• Title/Summary/Keyword: Alice

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Creative Curiosity: Study of Alice Character in Lewis Caroll's Adventures of Alice in Wonderland (창조적 호기심 루이스 캐럴의 『이상한 나라의 앨리스의 모험』 연구)

  • Cho, Sungran
    • Cross-Cultural Studies
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    • v.41
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    • pp.299-320
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    • 2015
  • Lewis Carroll's Alice's Adventures in Wonderland expands scope of Children's Literature genre by introducing the discourse of pleasure as opposed to that of didactic discipline. Carroll's narrative is important, not only for children's literature, but also as a forerunner of post/modernism of James Joyce with its language play and linguistic invention. Its treatment of Alice's body change follows the motif of body transformation in myth and literature. Comparing "stasis" of Susan Sontag's character Alice (James) in her play Alice in Bed and "movement" of Carroll's Alice, this study explores the issues of woman's alienation and the dichotomy of mobility/immobility in reality and in their literary representations. Focusing on a female child's double alienation as woman and child, I argue Alice's Adventures in Wonderland is a counter-narrative of alternative bildungsroman. Alice gains her subjectivity through her adventure by power of language and story-telling. Through representation of the dream/adventure of two desiring sisters, Carroll's narrative exhibits subversion of social order and emergence of new order of "chaosmos" out of chaos. As a method of study, this study traces genealogy of "curiosity" in myth and literature as a motivating force that triggers adventure and argues "creative curiosity" is a dynamic energy propelling Alice's adventure.

A Study on Creation Discourse of Digital Story in Tablet PC : Focused on < Alice for the iPad > (태블릿PC 기반의 디지털소설 담화생성 연구 : < Alice for the iPad >를 중심으로)

  • Han, Hey-Jin
    • Journal of Digital Contents Society
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    • v.12 no.2
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    • pp.225-232
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    • 2011
  • is an innovative creation, accommodating characteristics of various genres and media, ranging from elements of media aesthetics to visual aesthetics and games. Although it takes a form of a book, it exceeds stereotypes seen in paperbacks or eBooks. Because of such differentiated characteristics of this appBook (which is provided in the form of app), it induce users(readers) to conduct interactional activity. This study will mainly discuss about the formation of discourse of app based digital novel in a media aesthetic point of view. Considering the mutual relation between property of media and contents of stories, it is desirable to accommodate the mutuality of understanding between the digital media and formation discourse in creating stories.

Study on Applying Alice for Supportive Methodology of Creative Problem Solving (창의적 문제해결 수업에서의 앨리스(Alice) 활용 사례 연구)

  • Baek, Jung-Hee;Choo, Moon-Won;Choi, Young-Mee;Lim, Young-Hwan
    • Journal of The Korean Association of Information Education
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    • v.16 no.1
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    • pp.61-70
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    • 2012
  • In this study, the newly designed course related to creative problem solving is introduced. According to the characteristics of multimedia engineering, the Alice, which is well known as an effective 3D interactive authoring tool, is adopted as the supporting tool to validate the accomplishment of study goals set up for software design. Each creative problem solving phase could be clearly implemented and its expected performance could be evaluated efficiently by using Alice. The result of curricular implementation and performance evaluation is shown.

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The Effect of Alice Programing Learning by Programing Based Learning on Elementary School Student's Problem Solving Ability (PBL기반 Alice 프로그래밍 학습이 초등학생의 문제해결력에 미치는 영향 연구 설계)

  • Koo, Young-Jin;Gu, Jung-Mo;Han, Byoung-Rae
    • 한국정보교육학회:학술대회논문집
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    • 2010.01a
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    • pp.71-75
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    • 2010
  • 본 연구의 목적은 PBL 기반 Alice 프로그래밍 학습이 초등학생의 문제해결력에 미치는 영향에 관해 연구하는 데 있다. 정보처리의 이해 영역 중 '프로그래밍의 이해와 기초'에 관한 학습 내용을 중심으로 PBL 기반 교수-학습 모형을 적용한 Alice 프로그래밍 학습을 실시한 후 실험집단과 통제집단의 문제해결력에 관한 사전 사후 검사를 실시하려고 한다.

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An Analysis of the Object-Oriented Visual Programming Education Using Alice Programming (Alice 프로그래밍을 통한 객체지향 시각 프로그래밍 교육의 유용성 분석)

  • Jung, Min-Po;Cho, Hyuk-Gyu;Lho, Young-Uhg;Jung, Deok-Gil
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.10a
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    • pp.343-346
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    • 2012
  • 학생들이 프로그래밍 교육에서 학습에 어려움을 겪고 있는 객체지향 프로그램 개발 능력을 향상시킬 수 있는 교육방법으로서 이 논문에서는 시각 프로그래밍 교육 방법론과 교과과정을 도입한다. 3D 프로그래밍 환경을 제공하여 게임 형태의 프로그램을 객체지향 프로그래밍 방식으로 쉽게 작성할 수 있는 Alice 언어를 정규 교과과정에 도입하여 학생들의 프로그래밍 언어에 대한 이해도의 향상과 프로그래밍에 대한 학습 의욕을 고취하여 능력 있는 프로그래머의 양성에 기여할 수 있을 것으로 기대된다. 시각 프로그래밍 교육 방법의 도입에 대한 성과를 분석하기 위하여 프로그래밍 교육의 유용성을 분석할 수 있는 평가 지표를 제시하고 학생들의 프로그래밍 학습 효과를 분석한다.

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Fracture strength of tie wings in a newly-developed polycarbonate bracket (국산 폴리카보네이트 브라켓 윙의 파절 강도에 관한 연구)

  • Sun, Min-Kyu;Lee, Ki-Heon;Hwang, Hyeon-Shik
    • The korean journal of orthodontics
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    • v.37 no.3 s.122
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    • pp.204-211
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    • 2007
  • Objective: With an increasing demand for esthetic orthodontic appliances, the interest in polycarbonate brackets has also increased. However, polycarbonate bracket wings are prone to fracture. The purpose of this study was to evaluate the clinical usefulness of a newly-developed polycarbonate bracket by measuring the fracture strength of bracket tie wings. Methods: Alice (K.M. Daicom, Seoul, Korea) and Spirit MB (Ormco, Glendora, CA, USA) brackets were used as an experimental and control bracket respectively. Each bracket group was divided into halves. One half was untreated and the other half was treated with 2,000 times of thermocycling between $5^{\circ}C\;and\;55^{\circ}C$. The fracture strength of the wing was measured by a universal testing machine. Results: Alice bracket wings showed significantly higher strength than Spirit MB bracket wings in both untreated and thermocycled bracket cases. Conclusion: Alice brackets may be used clinically in terms of the strength of bracket wings.

Costume Colors Follow Story Structure on Fantasy Film 『Alice in Wonderland』 by Tim Burton (팀 버튼 감독의 판타지 영화 『이상한 나라의 앨리스』의 스토리 전개구조에 따른 의상색채 연구)

  • Park, Hyewon
    • Journal of Fashion Business
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    • v.20 no.2
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    • pp.78-96
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    • 2016
  • This study investigated the colors of the costumes and backgrounds of characters in the fantasy film, Alice in Wonderland(2010) by Tim Burton. The methods used were literature studies including related books, articles and internet materials, and positive research with DVD color analysis. Twenty-one scenes were selected by the researcher. Five scenes were selected from novel and film components representing, exposition, complication, crisis, climax, and denouement. After controlled pixel by photoshop program and the represented colors, hues and tones were analyzed. The results were as follows; First, in four characters, Alice's dress colors changed depend on the situation and the passage offered from blue to red, metal light, and blue green. The Mad Hatter's colors were orange with green which signified madness and passion. The Red Queen's red dress and blue make up represented countrified and evil. The White Queen's all white dress and hair, black eyes and vivid red meant purity and nobility. Similar characters' colors were limited. Second, the background colors, especially tones were an important component of the fantasy image. These were different for each type of scene in the film such as exposition, complication, crisis, climax, and denouement.

A Development of the Evaluation Metrics and Analysis of the Object-Oriented Visual Programming Education Using Alice Programming (Alice 프로그래밍을 통한 객체 지향 시각 프로그래밍 교육의 평가 지표 개발 및 유용성 분석)

  • Jung, Deok-Gil;Jung, Min-Po;Cho, Hyuk-Gyu;Lho, Young-Uhg
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.3
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    • pp.742-748
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    • 2014
  • The research of the object-oriented visual programming education is related to investigate the instructional method for computer programming, the process for program development for students, and the suitability analysis and design methodology for program development. In order to develop the educational methodology for the students who have the difficulties to study the computer programming and to enhance the abilities for the development of object-oriented programs, in this paper, we suggest the evaluation metrics to apply and assess for the object-oriented programming education. Also, we introduce the visual programming education methodology and curriculum using Alice programming. The evaluation metrics for the visual programming education suggested in this paper, is accepted when the visual programming languages/tools are used in the programming education to assess and analyze the suitabilities for the programming education for students, so to utilize the analyses for abilities of understanding, abstraction, and program implementation by level.

Literature-Based Instruction for Fashion Design Class: Using Alice's Adventures in Wonderland by Lewis Carroll (영문학을 활용한 의상디자인 전공을 위한 영어교육: Alice's Adventures in Wonderland by Lewis Carroll 을 활용한 학습 모형)

  • Kim, Minjung
    • Fashion & Textile Research Journal
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    • v.20 no.3
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    • pp.287-292
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    • 2018
  • The present study proposes a model for literature-based instruction within the context of a fashion design curriculum at a Korean university. The fashion design market continues to grow. The fashion design market now requires more cultural-bound strategies and efficient communication skills. The literature provides authentic resources and is highly relevant to the development of students' culture awareness as well as language awareness. Alice's Adventures in Wonderland written by Lewis Carroll contains various cultural contexts of the Victorian Era. The text provides explicit knowledge of the era depicted in both illustrations and satire languages. This study instructs students to analyze and interpret texts and illustrations so that they can engage critically and analytically in reading text to increase culture awareness and language awareness. The integration of literature and fashion design can provide students an opportunity to explore language choice and acquire refined knowledge of the target culture. Along with the text, illustrations in the literature provoke student's imaginative and creative thinking skills. Students can think and discuss many issues that deal with Victorian values and reinforce creative thinking skills. In the final stage, students can design fashion inspired by Victorian values and present their own designs using the acquired languages. This eventually leads students to adapt to a new notion for the fashion market and become competent communicators in the fashion world.

An Education Effects through 3D Animation implementation using Educational Programming Language (교육용 프로그래밍 언어를 이용한 3D 애니메이션 제작을 통한 교육효과)

  • Rim, Hwa-Kyung;Lee, Gil-Liean
    • Journal of Digital Contents Society
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    • v.13 no.3
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    • pp.459-467
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    • 2012
  • In this work, we develop an instructional method in which students create 3D animations based on problem-solving techniques and computational thinking. The educational, easy-to-learn programming environment/language called "Alice 2.3", which supports story-telling, is used for the delivery of the instructional method. Unlike typical 3D animation instructional methods using command-based demonstrations and/or 3D animation tools, learners engage in a group project in which they develop a story and solve problems by creativity, computational thinking and reasoning skills. Then they develop animations based on the story by programming with Alice. The analysis based on the collected data showed that learners had to put much effort while working on the project, but their critical-thinking skills were improved. It also showed they were more involved and their interests were heightened in developing animation through programming.