• Title/Summary/Keyword: Character

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A Study on Development Plan of Local Character for SNS Marketing -Focused on Korean and Japanese Local Character- (SNS 마케팅을 위한 지역 캐릭터 개발 방안 연구 -한국과 일본 지역 캐릭터 비교를 중심으로-)

  • Cho, Yoon-ju;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.14 no.12
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    • pp.457-462
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    • 2016
  • This study is to understand the needs of local character design for SNS marketing and find development plan. We analyzed successful cases in Korea and Japan to find out development plan of competitive local character for SNS marketing. Method of study was literature research, case study and in-depth interview, based on component of character. These are the results. First, development of local character has to consider the use in SNS marketing. Second, local character has to be more concerned with intimacy than Symbolic. Third, it should have attractive visual, reflecting the taste of people. Fourth, it should have creative design to arouse people's curiosity. Finally, name and design of the character should be intuitive. Therefore, we expect improvement of Korean local characters, which reflect SNS marketing and current trends.

Characteristics of Character Costume in the Theme Park (테마파크 캐릭터 코스튬의 특성)

  • Cho, Hyun-Jin;Cho, Woo-Hyun
    • Journal of the Korean Society of Costume
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    • v.57 no.7
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    • pp.137-152
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    • 2007
  • The purpose of this study is to research on concept, consisting factors, and specialties of theme park' character costumes to understand better about character costumes as well as to establish fundamental research data. The characteristics of character costumes in the theme park are as follows. First, theme park' character costumes are personified so that visitors may feel friendly and have emotional communication with them. Specially, costume that anthropomorphize an animal(85.3%) and silhouette of lozenge style(86.8%) dominated the highest weight. Animal figures are walking upright and wearing human's clothes. They communicate with visitors using mime actions. Second, various types of body proportion is applied to highlight the characteristics of character costume. Most character costumes are applied with unrealistic body proportion. This unrealistic body proportion give abnormal image and looks funny. The important factor is size of their head. Especially, 3.5 body proportion(78.9%) is general. Third, simplification, exaggeration, shrinkage, and modification are other factors. Simplification is applied differently by parts. Pocket, collar details are simplified to clarify the character's image. More simplification can lead to ommission. For their head, peculiar parts look stand out but other parts are simplified to stress their characteristics. Exaggeration is used with shrinkage to give strong impression to visitors. Forms are broken intentionally and they are modified. They look impressive because they are not harmonized. It is unexpected image and induces humor and familiar feelings. Matter of stylization includes exaggeration, shrinkage, modification and movement of actors that have tangible factor of character costume.

Major Character Extraction using Character-Net (Character-Net을 이용한 주요배역 추출)

  • Park, Seung-Bo;Kim, Yoo-Won;Jo, Geun-Sik
    • Journal of Internet Computing and Services
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    • v.11 no.1
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    • pp.85-102
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    • 2010
  • In this paper, we propose a novel method of analyzing video and representing the relationship among characters based on their contexts in the video sequences, namely Character-Net. As a huge amount of video contents is generated even in a single day, the searching and summarizing technologies of the contents have also been issued. Thereby, a number of researches have been proposed related to extracting semantic information of video or scenes. Generally stories of video, such as TV serial or commercial movies, are made progress with characters. Accordingly, the relationship between the characters and their contexts should be identified to summarize video. To deal with these issues, we propose Character-Net supporting the extraction of major characters in video. We first identify characters appeared in a group of video shots and subsequently extract the speaker and listeners in the shots. Finally, the characters are represented by a form of a network with graphs presenting the relationship among them. We present empirical experiments to demonstrate Character-Net and evaluate performance of extracting major characters.

A Study on FIFA Online3 Characters' Behavior and Transaction Method based on Transactional Analysis (교류분석을 기반으로 한 FIFA Online3 캐릭터 행동과 교류방식 연구)

  • Kim, Mi-Sun;Ko, Il-Ju
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.3
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    • pp.65-75
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    • 2017
  • This research studies the behavior patterns of a character in FIFA Online3, and the transaction patterns between the characters to present a character that acts like a real person and has social interaction with other characters. A character interacts with others mediated by balls in FIFA Online3, we analysis character's behavior and interactions more cleary. Providing the realistic behavior patterns of a character and the relation in the transaction patterns between the characters based on psychology theory, we can give a player the sense of reality. To define the behavior pattern of a character, this study applied the Ego-state as defined by Transactional Analysis(TA). Based on the Transactions in TA, this study then defined the transaction patterns between the characters, which are produced by the actions that a character in the game. This study also presented how to apply a character's transaction patterns with the examples. It showed that a character can act in the game like a real person by defining how a character acts and interacts in the game.

Sensibility and Preference Evaluation for Character Design (캐릭터 디자인을 위한 감성 및 선호 분석)

  • Jung, Kwang-Tae
    • Journal of the Ergonomics Society of Korea
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    • v.26 no.1
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    • pp.63-69
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    • 2007
  • One of the most important aspects to succeed in character industry is to develop a character that it can sensibly satisfy customers. For this, sensibility evaluation has to be carried character design have to be analyzed, firstly. In this study, sensibility evaluation using multi-variate analysis was performed for some humanized characters. From the factor analysis, sensibility factors were extracted and sensibility characteristics for characters were analyzed by those factors. Preference for those characters was evaluated and was analyzed in relation to those sensibility characteristics. Finally, a direction of character design was proposed from those results.

잇사매와 함사매의 名稱

  • 김진구
    • The Research Journal of the Costume Culture
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    • v.7 no.2
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    • pp.220-224
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    • 1999
  • This study is concerned with the names of is sa mai(잇사매) and ham sa mai(함사매). Origins and meanings of these terms were traced and examined. Some significant findings can be summarized as follows : Korean word is sa mai(잇사매) was a compound word. Korean character is (잇) is derived from Chinese character i, and sa mai(사매) in Korean means sleeves 神 in Chinese character. The character ham in Ham sa mai(함사매) is its origin in Chinese : Korean character ham was Korean pronounciation of the Chinese character, han. ham sa mai is a compound word of ham(함) (Korean), (han ) (Chinese) and sa mai(사매) sleeves(Korean). Thus, first characters of is(잇) in is sa mai(잇사매) and ham(함) in ham sa mai(함사매) are originated from Chinese, where as the word sa mai in the end of is sa mai and ham sa mai is pure Korean. Both character i and ham(han, Chinese) in Chinese means a jaw. Thus, both is sa mai(잇사매) and ham sa mai(함사매) means “jawed sleeves”. That is long and wide round sleeves with narraw wrists.

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A PCB Character Recognition System Using Rotation-Invariant Features (회전 불변 특징을 사용한 PCB 문자 인식 시스템)

  • Jung Jin-He;Park Tae-Hyoung
    • Journal of Institute of Control, Robotics and Systems
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    • v.12 no.3
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    • pp.241-247
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    • 2006
  • We propose a character recognition system to extract the component reference names from printed circuit boards (PCBs) automatically. The names are written in horizontal, vertical, reverse-horizontal and reverse-vertical directions. Also various symbols and figures are included in PCBs. To recognize the character and orientation effectively, we divide the recognizer into two stages: character classification stage and orientation classification stage. The character classification stage consists of two sub-recognizers and a verifier. The rotaion-invarint features of input pattern are then used to identify the character independent of orientation. Each recognizer is implemented as a neural network, and the weight values of verifier are obtained by genetic algorithm. In the orientation classification stage, the input pattern is compared with reference patterns to identify the orientation. Experimental results are presented to verify the usefulness of the proposed system.

License Plate Recognition System Using Artificial Neural Networks

  • Turkyilmaz, Ibrahim;Kacan, Kirami
    • ETRI Journal
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    • v.39 no.2
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    • pp.163-172
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    • 2017
  • A high performance license plate recognition system (LPRS) is proposed in this work. The proposed LPRS is composed of the following three main stages: (i) plate region determination, (ii) character segmentation, and (iii) character recognition. During the plate region determination stage, the image is enhanced by image processing algorithms to increase system performance. The rectangular license plate region is obtained using edge-based image processing methods on the binarized image. With the help of skew correction, the plate region is prepared for the character segmentation stage. Characters are separated from each other using vertical projections on the plate region. Segmented characters are prepared for the character recognition stage by a thinning process. At the character recognition stage, a three-layer feedforward artificial neural network using a backpropagation learning algorithm is constructed and the characters are determined.

A Study on the Promotion Strategies of the Fashion Brands using Character - Focused on 5 Brands in 2005 -

  • Yu, Ji-Hun
    • The International Journal of Costume Culture
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    • v.9 no.1
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    • pp.1-14
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    • 2006
  • The purpose of this study were to analyze the character usage situation such as domestic and foreign character's type, expression method and items, and also to propose the character usage promotion strategies of future fashion brands to activate and merge the character business and fashion. Five brands are selected for this study. The future promotion strategies of the Fashion Brands with characters were as follows: 1) stimulating the customers to purchase by awakening the sweet reminisce, 2) promoting the reputation of the fashion company's brand, 3) gaining an opportunity to raise their sales amount by taking advantage of emotional marketing or experience marketing.

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A Study on the Irony of MMORPG Character (MMORPG 캐릭터의 아이러니 연구)

  • Lyou, Chul-Gyun;An, Bo-Ra
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.57-68
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    • 2009
  • The purpose of this article is analyzing the ironic characteristics of MMORPG character. The MMORPG character's ironic characteristics are: inner irony which is caused by relationship between each character, outer irony which is formed by relationship between character and player. The inner irony is based on the heroic role of character and its context. The death and rebirth system of game make the outer irony. The result of analysis shows us that MMORPG is a presentational art and it can give us a profound meaning of life.

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