more realistic lip-sync character, 3D character to enhance the efficiency of the education was constructed. We used a chart of the association structure analysis of mouth's shape. we produced an optimized 3D character through a process of a concept, a modeling, a mapping and an animating design. For more effective educational content for 3D character creation, the next research will be continuously a 3d Character added to a hand motion and body motion in order to show an effective communication example.

Effects of Reading Aloud on International Students' English Formulaic Sequences Learning (소리 내어 읽기가 유학생의 영어 정형화 배열 학습에 미치는 영향)

  • Lee, Ji-Hyun
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.341-348
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    • 2022
  • Formulaic sequences are continuous or discontinuous series of words that are seemingly treated like single units. Formulaic sequences play a key role in language development, and formulaic sequences acquisition determines the success or failure of language development. This study proposes a reading aloud activity as a way for international students to learn formulaic sequences. A class focused on reading aloud was conducted with 41 international students taking a general English course at a university in Seoul. For 15 weeks, video lectures and real-time Zoom classes were conducted in parallel. The animated film Frozen was used as course material. In the video lectures, the teacher interpreted the movie script in easy Korean and read aloud formulaic sequences. Students were tasked with reading the sentences with formulaic sequences aloud, recording themselves reading aloud, and submitting their recordings. During real-time class meetings, students performed the activity of reading aloud the formulaic sequences they had studied in the video lectures. There was a significant increase in the interpretation and sentence writing of formulaic sequences in participants' post-evaluation compared to the pre-evaluation. Through the study's survey, students exhibited positive views in the affective domains.

A Case Study On Digital Media Design Of Education In Foreign Countries (디지털 교육매체 디자인에 관한 국외 사례 연구)

  • Kim, Jung-Hee
    • Cartoon and Animation Studies
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    • s.27
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    • pp.177-198
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    • 2012
  • Development of digital media and interest in education bring big progress at digital device of education globally. UK which is advanced country of education is using digital education devices such as digital chalkboards, digital desks etc. and Japan plan digital text book's through the state. At 2011, Korea which is advanced country of internet adopted digital text book 2007 with mathematics, through science and English digital text book through the state. Korea's digital textbook is in a transition period, that needs case-study of advanced country of education for setting design guide and educational effect to Digital text book plan. All researches are based on LG europe design center at London, UK and target countries are UK and Sweden which is advanced country of education and a welfare state. Analysis by using FGI, KJ, survey of questionnaire, heuristic method, concentration observation. Through analytical researches prefer using digital text book with paper text book to using solo that can offer each advantage to user and teacher. Especially Interactive GUI design of digital text book to easy to access for teacher whom not friendly with digital device. When plan Digital text book content and design needs methodical design guide for target who students and teachers an in-depth study of the appraisal and method. The results of the research are introduce the design plan as a basic research and giving useful design plan to make digital text book and digital educational media in industrial aspect.

3D Network Game Development for Education and Publicity of Resource Recycling Study on Contents Technology (자원재활용 교육홍보를 위한 3D 네트워크 게임 개발)

  • Oh Seung-Taek;Jun Byung-Hwan
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.407-411
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    • 2005
  • In this research, we develop 3D online racing game to aid the comprehension about resource recycling, in the way of provoking children's interest and satisfying scientific curiosity, using 3D graphic editor and DirectX programming tool. This game is developed for children to experience the collection and classification procedure of recycling resources by only taking part in a game naturally, and to learn recycling-process contents produced using animation technique. Especially, we make this game to utilize it as an educational and public medium at home and abroad, and to interchange with foreign institutes, by offering korean version as well as english version. As a result, this game can be used as educational contents about resource recycling, because it is developed in the style that children can enjoy it directly.

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A Study of Kwon Kisoo's Paintings : focused on The 'Four Gracious Plants' and 'Dongguri'

  • Adjah, John;Hong, Mi-Hee
    • Cartoon and Animation Studies
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    • s.40
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    • pp.497-519
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    • 2015
  • Kwon Kisoo is one of the most promising artist in Korea. His paintings portray a lot of metaphors and philosophies in oriental art. As an artist, he adapts both oriental and contemporary ideas to make his paintings. His main motifs are Plum blossoms, Chrysanthemum, Orchid and Bamboos. These plants are known as 'Sa-gonja' in Korean but translated as the 'Four Gracious plants' or the 'Four Gentle Plants in english'. These noble plants represent the four seasons. They grow in different weather conditions. In oriental art, these plants are considered very important for their qualities. These qualities are important attributes for gentlemen in literati painting. The drawing of the 'Four Gracious Plants' in Kwon Kisoo's paintings is simplified. He uses lines, shapes and colour to create contours of the motifs. In his paintings, there is another icon he calls 'Dongguri'. Dongguri is the main character in Kwon Kisoo's paintings. It was developed in 2002 by fast brush strokes. Dongguri is an admired character because it looks like very cute in Kwon Kisoo's paintings. Dongguri is always seen living in the midst of the 'Four Gracious Plants'. The 'Four Gracious Plants' with other landscape features like rocks and mountains are places 'Dongguri' lives. Dongguri is also often found performing a lot of actions like climbing, running, sitting etc. All these actions depict metaphors which have been unraveled in this study.

Case Study Analysis of Digital Education Design to Basic Concept Design Trend by Target of Education Needs in UK and Sweden (디지털 교육매체의 기초 컨셉디자인 동향 파악을 위한 선진국 사례 분석 - 영국과 스웨덴의 사용자 니즈를 중심으로 -)

  • Kim, Jung-Hee
    • Cartoon and Animation Studies
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    • s.34
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    • pp.345-366
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    • 2014
  • From the beginning of Digital text book in 2007, there are many kinds of digital text book such as English, Science etc at Public education. Above many problems at the beginning like just using paper text book's scan data as digital text book, now use special contents and design for only digital text book. But only for digital text book not for other. There is gap between advanced country of education and us. This is research based on LG europe design center in London, UK target is UK, Sweden by heuristic analysis, question investigation to get Target's UX with digital education media. Advancement of digital and interest of education bring the world development of digital education device. UK, where is education advanced nation, is using lot's of digital education device which is interactive board, digital desk etc. Result of Analysis of Digital Education Design trend by Target of Education Needs apply rough Design by LG europe design center. We can get more sophisticated needs and UX result by target then Korea that can use for our future Digital education design plan. Also help to reduce gap between advanced country and Korea.

The Study Of Development Plan Based On The Analysis of the Import & Export Market In Korean Webtoon (한국웹툰의 수출입 시장분석을 통한 발전방안 연구)

  • Ryu, Yu-Hee;Lee, Seung-Jin
    • Cartoon and Animation Studies
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    • s.42
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    • pp.105-123
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    • 2016
  • The webtoon market has been consisently developing in the digital market. Under such circumstances, The Korea webtoon market is rapidly growing and leading of them. This is the time to prepare the base of a stable environment for the webtoon market which shows a swift rise. The Korean webtoon is surely aiming at the global market as well as the domestic one. As the Korean webtoon companies spread out to the world briskly, The leading publication cartoon market, Japan tries to break into the Korean digital market. The domestic market that has the good-quality cartoons through exportation and importation to make people of all ages enjoy them. and also the Korean webtoon is in the center of the global webtoon markert. The early model of Korean webtoon, line-webtoon is translated in English, Chinese, Thai language and Indonesian language to use on the mobile applications and web. Nevertheless, It is just the stating point. With Eradicating of the Achilles heel of the digital contents, illegal distribution and finding materials for cultural discount rate minimized cartoon, The Korean webtoon can become the highest in the global market and hold it. Moreover, not only webtoon but also published cartoons are existing together to have a long run. Beyond the existing cartoon books printed on paper, we should reach toward the digital books with portability and economic feasibility to make the contents stay out longer.

Application of Variant Game Elements System for Phonics Education (파닉스 적용 사례로 본 게임 요소 가변 시스템)

  • Seo, Eun-Hye;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Wan-Bok
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.113-121
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    • 2010
  • This study proposes an educational game system that fit for portable internet environment as a solution to disadvantages of conventional education systems such as lack of understanding learners' learning level and one-way learning. The study analyses conventional e-Learning contents and platforms and proposes a new system adequate for high contents reusability and user-demand service. The learning contents that mainly consist of animations and games can be adjusted to learners' level, and therefore, learners can study according to various scenarios, not constrained in a fixed pattern. Our system is expected to bring much more fun to learners and the education can be conducted more effectively. To show the effectiveness of our system, an example of english pronunciation game was illustrated. As a result, the week points of the conventional e-Learning was overcame and new features of the interactivity was adopted to build a more effective educational game system.

Speaker Adapted Real-time Dialogue Speech Recognition Considering Korean Vocal Sound System (한국어 음운체계를 고려한 화자적응 실시간 단모음인식에 관한 연구)

  • Hwang, Seon-Min;Yun, Han-Kyung;Song, Bok-Hee
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.6 no.4
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    • pp.201-207
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    • 2013
  • Voice Recognition technique has been developed and it has been actively applied to various information devices such as smart phones and car navigation system. But the basic research technique related the speech recognition is based on research results in English. Since the lip sync producing generally requires tedious hand work of animators and it serious affects the animation producing cost and development period to get a high quality lip animation. In this research, a real time processed automatic lip sync algorithm for virtual characters in digital contents is studied by considering Korean vocal sound system. This suggested algorithm contributes to produce a natural lip animation with the lower producing cost and the shorter development period.

Visualization of Korean Speech Based on the Distance of Acoustic Features (음성특징의 거리에 기반한 한국어 발음의 시각화)

  • Pok, Gou-Chol
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.13 no.3
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    • pp.197-205
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    • 2020
  • Korean language has the characteristics that the pronunciation of phoneme units such as vowels and consonants are fixed and the pronunciation associated with a notation does not change, so that foreign learners can approach rather easily Korean language. However, when one pronounces words, phrases, or sentences, the pronunciation changes in a manner of a wide variation and complexity at the boundaries of syllables, and the association of notation and pronunciation does not hold any more. Consequently, it is very difficult for foreign learners to study Korean standard pronunciations. Despite these difficulties, it is believed that systematic analysis of pronunciation errors for Korean words is possible according to the advantageous observations that the relationship between Korean notations and pronunciations can be described as a set of firm rules without exceptions unlike other languages including English. In this paper, we propose a visualization framework which shows the differences between standard pronunciations and erratic ones as quantitative measures on the computer screen. Previous researches only show color representation and 3D graphics of speech properties, or an animated view of changing shapes of lips and mouth cavity. Moreover, the features used in the analysis are only point data such as the average of a speech range. In this study, we propose a method which can directly use the time-series data instead of using summary or distorted data. This was realized by using the deep learning-based technique which combines Self-organizing map, variational autoencoder model, and Markov model, and we achieved a superior performance enhancement compared to the method using the point-based data.