• 제목/요약/키워드: Change of character

검색결과 690건 처리시간 0.031초

Comparative Morphology and Seasonality of Campylaephora borealis and C. crassa (Ceramiaceae, Rhodophyta)

  • Seo, Kyung-Suk;Boo, Sung-Min
    • ALGAE
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    • 제20권4호
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    • pp.325-331
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    • 2005
  • Populations of Campylaephora borealis (Nakamura) Seo, Cho et Boo and C. crassa (Okamura) Nakamura show a year-around occurrence of all life-history stages. Such a concurrency of life-history stages produces problems in recognizing species in the field. Here, we invesitgated the morphological variation and life-history stages of both species using a statistical character analysis. Life-history stage was correlated with the seawater temperature in C. borealis, whereas it was dependant on biomass in C. crassa. Thalli had dichotomous branches with adaxial branchlets. The statistics showed that the seasonal change in morphology of C. borealis was significantly different from that of C. crassa in seven qualitative characters and five quantitative characters (p < 0.001), although six quantitative features including tetrasporangial size were similar in both species. The morphological difference between the two species may be due to the annual variation of branchlet number and the variance of branch subangle.

안전을 적용한 학교 교육 시설의 계획에 관한 연구 (- Study about a plan of the school education facilities which applied safety -)

  • 김종복
    • 대한안전경영과학회지
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    • 제6권4호
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    • pp.1-10
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    • 2004
  • As for the purpose of this study, education facilities must be considered by a change of an education facilities equipment acid education system and aromatic character of an educational policy with a means to support to efficiently proceed education by study about a plan of the school education facilities which considered safety. That is, education facilities must become maintenance on design construction according to education action character and goal. This is not for a function of education to be decided according to education facilities, and education facilities must be decided so that adjustment can do an education function. The student center, a student are convenient, and an actor must do a plan of education facilities with an usable physical space contrariety, future directivity. As for the plan of school education facilities, facilities must be designed on functionality, an economy, flexibility, aesthetic appreciation anger, a foundation of stability for this so that objective of education realization is easy.

애니메이션 영웅서사의 공간지도 연구 (The Hero's Journey of Animation from the Spatial Map Model)

  • 신연우
    • 한국멀티미디어학회논문지
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    • 제22권6호
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    • pp.729-737
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    • 2019
  • This study defined the animation space as the concept of map based on the space of Joseph Campbell's heroic narrative. The space in which the animated character exists is an image symbolic language that reflects the inner and outer growth stages of the hero. I focused on the spatiality that plays the role of the power to lead the narrative and examined the meaning as the mediator that leads the heroic narrative. First, 6 spatial variables were derived by observing 'Hero's Journey 'which is used as a basis of US commercial animation scenario. Second, spatial variables are defined as 64 zones and proposed as 'Spatial Map Model of the Hero's Journey' (SMMH). Third, the character space of was applied to 'SMMH', and the change of space utilization rate and spatiality and the narrative meaning were analyzed. This study extended the narrative of animation space which was not actively studied to map concept. It is possible to provide a different viewpoint in animation production and research.

GSIS를 이용한 교량관리체계(橋梁管理體系) 구축(構築) (The Construction of Bridges Management System Using GSIS)

  • 양인태;김동문;신계종
    • 산업기술연구
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    • 제18권
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    • pp.43-50
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    • 1998
  • According to complexity and high level of society, the rapid and accurate information for landuse, environment and traffic etc., is required, but the information management by a drawing and a map is confronted with a complicated and sudden change of facilities such as bridge; electricities, city gases and networks. This paper is aim to build a bridge management system of road with GSIS. It operated personal computer will bring easy computing management system of bridge on road. To build this system, presented bridge management system and domestic method for bridge management of road are investigated, and also apply to bridge management system using GSIS for site and character of bridges. And with that, position and character apply to bridge management system using GSIS.

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도시철도차량 점착특성 향상기법에 관한 연구 (A Study on the improvement technique of adhesion characteristic for urban rolling stock)

  • 김길동;한영재;박현준;이사영;한경희
    • 전력전자학회논문지
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    • 제6권3호
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    • pp.299-306
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    • 2001
  • 전기철도차량의 성능특성을 향상시키기 위한 효과적인 방법중의 하나는 바퀴와 레일사이의 점착성능을 향상시키는 것이다. 점착특성을 연구하기 위해서 실제 차량을 등가 모델링한 점착시스템을 제작하였다. 이 시스템은 다양한 점착 파라미터를 변화시켜 바퀴와 레일사이의 점착력을 바꿀 수 있도록 제작되었다. 이 논문은 공전속도에 의한 토오크제어 방법으로써 공전속도의 진동을 억제하기 위한 연구이다.

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비행슈팅게임 게임의 만족도 향상을 위한 인공감정의 개발과 적용 (Modeling of the Inspection Environment of Construction Safety Appling Simulation Formalism)

  • 함준석;박준형;고일주
    • 디지털산업정보학회논문지
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    • 제4권1호
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    • pp.55-63
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    • 2008
  • I Previous scrolling-shooter games cannot represent various emotions of characters as a personality and situations, so it can only represent simple and momentary emotions. This paper purpose to develop and applying an artificial emotion which gives emotional responses and actions to character as a personality and situations of a character. So we proposed an artificial emotion that receives emotional stimulus, analyzes what emotion will be generated, controls various emotions by a personality and time, and exports a current emotion. To visualize and to test an artificial emotion, We made a scrolling shooter game which has two characters who have a different personality each other. And we applied an artificial emotion to that game, modified it to be able to change status as emotions. To estimate a satisfaction of a artificial emotion for a scrolling-shooter game, we made up a question to two groups-one has people who likes a scrolling shooter game, the other has people who doesn't.

PC User Authentication using Hand Gesture Recognition and Challenge-Response

  • Shin, Sang-Min;Kim, Minsoo
    • 한국정보기술학회 영문논문지
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    • 제8권2호
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    • pp.79-87
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    • 2018
  • The current PC user authentication uses character password based on user's knowledge. However, this can easily be exploited by password cracking or key-logging programs. In addition, the use of a difficult password and the periodic change of the password make it easy for the user to mistake exposing the password around the PC because it is difficult for the user to remember the password. In order to overcome this, we propose user gesture recognition and challenge-response authentication. We apply user's hand gesture instead of character password. In the challenge-response method, authentication is performed in the form of responding to a quiz, rather than using the same password every time. To apply the hand gesture to challenge-response authentication, the gesture is recognized and symbolized to be used in the quiz response. So we show that this method can be applied to PC user authentication.

조경식물의 Micro-Propagation에 관한 연구 (A Study on the Micro-Propagation of Landscape-Plants)

  • 주명칠
    • 한국조경학회지
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    • 제21권1호
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    • pp.83-94
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    • 1993
  • After coming this century, as the propagative method of plants on a scientific foundation has been accompanied systematically, it has played an important part in the improvement of cultivar. But an existing propagative technique is not a few defects in our tasks and industrial structure which changes every hour and envirnment which undergoes a sudden change. To use developed biological knowledge recently, and existing propagative method which is main axis in sexual reproductive crossing, is increased much in the inside of internal organs by asexual reproductive means which is on a different level, and by, introducing a new character, it improves an inherited character etc. We have observed methods which supplement or replace a defect. These methods are not yet ripe for putting to practical use in the present research phase but convinced that they will offer an epoch-marking turning point.

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애니메이션에서 주인공의 무의식을 통해 바라본 자아성장에 대한 연구 -<센과 치히로의 행방불명>과 <코렐라인>의 비교분석을 중심으로 (Leading Character's Unconsciousness-oriented Self-growth in Animations - Focusing on a Comparative Analysis of and -)

  • 정민영;김재웅
    • 만화애니메이션 연구
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    • 통권37호
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    • pp.287-306
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    • 2014
  • 사람의 마음에는 본인이 알고 있는 '의식 있는 부분'과, 분명하게 의식되지 않은 부분, 즉 '무의식의 부분'이 있다. 자아란 의식과 무의식 모두를 지칭한다. 자아의 성장이란 무의식이 지닌 잠재된 욕구와 저항들을 본인 스스로 올바로 마주하며, 의식과 함께 조화로운 균형과 통합을 유지하는 능력이다. 그런 면에서 캐릭터의 무의식에 대한 탐구는 내적심리를 통한 원래의 자아의 모습을 조망하고 변화와 성장하는 모습을 파악할 수 있는 중요한 방법이다. 비교 분석 대상인 두 작품 <센과 치히로의 행방불명>과 <코렐라인>에서 주인공과 관련된 내외적 요소들은 상당부분 유사하다. 평소 부모의 영향력 안에 머물던 두 소녀 주인공은 부모의 갑작스런 사라짐과 함께 새롭고 낯선 환경을 맞게 된다. 둘은 모두 그 곳에서의 모순되고 불합리한 상황들에 저항하며 모든 것을 다시 제자리로 되돌리고자 험난한 모험을 수행한다. 흥미롭게도 두 인물은 유사한 무의식적 특징을 하고 있지만, 인물이 겪게 되는 여정과 자세, 내적자아의 변화는 서로 다른 경로를 선택하고 있다. 본 연구는, 두 주인공이 지니는 무의식의 구체적 근원과 행동요소들의 분석과 역할, 그리고 작품전체에 미치는 영향들에 대한 비교분석연구이다. 그 결과는 캐릭터 구축에 필요한 요소로 적용되며, 캐릭터의 무의식적 심리에 가장 잘 부합하는 상황과 사건을 연계하여 이야기의 개연성과 설득력을 높일 수 있다는 본 연구의 가설을 입증하게 된다.

XML 기반의 FSM 시스템에 관한 연구 (A Study of XML-based FSM Definition System)

  • 이정훈;신성운;오상권
    • 한국정보과학회:학술대회논문집
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    • 한국정보과학회 2004년도 봄 학술발표논문집 Vol.31 No.1 (B)
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    • pp.550-552
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    • 2004
  • 가상공간에는 PC(Playerable Character), NPC(Non-Playerable Character)등의 동적 객체와 건물, 지형 등의 정적 객체들이 존재하게 된다. 동적 객체들의 경우, 현실감을 위해 인공지능이 자주 이용된다 현재까지 인공지능에 대한 연구는 유한상태기계(Finite State Machine. FSM). 학습 알고리즘, 유전자 알고리즘, 신경망 알고리즘 등을 중심으로 진행되어 왔다. 이중 유한상태기계는 비교적 알고리즘이 간단하고, 시스템의 부담이 적어 간단한 객체의 인공지능으로 가장 널리 사용되고 있다. 본 논문은 유찬상태기계를 확장하여 모드변경(Mode Change)과 그룹행동을 보여줄 수 있는 XML을 활용한 FSM 시스템을 제안한다. 여기서 모드변경이란 하나의 행동 패턴에서 다른 행동 패턴으로 변경하는 것을, 그룹행동은 여러 객체가 함께 행동하는 Flocking기법을 지칭한파. 이러한 XML을 활용한 FSM 시스템은 다양한 패턴의 정의는 물론, 객체의 상태 정의 및 수정, 확장이 용이하여, 다양한 응용 분야에서 활용될 수 있다.

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