• 제목/요약/키워드: Character

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온라인 게임 캐릭터 복식 색채와 패션 트렌드 색채의 비교 분석 (Comparative Analysis of On-Line Game Characters' Costumes and Fashion Trend Color)

  • 신하나;이민선;유지헌
    • 복식문화연구
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    • 제18권3호
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    • pp.436-451
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    • 2010
  • The purpose of this study is to come up with ways that cooperate between on-line game design and fashion design by analyzing trend color and on-line game character's costume color in on-line game. As for the research methodology, First, on-line games were selected with reference to www.ranky.com. Second, 2009 SS trend color palettes suggested by Copenhagen International Fashion Fair was used as a criterion of fashion trend. Third, on-line game character's costume colors were analyzed in relation to the degree of reflection of trend and the game character's type. The results are as follows. Each on-line game character costume's colors were made in accordance with typical character types. But we can find a one-to-one correspondence between fashion trend colors and game character costume's colors. That's because both trends and character types are the results of the continuing interactions between human-beings and societies. In comparison with fashion trend colors, game character costume colors are partly raw and inharmonious. Therefore, it is necessary to apply fashion trend color in game character costume design for enhancing competitiveness in the world market.

타인의 정서 및 행동 추론 시 아동의 개인화된 추론 (Children's Personalized Inferences when Reasoning about Other's Emotion or Behavior)

  • 정하나;이순형
    • 가정과삶의질연구
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    • 제24권2호
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    • pp.15-26
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    • 2006
  • The purposes of this study were (1) to investigate children's personalized inferences of characters emotional reactions depending on character's personality trait, emotional situation, children's age and gender, (2) to investigate children's personalized inferences of character's behavioral reactions depending on character's personality trait, emotional situation, children's age and gender, (3) to investigate differences between children's personalized inferences of character's emotional reaction and that of character's behavioral reactions. The subjects were 103 children from three age groups (thirty-four 3-year-olds, thirty-three 5-year-olds and thirty-six 7-year-olds). The statistical methods adopted for the data analysis were frequency, percentile, mean, standard deviation, repeated measure ANOVA and paired t-test. The result showed that there were significant differences in children's personalized inferences of character's emotional reaction depending on character's personality trait, emotional situation and their age. There were significant differences in children's personalized inferences of character's behavioral reaction depending on children's age and gender. There were significant differences between personalized inferences of character's emotional reaction and behavioral reactions.

모션 캡쳐 자료를 이용한 동작 분석용 캐릭터 애니메이션의 적용 방법에 관한 연구 (A Study on the Application of Character Animation for Motion Analysis Using Motion Capture Data)

  • 손원일;진영완;강상학
    • 한국운동역학회지
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    • 제17권4호
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    • pp.37-44
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    • 2007
  • This study compared the Character Studio of 3ds Max and OpenGL to find an adequate modeling method of character animation to be used in motion analysis in the area of motor mechanics. The subject was one male golfer. We obtained the positional coordinates of marks needed by photographing the subject's golf swing motions. Because the method based on the Character Studio used meticulously designed character meshes, it enabled high.level animation but it took a long time in applying physique and demanded the repeated adjustment of each motion data. With the method based on OpenGL, a character completed once could be usable to almost every testee and desired program control was available, but because each character had to be created by making a computer program, it was hard to make characters delicately. Because the method using the Character Studio is actively studied not only in motor mechanics but also in many research areas, it is expected to be more usable in the near future. On the contrary, the method based on OpenGL is easily applicable and allows the convenient use of other mechanical data.

현대패션의 로맨틱 이미지에 관한 연구 (A Study on the Romantic Image in Modern Fashion)

  • 김영현;양취경
    • 복식
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    • 제55권1호
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    • pp.1-12
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    • 2005
  • The modern society which is going through the big turbulence of civilization experiences the lost of humanity and the phenomenon that the standard of our thoughts, like those for good and evil, truth and false is not clear anymore as the technology is being improved. This makes us miss the past when everything is simple and the standards are very clear and being attracted by the metaphorical culture symbolizing something from the past, like memories of youth, fantasies, fairy tales or myths and we are now having a great interest in the joy of life and the affluent life. Influenced by this kind of tendency in modern society, the minimalism, which had the great influence in the nineties, went out of fashion and at last the romantic susceptibility seems to be the trend forming the major mood of the late 20th century - the early 21st century. This study focus is: (1) the theoretical aspects of romantic images such as the concept, the historical tendency and the character are considered. (2) the variety and multiplicity of the romantic images is discussed after the romantic image is classified into four types of retro character, natural character, ethnic character, erotic character according to major trends in our modern. The purpose of this study is to understand the romantic images in modern fashion, by analyzing the fashion trends together with the various features of romantic images.

인상학에 근거한 성격분장에 관한 연구 (A Study on Character Make-up Based on Impressiology)

  • 이미애;김용선
    • 한국패션뷰티학회지
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    • 제3권2호
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    • pp.1-11
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    • 2005
  • This study is focusing on typicalized character make-up of TV Drama characters. The purpose of this study is to analyze the interconnections of its images and impressiology concretely, and then reflect on an application approach of impressiology. The aim of make-up lies in not only helping actors to visualize their own external qualities, appropriate the quality of a play, but also audience and spectators to be immersed in the concrete fact of i character person. Impressiology will be a data to give the understanding and sympathy of make-up work. I would like to utilize character make-up based on impressiology for creative and effective make-up techniques, and make it a typicalized character. Also I will examine the horizon of a new make-up technique through character development according to the demandes of the times. As a result of this study, we find that expression method of characteristic character generalized representatively is the common quality of impressiologistc image. Also we see that such a impressioiogistic image is useful for the fundamental basis of character expression method.

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창의·인성교육에 대한 교사들의 기대와 요구 분석 (An Analysis of Teachers' Expectation and Need for Creativity and Character Education)

  • 오정숙;강버들;박소영;임성민;박종운;원효헌;김학범
    • 수산해양교육연구
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    • 제26권6호
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    • pp.1342-1351
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    • 2014
  • The purpose of this study was to analyze qualitatively perception on creativity and character education of teachers who participated in winter training and workshop which the Southeast Regional Center for Creativity and Character Education arranged. The results are as follows. Firstly, it was shown that teachers perceived close corelation between creativity and character and competency necessary for students who will make a living for future society. Secondary, Teachers perceived that creativity and character education will benefit students in their cognitive, emotive, and affective aspects. Lastly, teachers thought that an administrative assistant and financial help such as securing classroom had to be supported so that they were able to freely conduct creativity and character education and teaching materials provided by the Regional Center for Creativity and Character Center were helpful in establishing a whole foundation when they started to conduct creativity and character education.

Few-Shot Image Synthesis using Noise-Based Deep Conditional Generative Adversarial Nets

  • Msiska, Finlyson Mwadambo;Hassan, Ammar Ul;Choi, Jaeyoung;Yoo, Jaewon
    • 스마트미디어저널
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    • 제10권1호
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    • pp.79-87
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    • 2021
  • In recent years research on automatic font generation with machine learning mainly focus on using transformation-based methods, in comparison, generative model-based methods of font generation have received less attention. Transformation-based methods learn a mapping of the transformations from an existing input to a target. This makes them ambiguous because in some cases a single input reference may correspond to multiple possible outputs. In this work, we focus on font generation using the generative model-based methods which learn the buildup of the characters from noise-to-image. We propose a novel way to train a conditional generative deep neural model so that we can achieve font style control on the generated font images. Our research demonstrates how to generate new font images conditioned on both character class labels and character style labels when using the generative model-based methods. We achieve this by introducing a modified generator network which is given inputs noise, character class, and style, which help us to calculate losses separately for the character class labels and character style labels. We show that adding the character style vector on top of the character class vector separately gives the model rich information about the font and enables us to explicitly specify not only the character class but also the character style that we want the model to generate.

게임 속 캐릭터에 대한 동일시가 아이템 구매 및 게임 이용의도에 미치는 영향 (A Study on the Effect of Game Character Identification on Item Purchase and Game Play Intention)

  • 이원준
    • 한국게임학회 논문지
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    • 제21권6호
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    • pp.41-50
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    • 2021
  • 게임 캐릭터 동일시는 이용자의 게임 이용과정 속에서 경험하는 자아에 대한 지각이며, 게임 캐릭터에 대한 동일시 정도에 따라 게임에 대한 태도 역시 변화하는 것으로 알려져 있다. 이에 본 연구에서는 캐릭터에 대한 통제, 소유권, 개인화, 동일시, 플로우 변수들 간의 관계를 분석하고, 게임 이용의도나 아이템 구매의도와 같은 이용자 행동에 미치는 영향을 분석하였다. 실증결과에 따르면 캐릭터 소유권, 개인화는 캐릭터 동일시에 유의한 영향을 미치지만, 캐릭터 통제와의 관계는 유의하지 않았다. 또한 동일시와 플로우 간의 긍정적 관계를 확인하였으며, 동일시로 강화된 플로우는 이용자의 행동에도 유의한 영향을 미치는 것으로 확인하였다.

MBTI 조직성격유형화에 따른 기업분류: 기업리뷰 빅데이터를 활용하여 (Firm Classification based on MBTI Organizational Character Type: Using Firm Review Big Data)

  • 이한준;신동원;안병대
    • 아태비즈니스연구
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    • 제12권3호
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    • pp.361-378
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    • 2021
  • Purpose - The purpose of this study is to classify KOSPI listed companies according to their organizational character type based on MBTI. Design/methodology/approach - This study collected 109,989 reviews from an online firm review website, Jobplanet. Using these reviews and the descriptions about organizational character, we conducted document similarity analysis. Doc2Vec technique was hired for the analysis. Findings - First, there are more companies belonging to Extraversion(E), Intuition(N), Feeling(F), and Judging(J) than Introversion(I), Sensing(S), Thinking(T), and Perceiving(P) as organizational character types of MBTI. Second, more companies have EJ and EP as the behavior type and NT and NF as the decision-making type. Third, the top-3 organizational character type of which firms have among 16 types are ENTJ, ENFP, and ENFJ. Finally, companies belonging to the same industry group were found to have similar organizational character. Research implications or Originality - This study provides a noble way to measure organizational character type using firm review big data and document similarity analysis technique. The research results can be practically used for firms in their organizational diagnosis and organizational management, and are meaningful as a basic study for various future studies to empirically analyze the impact of organizational character.

미디어믹스를 활용한 웹툰 캐릭터 마케팅 : <하마탱의 일편단심 하여가>를 중심으로 (Media Mix for Webtoon Character Marketing : Focusing on )

  • 최인수;윤기헌
    • 만화애니메이션 연구
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    • 통권19호
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    • pp.145-159
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    • 2010
  • 캐릭터 산업은 여타의 문화콘텐츠 산업과 같이 창작된 콘텐츠와 더불어 미디어라는 기술적 환경을 토대로 한다. 즉, 창작 캐릭터가 미디어를 통해 수용2자에게 도달되고 이를 기반으로 시장에서 형성된 캐릭터의 브랜드 가치를 바탕으로 라이선싱을 통해 이루어지는 산업이라 할 수 있다. 캐릭터의 생명력을 연장시키고 브랜드로서의 가치를 높이기 위해서는 효율적인 미디어의 선택과 활용이 필요하다. 웹툰 역시 웹툰 캐릭터가 브랜드로서 발전하기 위해 인터넷 미디어를 활용한 마케팅 수단 중 하나로 볼 수 있다. 또한 타 미디어에 비해 짧은 기간에 적은 비용으로 제작하여 시간, 장소에 구애 받지 않고 콘텐츠의 전달이 가능하다. 그리고 쌍방향 소통, 미디어 확산이 용이한 디자인적 형태와 매체적 특성을 가지고 있다. 국내 웹툰 캐릭터의 사례를 분석한 결과, 인터넷 미디어를 중심으로 한 캐릭터 마케팅이 가장 효율적이었다. 또 캐릭터 브랜드화를 위해서는 전략적인 미디어믹스 전개가 필요한 것으로 나타났다. 아울러 웹툰 캐릭터의 외형적, 매체적 특성이 일관된 아이덴티티를 유지해야 효과적인 미디어믹스가 가능하다. 캐릭터가 수용자에게 도달되는 과정에서 미디어믹스가 실질적으로 어떤 작용을 하는지 알기 위해 캐릭터 '하마탱'을 개발하였다. 더불어 자체 제작한 웹툰과 기타 콘텐츠를 활용한 마케팅 과정과 캐릭터 브랜드 구축방안, 그리고 타 미디어로의 변경과 확장을 위한 미디어믹스 전략을 제시하였다.

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