• Title/Summary/Keyword: Animation Curriculum

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A Study of Education-Centered Animation Major Curricular : Focusing on 4-Years University Course (교육중심의 애니메이션전공 교육과정 연구 : 4년제를 중심으로)

  • Choi, Don-Ill
    • Cartoon and Animation Studies
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    • s.19
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    • pp.183-197
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    • 2010
  • In order to develop education centered animation course, this study aims to research curricular that are equipped with industrial specialty based on the basic of visual arts. The subjects of the study were the international and domestic universities that have education goals of practical education, art education, and combined-typed education. The research was done by classifying curricular from basic course to advanced course. Production stage was divided into planning-production-follow up stage. The idea area was divided into three parts form basic emotion training to creativity development. This paper is focused on presenting to configure the basic features of the educational center for 4-year curriculum based on the course content and curriculum of international and domestic universities. The study of training course required for the configuration of the course of study focused on subjects which match the characteristics of major curriculum based on common subjects, major required courses, major electives were classified as the opening. As a result, It is difficult to lead common of educational contents because of the study of education-oriented curriculum and interdisciplinary educational goals of each university are different from other individual characteristics

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A Comparative Study on Activities of Cartoon & Animation among Korea, America & Japan (한미일(韓美日) 만화영상활동 비교연구)

  • Lim, Cheong-San
    • Cartoon and Animation Studies
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    • s.9
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    • pp.33-58
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    • 2005
  • This study is to create and develop Korean cartoon & animation through the comparative study on those activities in Korea, America & Japan. Three countries advance highly in the art creation and industry development of their cartoon & animation. Therefore, the purpose of this study is to compare and analyze the following activities related to the education ${\cdot}$ art ${\cdot}$ culture ${\cdot}$ industry of their cartoon & animation; 1) The education of their cartoon & animation is deeply specified in the establishment of department, composition of curriculum, and research & development. 2) The art of their cartoon & animation is widely diversified in the art creation of cartoon & comics, vanguard experiment of animation, and awarding system. 3) The culture of their cartoon & animation is clearly distinguished in the setup of organizations, expansion of cultural facilities, and festival events. 4) The industry of their cartoon & animation makes ultramodern contents of cartoon & comics, film digitizing of animation, and brand merchandising of characters. Finally, we must research and develop the ${\ll}$digital cartoon, webtoon, and mobile animation${\gg}$ in Korea.

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Case Studies and Derivation of Course Profile in accordance with Video Graphics Job (영상그래픽 직무에 따른 교과목운영의 사례분석)

  • Park, Hea-Sook
    • The Transactions of the Korean Institute of Electrical Engineers P
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    • v.66 no.3
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    • pp.135-138
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    • 2017
  • This study analyzed with the case analysis of a series of processes from job analysis survey and results analysis, and academic achievement in order to transform the curriculum of existing courses of the NCS-based video broadcasting. Also this study analysed the existing curriculum and analyzed the trend of workforce trends and needs of the broadcasting content industry. Also through a needs analysis for the industry and alumni and students, video graphics, video editing and video directing were selected. In this paper it dealt mainly with respect to the video graphics in a dual job. Modeling capability into the unit through a job analysis, animation, effects and lighting were chosen accordingly based introduction of graphics and application of graphics were derived two courses and selected profiles and performance criteria. This training according to the NCS curriculum for students was evaluated based on the student's job was to investigate the learning ability.

Learning the Civilization of Modern Science and Technology through Animation Film: Focusing on Michel Ocelot's (애니메이션 감상을 통한 근대 과학기술 문명 탐구 - 미셸 오슬로의 <세 명의 발명가>를 중심으로)

  • Youn, Kyung Hee;Choi, Jeongyoon;Park, Yooshin
    • Cartoon and Animation Studies
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    • s.49
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    • pp.267-297
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    • 2017
  • This paper attempts a close-reading of Michel Ocelot's short animation film, (1979), and proposes it as an available text in art appreciation class for young students. stimulates the students' attention and intellectual curiosity thanks to the exotic and fantastic atmosphere, beautiful mise en scene, and intriguing plot. Ocelot's technique of decoupage used in this film rejuvenates both the traditional folk art and Lotte Reiniger's early experiments in the history of animation film. Ocelot subverts the ideal of modern male adult subject as unique possessor of scientific knowledge and technology, by adopting a female figure and a young child, who is also female, as main characters. The imaginative and subversive power of animation contributes to creating posthuman beings beyond the homocentric figure of Vitruvian Man. The posthuman condition supposes that human beings have the equal relationship of continuum with not only other humans but also non-human beings like all living things and inanimate matters. In order to teach and learn the posthuman condition, it is necessary to conceive an interdisciplinary and integrated curriculum including art, science, philosophy, history, and social sciences. Animation film serves excellently as educational text for the integrated curriculum of the posthuman.

Case Studies and Derivation of Course Profile in accordance with NCS-based Video Graphics Job

  • Park, Hea-Sook;Lee, Soon-Mi
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.2
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    • pp.89-96
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    • 2016
  • This study analyzed with the case analysis of a series of processes from job analysis survey. And results analysis, and academic achievement in order to transform the curriculum of existing courses into the curriculum of NCS-based courses. Also this study analysed of the existing curriculum. Also analyzed the trend of workforce trends and needs of the broadcasting content industry. Through a needs analysis for the industry and alumni and students, video graphics, video editing and video directing were selected. In this paper, it dealt mainly with respect to the video graphics in a dual job. Modeling capability into the unit through a job analysis, animation, effects and lighting were chosen accordingly based introduction of 3D Graphics. Application of 3D Graphics were derived two courses and selected profiles and performance criteria. This training according to the NCS curriculum for students was evaluated based on the student's job was to investigate the learning ability. Academic achievement were the result satisfaction.

A study on teaching and learning of youth detention center school: Focused on cartoon and animation field (소년원학교 교수학습과정안 연구: 만화.애니메이션분야를 중심으로)

A Study on the Animation Education in Jinling University during the Republic of China (1912-1949) (중화민국 시기의 애니메이션 교육 고찰 연구 (1912-1949) - 금릉(金陵)대학을 중심으로 -)

  • Gong, Nian;Lee, Dong-hun
    • Journal of Communication Design
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    • v.62
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    • pp.96-104
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    • 2018
  • Jinling University during the Republic of China (1912-1949) is the most representative academic institution in film education and filmscience, film production, film distribution and many other aspects. Although Jinling University had not yet formed an independent animation discipline, the opening of its animation curriculum, theoretical research, and the practice and production of animation have played an important historical role in the development of Chinese animation and are the beginning of China's animation education. This study investigates Jinling University comprehensively and systematically reviews the forms of animation education. At the same time, macroscopical education and microcosmic education concepts are used to analyze the social context of the Republic of China of discipline construction and external education concept at that time. It sketches the historical clues of the development of animation education in Jinling University in the Republic of China, and lays the foundation for further studying animation education in the Republic of China in theory.

A Study on Teaching Artists competencies as educator for animation arts and culture education (애니메이션 문화예술교육을 위한 에듀케이터로서의 문화예술교육사 역량 연구)

  • Kim, Jae-Woong
    • Cartoon and Animation Studies
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    • s.45
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    • pp.235-258
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    • 2016
  • As the first class Teaching Artists system is about to be brought to effect, the ability required for Teaching Artists to design educational contents, develop and manage education programs is not much different from that of a museum Educator. This system is necessary for resolving problems in existing Arts and Culture Education, such as overlapping programs and adjusting difficulty levels by age to meet the demand of educatee. It also deals with drawbacks in production-oriented curriculum originating from the preference in some subject. In addition, as progress in science and technology makes rapid changes in digital media and its subculture, increasing need for novel and interdisciplinary curriculum in the field of Arts and Culture Education puts further emphasis on the importance of this system. In this study, we focus on clarifying the significance of Educator as a professional and proposing curriculum for the system, trying to avoid restricting our discussion to current Arts Instructor Supporting Project which are merely aimed at supporting children and adolescents to grow up to enjoy culture and arts. Capacity for designing curriculum for culture and arts, the kernel of qualification for the first class Teaching Artists, requires a variety of comprehensive expertise and qualification such as doing preliminary research on contents related to animation, curating, determining potential of educational contents, organizing educational contents for appropriate educatee, understanding esthetic property and its role in education, and appreciating and enjoying cultural contents. Therefore, Teaching Artists plays roles not only in developing and running educational programs but also in supporting and cooperating with culture and arts institutions, designing and managing creative programs, combining and communicating with different social groups, and emphasizing mutual interchange in culture.

Development of a Model of Animation Education Contents applied in STEAM (융합인재교육(STEAM)을 위한 애니메이션 교육콘텐츠 모형 제안)

  • Chang, Seyoung;Chung, Jeanhun
    • Journal of Digital Convergence
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    • v.13 no.2
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    • pp.333-341
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    • 2015
  • The purpose of this research is to study possibilities of animation education in art centered STEAM. We suggest not the animation education contents model of a functional skills of the past but the one for STEAM. In order to suggest the role of animation education, we should first study the convergence values of animation. And this study make a curriculum of animation for the creativity by convergence thinking. Finally, this study build the animation class model applied in STEAM by Fogarty's integrated education method. By studying, we can get the result that animation has the convergence characteristics and it has the effective role of art centered STEAM education for the convergence thinking. Also, it is expected that the results of this study will contribute to education and training of convergence of the global talent with creativity in STEAM.

The Development and Application Effects of STEAM Program Utilizing Animation Production about 'Structure and Function of the Our Body' ('우리 몸의 구조와 기능' 애니메이션 제작을 활용한 프로그램 개발 및 적용 효과)

  • Lee, Sang-Ho;Hong, Seung-Ho
    • Journal of Korean Elementary Science Education
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    • v.38 no.2
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    • pp.263-274
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    • 2019
  • The purpose of this study is to investigate the effect of STEAM program on students' academic achievement, creative problem-solving ability, scientific inquiry ability and scientific interests of elementary school students. For this, we developed a STEAM program to utilize animation production about 'structure and function of the our body' unit in 5th grade. The STEAM program was developed for a total of 9 sessions and was applied to the experimental group. The theoretical lesson of the 2009 revised curriculum was consisted of 11 sessions and was applied to the comparative group. The results of study showed significant differences of the students' academic achievement, creative problem-solving ability to the experimental group participating in the STEAM program and also showed significant effects in the domains of subject contents and teacher preference, which are the areas of scientific interests compared to the comparative group. This means that the STEAM program to utilize animation production about 'structure and function of the our body' developed in consideration of the characteristics of elementary students positively influenced the academic achievement, creative problem-solving ability and scientific interests of elementary school students. In the future we need to develop STEAM programs more variously that utilize animation production and that it needs to be applied to elementary schools.