• 제목/요약/키워드: Character Control

검색결과 614건 처리시간 0.037초

융복합 시대에서 대학생의 성격강점(인간애) 및 자기통제력과 이타행동의 관계: 도덕적 고양의 매개효과 (The Relationship Between College Student's Character Strengths(Humanity), Self-Control, and Altruistic Behavior in the Times of Convergence: The Mediating Effect of Moral Elevation)

  • 장용희;김경자;이재신
    • 디지털융복합연구
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    • 제13권9호
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    • pp.445-452
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    • 2015
  • 본 연구의 목적은 융복합 시대에서 대학생의 성격강점(인간애) 및 자기통제력과 이타행동의 관계에서 도덕적 고양의 매개효과를 규명하기 위한 것이었다. 이를 위해 청주에 소재한 C대학교 재학생 647명을 대상으로 네 가지 측정도구인 성격강점(인간애), 자기통제력, 도덕적 고양, 이타행동 검사를 실시하였다. 수집된 자료를 가지고 SPSS 프로그램과 AMOS을 통한 확인적 요인분석과 구조방정식 모형 분석을 실시하였으며 최종 모델의 적합도 지수는 CFI=.937, TLI=.917, RMSEA=.077로 나타났다. 본 연구의 주된 연구결과는 첫째, 성격강점(인간애)와 자기통제력은 이타행동에 모두 유의한 영향을 미치는 것으로 나타났다. 둘째, 구조방정식 모형 분석을 실시한 결과 도덕적 고양은 성격강점(인간애), 자기통제력과 이타행동 관계에서 매개효과가 있는 것을 확인하였다.

Recognition of hand written hangeul based on the stroke order of the elementary segment

  • Song, Jeong-Young;Akizuki, Kageo;Lee, Hee-Hyol;Choi, Won-Kyu
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 1994년도 Proceedings of the Korea Automatic Control Conference, 9th (KACC) ; Taejeon, Korea; 17-20 Oct. 1994
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    • pp.302-306
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    • 1994
  • This paper describes how to recognize hand written Hangeul character using the stroke order of the elementary segment. The recognition system is constructed of parts : character input part, segment disassembling part, character element extraction part and character recognition part. The character input part reads the character and performs thinning algorithm. In the segment disassembling part, the input character is disassembled into elementary segments using the direction codes and the feature parameters. In the character element extraction part, we extract the character element using the stroke order and the knowledge rule. Finally, we able to recognize the hand written Hangeul characters by assembling the character elements, in the character recognition part.

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캐릭터를 이용한 관심전환중재가 학령전기 아동의 정맥주사 시 통증과 주사공포에 미치는 효과 (The Effects of Character Distraction on Intravenous Injection Pain of Hospitalized Preschooler)

  • 임옥우;조결자
    • Child Health Nursing Research
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    • 제12권2호
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    • pp.215-222
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    • 2006
  • Purpose: This study was done to identify the effects of the distraction generated by character stamp and stickers on reduction of intravenous injection pain. Method: This study was conducted using a quasi experimental non-equivalent control group non-synchronized design. 60 preschool children who admitted to a Pediatric Department in a C University Hospital were selected as subjects. Convenience assignment was used. The two groups were homogeneous on characteristics. Results: In the experimental group, objective pain(t=3.666, p=.001), subjective pain (t=3.415, p=.001) and perceived pain by the mother(t=2.528, p=0.014) decreased after intravenous injections than the control group. There were no statistical significant differences in pulse rate or fear between the experimental and the control group. Conclusion: These findings indicate that using character stamp and stickers could be considered as an independent nursing intervention for intravenous injection pain reduction in preschooler.

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가변조합방식의 문자 display에 관한 연구 (A New Korean characer Dispaly)

  • 이주근;이균하
    • 대한전자공학회논문지
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    • 제11권1호
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    • pp.23-33
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    • 1974
  • 이 논문은 종래의 자자 Display에서 문자의 종류가 많으면, 입력부분이 방대해지고, character generator가 극히 복잡해지는 두가지 문제점을 동시에 해결을 주는 새로운 방식을 제안하였다. 이 방식은 동일한 기량요소가 조합되는 이자에 따라 크기와 위치문희이 자동적으로 가변되어 조합되어 나오는 것으로서, 입력기본요소의 특징 code의 추출로써 조합되는 문우의 form을 예측하고, 그들 form 특징으로써, 기본요소를 control한다. 그 결과, 24기본요소로서 14,364우가 발생되며, 장치가 극히 간단하고, 조합문자의 품질이 양호하다. 이 장처는 종래의 방법으로 했을때와 비교하면 장치가 약 500분 지 1로 적어진다.

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DSP를 이용한 2.2kw 펌프 SRM 속도제어 (The Speed control of SRM using DSP)

  • 손동혁;이건;차준호;조윤현
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2007년도 제38회 하계학술대회
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    • pp.1118-1119
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    • 2007
  • Switched Reluctance Motor has advantages such as simple structure, low cost and so on compared with induction motor. Efficiency is higher than induction motor, so there is beneficial cost. Also torque character has essential character of superiority step motor and a DC motor character that depends on variable speed. This paper presented the research of speed and current control system of SRM using the DSP. At first, a simulation model on Matlab/simulink was performed. SRM speed control algorithm investigated the control method. Then driver and control system developed to do experiment.

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긍정심리기반 성격강점 통합활동 프로그램이 농촌 독거노인의 우울, 활력, 생활만족도에 미치는 효과 (Effectiveness of a Positive Psychology-based and Character Strengths-integrated Activity Program on Depression, Vitality, Life Satisfaction in Elderly Living Alone in Rural Areas)

  • 한상미;하영미
    • 지역사회간호학회지
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    • 제27권4호
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    • pp.299-308
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    • 2016
  • Purpose: The purpose of this study was to develop a positive psychology-based and character strengths-integrated activity program for elders living alone in rural areas, and then to examine the effectiveness of the program. Methods: A quasi-experimental pre- and post-test design with a nonequivalent control group was used. The participants included 59 elders in total, of whom 30 were assigned to the experimental group and 29 to the control group. positive psychology-based and character strengths-integrated activity program for elders consists of sixty-minute sessions held twice per week during 6 weeks, hence 12 sessions in total. Results: There were significant differences between the experimental and control groups in depression, vitality and life satisfaction (all p<.001). Conclusion: The positive psychology-based and character strengths-integrated activity program for elders living alone in rural areas is effective in that it decreased the degree of depression and increased the vitality and life satisfaction in the participants.

자동 타임 워핑에 기반한 온라인 궤적 최적화 (On-line Trajectory Optimization Based on Automatic Time Warping)

  • 한다성;노준용;신성용
    • 한국컴퓨터그래픽스학회논문지
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    • 제23권3호
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    • pp.105-113
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    • 2017
  • 본 논문에서는 물리 기반 가상 환경에서 참조 동작을 추적하는 캐릭터 동작을 생성할 때 캐릭터 동작에 대한 최적화와 함께 참조 동작에 대한 타임 워핑(time warping)을 동시에 수행할 수 있는 새로운 온라인 궤적 최적화(trajectory optimization) 기법을 제안한다. 일반적으로 참조 동작에 대한 샘플링 시간이 균일한 간격으로 고정되어 있는 기존의 물리 기반 캐릭터 애니메이션 기법과는 달리, 본 논문에서 제안하는 방법은 캐릭터 동작의 물리적 변화와 함께 샘플링 시간의 변화를 동시에 최적화 시킴으로써 외력에 대해 더욱 효과적으로 대응할 수 있는 참조 동작에 대한 최적의 타임 워핑을 찾아낸다. 이를 위해, 전신 캐릭터(full-body character)의 동역학과 함께 참조 동작에 대한 샘플링 시간의 변화를 함께 고려한 최적 제어 문제(optimal control problem)를 정형화하고 이 문제를 실행 시간에 시간 축을 따라 이동하는 고정된 크기의 시간 윈도우에 대해 반복적으로 풂으로써 캐릭터 동작과 샘플링 시간에 대한 최적 제어 정책(optimal control policy)을 생성하는 모델예측제어(model predictive control) 프레임워크를 제안한다. 실험을 통해, 제안된 프레임워크가 하나의 참조 동작만으로 외력에 대해 강인하게 반응하는 동작을 생성하고, 배경 음악에 따라 리드미컬한 동작을 생성하는데 효과적임을 보여준다.

어머니의 양육태도가 소비자사회화와 아동용 캐릭터 패션제품의 평가에 미치는 영향 (The Effects of Mothers' Childrearing Attitudes on Consumer Socialization and the Evaluation of Children's Character Fashion Products)

  • 강경영;진현정
    • 한국의류학회지
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    • 제37권5호
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    • pp.704-714
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    • 2013
  • Diverse characters have been recently used in fashion products for children. The degree to which parents accept children's opinions or attitudes when they engage in dialogue may be connected with consumer socialization and affect the criteria for the evaluation of character fashion products. This study examined the effects of mothers' childrearing attitudes on consumer socialization and the evaluation criteria for character fashion products for children. A questionnaire was conducted via the Internet on 310 mothers with children aged between four and twelve. The results of the study showed: First, childrearing attitudes were divided into four dimensions: hostility, autonomy, acceptance, and control. Consumer socialization was divided into communication in regards to consumption, consumption control, and the awareness of social relations. The evaluation criteria for character fashion products for children were divided into educational/utilitarian values, emotional values, and social values. Second, mothers were divided into an acceptance group, a moderation group, and a hostility group based on childrearing attitudes. The group with hostile childrearing attitudes had control over their children's consumption and were conscious of others in the process of consumption. The group with accepting childrearing attitudes considered educational/utilitarian values and emotional values when they purchased character fashion products for children. The group with hostile childrearing attitudes considered social values. Third, autonomous childrearing attitudes had the largest influence on communication in regards to consumption. Controlling childrearing attitudes had the largest influence on consumption control and the awareness of social relations. Controlling childrearing attitudes had the largest influence on social/utilitarian and emotional values; however hostile childrearing attitudes had the largest influence on social values.

MMORPG에서 길드 구성원들의 사회적 지지와 심리적 요인들이 플로우 및 충성도에 미치는 영향 (The Impacts of Social Support and Psychological Factors on Guild Members' Flow and Loyalty in MMORPG)

  • 강주선;고윤정;고일상
    • Asia pacific journal of information systems
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    • 제19권3호
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    • pp.69-98
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    • 2009
  • We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as independent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically. Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experienced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild's offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable. To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: 'WoW playforum,' 'WoW gamemeca,' and 'Wow invent.' The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statistically significant impacts on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players' loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support. Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express themselves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up through social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.

PCB 조립 장비를 위한 거버 문자 인식 알고리즘 개발 (Development Character Recognition Algorithm in Gerber File for the PCB Assembly Machine)

  • 김철한;박태형
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2000년도 제15차 학술회의논문집
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    • pp.297-297
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    • 2000
  • This paper proposed character recognition method by using DB Matching and Artificial Neural Network at the Gerber files. Gerber files are file for make PCB. But we also use the file to a program of extraction PCB position data. If the Gerber file recognized a character, the extraction PCB position data will be faster and also when the recognition rate is high, it can be possible to automatic extraction. We apply to the construction PCB Gerber file program and Simulation results are presented to verify the usefulness of the method.

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