• Title/Summary/Keyword: Flash Animations

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System Construction Of Appropriate Flash Animation Production Technique For Television Series Animations (TV용 애니메이션에 적합한 플래쉬 애니메이션 제작 시스템 구축)

  • Rhim, Young-Kyu
    • The Journal of the Korea Contents Association
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    • v.8 no.2
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    • pp.100-115
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    • 2008
  • This case study states the suitability of using the program, Flash, when producing television series animations. It states the conveniences for the users of Flash when used as an animating tool, the advantages Flash has due to compatibility with other programs, the reduction of production costs, and more. The purpose of this case study is to introduce new overseas Flash animation production techniques for easier production, technically and financially. The outcome of the analysis states the importance of training animators that are able to make high quality television series animations using the new overseas flash animation techniques.

Development of Educational Programs for PHP using Flash Actionscripts (플래시 액션 스크립트를 이용한 PHP 교육용 프로그램 개발)

  • Kim, Dong-Sik;Lee, Dong-Yeop;Seo, Sam-Jun
    • Proceedings of the KIEE Conference
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    • 2003.07d
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    • pp.2543-2545
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    • 2003
  • This paper presents a web-based virtual classroom which can be creating efficiencies in the learning process of PHP language. The proposed flash animations which explain the important principles of several topics for PHP language are designed for the learners to easily understand by executing them through simple mouse clicks. The proposed flash animations enables the learners to achieve efficient and interesting self-learning since the learning process is designed to enhance the multimedia capabilities on the basis of various educational technologies. Also, internet-based on-line voice presentation and its related texts together with moving images are synchronized for efficient, language learning process. Through the proposed virtual classroom, the learners will be capable of learning the concepts related to PHP language and its coding. The results of this paper are to allow the implementation of an efficient virtual classroom, and are also expected to make a contributions to the activation of internet-based educational systems.

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Development and Effect of the Cancer Prevention Education Program Using Different Media

  • Lee, Young Sung;Choi, Seong Woo;Jeon, Mi Yang
    • International Journal of Contents
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    • v.9 no.4
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    • pp.60-66
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    • 2013
  • Purpose: This study was intended to develop and evaluate the cancer prevention education for general population with different educational media such as booklets, cartoons, web frame comic strips, web flash animation and flash animations on personal digital assistants (PDA). Methods: A total of 125 subjects were divided into 5 groups, each group having 25 members and assigned a different educational media. An educational media was assigned to each group to evaluate the effect of education in the first intervention. In the second intervention, 4 other media, excluding the previously used one, were used to educate the subjects and find out the preferences of educational media. Results: Knowledge about cancer increased significantly after cancer prevention education. They preferred animations on the internet to other media, the highest. Conclusion: Educational programs with various media should be developed for subjects to choose based on their preferences.

Design and Implementation of the Mobile Flash for Flash Game on Mobile Terminals (휴대 단말기에서 플래시 게임을 위한 Mobile Flash의 설계 및 구현)

  • Oh, Hwang-Seok;Lee, Jae-Young;Kim, Man-Soo;Lee, Chung-Hwan
    • Journal of Korea Game Society
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    • v.5 no.3
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    • pp.11-16
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    • 2005
  • As an improvement of the CPU performance of mobile terminals and an increase of user requirements for multimedia services, various multimedia services and applications have been developed and served over mobile platforms. In this paper, we describe the design and implementation of the Mobile Flash which is one of the famous services in mobile platforms with the limitation of hardware resources. The Mobile flash is an optimized solution for mobile terminals of the Flash, which has been used in the Internet browsers not less than 95% in the world for playing various types of contents such as animations, games, contents for education, e-commerce.

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A Program for Reusing Educational Flash Animations (교육용 플래시 애니메이션 재활용 방안)

  • Rhim, Young-Kyu
    • Cartoon and Animation Studies
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    • s.16
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    • pp.199-210
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    • 2009
  • The development in information technology resulted in an interest for lifelong education, which caused a rapid growth in the educational web based e-Iearning industry. The spread of e-Iearning industries and educational facilities emphasized the need for educational contents with the purpose of online lecturing along with the rapid development of contents production technology. Flash contents provide multimedia, animation, and etc. with diverse and visual expressions, so the complicated interactions with the learner can be easily materialized. The advantage of having a high quality, user-centered interface is that it provides a trigger of interest and arousal of concentration for the user, but it is difficult for teachers to directly create or manipulate educational flash animation contents. This paper is written to technologically methodize the automation of educational programs that the teachers wish to make by reusing the educational flash animation contents.

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Learning Effects of Animation-based Learning Program Related to Alien Animals and Plants in Environmental Education (외래 생물 관련 애니메이션 환경교육 프로그램의 학습 효과)

  • Shim, Kew-Cheol;So, Keum-Hyun;Yeau, Sung-Hee
    • Hwankyungkyoyuk
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    • v.20 no.2
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    • pp.25-35
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    • 2007
  • The purpose of this study was to investigate the effect on the achievement of knowledge by animation-based learning program(ALP) in environmental education. The topic covered by ALP was "meaning and kinds of alien animals and plants". Four classes were selected and divided into two groups. The one was control group, and the other was treatment. 121 female the eighth graders(60 control and 61 ALP students) were piloted. Whereas control students learned using Powerpoint presentation-based materials, ALP students learned using web-based flash animations and animated database with images and movie clips. The score of knowledge achievement of ALP students was compared to control group students using ANCOVA, and then the score of ALP students was significantly higher than that of control group students(p<0.05). The ALP using animations and animated database was effective on the understanding of the alien animals and plants.

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A Simulation Design Decision Support System for Natural Gas Pipeline Network Operations

  • Uraikul, Varanon;Nimmanonda, Panote;Chan, Christime W.
    • Proceedings of the IEEK Conference
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    • 2002.07c
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    • pp.1646-1649
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    • 2002
  • This paper introduces a simulation design decision support system to support the development process of the pipeline network and provide decision support to the operations of the gas pipelines. The system has been implemented on Flash5, which has a multimedia capabilities environment for designing and delivering low- bandwidth animations, presentations, and web sites. It also offers scripting capabilities and server-side connectivity fur creating applications and web interfaces. Hence a user can interact with the system on the World Wide Web.

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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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    • v.10 no.2
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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.

Development of Experimental System for Automotive Electrical Circuit in Technical High School (실업계 고등학교용 자동차 전기회로 실습 시스템의 개발)

  • Lee, Yong-Ju;Seo, Young-Dal
    • Transactions of the Korean Society of Automotive Engineers
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    • v.15 no.4
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    • pp.154-160
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    • 2007
  • The experimental system, developed in this research, is a teaching material that trains and practices automobile electric circuit in technical high school. This system consists of a textbook, 15 kinds of instruments and 62 kinds of 'Flash' animations. Textbook includes automobile electric circuits and experimental process. Instruments have 23 kinds of drills. Its is composed of electrical relays, motors, switches, light bulbs, electrical lines and power unit so on. 'Flash' animation displays an electrical current flow on circuits actually. Both Dacum method and ISD skill have been conducted to analysis job and design syllabus. The experimental system have been implemented on technical high school class to evaluate its objectivity and effect. It is expected that this system can contribute to studying of car service.

An Implementation of Animation Contents for Improving an Effectiveness of Programming Learning (프로그래밍 학습을 효율적으로 증진시켜주는 애니메이션 콘텐츠 구현)

  • Jeon, JaeWook;Yang, Weonseok;Lee, Yousang;Moon, ILhyeon;Choi, Kwansun;Kim, Dongsik;Lee, Sunheum
    • The Journal of Korean Association of Computer Education
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    • v.10 no.3
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    • pp.39-48
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    • 2007
  • Due to the rapid proliferation of the web in recent years, many educators seek to improve the effectiveness of their instruction by providing innovative web-based course material to their students. Lots of web-based education contents are developed especially. They help to teach and train students. They expand widely due to repetition learning any time, any where. In this paper we implemented usage of C functions, quizes for checking comprehension of statements in C programming lecture and developed scenario helping concepts, algorithm comprehension. We made them web-based visual representation. They were implemented as FLASH animations or Java applets. They were well received by students.

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