• 제목/요약/키워드: Web Animation

검색결과 158건 처리시간 0.023초

간호학생을 위한 웹기반 VRE 감염관리 교육프로그램의 개발 및 효과 (Development and Evaluation of a Web-based Education Program for Nursing Students on Control of Vancomycin-resistant Enterococcus Infection)

  • 공주;강지연
    • 기본간호학회지
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    • 제19권1호
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    • pp.122-133
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    • 2012
  • Purpose: The purpose of this study was to develop a web-based education program on control vancomycin-resistant enterococci (VRE) infections and to identify the effects of the program on knowledge and performance of nursing students. Methods: The web-based VRE infection control education program was developed by using the network-based instructional systems design model. The nursing students in the experimental group could access this web-based education program at any time, and as many times as they wanted, during the clinical training period. Effects were evaluated by assessing knowledge and performance of VRE infection control measures during the clinical training period. Results: The contents of the education program included diagnosis, transmission, and treatment of VRE, contact precautions, hand washing, personal protective equipment, environment management, and quizzes. The lecture portion was filmed in a virtual screen studio using flash animation, video, and sound effects, and it was uploaded on an internet site. The knowledge and performance scores of the experimental group after using the education program were significantly higher than those of the control group. Conclusion: The results suggest that the web-based VRE infection control education program is an effective educational method to enhance knowledge and performance of VRE infection control measures.

웹기반의 건강사정 멀티미디어 컨텐츠 개발 (Development of Web-based Multimedia Content for a Physical Examination and Health Assessment Course)

  • 오복자;김일옥;신성례;정회경
    • 대한간호학회지
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    • 제34권6호
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    • pp.994-1003
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    • 2004
  • Purpose: This study was to develop Web-based multimedia content for Physical Examination and Health Assesment. Method: The multimedia content was developed based on Jung's teaching and learning structure plan model, using the following 5 processes: 1) Analysis Stage, 2) Planning Stage, 3) Storyboard Framing and Production Stage, 4) Program Operation Stage, and 5) Final Evaluation Stage. Results: The web based multimedia content consisted of an intro movie, main page and sub pages. On the main page, there were 6 menu bars that consisted of Announcement center, Information of professors, Lecture guide, Cyber lecture, Q&A, and Data centers, and a site map which introduced 15 week lectures. In the operation of web based multimedia content, HTML, JavaScript, Flash, and multimedia technology(Audio and Video) were utilized and the content consisted of text content, interactive content, animation, and audio & video. Consultation with the experts in context, computer engineering, and educational technology was utilized in the development of these processes. Conclusions: Web-based multimedia content is expected to offer individualized and tailored learning opportunities to maximize and facilitate the effectiveness of the teaching and learning process. Therefore, multimedia content should be utilized concurrently with the lecture in the Physical Examination and Health Assesment classes as a vital teaching aid to make up for the weakness of the face-to- face teaching-learning method.

The Function of Computer Utilization in Educating and Researching Ocean Engineering Problems

  • Koo, Weon-Cheol;Kim, Moo-Hyun;Ryu, Sam
    • Journal of Ship and Ocean Technology
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    • 제12권4호
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    • pp.1-6
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    • 2008
  • Nowadays, the computational capability and graphical power based on PCs increase very rapidly every year. As a result, the complicated engineering or scientific problems that could have only been handled by supercomputers a couple of decades ago can now be routinely run on PCs. Besides, the PCs can be assembled in parallel to increase its computational capability theoretically without limitation. The Web-based interface and communication tools are also being enhanced very rapidly and the real-time distance learning (E-Learning) and project cooperation on web get increasing attention. Using the-state-of-the-art computational method, a number of complicated and computationally intensive problems are being solved by PCs. The results can be well demonstrated on screen by graphics and animation tools. Those examples include the simulations of fully nonlinear waves, their interactions with floating bodies, global-motion analysis of multi-unit floating production system including complicated mooring lines and risers. Several examples will be presented in this regard. Also, Web and java-applet based educational tools have been developed at Texas A&M University for better understanding of waves and wave-body interactions. The background and examples of such Web-based educational tools published in Kim et al. (2003) are briefly introduced here.

교과서와 AI 웹앱을 활용한 효과적인 교육방식 (Effective teaching using textbooks and AI web apps)

  • Sobirjon, Habibullaev;Yakhyo, Mamasoliev;Kim, Ki-Hawn
    • 한국컴퓨터정보학회:학술대회논문집
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    • 한국컴퓨터정보학회 2022년도 제65차 동계학술대회논문집 30권1호
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    • pp.211-213
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    • 2022
  • Images in the textbooks influence the learning process. Students often see pictures before reading the text and these pictures can enhance the power of imagination of the students. The findings of some researches show that the images in textbooks can increase students' creativity. However, when learning major subjects, reading a textbook or looking at a picture alone may not be enough to understand the topics and completely realize the concepts. Studies show that viewers remember 95% of a message when watching a video than reading a text. If we can combine textbooks and videos, this teaching method is fantastic. The "TEXT + IMAGE + VIDEO (Animation)" concept could be more beneficial than ordinary ones. We tried to give our solution by using machine learning Image Classification. This paper covers the features, approaches and detailed objectives of our project. For now, we have developed the prototype of this project as a web app and it only works when accessed via smartphone. Once you have accessed the web app through your smartphone, the web app asks for access to use the camera. Suppose you bring your smartphone's camera closer to the picture in the textbook. It will then display the video related to the photo below.

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Design of an Alpine Skiing Game Using ActionScript 3.0

  • Bai-Tiantain, Bai-Tiantain;Park, Jong-Hoon;Kim, Chul-Won
    • Journal of information and communication convergence engineering
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    • 제10권2호
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    • pp.168-174
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    • 2012
  • Flash is the most popular 2D animation and game development software, supporting vector and media technology at the core, which enables the development of small and pithy games. It is widely used in Web animation, courseware, TV commercials, game development, and other works of design. In this paper, we propose a control movement function and auxiliary functions for an alpine skiing game based on ActionScript 3.0. The control movement function is designed with moving phases (i.e., free fall, sliding, projectile, and landing). The auxiliary functions include drawing path, start/restart movement, and saving the highest score. In addition, for the visual design of our game, we designed animations in connection with a character and background. In order to facilitate testing the friction, users can input a chosen friction value. Without user input, the friction default is set at 0.97.

감성 Inner-wear 착용을 위한 3D Avata Animation DB 구축 (Building DB of 3D animation avatar for wearing of sensible inner-wear)

  • 안찬식;정동암;이영숙;김순협
    • 한국음향학회:학술대회논문집
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    • 한국음향학회 2000년도 학술발표대회 논문집 제19권 2호
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    • pp.67-70
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    • 2000
  • 본 연구는 현 Inner-Wear매장에서 판매되어지는 제품을 소비자가 선택할 수 있는 한계 즉, 시각적인 연에 국한된다는 것에 착안하여 현실이 아닌 가상공간에서의 구매. 즉 물리적 현실적 제약으로부터 현재 존재하지 않는 미래의 상황을 연출, 미리 볼 수 있도록 가상의 상황을 입체적으로 연출하여 Inner-Wear를 쉽게 착용하고 그 모습을 자유롭게 검색하여 볼 수 있도록 하고자 한다. 자신의 신체를 만들어 보고 자신이 구매하고자 하는 제품을 골라 가상공간에서 자신의 신체에 직접 입혀보며 자신의 신체에 얼마나 잘 맞는지 직접 확인해 보고 구매 할 수 있도록 하는데 있다. 이 시스템은 Web상에서 구동 할 수 있도록 구현되어 일반 소비자들이 어디서나 사이트에 접속하여 구매 할 수 있도록 할 것이다.

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X3D를 이용한 아바타의 애니메이션 모델링 (Avatar Animation Modeling using X3D)

  • 이성태;오근탁;임숙자;이윤배
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2003년도 춘계학술발표논문집 (상)
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    • pp.67-70
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    • 2003
  • 웹 브라우저로 쉽게 접근 할 수 있는, VRML과 XML을 이용한 X3D(Extensible 3D)구조를 통해 가상공간에서 인간의 움직임에 대한 체험을 하도록 하는 Humanoid를 생성해 사용자와 상호 작용할 수 있는 방법을 제안한다. 즉 X3D의 특징, X3D를 이용하여 컴퓨터 그래픽스의 화려한 영상이 사실처럼 보이는 기술인 반사효과(Reflection), 실시간 디스플레이(Compression & Reduce), 대화식의 상호작용(Interaction)통의 Web3D 기반 3D 그래픽 표현에 대한 알고리즘을 제안하고 검증할 것이다.

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Flex 기반의 실시간 렌트카 예약서비스 (Real time Rent-A-Car reservation service based on Flex)

  • 권훈;한동균;이혜선;곽호영
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2007년도 추계 종합학술대회 논문집
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    • pp.853-856
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    • 2007
  • 인터넷의 발전으로 인해 사용자들의 편리한 웹 페이지 사용에 대한 요구가 증가하게 되었다. 이에 최근 Web 2.0의 개념이 대두었다. Web 2.0의 기본 방향은 편리한 UI(User Interface)의 구현과 기존의 웹보다 동적인 웹의 구현이다. Web 2.0을 구현하고자 쓰이는 다양한 기술들을 RIA(Rich Internet Application)라고 한다. 현재 RIA를 지향하는 다양한 기술을 이용하여 정적인 웹 페이지들의 동적인 구현이 가능하게 되었다. 본 논문에서는 화려한 애니메이션 효과와 보다 편리한 개발환경으로 최근 각광받고 있는 Flex를 이용하여 기존의 일반 HTML로 구성되어 있는 렌트카 예약서비스 페이지를 재구성하여 비교하였다. 이를 통하여 실시간으로 보다 빠른 정보 갱신과 페이지간의 리로드가 없어 보다 효율적으로 동적인 페이지 구성이 가능하였다.

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Dialectics of Motherhood-based Existence - Focusing on Charlotte's Web -

  • 윤정미;이수경
    • 만화애니메이션 연구
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    • 통권45호
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    • pp.345-366
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    • 2016
  • "샬롯의 거미줄"은 주요 등장인물들이 모성성을 바탕으로 한 관계 맺기를 통해 서로를 성장시키면서 새로운 생명으로 이어지도록 돕는 이야기이다. 또한 삶과 죽음의 교차는 우리가 살아가는 세계의 법칙을 직접적이면서도 상징적으로 암시하고 있다. 이러한 작품의 분석을 위해 크리스테바의 기호계, 상징계, 코라의 개념을 차용하였다. 크리스테바는 기호계와 상징계의 변증법적 관계와 언어의 의미화 과정에 있는 주체의 사회적 상황과 관계들에 주목했다. 이에 이 작품에 등장하는 인물들의 특성을 상징적으로 크리스테바의 주요개념들과 연관시켜 이들이 어떻게 성장해 갔는지 분석하였다. 또한 주요 등장인물들의 관계의 바탕에 있는 모성성은 여성주의적인 관점에서 모든 생명에 대한 보호와 배려, 관심 등을 통해 상호 발전할 수 있는 사회적 관계 혹은 인간으로서 갖추어야할 미덕이라는 넓은 범위로 상정하였다. "샬롯의 거미줄"은 이러한 모성성을 바탕으로 하여 각각의 존재들이 가진 기호적 특성과 상징적 특성들이 서로 상호작용하면서 발전적인 변화를 이끌어내고, 풍부한 의미를 만들어내고 있음을 보여준다. 세상은 서로 대립적인 요소로서 배타적으로 구성되어 있는 것처럼 보이지만 그 요소들은 서로 결합되어 있으며, 그러한 요소들의 상호작용을 통해 얼마나 아름답고 조화로운 세계가 만들어지는지를 문학적으로 형상화하고 있다. 또한 주요 등장인물의 특성을 한 인간의 내면에 있는 두 가지 양상으로 간주하여 작품 전체적으로는 인간의 성장과정으로도 이해할 수 있음을 제시하였다.

A Novel Interactive Power Electronics Seminar (iPES) Developed at the Swiss Federal Institute of Technology (ETH) Zurich

  • Drofenik, Uwe;Kolar, Johann W.
    • Journal of Power Electronics
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    • 제2권4호
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    • pp.250-257
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    • 2002
  • This paper introduces the Interactive Power Electronics Seminar - iPES - a new software package for teaching of fundamentals of power electronic circuits and systems. iPES is constituted by HTML text with Java applets for interactive animation, circuit design and simulation and visualization of electromagnetic fields and thermal issues in power electronics. It does comprise an easy-to-use self-explaining graphical user interface. The software does need just a standard web-browser, i.e. no installations are required. iPES can be accessed via the World Wide Web or from a CD-ROM in a stand-alone PC by students and professionals. Due to the underlying software technology iPES is very flexible and could be used for on-line learning and could easily be integrated into an e-learning platform. The aim of this paper Is to give an introduction to the iPES-project and to show the different areas covered. The e- learning software is available at no costs at $\underline{www.ipes.ethz.ch}$ in English, German, Japanese, Korean, Chinese and Spanish. The project is still under development and the web page is updated in about 4 weeks intervals.