• 제목/요약/키워드: Korea Animation

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Development and Application of Web-based Instruction Program for the Enriched Course of School Biology (중등 생물교과 심화과정 학습용 웹 기반 학습 프로그램 개발 및 적용)

  • Ye, Jin-Hee;Park, Chang-Bo;Seo, Hae-Ae;Song, Bang-Ho
    • Journal of The Korean Association For Science Education
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    • v.22 no.2
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    • pp.299-313
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    • 2002
  • A web-based instruction program for the enriched course under the 7th Revised National Curriculum of Biology in Korea was developed and the application effects to learners were analyzed. For the development of the web-based instruction program, five topics of biology from the enriched courses through 7th to 10th grades in the middle and high school science textbooks were selected and modulated with interrogative sentences. Each topic of programs was divided into four activity sections according to the learners' activity procedures supplemented with explanations and evaluations. Each activity was hyper-linked to multi-layers and animations. Further, a virtual experiment was also developed and an evaluation section designed by Java Script was attached. Among five topics, one topic of 'Reproduction and development' at 9th grade level was selected to examine the effects on students' learning. Among 247 9th grade students in the research subject school, only 67 students were able to accessible to ultra-thin Internet cables with their computers at home and they became an experimental group. A control group was assigned to those who are similar level of school science achievement to the experiment group and did not use the web-based program. It was found that most of 9th grade students are able to use Internet at home, however, they do not prefer to use Internet for homework or task project. Rather, most of students used Internet for e-mail or information navigation. Students used internet to solve problems of science and perceived the benefits of Internet for science learning. However, there are not many students to utilize Internet for science homework or task project. Students expressed that they do not prefer to use a web-based learning program for science learning due to lack of interests in science. The effects on students who studied with this program appeared to be significantly high compared to those who did not study with this program. Students who studied with this program positively evaluated this program, in particular, they enjoyed animation effect and virtual experiments. It was concluded that a web-based program for science learning should be developed and distributed through Internet in an attractive and interesting format for students. It was also concluded that various web-based programs for science learning with animation effect and virtual experiments should be developed to increase students' interests in science as well as to improve students' science achievements.

Tendency of 'a Cartoon Image' Appearing in Korean Modern Fine Arts - Ocusing on 'Atomouse' of Lee Dong-gi - (한국 현대 미술에 나타나는 '만화 이미지'의 경향성 -이동기의 <아토마우스>를 중심으로-)

  • Jeon, Young Je
    • Cartoon and Animation Studies
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    • s.36
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    • pp.669-702
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    • 2014
  • Today, in Korean modern fine arts, 'cartoon images' are utilized for their roles of the 'personas' of the artists, and as the 'texts' for the artistic discourses, while they play a role as a bridgehead between the public and art. In this study, we made a study, focusing on 'Atomouse' of Lee Dong-gi, in order to examine how the borrowing of the 'cartoon images' was made in the Korean modern fine arts, and what its period context is. 'Atomouse' of Lee Dong-gi is the first cartoon character that appeared in Korean modern fine arts, and it has acquired a symbolism of a subculture being acknowledged as art. In this study, we tried to find out what period contexts the changes of 'Atomouse' have, focusing on the private exhibitions of Lee Dong-gi, such as 'Smoking' Exhibition (2006), 'Bubble' Exhibition (2008), 'Double Vision' Exhibition (2008), 'The Garden of Uncertainty' Exhibition (2012) and 'Do Not Look Back with Angry Face' Exhibition (2013). Atomouse was born in the era of 'lack of pop' a change was attempted of it in the era of 'excess of pop' and its proceeding ended along with the 'settlement of the neo-pop'. From Atomouse started from the unconsciousness of the artist, we can find the 'identity' of the Republic of Korea, which was being influenced by the 'American and Japanese' culture, as well as the symbolism of a subculture being acknowledged as art, while it emerged as an icon to represent the Korean pop art of the time. Then, as the agony and self-examination of the artist was contained in it, its use was changed into the role as a persona and it was utilized as a tool to connect the and figurative worlds. In the end, the artist put an end to the proceeding of the 'Atomouse' at the boundaries of a persona and an alter ego, removing the creation with his own hands. In the process in which Lee Dong-gi created and changed 'Atomouse', the start-up and growth of the pop art are included in the history of the Korean modern fine arts, apart from a study of an artist. 'Atomouse' was not only painted on the walls of the subway stations in the form of public art, but it tried to closely communicate with the public through the collaboration with diverse media. It made the best use of the 'marketability' which a 'cartoon character' had at first, so that pure art was made a step closer to the public. So 'Atomouse' of Lee Dong-gi not only raised a subculture into the realm of high art, but lowered the door sill to high art. Through the study we could confirm what position 'Atomouse' of Lee Dong-gi, which started absurdly between parody and Hommage, takes in Korean modern art of today.

Interactive Motion Retargeting for Humanoid in Constrained Environment (제한된 환경 속에서 휴머노이드를 위한 인터랙티브 모션 리타겟팅)

  • Nam, Ha Jong;Lee, Ji Hye;Choi, Myung Geol
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.3
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    • pp.1-8
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    • 2017
  • In this paper, we introduce a technique to retarget human motion data to the humanoid body in a constrained environment. We assume that the given motion data includes detailed interactions such as holding the object by hand or avoiding obstacles. In addition, we assume that the humanoid joint structure is different from the human joint structure, and the shape of the surrounding environment is different from that at the time of the original motion. Under such a condition, it is also difficult to preserve the context of the interaction shown in the original motion data, if the retargeting technique that considers only the change of the body shape. Our approach is to separate the problem into two smaller problems and solve them independently. One is to retarget motion data to a new skeleton, and the other is to preserve the context of interactions. We first retarget the given human motion data to the target humanoid body ignoring the interaction with the environment. Then, we precisely deform the shape of the environmental model to match with the humanoid motion so that the original interaction is reproduced. Finally, we set spatial constraints between the humanoid body and the environmental model, and restore the environmental model to the original shape. To demonstrate the usefulness of our method, we conducted an experiment by using the Boston Dynamic's Atlas robot. We expected that out method can help the humanoid motion tracking problem in the future.

Analysis of the Factors for the Box Office Success in Korean, Chinese and Japanese Film Market Approach to the Storytelling (스토리텔링의 관점에서 본 영화흥행요소분석 - 한국·중국·일본영화를 중심으로)

  • Park, Chul
    • The Journal of the Korea Contents Association
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    • v.13 no.7
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    • pp.51-61
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    • 2013
  • This Paper aims to explore the key factors that drive box-office success in Korean, Chinese and Japanese film market regarding to the storytelling of the movies. At first, I researched the top 20 movies at the box office of Korean, Chinese and Japanese film market from 2007 to 2011.And then I tried to figure out the key factors for the success and the differences among those countries. Usually the purpose of the movie planning in Korea is for the domestic market. In the profit structure of Korean film industry, it is really hard to focus on the overseas film market. In Chinese film market, recently it has been changed a lot especially film genre. The movie liked to watch is melodrama, romantic comedy movie It is being changed to the comedy genre from the war and martial arts movie. And it is emphasized the importance of the scenario in the film production. They want to watch their lives like a real and dreams at the movie and the movie tries to show this trend. In Japanese film market, they made movies in which TV drama, animation and cartoon according to the O.S.M.U. strategy. The movies like to watch are the blockbuster movies, horror movies, thriller movies and melodrama. Comparing with Korea and China, they like movies which show more fantastic and fairy tale imagination.

Analysis of IPTV VOD Usage Behavior of 2 to 7 Years Old Children and Mother's Perceptions about Their Child's Usage (2-7세 영유아 자녀의 IPTV 동영상 시청 행태와 이용에 대한 어머니의 인식)

  • Hwang, Junghye;Park, Inwoo
    • Journal of The Korean Association of Information Education
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    • v.19 no.4
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    • pp.419-430
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    • 2015
  • This paper provides a database about the IPTV VOD usage behavior of children as well as mother's perception at home. We analyzed the correlation of mother's background with IPTV VOD using time of children through a survey. We analyzed how does the mother's background influences usage time of IPTV VOD for children through a survey. The survey was conducted by 500 mothers who have two to seven years old children with IPTV users in Korea. Compilation of the data reveals that 1) 36.6% of the children have watched IPTV VOD for the first time at two years old, 93.4% have encountered by family members among them. 40.8% of users have played IPTV VOD for children four days a week and the main genre was the animation. 2) The main reason for watching VOD was by the needs of their children, but the 66% of mothers concern for an excessive level of watching. 3) educational background of mother and monthly house income were significantly correlated with the usage time of IPTV VOD for children.

A study about the improvement plan in production processes of digital entertainment image using the motion capture system (모션캡쳐시스템을 활용한 디지털 엔터테인먼트 영상에서 제작과정상 개선 방안에 관한 연구)

  • Lee, Man-Woo;Yun, Deok-Un;Park, Jin-Seok;Kim, Soon-Gohn
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.824-828
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    • 2006
  • Introduction of motion capture system to the field of digital entertainment paved the way to accelerate the development of 3D character animation all the more. Motion capture system has been developed of the level that it can capture the fierce motions of character particularly in the digital game image and improve the dynamic characteristics by capturing the movement of human muscle or express the human's true emotion by capturing wrinkles and expression on face. Such an extension of realistic expression enables them to be used increasingly in movie, TV, advertisement, music video, etc centering around the game industry in the field of digital entertainment. The fact is, however, that many difficulties are held in the image production process compared with the competing countries such as USA and Japan, owing to inferiorities in technical expertise and capital in the image production process using the local motion capture, insufficient professional human resources of motion capture and small size of local motion capture image market. Hence, this study intends to suggest the plan to improve the technical problems in terms of integrated motion capture system, motion capture professional human resources and motion capture in-house program development in the production process of digital entertainment image using the motion capture system by surveying local and overseas examples of image production.

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Cross-cultural Research on Visual Values of Korean and Japanese Private Girl's High School Uniform -Focused on Private Girl's High School Uniform in Seoul and Tokyo- (한.일 사립 여고생 교복의 조형성에 관한 비교 문화 연구 -서울과 도쿄의 사립 여자 고등학교 교복을 중심으로-)

  • Yun, Su-Jeong;Kwon, Ha-Jin;Kim, Min-Ja
    • Journal of the Korean Society of Costume
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    • v.57 no.7
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    • pp.30-44
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    • 2007
  • The culture includes every possible objective forms created by humans and their shared aspects of ideas, feelings, and behaviors, beliefs and etc. The dress and its ornaments are part of the culture that expresses the relationships in objective ways and in formless immaterial ways. The school uniform represents significant meanings to the students in their school years, and it is the way of expressing their individuality and full filling their needs for self-presentation. Therefore, understanding and analyzing youth culture means understanding students' school uniform along with fast changing twenty first century civilization. Korea and Japan are very close nations to each other. Both Korean and Japanese girls' school uniform style were adopted western clothing style and went through many changes based on cultural differences between two countries. They are affected by different peculiarities between two nations and youth cultures from different cities. Therefore, this research is on analyzing how different visual values of girl's high school uniforms in Seoul and Tokyo and understanding youth cultures through macro-analysis. The youth cultures in Korea and Japan are mostly similar but there is special development on animation in Japan and possibly can find many styles of girl's high school uniform. Both nations are varying to be opened to sexual culture of adolescents but Japan is more uninhibited than Korea. In Japan, sailor-uniform can be found in fetish way in public culture. On one hand, because of most private girl's high schools in Tokyo takes an entrance examination, top-ranking students are very proud of their school uniforms and even students from other public high schools get private high school uniforms to attend school festival. This analysis showed that private girl's high school uniform in Seoul appealed as slim fitted silhouette which is close to modem woman's suit style while in Tokyo appealed as boxy style matched with short pleated skirt or sailor-uniform style. Comparing that to school uniform photos taken on the street, we can find that alikeness or more extreme styles as examples. These are influenced by different youth cultures in Seoul and Tokyo and cultural differences stands for different aesthetic norm being accepted or rejected.

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 Study of the Relationship between Realistic Expression of Objects and Graphic Novel in Korean Comics - Focused on the work by Kwon, Ga-Ya - (한국만화에 있어 대상의 사실적 표현과 그래픽 노블의 연관관계에 대한 연구 - 권가야의 <남한산성>작품을 중심으로 -)

  • Park, Hee-Bok;Kim, Kwang-Su
    • Cartoon and Animation Studies
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    • s.37
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    • pp.361-392
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    • 2014
  • Regarding works that express objects realistically in painting, Gustave Courbet advocated realism in the mid-19th century, France, resisting the then academist style of painting, and works in realist style were produced in earnest by painters such as H. Daumier or Jean F. Millet, who went along with him. Later, realism has expanded into the realm of general literature, including fine art, which has had profound impacts on works of art and literary works. In comics, too, in the same historical context as a form of painting, realistic comics began to be produced by painters or cartoonists at the time. These realism comics are those dealing with stories based on facts, and in terms of contents, objective description and representation of the social realities of the times is one of the most important objectives, but it could not be concluded that in their visual aspect, that is, that of expressing the objects, they were realistic. In the meantime, a graphic novel was born, which was the intermediate form between comics and novels around the United States and Europe since the 1980s. Graphic novels appeared in forms and styles with strong literary and artistic values in the comics market in the U.S. which was full of the superhero genre (comics around heroes), and their major characteristics are very realistic expressions in terms of contents and visual aspect. They are complex and delicate and even have artistic, literary values as if readers read a fiction or literary work of which its narrative structures or pictures are produced with graphics. The characteristics of realistic expressions shown in graphic novels are very different from the previous works of comics. It is noteworthy that they began to be acknowledged as works of art like painting or illustration, thanks to their features of strongly individual auteurist painting style, a fairly high degree of completion of the works, and creative and experimental expression techniques or methods, instead of following the fashion of the times. In recent years, in South Korea, Hollywood blockbuster films have been released one after another and become box office hits, there are increasing interest and demand for the original graphic novels. Accordingly, many original graphic novels have been translated and started to be sold, and keeping pace with this global flow of fashion, some writers in Korea began to produce works of graphic novels. However, to look into the domestic works produced claiming to be graphic novels, there are various opinions on their format and authenticity. In this sense, this study focused on Ga-ya Kwon's Namhansanseong, one the representative works of Korean style graphic novels, and in particular, it attempted to analyze their characteristics and commonalities focusing on the visual aspect of realistic expressions of objects. It is expected that there would be an opportunity to seek for ways so that Korean style graphic novel can be further developed as a genre of comics, with competitiveness by looking back on the identity and present state of domestic graphic novels and developing and applying Korea's original subject matters differentiated from those of graphic novels in the U.S., Europe or Japan through this study. In addition, it is desired that they will be a new energizer for the stagnant domestic comics market.

Risk Factors and Safety Measures for Ginseng Cultivation Work - An Examination Study to Develop Contents of Safety Education for Ginseng Farmers (인삼 재배 작업의 재해 위험 요인과 안전 대책 - 인삼 재배 농업인 대상 안전교육 자료 개발을 위한 조사 연구)

  • Kong, Yong-Ku;Lee, Inseok;Lee, Kyung Suk;Choi, Kyeong-Hee;Kang, Da-Yeong;Lee, Juhee
    • Journal of the Ergonomics Society of Korea
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    • v.36 no.5
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    • pp.545-557
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    • 2017
  • Objective: The aim of this study was to find risk factors in cultivating ginseng based on risk assessments and suggest safety measures for main risks. Background: Safety education and training is one of the practical and effective methods to prevent occupational accidents and injuries. In agricultural sector, there are few contents of safety education as compared to other industries. Especially, farm work has different cultivation characteristics according to the crops, so it needs special education materials for each crop. Among the various types of crops, ginseng contains various risk factors due to its long cultivating period and unique environment. Therefore, safety education material specified for ginseng is necessary to improve ginseng farmers' safety. Method: Risk assessment for cultivating tasks of ginseng was carried out through data obtained from various methods (site survey, interview, literature survey). To improve objectivity, the risk assessment was applied with 3-criteria (researcher estimate, interview, previous research results). Finally, the three high-risk tasks were selected and safety measures for those tasks were provided. Results: Three tasks, such as 'Mounting, maintenance and removing supports', 'Pest control' and 'Harvest', were selected as risky tasks among total tasks. (1) In 'Mounting' and maintenance and removing supports', the farmers found to be exposed to the risks of musculoskeletal disorders and accidents related to operating the tablet machine. (2) In 'Pest control', agrichemical poisoning, musculoskeletal disorders and hyperthermia were main risks. Finally, (3) In 'Harvest', the farmers are mainly exposed to the possibility of accidents of agricultural machines and risks of musculoskeletal disorders. Thus, it needs to apply appropriate safety measures to those risky tasks, such as safety guidelines, convenience equipment, protective kit, and so on. Conclusion: This study can be used as basic data for agricultural safety and expected that it would be useful for further study. In addition, the results of the research will be produced in the form of animation, which will enhance the safety consciousness for aged farmers. Application: The result of this study can be used in developing safety education materials for ginseng farmers which is essential to prevent occupational accidents and injuries among ginseng farmers.