Education Papers
Full Conference | Full Conference One-Day | |
フルカンファレンス | 1日券 |
Integration of Computer Graphics and Interactive Techniques in Various Areas of Education
Friday, 18 December | 12:45 PM - 2:15 PM | Room 416/417
Session Chair
Judy Brown
Animation Therapy: Using New Media to Create Integrated Art Therapy
This project adopts the successive-approximation method of art therapy to develop a therapeutic method for reducing the broad spectrum of problems among children and adolescents caused by excessive use of video games and mass media. South Korea has the world’s highest internet usage, so its media environments and digital networks have a greater impact on everday life than any other country's. This is a public concern, especially because teenagers have become excessively immersed in the internet. This research uses a wide variety of experiential art therapy in the form of, for example painting, music, drama, theater, and other performing arts to address teenagers' obsession with digital media. The animation therapy combines art therapy with new media in order to reduce teenagers’ problems and help them control the stress and anxiety generated by compulsive use of digital media. The project is also exploring working prototypes of Kino-ani drama therapy and animation therapy, and it is conducting experimental art-therapy. Ultimately, the integrated art therapy tools will extend the use of existing art therapy to digital media and pave the way for a more positive usage of new media.
Se-Hyung Park Jinny Hyejin Choo Korea National University of Arts
Three-Dimensional Digital Environments and Computer Graphics Influencing K-12 Digital Literacy and Interdisciplinary Lifelong Learning
This paper presents educational activities for improving K-12 students' and educators’ digital literacy with a focus on ongoing developments and results. The activities have been supported by 3D digital technology related to web-based virtual reality and computer graphics principles. Development of this work has generated qualitative achievements such as digital inclusion, learning sustainability, and enhanced school-community participation in third-party educational projects in an at-risk region of São Paulo. The results emphasize that there is enormous potential for stimulating individuals’ motivation and development in socially and economically disadvantaged areas. This approach can increase ordinary citizens’ access to advanced technologies and support lifelong knowledge-based learning and teaching.
Jorge Ferreira Franco Roseli de Deus Lopes Universidade de São Paulo
An Attempt at Content Expression With Art and Advanced Technology: Analysis and Understanding of Paintings by Ito Jakuchu
This paper describes an attempt to produce content for a next-generation image system. Paintings by Ito Jakuchu were used as prototypes to produce an immersive virtual environment that allows viewers to enter the paintings, which creates possibilities for new applications of artworks and ways to study them. The ultimate goal is collaborative studies among various fields such as art, psychology, and cognitive science, and a larger-than-life display to analyze and understand cultural properties and artworks.
Sangtae Kim University of Tsukuba