• Title/Summary/Keyword: picture drawing

Search Result 91, Processing Time 0.026 seconds

A Study on the Automated Computer-Aided Drafting Technique for Drawing Process Pictures of Axisymmetric Forgings (축대칭 단조 공정도의 자동 도면출력기술 연구)

  • Lee J. M.;Ryu H. Y.;Kim J. H.;Hong K. G.
    • Proceedings of the Korean Society for Technology of Plasticity Conference
    • /
    • 2001.10a
    • /
    • pp.174-177
    • /
    • 2001
  • The automated computer-aided drafting technique is attempted for drawing process pictures of axisymmetric solid forgings which are mainly used in automobile industry. For this study basic concepts to draw the shape of an element are described and applied to the 2-dimensional and 3-dimensional modeling of forged parts. 2-dimensional display of process pictures is developed by using AutoLISP language in AutoCAD software of a drafting technique and 3-dimensional view of process pictures is based on the UG/open API and UG/open GRIP languages of Unigraphics software. Testing the developed program to forging of bolts and ballstuds, it was shown to give good results to be applicable in forging industry.

  • PDF

The Influences of Pair Activity on Characteristics of Science Imaginary Pictures Drawn by Elementary School Students and Their Perceptions of Science Imaginary Drawing (짝 활동이 초등학생의 과학상상화 특성 및 과학상상화에 대한 인식에 미치는 영향)

  • Lee, Jimin;Kang, Hunsik
    • Journal of The Korean Association For Science Education
    • /
    • v.34 no.2
    • /
    • pp.175-186
    • /
    • 2014
  • This study investigated the influences of pair activity on characteristics of science imaginary pictures drawn by elementary school students and their perceptions of science imaginary drawing. To do this, fourth graders (N=123) from one of the elementary schools were selected and assigned to individual science imaginary drawing (n=61) and paired science imaginary drawing (n=62) groups. The students of each group were administered the questionnaires. The analyses of the results indicated that pair science imaginary drawing was useful in some cognitive aspects (e.g., the understanding of science imaginary drawing, the diversification of topics and times, the generation of scientific ideas, and the elaboration of the pictures) and motivational aspects (e.g., the inducement of interest and intimacy about science, interest about science imaginary drawing, and sociability with friends). However, there were some limitations in positively changing the perceptions of some cognitive aspects (e.g., the acquirement of new scientific knowledge, the remembrance of scientific knowledge, the improvement of the ability to construct scientific logics, and the improvement of scientific imagination) and aesthetic aspects (e.g., the improvement of the abilities to express themes in drawing, paint the picture, and complete the works of art). In addition, the difficulties in imagining, selecting the subject, and expressing could not be overcome; a few disadvantages in the lack of discussion skills were also pointed out.

Response Characteristics of S-HTP Tests - Seven Emotions and Cognitive Processes (S-HTP 검사의 반응 특성 - 한의학적 칠정과 인지과정을 중심으로)

  • Jeong, Seo-yun;Hur, Shin-chul;Bae, Jin-soo;Kim, Kyeong-ok
    • Journal of Oriental Neuropsychiatry
    • /
    • v.31 no.4
    • /
    • pp.249-258
    • /
    • 2020
  • Objectives: S-HTP is a projective test of cognitive activity. The purpose of this study was to examine the response characteristics in the S-HTP test as they related to seven emotions and cognitive processes. Methods: 153 students underwent S-HTP testing. 10 students were excluded and a total of 143 students' data was used for the study. 143 students were classified into four groups by SCAT. A survey was conducted on seven emotions and cognitive processes painting the Whole picture, house, tree, and person, and after receiving IRB review exemption, the chi-square test was conducted to check homogeneity of the groups by gender and age. Finally, frequency analysis by constitution for each item was conducted. Results: The reaction characteristics of S-HTP, focusing on the seven emotions and cognitive processes detailed by Korean Medicine, are as follows: 1. The primary sentiment while drawing during S-HTP was 'Joy (hui)' followed by 'Thought (sah)'. 2. The sentiments while painting during the S-HTP test, and the emotions of looking at the picture after the S-HTP test, increased in 'Joy (hui)' and decreased in 'Thought (sah)'. 3. 'Thought (Sah)' was the highest scored process while drawing S-HTP, followed by 'jee (智)'. However, 'ryeo (慮)' was similar to 'jee (智)' in an unclassifiable constitution. Conclusions: The primary characteristics of the S-HTP test response are 'Joy (hui)' and 'Thought (sah)' in emotion, and 'sah (思)' and 'jee (智)' in cognitive processes. Therefore, it is necessary to verify this during the S-HTP test.

The Effects of Storybooks-making Activities Based on Masterpiece Appreciation on the Language Expression and Picture Appreciation Ability of Young Children (명화감상에 기초한 이야기책 만들기 활동이 유아의 언어표현력과 그림감상능력에 미치는 영향)

  • Lee, Seon Kyung;Choi, Hye Yoon
    • Korean Journal of Child Education & Care
    • /
    • v.18 no.2
    • /
    • pp.49-63
    • /
    • 2018
  • The objective of this study is to understand the effects of storybook making activity based on masterpiece appreciation on the language expression and picture appreciation ability of young children. Targeting 47 five year-old children of S & A kindergartens in Gwangju Metropolitan City, they were randomly assigned like 23 children for experimental group and 24 for comparative group. The experimental group performed the storybook making activity based on masterpiece appreciation for four sessions within 12 weeks while the comparative group expressed their feelings and thought into painting after appreciating masterpieces during the same period of time. Using SPSS 18.0 Program for the collected data, t-test was conducted for differences in the results of language expression and picture appreciation ability. The results of this study are as follows. First, the storybook making activity based on masterpiece appreciation had significant effects on the whole language expression except for sentence length, and it improved the language expression of young children. Second, the storybook making activity based on masterpiece appreciation had significant effects on the overall picture appreciation ability, and it improved the picture appreciation ability of young children. Such results imply that the whole process of appreciating masterpieces and making/appreciating storybook by expressing pre/post stories of painting into writing and drawing would be an effective teaching/learning method for the improvement of language expression and picture appreciation ability of young children.

Categorization of motion drawing for educating animation -A basic study on the development of educational model applied with principles of brain science (애니메이션 교육을 위한 모션드로잉 범주화 -뇌과학 원리를 적용한 교육모형 개발 기초연구)

  • Park, Sung Won
    • Cartoon and Animation Studies
    • /
    • s.35
    • /
    • pp.1-27
    • /
    • 2014
  • This study is a process of studying an alternative educational model and a preceding analysis process of the study where a teaching method considering the brain function, learning and creative mechanism is applied with a perspective of effectively increasing the animation drawing ability. Recently, studies in each field of study is not simply limited to one major but are attempting to produce subdivided integrated educational contents through integrated study activities with other fields. It is because for any field, it has a complex structure of humanistic experience and this is the same for artistic fields. Especially, in the field of animation, a specialized area is subdivided so when looking only at the education related to the drawing, the items required for expertise should be clarified and the development of a systematic educational method is required. Therefore in this study, a literature study result to design the educational model suitable for professional characteristics of animation education method is proposed. The study aims to conceptualize and categorize the meaning of drawing that can refine the basic ability for education of animation field to suit the characteristics of majoring field. Afterwards, the components are derived through re-established concept of drawing and categories, and this becomes the basis for the process of materializing the study goal which is the follow-up work. As a result, the components are examined by defining the meaning of drawing as the motion drawing due to the characteristics of the picture contents field, and used as a basis for planning the educational model applied with brain scientific creative-learning principles.

Investigation about Figure Industry by Extension of Image Media (Game, Animation, Motion Picture) (영상미디어(게임, 애니메이션, 영화 분야)의 확장에 따른 피규어 산업에 대한 고찰)

  • Sohn, Jong-Nam;Lee, Jong-Han
    • The Journal of the Korea Contents Association
    • /
    • v.8 no.3
    • /
    • pp.67-74
    • /
    • 2008
  • Various image media such as game, animation, movie is developing. Goods called Figure as extension that use contents source of one kind in several forms were made, and is drawing a lot of popularity today. However, is handled as simple toy of children in the Korea. So, development of allied industry is slow. In case of overseas recognized the importance by means of marketing in contents industry. In this paper, explain meaning about figure and kinds of figure and through philosophical thought and theory, analyzed personality which figure has through scientific investigation(theory of Walter Benjamin, Freud and psychologists). Nowaday, figure industry of the Korea and other foreign country is continuing development. Especially the contents of Hanryu(Korea) star figure has lots of value and possibility of future growth.

A Study on the Design Gaming Method for a Designing the Elementary School -Focused on Students' Preference of Physical Environments- (초등학교 설계를 위한 디자인게임 방법에 대한 연구)

  • Kim, Hye-Jung
    • Journal of the Korean Institute of Educational Facilities
    • /
    • v.16 no.6
    • /
    • pp.29-41
    • /
    • 2009
  • The purpose of the study was to determine the way to improve the school environments especially focused on the elementary school through design gaming with children. Main purpose of the study was to establish the method to find how children experience school environments and the way to find their needs, feelings, and desires of the school facilities. The methods which have been used are design gaming consisted of picture card game, drawing favorable and unfavorable places, and making the wish list. 46 children in Seoul area participated in the study. The main physical environments which have been focused in the study are as follows; the type of classroom, atmosphere of library, indoor and outdoor leisure activity space, indoor and outdoor play area, and the pedestrian way from home to school and from school towards home. Quantitative and qualitative analysis were used to attempt to develop children's preference of each place and their wish about school environments. The results have been summarized based on the general preferences and differences of favorite and unfavorite places. The differences between grades and gender have also been discussed focused on the picture game and drawings of favorite and unfavorite places.

High School Students' Perceptions of Environmental Change (환경 변화에 대한 고등학생들의 인식)

  • Kim, Yun-Ji
    • Journal of the Korean Society of Earth Science Education
    • /
    • v.7 no.2
    • /
    • pp.151-158
    • /
    • 2014
  • This study was designed to analyze fifty-seven high school students' perception of environmental change through drawing. More than half of the students showed the present environment as a pure natural space, and they represented the future environment as a space which includes the artificial contents, they also expressed technology advance in their picture. Most of high school students showed the negative perception to express the present environmental condition in a polluted space by human. In matters of the future environmental condition, half of students expressed it positively, the other half of students expressed it negatively, we should develop our will to improve the environment, and try to change student's preception positively.

Exploring the Possibility of Applying the Integrated Teaching and Learning Method based on AR for Environmental Education for Young Children (유아 대상 환경교육을 위한 증강현실 기반 통합교수학습방법 적용 가능성 탐색)

  • Kim, Insook;Jo, Yumi;Ko, Hyeyoung
    • Journal of Korea Multimedia Society
    • /
    • v.22 no.8
    • /
    • pp.950-959
    • /
    • 2019
  • The purpose of this study was to investigate the effect of integrated teaching and learning method using augmented reality for effective promotion of child - friendly attitude and environmental preservation attitude and explored its applicability. For this purpose, based on the augmented reality fairy tale, we designed an experience - oriented integrated teaching and learning method such as reading book, story - telling, drawing, environmental conservation practice activity. The experimental group was divided into two groups: augmented reality reading fairy tales (A) and children's book reading fairy tales (B). First, interest, immersion, and empathy were higher in the application environment of integrated learning teaching method based on Augmented Reality. Second, there was no difference between the two groups in content understanding. Third, in terms of expressiveness, it was verified that various expressions were expressed in the applying environment of the integrated teaching - learning method based on augmented reality through drawing activities. Fourth, in practice activities, more students were practicing in the augmented reality - based integrated teaching - learning method applied environment, and the number of practice activities of individual students was also confirmed. This study suggests that the application of the integrated teaching and learning method can enhance the effect of education when using the smart teaching media using the augmented reality in early childhood education.

A Study on the Civil Costume in Genre of Hong-Do Kim (단원(檀園) 김홍도(金弘道)의 풍속화첩(風俗畵帖)에 나타난 서민복식(庶民服飾) 연구)

  • Jo, Oh-Soon
    • Journal of Fashion Business
    • /
    • v.4 no.3
    • /
    • pp.91-102
    • /
    • 2000
  • As an economy approach new state of affairs under the influence of the Shil-Hak philosophy, the Joshun society at 18th century gave common people to a chance to impress and to patronize the Arts. This social environment made an artist to drawing see and feel, this is a genre picture. Hong Do Kim(1745-1816 or 1818) was a typical genre picturer of Joshun, his picture reflected the time truthly and honestly and described vividly a life of common people, so expressed Realism what based on the actual. Therefore the purpose of this study is to analyze and to study costume of common people and their life style. The costume in a genre picture books are summarized. Man's basic dresses were Jugori and Baji uniformity, but based on the job or situation those had a little variation. People of a blacksmith shop wore that to enlarge sleeve of Bagi and Jugori and wore Strow Sandle exactly, in that way prepared for danger of treating hot iron. On the side, in the summer, Soikojambangiee and Deungguri jucksam wore at grain. The majority of hair style was Minsangtoo that Manggun not to be surrounded a head. Womam's basic dresses were Chima and Jugori, it was not to be different in compare with a woman of the aristocratic class, extremely appeal simplicity. But it was not to be of no accent on fashion even if common people, they wore a shot Dangko jugori that busts were seen below Jugori. A hair style was simple hair that her braid placed aboved a head, different with very richful hair style, Gachae that one‘s braid hair placed above a head, a hair style of woman of the aristocratic class and Kinuer. Because of common people's costume are not a special thing expect for basic dress-Jugori, Baji, Chima, many historical books or articles about costume are not existed. As the results of this study on costume of common people's life, we found that basic dresses appeared to a various types based on the job and the situation.

  • PDF