• Title/Summary/Keyword: Animation effects

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Study on the Application of Comic Panel Direction in VR Animation - Focusing on <Mescaformhill: Missing Five> (만화의 칸 연출을 적용한 VR 애니메이션 연구 - <Mescaformhill: Missing Five>를 중심으로)

  • Park Sukyung;Lee Taegu;Choi Suhyeon
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.253-258
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    • 2023
  • In comics, panels serve a variety of dramatic purposes, including controlling the flow of the story through the size, placement, and order of panels; directing the eye to where characters or specific actions take place; expressing the passage or sequence of time; and using backgrounds, lighting, and color to emphasize emotion and convey mood. When applied to VR animation, these comic panels can give users a more immersive experience of the cartoon world in the VR space. In the VR animation "Mescaformhill: Missing Five," produced in 2022, the comic panels directing is very important to guide the viewer's attention, and in the VR space, the camera angle can be freely changed to realize various visual effects, and the physical interaction brings the comic panels directing to life. This can open up new ways of storytelling in VR animation and contribute to its successful expansion into new mediums.

An Analysis of Visual Effects of ASMR : Focused on Animation 「Sonagi」 (ASMR의 시각적 효과 분석 : 애니메이션 「소나기」를 중심으로)

  • Kim, Jae-Woong;Koo, Bo-Room
    • The Journal of the Korea Contents Association
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    • v.18 no.12
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    • pp.46-53
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    • 2018
  • The purpose of this study is to analyze the visual effects of autonomous sensory meridian response (ASMR) found in animations. So far, ASMR contents have been produced in one-person media or advertising contents with particular purposes. Unlike that, in animations, they have been produced in intuitive forms mainly for delivering messages. From the 2000's, however, gradually, animations intended for both appreciation and comfort and healing appeared,and such effects are similar to those of ASMR contents. This study has analyzed the visual effects of ASMR focusing on the Korean animated "Sonagi"(2017).

Hypermedia Tools and Digital Media on English Writing (하이퍼미디어 도구와 디지털 미디어 활용 영어 쓰기)

  • Lee, Il Seok
    • Journal of Digital Contents Society
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    • v.15 no.6
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    • pp.729-736
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    • 2014
  • Integrated multimedia education in English language education shifts instructor-orientated education to be more learner-orientated. The goal of this research is to analyze the effects of multimedia such as software, power point, flash animation and video in English language education. Experimental research with student subjects and multimedia in English education were used for this study and divided into the following categories: instructor-focused analysis, student-focused analysis, and response-based analysis. Teacher-focused analysis is comprised of prediction analysis and backward induction methods. This study aims to analyze whether multimedia tools achieves its intended effects, and to describe what sort of effects are achieved by the tools. This research intends to confirm the effectiveness and helpfulness of multimedia tools in school classrooms.

Developing English Proficiency by Using English Animation (영어애니메이션을 활용한 영어 의사소통 능력 향상에 관한 연구)

  • Jung, Jae-Hee
    • Cartoon and Animation Studies
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    • s.37
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    • pp.107-142
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    • 2014
  • The purpose of this study is to examine the effects of the teaching English factors on student's communicative competence and motivation by using animation at the College. To achieve this purpose, this study presented an effective integrative teaching model to develop students communicative competence. The study created animation based teaching English model by using the animation of Frozen and applied it to lectures. Using animation in the classroom was a creative English teaching technique involving authentic activities like English dram, English guide contest, and various communicative activities A case study on the use of the animation in English classes at was examined and the language teaching syllabus were provided. In order to investigate the motivation and proficiency of learners, the writer chose 79 students who took the lecture. The study discovered the students' motivation and proficiency in English improved significantly. The results of experiment are as follows: First, using animation in the English class was found to have meaningful influence student's intrinsic motivation to learn English. Second, using animation in the English class was found to be effective for developing student's English proficiency. Third, appropriate materials should be selected and applied it to the real classroom activities. In conclusion, one of disadvantages of learning is less communication and the authentic interaction in a real life, so that the integrative teaching methodology which is combined English content and English animation content is also the effective method to improve student's intrinsic motivations in the age of global village.

A Study on the Comparison of the UK Creative Industries with those from South Korea - Focusing on the Animation Industry (국내 현황과 비교를 통한 영국 창조산업(Creative Industry)의 동향에 관한 연구 - 애니메이션 산업을 중심으로)

  • Kim, Yun-Kyung
    • Cartoon and Animation Studies
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    • s.12
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    • pp.121-131
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    • 2007
  • This paper will be devoted to investigation of recent changes in cultural policy. This includes the increasing policy concern with 'social effects' of culture and the development of policies for 'cultural and creative industries'. British creative industries approaches the arts as a business that can both sustain individual artists and lead to wealth creation in the economy of whole countries. In this context, this study aims to investigate the comparison and contrast of the impact and stature of the UK creative industries with those from South Korea.

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Study Regarding a New Expression Format to Have Been Given to Webtoon (웹툰에 나타난 새로운 표현형식에 관한 연구)

  • Jeung, Kyu-Ha;Yoon, Ki-Heon
    • Cartoon and Animation Studies
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    • s.17
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    • pp.5-19
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    • 2009
  • As webtoon became activated, new forms of expression corresponding to a web format were appeared. New forms can be classified into two. The first is regarding on the computer, which includes a wide use of CG, and color comics. The second is related to web-based one, which includes the trend of a vertical scroll, the introduction of concept in time, animation stage effects, the manufacture trend of media optimization, and the various media mixing. While problems regarding web-based comics service such as copyright and cartoonist become manifested, webtoon will widen new horizon of comics with its characteristics and the change in the form of expression.

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A Hybrid Technique for Fire Animation (불의 애니메이션을 위한 복합적 기법)

  • Min, Kyung-Ha
    • Journal of Korea Game Society
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    • v.7 no.3
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    • pp.77-88
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    • 2007
  • In this paper, we present a new fire animation and visualization scheme. The most difficult problem in creating fire animation is how to simulate the mechanism of emitting lighting and heat of fire. We attack the difficulty by presenting a hybrid scheme that combines the simulation scheme and the combustion process in voxelized space where the numerical solution of the classical fluid equations is implemented. Therefore, the combustion process is simulated at each voxel and the amount of heat generated at the voxel is estimated. The generated heat will increase the temperature at the voxel, where results in the increase of turbulent motion of fire. We also propose a visualization scheme that modifies the photon mapping algorithm in order to render fire and various lighting effects of fire to the environments.

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Comparing Learning Outcome of e-Learning with Face-to-Face Lecture of a Food Processing Technology Course in Korean Agricultural High School

  • PARK, Sung Youl;LEE, Hyeon-ah
    • Educational Technology International
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    • v.8 no.2
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    • pp.53-71
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    • 2007
  • This study identified the effectiveness of e-learning by comparing learning outcome in conventional face-to-face lecture with the selected e-learning methods. Two e-learning contents (animation based and video based) were developed based on the rapid prototyping model and loaded onto the learning management system (LMS), which is http://www.enaged.co.kr. Fifty-four Korean agricultural high school students were randomly assigned into three groups (face-to-face lecture, animation based e-learning, and video based e-learning group). The students of the e-learning group logged on the LMS in school computer lab and completed each e-learning. All students were required to take a pretest and posttest before and after learning under the direction of the subject teacher. A one-way analysis of covariance was administered to verify whether there was any difference between face-to-face lecture and e-learning in terms of students' learning outcomes after controlling the covariate variable, pretest score. According to the results, no differences between animation based and video based e-learning as well as between face-to-face learning and e-learning were identified. Findings suggest that the use of well designed e-learning could be worthy even in agricultural education, which stresses hands-on experience and lab activities if e-learning was used appropriately in combination with conventional learning. Further research is also suggested, focusing on a preference of e-learning content type and its relationship with learning outcome.

An Article Analysis of Animation-specialized Magazine: Focusing on Animatoon magazine (애니메이션 전문 정보지의 기사 분석: 『애니메이툰』의 기사 항목과 특성에 대한 고찰)

  • Kwon, Jae-Woong
    • Cartoon and Animation Studies
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    • s.43
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    • pp.151-184
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    • 2016
  • In order to develop the animation industry, it is essential to encourage other related areas because all related industries can create synergy effects through exchanging their business. The magazine industry dealing with animation is one of them since the animation magazine plays an critical role in providing information and knowledge as well as analyzing market and industry from the practical viewpoint. But, there is only one magazine working in Korea, and it has never been researched so far even though over 20 years has passed since its first publication in 1995. It is Animatoon that is published by the company of Akom Production Co. who produced animation from the mid-1980s and Nelson Shin, the CEO of Akom, has worked as the Chief Editor. This research deals with Animatoon from the first issue till vol. 115 which was published in 2015, and tries to explore the characteristics. The result is as follows. First, Animatoon provides items to understand every article easily. Second, it provides original English articles written by foreign correspondents. Third, it provides different type of articles such as terminology explanation, production pipeline related knowledge, information about newly-released animation DVDs and so on. In addition, it is found out that Animatoon has small amount of advertisements. These characteristics shows that Animatoon helps subscribers to judge the contents of articles easier, tries to focus on the global trend, and provides basic and critical information. Therefore it can be said that Animatoon has enough features to be judged as the specialized magazine. First, Animatoon has its own specialized area, which is animation. Second, considering the type of articles, Animatoon tries to have all the parties concerned as its subscribers. Although, the amount of ads in Animatoon is small, only animation related ads are run through the whole issues.

Effects of a Discharge Education Program using Computerized Animation Video for Post-operative Colon Cancer Patients (대장암 수술 후 퇴원 환자에게 적용한 컴퓨터 기반 애니메이션 동영상 교육의 효과)

  • Kim, Young Mee;Kim, Min Young;Kwon, Won Kyoung;Kim, Ho Sook;Park, Seung Hyun;Chun, Myoung Sook;Han, Hye Jung
    • The Korean Journal of Rehabilitation Nursing
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    • v.16 no.1
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    • pp.37-46
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    • 2013
  • Purpose: This study was to identify the effects of a nurse-led education program using computerized animation video for post-operative colon cancer patients. Methods: a total of 163 patients and 51 nurses were participated in this study. With a non-equivalent control group post-test design, patients were divided into three groups (77 got traditional education, 46 were applying brochure, 40 were watching video). Twelve-item animation video and brochure about the management after discharge for post-operative colon cancer patients were developed based on patient survey and the items of Korea Healthcare Accreditation. Results: The computerized video watching group had better satisfaction than the others, but there was no significant difference about comprehension. When video was applied, satisfaction, usefulness, application, and perceived patients' comprehension of nurses were all increased. Conclusion: This video education program was developed by nurses and it had a special thing for patient to access the same program even after discharge using the authorization system. It would be helpful for nurses to be more concentrated on the direct care for hospitalized patients as well as for patients to provide self-care at home. This program would be adjusted into more various diseases and settings.