• Title/Summary/Keyword: 핵심 정서

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Colors in Narratives of 3D Animation (3D애니메이션에서의 내러티브에 의한 색채)

  • Yim, Yu-Sang;Koh, Wook
    • The Journal of the Korea Contents Association
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    • v.9 no.4
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    • pp.162-171
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    • 2009
  • In directing a film, aesthetics are use for visual manifestation of narratives to audiences. Especially, colors have important roles in that process to express emotions and to convey the story. For 3D animation, they may play even more important roles due to the nature of colors being generated by computers. This paper studies the relationship between narratives and colors by analyzing how colors change by the rise and fall of tensions in narratives, and by investigating how emotional expressions are affected due to color changes.

키토산 나노 입자를 이용한 약물전달시스템

  • 권익찬;김광명;김성원;정혜선;정서영
    • Polymer Science and Technology
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    • v.15 no.4
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    • pp.396-401
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    • 2004
  • 약물전달시스템 (DDS, drug delivery system)이란 기존 약물의 부작용을 최소화하고 약물이 가지고 있는 효능 및 효과를 최적화시켜 질병치유에 필요한 최소의 약물을 효과적으로 전달하기 위한 제형으로 정의될 수 있다. DDS 분야는 저비용과 짧은 개발기간으로 기존 약물의 새로운 제형개발을 가능하게 함으로써 차세대 바이오산업의 핵심으로 인식되고 있다.(중략)

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People / 한국소프트웨어진흥원, 고현진 신임 원장 체제 출범

  • Kim, Jin-Gyeong
    • Digital Contents
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    • no.7 s.122
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    • pp.37-39
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    • 2003
  • KIPA는 지난달 4일 서울 역삼동 라이다르네상스호텔에서 이사회를 열고 이단형 2대 원장의 후임으로 고현진 전 한국마이크로소프트 사장을 신임원장으로 선임하는 안건을 만장일치로 통과시켰다. 한국IBM의 임원과 한국마이크로소프트 대표이사 등 세계적인 다국적기업 경영인 출신인 고 사장이 SW 진흥의 핵심 정부기관인 KIPA 원장으로 선임된 것은 이제까지의 정서상 파격 인사라는 지적이 많다.

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A Latent Profile Analysis of Middle School Students' Core Competencies: Focused on the Effects of ParentChild Relationships (중학생의 핵심역량 잠재프로파일 분류 및 부모자녀와의 관계 탐색)

  • Choi, Kyeongeun;Yu, Nan Sook
    • Journal of Korean Home Economics Education Association
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    • v.34 no.2
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    • pp.77-93
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    • 2022
  • The purpose of this study was to identify the latent profiles according to the core competencies of middle school students and to examine whether the parent-child relationship predicts the latent profiles based on the core competencies for students defined by the Korean Ministry of Education. To achieve the purpose of the study, a total of 6,065 second-year middle school students were analyzed from the fourth year of the Korean Educational Longitudinal Study (KELS 2013), which was conducted by the Korean Educational Development Institute in 2016. The results of latent profile analysis and multinomial logistic regression are as follows. First, three latent profiles (higher competency group (19.54%), middle competency group (49.03%), and lower competency group (31.43%)) were derived according to the core competencies. For all groups, the highest competency was communication ability, and the lowest was creative ability. Second, the variables of the parent-child relationship (i.e., parental academic support, emotional support, and attachment level) were significant in predicting differences among the core competency latent profiles. In particular, the emotional support of parents was found to have the greatest influence on the core competencies of middle school students. This study identified the influence of the parent-child relationship on the development of core competencies. Further, it showed that a good family relationship is important for the holistic development of adolescents.

A Case Study on World of Warcraft Storytelling's Positive Emotion-inducing Effects (World of Warcraft의 정서유발스토리텔링 사례연구)

  • Lee, Jae Hong
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.97-106
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    • 2015
  • Game is the latest type of Gesamtkunstwerk encompassing humanistic and engineering creativity. Nevertheless, Korea's game industry faces a crisis. The purpose of this study is to consider positive emotion-inducing effects as a way to deal with it. Among others, storytelling of , one of the most representative MMORPG games in the world, was selected for the study on various positive emotion-inducing effects. In the story of , the view of the world, characters and incidents are vital to the game and the study is focused on their emotion-inducing effects among the users based on actual examples. As a result, it was confirmed that the positive emotion-inducing storytelling would provide a possibility to reduce negative sentiment towards games, address crisis Korea's game industry faces, and interact with gamers in a positive direction.

The Influence of Internal And External Virtuous Behaviors on Job Performance: Focusing on the creating research model for the virtuous behaviors through qualitative research (내적·외적 미덕적 행위가 업무성과에 미치는 영향 - 질적 연구를 통한 연구모형 개발을 중심으로 -)

  • Ko, Sung-Hoon;Moon, Tae-Won
    • Management & Information Systems Review
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    • v.34 no.4
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    • pp.31-66
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    • 2015
  • The purpose of this research is to examine that internal virtue (i.e. virtue between organizational members) and external virtue (i.e. virtue between organizational members and external members) positively associate with job performance when considering organizational identification, positive work-related identity, affective commitment, emotional exhaustion, and collective self-esteem as mediators. Virtue in organization has received attention as critical attribute of positive organizational scholarship. Cameron(2003) defined the study of virtue as a study of the capacity, attributes, and reserve in organization that facilitates the expression of positive deviance among organization member. In addition, this study contributes to the qualitative investigation on how internal giving virtue (i.e. the employees' virtue for their organization), internal receiving virtue (i.e. virtue employees receive from their organization), external giving virtue (i.e. the organization's virtue for society), and external receiving virtue (i.e. virtue the organization receives from society), used as independent variables, influence job performance after creating research model for the four virtuous behaviors through qualitative research. Therefore, this research contributes to the creation of research model for virtuous behaviors within organizations and virtuous behaviors with external members through qualitative study and sheds light on how these variables influence job performance by virtue of qualitative research.

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On the Predictive Model for Emotion Intensity Improving the Efficacy of Emotionally Supportive Chat (챗봇의 효과적 정서적 지지를 위한 한국어 대화 감정 강도 예측 모델 개발)

  • Sae-Lim Jeong;You-Jin Roh;Eun-Seok Oh;A-Yeon Kim;Hye-Jin Hong;Jee Hang Lee
    • Annual Conference of KIPS
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    • 2023.11a
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    • pp.656-659
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    • 2023
  • 정서적 지원 대화를 위한 챗봇 개발 시, 사용자의 챗봇에 대한 사용성 및 대화 적절성을 높이기 위해서는 사용자 감정에 적합한 지원 콘텐츠를 제공하는 것이 중요하다. 이를 위해, 본 논문은 사용자 입력 텍스트의 감정 강도 예측 모델을 제안하고, 사용자 발화 맞춤형 정서적 지원 대화에 적용하고자 한다. 먼저 입력된 한국어 문장에서 키워드를 추출한 뒤, 이를 각성도 (arousal)과 긍정부 정도(valence) 공간에 투영하여 키워드가 내포하는 각성도-긍정부정도에 가장 근접한 감정을 예측하였다. 뿐만 아니라, 입력된 전체 문장에 대한 감정 강도를 추가로 예측하여, 핵심 감정 강도 - 문맥상 감정강도를 모두 추출하였다. 이러한 통섭적 감정 강도 지수들은 사용자 감정에 따른 최적 지원 전략 선택 및 최적 대화 콘텐츠 생성에 공헌할 것으로 기대한다.

Characterizing Strategy of Emotional sympathetic Robots in Animation and Movie - Focused on Appearance and Behavior tendency Analysis - (애니메이션 및 영화에 등장하는 정서교감형 로봇의 캐릭터라이징 전략 - 외형과 행동 경향성 분석을 중심으로 -)

  • Ryu, Beom-Yeol;Yang, Se-Hyeok
    • Cartoon and Animation Studies
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    • s.48
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    • pp.85-116
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    • 2017
  • The purpose of this study is to analyze conditions that robots depicted in cinematographic works like animations or movies sympathize with and form an attachment with the nuclear person and organize characterizing strategies for emotional sympathetic robots. Along with the development of technology, the areas of artificial intelligence and robots are no longer considered to belong to science fiction but as realistic issues. Therefore, this author assumes that the expressive characteristics of emotional sympathetic robots created by cinematographic works should be used as meaningful factors in expressively embodying human-friendly service robots to be distributed widely afterwards, that is, in establishing the features of characters. To lay the grounds for it, this research has begun. As the subjects of analysis, this researcher has chosen robot characters whose emotional intimacy with the main person is clearly observed among those found in movies and animations produced after the 1920 when robot's contemporary concept was declared. Also, to understand robots' appearance and behavioral tendency, this study (1) has classified robots' external impressions into five types (human-like, cartoon, tool-like, artificial bring, pet or creature) and (2) has classified behavioral tendencies considered to be the outer embodiment of personality by using DiSC, the tool to diagnose behavioral patterns. Meanwhile, it has been observed that robots equipped with high emotional intimacy are all strongly independent about their duties and indicate great emotional acceptance. Therefore, 'influence' and 'Steadiness' types show great emotional acceptance, the influencing type tends to be highly independent, and the 'Conscientiousness' type tends to indicate less emotional acceptance and independency in general. Yet, according to the analysis on external impressions, appearance factors hardly have any significant relationship with emotional sympathy. It implies that regarding the conditions of robots equipped with great emotional sympathy, emotional sympathy grounded on communication exerts more crucial effects than first impression similarly to the process of forming interpersonal relationship in reality. Lastly, to study the characters of robots, it is absolutely needed to have consilient competence embracing different areas widely. This author also has felt that only with design factors or personality factors, it is hard to estimate robot characters and also analyze a vast amount of information demanded in sympathy with humans entirely. However, this researcher will end this thesis as the foundation for it expecting that the general artistic value of animations can be used preciously afterwards in developing robots that have to be studied interdisciplinarily.

Development of Light Seat for high Speed Railroad (고속전철용 경량 시트 개발)

  • 최기섭;구재광;박세진
    • Proceedings of the KSR Conference
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    • 2000.11a
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    • pp.198-209
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    • 2000
  • 본 연구는 '선도기술개발사업' 중 최고운행속도 350㎞의 한국형 고속전철 시스템개발 및 관련 핵심기술 확보를 사업 목표로 하는 '한국형 고속전칠 기술개발 사업' 연구과제의 하나로 수행된 과제이며, 한국형 고속전철에 적용하기 위한 한국인의 정서와 체형에 적합한 한국형 경량 Seat 개발을 목적으로 하였다. 경량 Seat 개발을 위한 기초기술 연구로서 인간공학적 Seat 설계기술 개발, 경량 소재 개발, 구조물 접합기술 개발, 난연소재 개발, A/V 내장기술 개발 등의 연구를 수행하였고, 그 결과를 토대로 하여 경량 Seat의 Prototype 설계와 검증을 실시하였으며, Mock Up Seat를 제작하였다.

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NEWS & TOPIC

  • Korean Federation of Science and Technology Societies
    • The Science & Technology
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    • v.35 no.9 s.400
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    • pp.6-9
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    • 2002
  • 소아마비 바이러스 실험실 합성 성공/3억4천5백만년 전 최초의 보행동물 화석 발견/남북극에서 번개가 가장 많이 일어나/백색의 빛을 방출하는 LED개발/형상을 기억하는 플라스틱 개발/작은 입자를 걸러내는 필터/화성에서 35억년전 홍수가 대협곡을 만들었다/천연 잔디를 능가하는 새로운 인조잔디/양자 컴퓨터의 핵심 기술 실험 성공/약품의 초소형화로 흡수 효과 높인다/과일을 익히는 유전자 발견/여자가 정서적 스트레스에 의한 심장마비 잘 일으켜/생쥐 지놈의 물리지도 완성

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