• Title/Summary/Keyword: Teaching Animation

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A Study on the Importance of Teaching Life Drawing in Commercial Animation (상업 애니메이션에서 라이프 드로잉(Life drawing) 교육의 중요성)

  • Lee, Jee-Eun
    • Cartoon and Animation Studies
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    • s.9
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    • pp.250-265
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    • 2005
  • Life drawing is one of the most important curriculum not only in 2D animation but also in 3D animation. It was secret weapon of Disney how they made great success of Snow White and Seven Dwarfs and all the fame of Disney animation. Life Drawing which has its back ground history is major curriculum of famous animation school such as CAL Arts which Disney made and Sheridan College in Canada. But in Korea, a lot of the universities and colleges which have animation department do not really seem to understand the importance of the life drawing and it's effectiveness, thus do not emphasize it as a short cut to get close to the real work field. Now that the academical society as well as industry are very well of the fact that the animation education is directly related to the animation industry, the schools should have to teach step by step and closer to the basic fundamentals. The intentions of this study is to emphasize the importance of the Life Drawing, one of the essential fundamental course, which not only help the universities and colleges that have animation course to organize their curriculum. but also to help the students who graduate the program easily find their position in the animation industry.

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The Effect on Recognition Change for Young Children using Environment Education Contents (환경교육 콘텐츠를 이용한 유아의 인식 변화에 미치는 영향)

  • Oh, Myoung-Kwan;Lee, Keun-Wang
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.3
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    • pp.1395-1400
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    • 2011
  • This paper designed animation in consideration of Children's characteristics to stimulate their interest and to be more understandable to them. It was also confirmed that, using the animation contents, Children's came to recognize the problem of environment pollution and developed desirable attitude and behavior for protecting the environment. Furthermore, this paper suggested the direction of systematic environmental education and other Children's education institutions using the developed animation contents as a teaching material.

Design and Implementation of Environment Education Virtual Experience Contents based 3D (3D 기반 환경교육용 가상체험 콘텐츠의 설계 및 구현)

  • Lee, Keun-Wang
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.2
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    • pp.570-575
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    • 2010
  • This paper designed 3D animation in consideration of human characteristics to stimulate their interest and to be more understandable to them. It was also confirmed that, using the 3D animation contents, general people came to recognize the problem of environment pollution and developed desirable attitude and behavior for protecting the environment. Furthermore, this paper suggested the direction of systematic environmental education and other general people education institutions using the developed 3D animation contents as a teaching material.

Effective approaches of using Cut-out Animation for Design and Implement of Integrated Subject (교과통합 설계 및 구현을 위한 컷아웃 애니메이션 활용 방안)

  • Kim, Byeung-Won;Kim, Jong-Seo;Kwak, Hoon-Sung
    • The Journal of the Korea Contents Association
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    • v.8 no.6
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    • pp.111-120
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    • 2008
  • This paper purposes to suggest subjects integration method for effective cut-out animation production education activity. So we suggest concrete method to integrate subjects focusing on animation production. We gave cut-out animation production lessons to a group of students. As a result, their degrees of study accomplishment were higher than those of students under a general teaching style. And we conducted a questionnaire survey of participants, they gave an affirmative answer in understanding, satisfaction, participation, interest. With this, we confirmed that the animation production class activity with integrated subjects raised the creative learning ability.

An Analysis of 'Animation Education Standards' and Recommendations for Improvement (애니메이션 교육 표준 분석 및 개선점 연구)

  • Kim, Jae-Woong;Park, Yoo-Shin
    • Cartoon and Animation Studies
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    • s.32
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    • pp.63-90
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    • 2013
  • The purpose of this study is to improve the standards for the animation education in '2011 Arts and Culture Education Standards: Cartoon and Animation'. Animation Education Standards has been developed by discussion about Arts and Culture Education, and by study of documents about animation, and by investigation about experimental recognition. And the study of domestic and foreign art education standards are reflected in these standards. These standards consist of seven categories reflecting various aspects of animation and each category is classified into five stages by age. This standard has two axes: seven categories by various aspects of animation and five stages by age, and it represents achievement requirement in animation learning. This study suggests that 'Animation Education Standards' has five features as below. First, it reflects the character of Animation as an independent subject. Second, it is studied on the basis of the framework of arts and culture education. Third, it provides basic achievement requirement, and it has no limitation in learning activities. Fourth, the achievement requirements of two or more categories can be applied simultaneously in real classroom; each category is set by themes of animation education. This study presents five methods to improve existing standard. First, independent standard for animation education must be developed. Second, categories must be established distinctly. Third, each categories and achievement requirement must reflect unique characteristic of animation. Fourth, the description of achievement requires must be systemized. Fifth, to help to adapt education standard, explanation about practical teaching and learning activities must be added. '2011 Art and Culture Education Standards: Cartoon and Animation' is important in that it is the first study that systemized animation education and presented pedagogical achievement requirements by suggesting achievement requirements for animation education by two axes -ages and categories. It will be very helpful in studying the animation education as a subject, and developing education programs, and teaching and learning in an actual class.

A Study on the Efficient Improvement of the Animatics for Animation Production in Education (애니메이션 교육을 위한 애니메틱스 제작의 효율적 방안 연구)

  • Hong, Il-Yang
    • Journal of Korea Multimedia Society
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    • v.13 no.9
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    • pp.1391-1398
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    • 2010
  • Animation is breathing life into drawings through motion. Animation is formed by the afterimage phenomenon, that is, deviation of sequential pictures in every frame makes a person possibly perceive it as a live video. Consequently, animation is mostly produced using traditional frame-by-frame methods. The study of relations on timing has been a major concern of animation theory. Nevertheless, issues of timing on production outcomes and effectiveness are mostly ignored. Special focus, analysis and leadership studies on timing are addressed on animatics. Creating better timing through animatics, that is writing movies, directing, scheduling and amending storyboard in pre-production stage, eventually shorten time to animation production. This research is centered on animatics as a cutting edge educational courses. This course will introduce students to the animation production skill and instructors to in-depth teaching points. One of the concepts that we want to go for is keeping animatics apart from mere storyboard. In conjunction with the animation theory, this research conducted under the focus of production of animatics will lead to more efficient way of education on animatics.

An SVG Code Generator for Algorithm Visualization (알고리즘 시각화를 위한 SVG 코드 생성 시스템)

  • Lee, Hyang-Sug;Lee, Su-Hyun
    • Journal of Korea Multimedia Society
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    • v.13 no.3
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    • pp.359-368
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    • 2010
  • Algorithm visualization is useful for program testing, debugging and evaluating, as well as visual aids in education. When teaching algorithms and data structures, showing exact behaviors by graphics or animation is more suitable than just explaining them. Current systems for algorithm animation are limited to a couple of specific applications and need a special environment. In the proposed system, programmer writes source program in C and animator embeds visualization scripts in the appropriate location of the program. Then user can get an animation code in form of SVG and see a graphical representation on the web browser. Generated SVG animation code is platform independent and can also interact with other XML applications or HTML.

Methodological Review of Animation Narrative Analysis (애니메이션 서사분석을 위한 방법론적 고찰)

  • Kwon, Kyung-Min
    • The Journal of the Korea Contents Association
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    • v.7 no.6
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    • pp.119-126
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    • 2007
  • As the digital environment expended, concern about importance of narrative and its value has been increased. But detailed study regarding narrative analysis leaves much to be desired. Most studies on animation narrative structure are focused on Japanese and Disney animation of America, shot films in particular. Plus these have not been done by the comparative method but separately by product. This study aims at clarifying the peculiar narrative characteristics between Chinese and American animation through the comparative analysis about s, which are produced in the respective countries, China on behalf of High-context culture and America as the Low-context culture.

A Study on the Visualization of Middle & High School Mathematics (중.고등학교 수학의 시각화)

  • 문광호;우정호
    • School Mathematics
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    • v.1 no.1
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    • pp.135-156
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    • 1999
  • The purpose of this study is to discuss about the role of the visualization as an effective method of teaching abstracted mathematics, to analyze visual materials in middle and high school mathematics and to suggest various visualized materials for teaching mathematics effectively. Though formal, symbolic and analytical teaching method is a major characteristic of mathematics, the students should be taught to understand through intuition and insight, and formalize the mathematical concepts progressively. Especially the sight is one of the most important basics of cognition for intuition and insight. Therefore, suggesting mathematical contents through the visual method makes the students understand and formalize the mathematical concepts more easily. In this study, we tried to investigate the meaning and role of visualization in mathematics teaching. And, we discussed about the four roles of visualization in the process of mathematics teaching and learning confirmation and memorization of the mathematical truth, proving theorem and solving problems which is one of the most important purposes of teaching mathematics, According to the roles of visualization, we analyzed visual materials currently taught in middle and high school, and suggested various visual materials useful in teaching mathematics. The investigated fields are algebra where visual materials are little used, and geometry where they are use the most. The paper-made-textbook can't show moving animation vigorously. Hence we suggested visual materials made by GSP and applets in IES .

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A Study on the Standardization of Cartoon and Animation Terminology and Publication of a Terminology Dictionary (만화애니메이션 학술용어 표준화 및 용어사전편찬 연구)

  • Kim, Il-Tae;Sul, Jong-Hoon
    • Cartoon and Animation Studies
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    • s.10
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    • pp.17-31
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    • 2006
  • The purpose of this study is to find out the problems related to the lack of research on rapidly changing digital information media and industry flow and to suggest solutions. In Korea what is needed is basic academic research on cartoon and animation field, and the development and systemization of teaching material. As a first step to achieve this goal, standardization of cartoon and animation related terminology and publication of a dictionary of terminology are underway. To reach agreements on terms, discover new terms, standardize terms and their interpretations, and publish a standardized dictionary, experts in the fields of cartoon and animation education, industry, and academia in North America, Europe, and Japan have been invited to work together. Through these efforts, a dictionary of terminology will be published, which will not only provide useful information but also solve problems related to the use of not standardized terms.

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