• 제목/요약/키워드: Movie Education

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예비영유아교사의 창의·인성 함양을 위한 강좌 개발을 위한 인식 및 요구도 조사 (The Survey of Perception and Needs on Development of Lecture to Promote Creativity·Personality of Pre-service Teachers)

  • 김래은;안미영
    • 융합정보논문지
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    • 제9권8호
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    • pp.205-213
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    • 2019
  • 본 연구의 목적은 예비영유아교사의 창의 인성 함양을 위한 강좌 개발에 대한 인식 및 요구도를 조사하고자 하였다. 연구대상은 유아교육과에 재학 중인 4학년 161명을 대상으로 하였다. 연구도구는 '창의 인성 함양을 위한 강좌에 대한 인식' 3문항과 '창의 인성 함양을 위한 강좌 개발에 대한 요구도' 7문항에 대한 설문지를 구성하였고, 자료분석은 기술통계를 통해 빈도와 백분율을 산출하였다. 연구결과, 첫째, 대부분의 예비교사들은 창의 인성 함양을 위한 강좌의 중요성을 높게 인식하였고, '창의 인성 강좌의 개발과 적용'의 지원을 중요하다고 보았으며, 창의 인성 함양을 위한 강좌가 효과가 있다고 인식하였다. 둘째, 절반 이상의 예비교사들은 창의 인성 함양을 위한 강좌를 수강하겠다고 하였고, 2과목, '1학기 3시간 10주'가 가장 적절하며, '창의성 교육요소 중 성향적 요소'를 많이 요구하였다. 또한, 그들은 '다양한 분야의 융합형 수업'을 많이 요구하였으며, '영화와 음악'의 교수매체가 가장 적절하며, '포트폴리오 평가'를 많이 요구하였다.

중.고등학교 여학생의 월경 특성과 월경곤란증에 관한 연구 (A Study on Middle and High School Girl Students' Menstruation Characteristics and their Menstruation Dysmenorrhea)

  • 박영수;홍선심
    • 한국학교ㆍ지역보건교육학회지
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    • 제4권
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    • pp.97-115
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    • 2003
  • Middle and high school girl students' menstruation characteristics, appearance of menstruation dysmenorrhea, and coping with the menstruation dysmenorrhea were examined in order to give information in instructing girl students about menstruation dysmenorrhea, in delivering health education in the school, and establishing health policy. 970 girl students in middle and high schools in Cheju-do were selected and surveyed using the questionnaire the author developed based on the previous studies. The findings are as follows. First, the age of first menstruation was average $12.9{\pm}1.22$ years. The younger they were, the earlier their first menstruation came. The most common menstrual cycle was such one that continuously irregular from the beginning or that regular and irregular cycle run together. The first irregular menstrual cycle changed regular one within 1 or 2 years. Most of the respondents had normal menstrual cycle of $21{\sim}35$ days and menstruation period of $3{\sim}8$ days. Second, symptom of menstruation dysmenorrhea was orderly; hurt in the underbelly, tired, hurt in the waist, and headache. It was higher with high school students than middle school students. For the most part, time of heavy menstruation dysmenorrhea was the 2nd day after menstruation starts and period of menstruation dysmenorrhea was 2 days. More than the half of the respondents felt that the present menstruation dysmenorrhea was similar with the first one and they felt not comport in daily life due to menstruation dysmenorrhea, and 'hard to live a normal life' was higher with the high school girl students than with the middle school students. Third, how to cope with menstruation dysmenorrhea was enough sleep, relax and rest, taking a hot water shower, listening to music or watching a movie, taking medicine, and doing excercise. Few of the respondents have ever visited a doctor due to menstruation dysmenorrhea, and the reason was mostly irregular menstruation and heavy dysmenorrhea. Forth, when they took medicine due to menstruation dysmenorrhea, they gathered information on the medicine from family members and friends, while extremely low from a pharmacist or a doctor. The most of them have ever took medicine during menstruation once and took standard dose. While excess dosage was higher with high school students than with middle school students. From these findings, a good many girls are experiencing menstruation dysmenorrhea since their first menstruation. To discover early the severely abnormal findings and to treat, more interest from home and school, counseling and sexual education on time, and expert's diagnosis are necessary. Rather than unconditionally taking pain-relievers which can plainly solve the pain, continuous health education at home and in the school should be carried on for the girls to practice proper measures one think effective or an expert recommends.

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The Impact of the United States Fashion on Korean Fashion in 20th Century

  • Oh, Keunyoung;Choi, Jeongwook
    • 패션비즈니스
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    • 제21권3호
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    • pp.80-92
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    • 2017
  • Fashion trend is more than a social phenomenon that multitudes of people accept as popular styles of clothing. The purpose of this study was to understand the influence of fashion trend over time and distance. Geographically thousands of miles apart, the U.S. has strongly influenced fashion in Korea, revealed by references and historic depictions collected from literature and web sites. Results of the study are summarized as five issues: First, emergence of female missionaries from the U.S. American missionaries working in the late Great Korean Empire performed a significant role importing Western culture to Korea. Second, as opportunities of education increased, women studying abroad introduced Western fashion to Koreans when they returned to Korea. They were more open to Western culture than other Koreans and moderately harmonized their Korean sentiment and Western culture, mitigating cultural shock and enabled other Koreans to accept Western culture. Third, the effect of fashionistas on media. Singers working for U.S. armies stationed in Korea and movie stars appearing in Hollywood movies profoundly affected Korean pop culture and fashion trends in Korea. Fourth, following First Lady Jacqueline Kennedy of the U.S. She was an influential figure in those days and a fashion leader as well. Lastly, acceptance of working girl fashion depicted in American television shows. American working girls depicted on American TV shows were highly admired by young Korean women, so the fashion of American working girls became a major fad among young Korean women.

디지털과 관련한 인간의 생활행태에 기초한 디지털 홈의 디자인 방향 (Design Guidelines of Digital Home Based on Digital-Related Human Behavior)

  • 오찬옥
    • 한국실내디자인학회논문집
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    • 제14권1호
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    • pp.81-90
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    • 2005
  • This study was intended to suggest the design guidelines of digital home on the basis of digital-related human behavior. In order to achieve this, what and how often internet was used in the home, how living pattern and space usage was changing according to digitalization were examined and lastly, the design guidelines of digital home based on these findings were suggested. The subjects were 400 housewives who lived In 85m'-sized housing unit of the new apartment complex in Busan. They were average age of 38 and their eldest children were in the stage of elementary schooling or preschooling. Many of them had relatively high educational level and middle income level. The results of the study were as follows; 1) The respondents used internet more frequently for information searching, children's education, and Internet shopping. Therefore, it would be desirable to divide zoning of housing unit into space for routine activities, space for working, and for cultural activities. 2) Digitalization changed human living pattern like follows; it reduced time of shopping, information searching, banking, and going out. Also, it increased time of spending alone, watching movie, and playing game. Therefore, digital home should be designed to facilitate social Interaction between family members, cultural and recreational activities, and indoor or outdoor exercise within each housing unit or in apartment complex.

방송클립동영상 이용이 방송 시청의도에 미치는 영향 (Effects of Using Shot Clip on the Broadcasting Viewing Intention)

  • 조석현;이현지
    • 한국콘텐츠학회논문지
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    • 제16권10호
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    • pp.645-655
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    • 2016
  • 본 연구에서는 방송클립동영상 이용이 VOD 구매의도와 본방송 시청의도에 영향을 줄 수 있는지를 살펴보고자 하였다. 이를 위해 방송클립동영상 이용자를 대상으로 설문조사를 통해 이용동기와 이용시간, 이용시점, 장르, 이용패턴 등의 이용경험 중심으로 살펴보았다. 연구결과를 요약하면, 방송클립동영상 이용동기 변인에서는 대인관계와 전체방송 대비이점이 높을수록, 방송클립동영상 이용경험 변인에서는 교육 장르, 게시된 영상보기, 게시된 영상 공유 및 추천을 이용하는 정도가 높을수록 VOD를 구매하고자 하는 의도가 높은 것으로 나타났다. 그리고 방송클립동영상 이용동기 변인에서는 이용유연성이 높을수록, 방송클립동영상 이용경험 변인에서는 드라마/영화 장르와 게시된 영상에 대한 댓글 읽기 및 작성 등과 같은 이용이 높을수록 본방송을 시청하고자 하는 의도가 높은 것으로 나타났다.

판타지 영화의 캐릭터 분장 코디네이션에 나타난 포스트모던 특성 - Tim Burton 감독의 작품을 중심으로 - (Post-modern Characteristics Expressed on Characters' Make-up Coordination of Fantasy Movies - Focused on the works of Tim Burton -)

  • 장미숙
    • 한국의류산업학회지
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    • 제11권2호
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    • pp.219-230
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    • 2009
  • The purpose of this paper is to study characters' make-up coordination that changes the narrative of the fantasy movies to a visual fantasy, especially it focuses on the post-modern features from the works of Tim Burton, a post-modernist. The contents of the study are, firstly, studying post-modernism that influenced the works of Tim Burton, secondly, researching (1988), (1989), (1990), (1992), (2003) and (2005) and their main characters' make-up design. Thirdly, analyzing the otherness and plural-code that are the post-modern characteristics expressed on characters' make-up coordination of fantasy movies. The otherness means the division of the middle and the surroundings and the rise of the outsiders. Fantasy characters that scares off human such as ghosts, aliens, apes, kidults, mutations, man-made men are in the middle. The plural-code takes the symbolic and pluralistic dimension in to the movie, mixes the sign system, and which natural and supernatural system cross over. In the movies, Beetle Juice who was both ghost and devil expresses life and death, Bat man, Cat woman, Penguin man expresses human and animal, and Edward means human and inhuman. Willy Wonka's makeup makes him look younger, but his grown-up-like clothes show doubleness. For that matter, make-up coordination is the mirror of reflection of period and human being's inner life.

입체영상 디스플레이를 위한 고효율 비젼 시스템 (High efficient vision system for volumetric display)

  • 김상현
    • 한국산학기술학회논문지
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    • 제14권10호
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    • pp.5130-5133
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    • 2013
  • 입체영상 디스플레이는 최근 교육, 3D 영화, 의료 영상 등 다양한 분야에 응용되고 있으나 실용화함에 있어 해결해야할 문제점도 남아있다. 입체영상 디스플레이는 실용화 단계에서 대량의 영상 데이터를 처리해야하고 실시간 디스플레이를 위해 고효율 비젼 시스템을 설계해야 한다. 입체영상 디스플레이를 위한 스테레오 데이터는 변위 벡터, 움직임 벡터와 참조영상과의 오차영상을 전송하게 되며 스테레오 영상 시퀀스를 복원하여 입체영상 디스플레이를 하게 된다. 이를 위한 핵심요소는 스테레오 영상간의 효율적인 정합과 강건한 비젼시스템에 있다. 본 논문에서는 효율적인 스테레오 정합을 위한 고효율 비젼시스템을 설계하고 실험결과 제안한 입체영상 디스플레이 시스템의 효용성을 검증한다.

물체의 3-D 형상 복원을 위한 삼각측량 시스템 (A Study on the 3-D Information Abstraction of object using Triangulation System)

  • 김국세;이정기;조애리;배일호;이준
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2003년도 춘계학술발표논문집 (상)
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    • pp.409-412
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    • 2003
  • The 3-D shape use to effect of movie, animation, industrial design, medical treatment service, education, engineering etc... But it is not easy to make 3-D shape from the information of 2-D image. There are two methods in restoring 3-D video image through 2-D image; First the method of using a laser; Second, the method of acquiring 3-D image through stereo vision. Instead of doing two methods with many difficulties, I study the method of simple 3-D image in this research paper. We present here a simple and efficient method, called direct calibration, which does not require any equations at all. The direct calibration procedure builds a lookup table(LUT) linking image and 3-D coordinates by a real 3-D triangulation system. The LUT is built by measuring the image coordinates of a grid of known 3-D points, and recording both image and world coordinates for each point; the depth values of all other visible points are obtained by interpolation.

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VCHUTEMAS와 러시아 전위미술에 관한 연구 (A study on the russian avant-gard arts& vchutemas)

  • 김인준
    • 디자인학연구
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    • 16호
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    • pp.65-74
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    • 1996
  • 러시아 전위 예술은 서유럽에서 발생한 새로운 미술사조를 러시아 예술가들이 그들의 전통문화와 접속시켜 독자적인 미술사조로 발전시킨 것에 커다란 의미가 있다. 러시아 혁명이후 사회 개혁에 러시아 전위 예술가들은 적극적으로 동참했다. 그들은 사회주의 사회의 이상 실현을 위해 미술, 영화, 건축, 연극 등 각 장르에서 활동했다. 이러한 새로운 사회에 필요한 전문 기능인력의 양성을 목적으로 Vchuthmas가 설립되었다. 학교의 교육목표는 예술분야(건축, 회화, 조각, 그래픽, 금속, 목공예, 도자기, 텍 스타일 등)의 지도자를 양성하는 것이었다. Vchuthmas에서는 러시아 전위예술가들의 구성주의와 기능주의의 원리에 바탕을 둔 교수법을 통해 학생들을 지도하였으며 이는 독일의 Bauhaus 교육에도 지대한 영향을 주었다.

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Development and Distribution of Deep Fake e-Learning Contents Videos Using Open-Source Tools

  • HO, Won;WOO, Ho-Sung;LEE, Dae-Hyun;KIM, Yong
    • 유통과학연구
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    • 제20권11호
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    • pp.121-129
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    • 2022
  • Purpose: Artificial intelligence is widely used, particularly in the popular neural network theory called Deep learning. The improvement of computing speed and capability expedited the progress of Deep learning applications. The application of Deep learning in education has various effects and possibilities in creating and managing educational content and services that can replace human cognitive activity. Among Deep learning, Deep fake technology is used to combine and synchronize human faces with voices. This paper will show how to develop e-Learning content videos using those technologies and open-source tools. Research design, data, and methodology: This paper proposes 4 step development process, which is presented step by step on the Google Collab environment with source codes. This technology can produce various video styles. The advantage of this technology is that the characters of the video can be extended to any historical figures, celebrities, or even movie heroes producing immersive videos. Results: Prototypes for each case are also designed, developed, presented, and shared on YouTube for each specific case development. Conclusions: The method and process of creating e-learning video contents from the image, video, and audio files using Deep fake open-source technology was successfully implemented.