• Title/Summary/Keyword: Fairy Tales

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Educational Game Making-Tool Development using Unity3D Engine: Birth of Game (Unity3D를 이용한 전래동화 게임 제작 툴 개발)

  • Lim, C.J.;Han, Won Dae;Guen, Jeong Yun
    • Journal of Korea Game Society
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    • v.14 no.1
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    • pp.29-38
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    • 2014
  • This paper proposed a tool how to make the educational game for users who don't have professional knowledge about game production technique and It was sought how they can make directly the educational game customized form what they want. It joined with forgotten Korean folk tales. And It evolved into a new game-making tool that is based on Korean folk tales. Users will design, play and share their games themselves with this tool. It was also produced to involve the children more easily and fun in the education while providing and sharing the fairy tales which teachers directly designed by this tool. This tool will give a chance to look back on forgotten Korean folk tales and will play role as a educational game for young students. Through this game, young students will receive good Korean traditional cultures and will gain wisdom, humor and lessons in a game. And adults will feel homesick.

The Traditional Fairy Tales and the Judgement of Prejudice Formation: Snow White Kongjui Patjui and Changwha Honglyunjeon (전래동화와 대학생의 편견 형성 판단 -백설공주, 콩쥐팥쥐, 장화홍련전을 중심으로-)

  • 류안진
    • Journal of Families and Better Life
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    • v.12 no.1
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    • pp.1-10
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    • 1994
  • 아동기에 읽은 동화는 일생에 걸쳐 가치관과 태도 형성에 중대한 영향을 주게 된다. 그런데 아동이 즐겨 보는 전래동화에서 대부분의 계부모-자녀관계가 부정적으로 다루어지고 있다. 이것은 현재와 같은 이혼의 증가로 인한 재혼가족의 증가 추세에서 사악한 계모의 상을 제시한 전래동화가 계부모-계자녀의 적응에 부정적인 영향을 더할 가능성을 시사한다. 이 연구에서는 서울 시내 남녀 대학생 271명을 대상으로 그들이 아동기에 읽은 계모-계자녀 관계를 다룬 3편의 전래동화가 그들에게 어떤 편견을 형성하였다고 판단하는 지를 조사하였다. 이를 위하여 질문지를 사용하였고, 분석을 위하여 빈도, 백분율, $\chi2$ 분석을 사용하였다. 연구결과를 요약하면 다음과 같다. 첫째, 대학생은 아동기에 백설공주라는 외국의 전래동화를 콩쥐팥쥐나 장화홍련전과 같은 한국 전래동화보다 더 많이 읽었고, 그 내용에 대해서도 더 잘 인지하고 있었다. 이런 경향은 여학생이 남학생보다 더욱 그러하였다. 둘째, 대학생은 백설공주, 콩쥐팥쥐, 장화홍련전에서 계모-계자녀간의 적응을 방해하는 부정적인 계모상을 연상하였다. 넷째, 여학생이 남학생보다 여성 주인 彭?계모에 대한 편견과 인지에 더욱 민감하였다. 다섯째, 이들 동화가 편견을 형성한다는 것을 인지하면서도, 절반 정도의 대학생은 이들 동화를 친지 아동에게 권하거나 선물하려고 한다.

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Analysis and Reconstruction of Temporal Relations in Multimedia Fairy Tales for Digital Cinematography (디지털 영상 기법을 위한 자연언어 멀티동화 시간 관계 분석 및 재현)

  • Jang, Se-Min;Park, Jong-C.
    • Annual Conference on Human and Language Technology
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    • 2002.10e
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    • pp.309-316
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    • 2002
  • 동화는 사건의 흐름에 따라서 이야기를 진행시킨다. 그러나 독자인 어린이들의 관심을 지속적으로 유지하기 위하여 사건을 실제 순서와 다르게 배치해놓아 극적 효과를 꾀하는 경우가 많이 있다. 동화를 애니메이션으로 생성하는데 있어서 이러한 사건의 배치에 담긴 작가의 의도를 제대로 파악하는 것은 중요한 문제이다. 본 논문에서는 이처럼 사건의 흐름을 파악하고 이를 활용하기 위해서 다루어야 할 언어적 요소들에 대하여 살펴보고, 결합범주문법을 사용하여 동화에서 나타나는 시간 관계를 분석한다. 또한 각 시간 관계에 따라 애니메이션 효과를 높이기 위한 영상 기법을 제안하고 이를 이용하여 시간 관계를 재현하는 시스템을 설명한다.

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Anaphora Resolution for Contextually Appropriate Animation of Multimedia Fairy Tales (문맥상 자연스러운 멀티동화 자동 애니메이션을 위한 참조현상 해결)

  • Hong, Kyung-Wha;Park, Jong-C.
    • Annual Conference on Human and Language Technology
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    • 2002.10e
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    • pp.317-324
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    • 2002
  • 참조현상이란 이미 언급되었던 혹은 이미 알고 있다고 여겨지는 정보에 대한 재표현이다. 참조현상은 자연언어처리 분야에서뿐만 아니라 인지과학, 심리학, 철학분야에서도 활발하게 연구되는 현상으로 참조표현인 조응사(anaphora)의 선행사(antecedent)를 채택하는 방법에 따라 그 성능이 좌우된다. 자연언어문장으로부터 멀티동화를 생성을 위한 애니메이션 제어 스크립트 명령들에서의 참조해결은 선행 정보의 적절한 참조를 바탕으로 자연스러운 애니메이션 장면을 생성하는데 있어서 필수적이다. 본 논문에서는 이러한 동화의 자연언어 문장에 나타나는 참조현상들에 대해 살펴보고 결합범주문법을 이용하여 참조현상을 해결하는 방법과 구현방법에 대해 논의한다.

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Reproducing Fairy Tales for Plot Identification (사건의 흐름 분석을 위한 동화의 재구성)

  • An, Seungjoo;Park, Jong C.
    • Annual Conference on Human and Language Technology
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    • 2011.10a
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    • pp.3-8
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    • 2011
  • 텍스트의 스토리를 자동으로 이해하기 위해 텍스트에서 기술된 사건(event)을 파악하고 이들을 조합하여 스토리가 어떻게 구성되어 있는지를 파악하는 연구들이 진행되어 왔다. 하지만 이는 스토리의 깊은 의미론적 이해를 요구하는 것 이외에도 텍스트마다 상황과 일어나는 사건들이 다양하기 때문에 언어 자원이 부족한 환경에서의 처리에는 한계가 있다. 이러한 문제는 사건들을 추상화 하여 단순하게 표현할 수 있다면 스토리 이해의 자연스러움을 저해하지 않고 해결 할 수 있다. 본 논문에서는 사건들의 추상화 과정을 위한 기초 연구로서 텍스트 속 등장인물이 행하거나 당하는 사건들을 추출하여 PMI기법을 통해 사건의 흐름을 파악하고 언어학적 단서를 참조하여 스토리 이해 과정에 누락될 수 있는 사건들을 추가하여 보완하였다. 이러한 접근을 통해 등장인물이 행할 수 있는 사건들을 재구성하여 단순화하는 방법을 제시한다.

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Analysis on the Research Trend of Child Care Education - Based on Domestic Research from 2006 to 2018 - (유아 배려교육에 관한 연구동향 분석 - 2006년~2018년 국내 연구를 중심으로 -)

  • Moon, Yeon Sim;Park, Young Sook
    • Korean Journal of Childcare and Education
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    • v.14 no.6
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    • pp.219-239
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    • 2018
  • Objective: This study aims to analyze the research trend of domestic child care education, and to seek directions for future research related to child care education based on analysis results. Methods: A total of 91 theses were selected in journals released in Korea from January 2006 to August 2018. The analysis standards for the research trend were established as research period, theme, target and method. Results: First, the amount of research on child care education has gradually increased since 2006. Second, action research for improvement was the most common research theme for child care education, while activities utilizing fairy tales and picture books were the most frequently used education activities. Third, research that targeted five-year-olds accounted for the largest part of research. Fourth, when it came to research type, most research was based on quantitative research. Conclusion/Implications: Based on the analysis results above, the direction for the development of future child care education and relevant research was discussed.

A Study on the Modern Transformation of a Tale - A Focused comparison of case studies from China, Japan and India (설화 <호랑이 눈썹>의 현대적 변용 연구 - 중국, 일본, 인도 사례와의 비교를 중심으로 -)

  • Kim, Gum-suk
    • (The)Study of the Eastern Classic
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    • no.69
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    • pp.373-400
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    • 2017
  • The objective of this study is to compare the modern transformation of a folk tale in each country. A folk tale is a story about a man who obtained an ability to see the original look of humans with tiger's eyebrows successfully found a new wife suitable for him by using them. In Korea, China, Japan, and India, folk tales similar to have been transmitted. 'Tiger's Eyebrows' is differently shown in each country like 'Wolf's Eyebrows' in Japan, 'Tiger's Whisker' in China, and 'Vulture's Feather' in India. This paper looked for works that modernly transformed this folk tale in each country. In the results, there were diverse works in each country such as fairy tale book, musical, short story, and game in Korea, full-length novel in China, and fairy tale, animation, and cartoon in Japan. Meanwhile, in India, there was only a mention of the folk tale in a collection of papers. Among them, there were works showing the significance of modern transformation in the aspect of genre or contents like a short story of Korea, a full-length novel of China, and a cartoon of Japan. The Korean novel shows that human is a being with the animal's instinct while human tries to ignore it. On the other hand, the Chinese novel shows that humans are not much different from animals especially in case when facing pains or death. The Japanese cartoon shows that it is meaningless to feel shame as human in the world which is filled with monsters or animals. In India, there were no works modernly transformed because Indian folk tales might be stories based on the mythic belief rather than fun.

A Comparative Study on the Reading Behavior between Children of Children's Reading and Culture Movement Organization Members Versus Non-member Children: Based on Korean Children's Book Association (어린이 독서문화 운동단체 회원 자녀와 일반인 자녀의 독서행태 비교연구 - 어린이도서연구회를 중심으로 -)

  • Kim, Eun Ok
    • Journal of Korean Library and Information Science Society
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    • v.52 no.2
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    • pp.45-64
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    • 2021
  • This study compares the members of children's reading and culture movement organization versus general public and their children with the aim of understanding how parents' reading activities affect children's reading activities. The study surveyed 477 elementary school students and 483 parents from five special metropolitan cities regarding their reading behaviour. Reading behavior was investigated in terms of reading frequency, book selection information source, reading awareness, and preferred books, and it was confirmed that there was a difference between members of children's reading and culture movement organization and children of the general public. Members of children's reading and culture movement organization and their children showed superior reading habits in terms of both quantity and quality than non-members and their children, and the book selection information service was used. In terms of perception regarding reading, children's reading and culture movement organization members and their children found more "joy" in reading than "help in learning" as compared to the general public and their children. In terms of reading preference, children's reading and culture movement organization members and their children intensively preferred Korean creative fairy tales and picture books while the general public and their children preferred Korean creative fairy tales, picture books, and educational comics. In order to create a healthier reading culture and environment for the long term, the development of more active reading participation methods for the general public is required.

Using Traditional Costumes in the Design of Game Character Clothing for 'Heungbu and Nolbu 1' Series of On-line Game Tales Runner (전통복식을 응용한 게임 캐릭터 의상 디자인 개발: 테일즈런너의 '흥부와 놀부1' 게임을 중심으로)

  • Cho, Du Na;Kim, Eun Jung
    • Human Ecology Research
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    • v.52 no.4
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    • pp.347-354
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    • 2014
  • 'Heongbu and Nolbu 1' is a series of the on-line game 'Tales Runner.' It is based on a traditional Korean fairy tale. However, the game characters in Heongbu and Nolbu 1 wear casual clothes even though the game is set in the Joseon Dynasty. Therefore, this paper presents proposed game characters clothes based on traditional Korean costumes from the Joseon Dynasty. This work should help inspire gamers and game designers with the beauty of Korean traditional costumes and familiarize them with an aspect of Korean people's identity. A literature review of online games and game characters was carried out, and game characters' clothes were analyzed. The design motifs of historical relics of the Joseon era were evaluated. Three styles, one traditional and two "fusion" styles integrating traditional and modern elements were proposed for each of the 4 characters: Chowon, Ruff, Bada and Abell. The chulrik and jurip were used as design motifs for Chowon. A traditional chulrik, short chulriks and pants are suggested. Second, the dongari and jeonrip were used as design motifs for Ruff. A traditional dongdari, sapok pants, deck pants and a vest are suggested. Third, the jeogori and chima were used as design motifs for Bada. A traditional female hanbok, arm warmers, short-sleeved jeogori and dress are suggested. Fourth, the dang-ui and daeran-chima were used as design motifs for Abell. A traditional dang-ui and daeran-chima, blouse, skirt, jumper and tight Bermuda shorts are suggested. The length, shape and color were converted into new styles, but some traditional elements such as the git and goreum were retained.

3D Graphic Nursery Contents Developed by Mobile AR Technology (모바일 기반 증강현실 기술을 활용한 3D전래동화 콘텐츠 연구)

  • Park, Young-sook;Park, Dea-woo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.11
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    • pp.2125-2130
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    • 2016
  • In this paper, we researched the excellency of 3D graphic nursery contents which is developed by mobile AR technology. AR technology has currently people's attention because of the potential to be core contents of future ICT industry. We applied AR nursery contents for kid's subtitle language selection in Korean, Chinese and English education. The original fairy tale consisted of 6~8 scenes for the 3D contents production, and was adapted and translated. Dubbing was dubbed by the native speaker using the standard pronunciation, and the effect sound was edited separately to fit the scene. After composing a scenario, constructing a 3D model, constructing a interaction, constructing a sound effect, and creating content metadata, the Unity 3D game engine is executed to create a project and describe it as a script. It provides a fun and informative tradition of fairy tales with abundant content that incorporates ICT technology, accepting advanced technology-based education, and having opportunities to perceive software in daily life.