• Title/Summary/Keyword: Flash Animation

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Development and Evaluation of an Elementary School Nutrition Education Program to Prevent Breakfast Skipping (아침결식 예방을 위한 초등학교 영양교육 프로그램의 개발 및 평가)

  • Son, Hyeong-Gyeong;Lee, Yeon-Kyung
    • Korean Journal of Community Nutrition
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    • v.15 no.6
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    • pp.740-749
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    • 2010
  • The purpose of this study was to develop and evaluate a nutrition education program to prevent breakfast skipping for elementary school children. Subjects were 102 5th grade students (51 boys, 51 girls) as the "education group" and 200 5th grade students (102 boys, 98 girls) as the "non-education group." The nutrition education program consisted of 4 lessons over an 8-week period. Teaching materials, including flash animation, panel, PowerPoint, and a bingo game, were developed for this education program. After education, there was significant increase in the percentage of students who had eaten breakfast every day, understood that breakfast has a great effect on health, and will eat breakfast every day in the education group compared to non-education group. Parents' positive behavior toward daily breakfast preparation and the percentage of parents who had their children eat breakfast every day increased significantly. The students of the education group responded positively to the questions of the benefit and importance of nutrition education. The flash animation received high marks, especially in terms of understanding of contents, content clarity, emphasis of the core content, delivery of necessary knowledge, and applicability of breakfast. This study shows the effectiveness of a 4-lesson nutrition education taught during an 8-week time period to induce changes in recognizing the importance of breakfast and in behavior toward breakfast consumption.

Development of Multimedia Contents System for Gogurye Ancient Tomb Mural (고구려 고분벽화를 소재로 한 멀티미디어 콘텐츠 개발)

  • Lee, Yong-Hwan;Lee, YuKyong;Cho, Han-Jin;Lee, June-Hwan
    • Journal of the Korea Convergence Society
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    • v.4 no.4
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    • pp.13-19
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    • 2013
  • In this paper, we design and develop an educational virtual system which can experience Goguryeo tomb murals in the virtual world. Goguryeo tomb murals are well known in the world, and they are registered as a UNESCO World Heritage site by the value Acknowledged worldwide. We design an user-friendly interface for Goguryeo tome murals by Flash, and make a modelling and rendering with 3D Max. In addition, we create an educational animation with Adobe Premiere. We choose some of items such as Goguryeo tomb murals, historical sites, high-level description of periodization, Goguryeo's clothes, home, play as sub-themes, and we develop a system with detailed views and informations for the daily life of the people of Goguryeo.

A Study on the Development of Website for Fashion Coordination (패션 코디네이션을 위한 웹 사이트 개발에 관한 연구)

  • 김효숙;강인애;최창석
    • Journal of the Korean Society of Costume
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    • v.51 no.3
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    • pp.99-109
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    • 2001
  • The purpose of this study is to propose the effective development a fashion coordination website by computer graphics and web animation programs. Today, the internet fashion shopping malls come into the spotlight as the way of marketing. The amount of clothing products sold on the internet shopping mall and interest in the website design is increasing. This means many people consider that the web site design is one of the most important thing to lead customers to purchasing. For this reasons, this study develop fashion coordination items which was designed by the computer graphics software named 'photoshop 6.0'and propose the more visual effect of fashion coordination web image which was designed by animation software named 'flash 4.0'. As a result of this study. 1 It can accumulate a database of trend garment. 2. It can help designers save a time, expenses and tries to treat design also make correction and transform their work more freely. 3. It can help develop a new textile through the various image adjustment. 4. It can give more visual and interesting effect to website by animation and multimedia. 5. It can able to communicate interactive with each other by website.

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The narrative features of as seen through digital culture (<이제부터 제리타임 It's Jerry Time!>을 통해 본 디지털 문화 속 웹 애니메이션의 서사적 특징)

  • Kim, YoungOk
    • Cartoon and Animation Studies
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    • s.34
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    • pp.23-43
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    • 2014
  • The development of the Internet in the 21st century had made a variety of cross-cultural environment so that animations also have evolved with new features to Web-Animation. In Korea, the web-based flash animation leap forward to the animation Utopia in the early 2000's, but did not last long. The web-based animations should attract audience's attention not only with it's minimum streaming capacity but also with showing it's best qualities as well, Therefore, the stimulating narrative strategies were mandatories for web-animation in 2000's. The absence of in-depth research on media, poor revenue structure, and the emergence of mobile games and e-learning industries made the web-animation become just a one-time/one-consumable content. There were no subsequent generation of korean web-animation ever since. In this study, I want to introduce and analyze the american web animation series, (2005) as a new type of web-animation in current digital culture, In particular, I want to discuss how this web animation appeal to the audience with its narrative strategies through using some aspect of the internet culture which's differentiated from traditional media based cultures. This research could suggest diverse narrative strategies for the future web-animation with new vision. Moreover, This also allows to look at latest web-animation trends and its new experiments.

Changes in Students'Science-Related Attitudes Through the Development and Application of Animation Module - With Focus on'Movement of the Solar System Unit in Middle School Science - (애니메이션 모듈 개발 및 적용을 통한 학생들의 과학과 관련된 태도변화 -중학교 과학과 '태양계의 운동' 단원을 중심으로-)

  • Cho, Kyu-Seong;Lee, Gwang-Ho;Park, Kyeong-Su
    • 한국지구과학회:학술대회논문집
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    • 2005.09a
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    • pp.304-314
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    • 2005
  • The present study aims to develop animation module-based teaching-learning materials for a unit of middle school 3rd grade science, which contains the movement of the solar system, through the utilization of various forms of multimedia elements. The developed materials consist of 12 in total flash animation modules covering ‘movement of the Earth,’ ‘movement of the Moon,’ movement of the Planets,‘ etc. To analyze the student responses to the science classes to which the developed animation modules were to be applied, the researcher selected for subjects two third-grade classes that were made up of 60 students and later divided for an experimental group and a control group in a middle school located in Jeonju. The experimental group was treated with the animation module-based lessons developed in the present study while the control group was taught in the traditional teacher-centered ways. Tests for the science-related attitudes of the two groups were administered and the results showed that the mean score of the experimental group was significantly higher than the mean score of the control group (p<0.05) in the categories of ‘interest’ and ‘scientific attitude’. It was thus believed that the animation module-based teaching has a positive effect on the categories of ‘interest’ and ‘scientific attitude’. To assess the qualitative dimension of the developed materials, the researcher subjected them to the utilization of the 30 local science teachers and afterwards a survey was done with the 8 crucial items taken from the WBI evaluation test developed by Multimedia Education Support Center in 1998. The result was broadly positive in terms of lesson design and from a technological point of view.

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Development and Effect of the Cancer Prevention Education Program Using Different Media

  • Lee, Young Sung;Choi, Seong Woo;Jeon, Mi Yang
    • International Journal of Contents
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    • v.9 no.4
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    • pp.60-66
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    • 2013
  • Purpose: This study was intended to develop and evaluate the cancer prevention education for general population with different educational media such as booklets, cartoons, web frame comic strips, web flash animation and flash animations on personal digital assistants (PDA). Methods: A total of 125 subjects were divided into 5 groups, each group having 25 members and assigned a different educational media. An educational media was assigned to each group to evaluate the effect of education in the first intervention. In the second intervention, 4 other media, excluding the previously used one, were used to educate the subjects and find out the preferences of educational media. Results: Knowledge about cancer increased significantly after cancer prevention education. They preferred animations on the internet to other media, the highest. Conclusion: Educational programs with various media should be developed for subjects to choose based on their preferences.

Development of Experimental System for Automotive Electrical Circuit in Technical High School (실업계 고등학교용 자동차 전기회로 실습 시스템의 개발)

  • Lee, Yong-Ju;Seo, Young-Dal
    • Transactions of the Korean Society of Automotive Engineers
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    • v.15 no.4
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    • pp.154-160
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    • 2007
  • The experimental system, developed in this research, is a teaching material that trains and practices automobile electric circuit in technical high school. This system consists of a textbook, 15 kinds of instruments and 62 kinds of 'Flash' animations. Textbook includes automobile electric circuits and experimental process. Instruments have 23 kinds of drills. Its is composed of electrical relays, motors, switches, light bulbs, electrical lines and power unit so on. 'Flash' animation displays an electrical current flow on circuits actually. Both Dacum method and ISD skill have been conducted to analysis job and design syllabus. The experimental system have been implemented on technical high school class to evaluate its objectivity and effect. It is expected that this system can contribute to studying of car service.

Virtual Lecture for Digital Logic Circuit Using Flash (플래쉬를 이용한 디지털 논리회로 교육 콘텐츠)

  • Lim Dong-Kyun;Cho Tae-Kyung;Oh Won-Geun
    • The Journal of the Korea Contents Association
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    • v.5 no.4
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    • pp.180-187
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    • 2005
  • In this paper, we developed an online lecture for digital logic circuit which is a basic course in electric/electronic education. Because of importance of the laboratory experiences in this course and to reflect industrial requests, we have selected most effective experimental examples in each chapter and inserted instructions for basic usags of ORCAD and digial clock design. Moreover, we developed cyber lab to design students' own circuit using Flash animation. Two features of this cyber lab are real-like graphics for devices and breadboards to improve reality and patented new IC chip objects for easy experiments, which help the students understand digital logic easily.

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(<모바일 기반의 인터렉티브 애니메이션 구현에 관한 연구>)

  • Cho, Hye-Joung;Oh, Hwang-Suk;Kim, Hyung-Gi
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.583-590
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    • 2006
  • 유비쿼터스 시대가 도래 하면서 그 변화의 중심은 모바일에 집중되고 있다. 모바일 컨텐츠는 문자 메시지 서비스(SMS)로부터 시작하여 멀티미디어 컨텐츠 서비스(MMS)로 발전하였다. 현재 DMB 서비스로 발전한 모바일 서비스는 앞으로 유비쿼터스 시대에 흐름과 기기의 발전에 따라 더욱 발전할 것으로 예상된다. 따라서 현재 모바일의 상호작용성과 기기적 특성을 이용한 컨텐츠 개발이 그 어느 때보다 필요한 시점이다. 모바일 기기에서 게임, 벨소리, 광고, 동영상, 캐릭터 등 다양한 컨텐츠가 제공되고 있다. 그 중에서도 애니메이션은 배경화면과 캐릭터 서비스로 모바일 기기에서 가장 널리 쓰이는 컨텐츠로 자리 잡았다. 그러나 이러한 컨텐츠들은 모바일의 기기가 양방향성의 특성을 가지고 있음에도 불구하고 게임을 제외한 컨텐츠들은 일방향성에 그치고 있는 실정이다. 인터렉티브 애니메이션(Interactive animation)은 사용자가 수동적으로 보는 것과 달리 매개체를 이용하여 보다 능동적으로 볼 수 있는 애니메이션을 말한다. 인터렉티브 애니메이션은 양방향의 모바일 기반으로 적합하며, 사용자에게 새로운 경험을 줄 것이라 기대한다. 이에 본 논문은 모바일 애니메이션의 현황과 Flash Lite 2.0 에 의한 제작방법, 모바일 인터렉티브 애니메이션의 제작 실례를 통해 인터렉티브 애니메이션 컨텐츠 제작의 가능성을 제시한다.

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Education Contents Development that Use Thermoelectric Power Plant Generation Facility Third Dimensional Model (3차원 모델을 활용한 발전설비 교육컨텐츠 개발)

  • Kim, Seok-B.;Back, Nam-H.;Son, Kwang-S.;Kim, Joo-Seok;Moon, Seung-Jae;Lee, Jae-Heon
    • 한국전산유체공학회:학술대회논문집
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    • 2008.03b
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    • pp.362-368
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    • 2008
  • The purpose of this is providing employees who take charge of operation and maintenance at power plant with education contents that can be used for self-studying and on the job training through their computers. We developed the education contents for making actually application possible using this piping and instrument diagram(P&ID), operation and maintenance procedure, unit specification and material of 500MW thermal power plant those include unit equipment 3-dimension animation, character and narration performance considering making teaching plan, flexibility, extension, reuse, maintenance and focusing on user. Specially, we developed the flash type education contents about power plant operation based on the plant 3-dimension animation and the spot real picture concerned about new generation trend for power plant incoming employees actual knowledge. in addition, this contents apparently contributed to improve the level of employees technical power as distributed to employees.

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