• Title/Summary/Keyword: Character Control

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Children's Perspective-taking and Interpersonal Problem-solving Abilities according to Parents' Verbal Control Styles (부모의 언어통제유형에 따른 유아의 조망수용능력과 대인문제해결력)

  • Nam, Hyun-Young;Lee, So-Eun
    • Korean Journal of Human Ecology
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    • v.13 no.4
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    • pp.485-496
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    • 2004
  • The purpose of this study is to examine how the difference of parents' verbal control styles influence children's perspective-taking and interpersonal cognitive problem-solving skills. The subjects of this study were 117 five-year-old children with their parents included. The questionnaire used was relevant to the topic, such as parents' verbal control styles, young children's perspective-taking ability, and their interpersonal cognitive problem-solving skills. The percent, mean, standard deviation, three-way ANOVA, and Scheffe were used to analyze the data collected through SPSS WIN program. The major findings are as follows: First, a father's verbal control style makes a significant difference in young child's perspective-taking ability. However, there is no interaction effect between parents' verbal control styles and a child's sex. Second, a father's verbal control style makes a significant difference in young child's interpersonal cognitive problem-solving skills. Character-oriented verbal control mode of a father, in particular, produces more effects on boys than girls. Lastly, Two skills - alternative problem-solving skills and cause-solving skills - have interaction effects. Boys demonstrate higher skills than girls when parents apply character-oriented verbal control styles. Girls do so when mothers use position-oriented verbal control styles, especially in the area of cause-solving skills.

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A Study on Effects of the Convergence of Story Character Phonics on Preschoolers' Early Reading Development (영어동화와 융합한 스토리 캐릭터 파닉스 교육이 유아의 초기 읽기 발달에 미치는 영향에 관한 연구)

  • Lim, Eun-Kyeong;Sohng, Hae-Sung;Bae, Jiyoung
    • Journal of the Korea Convergence Society
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    • v.8 no.12
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    • pp.235-241
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    • 2017
  • The Effects of the Story Character Phonics on Preschoolers' Early Reading Abilities and Affective Domains The purpose of this study was to investigate the effects of the story character phonics on preschoolers' early reading abilities (phonemic awareness and phonics abilities) and their affective domains. 24 participants in the present study were seven years old, and they were divided into two different groups at S kindergarten in Chungnam. There were 12 preschoolers in the experimental group with the story character phonics, and 12 preschoolers in the control group learned English by the story phonics focusing on phonemic awareness and vocabulary for 6 weeks. The results were as follows: First, the story character phonics was more effective in improving the preschoolers' early reading abilities than using the story phonics. Secondly, the story character phonics had some positive effects on the preschoolers' affective domains. This study proved that practicing with the story character phonics is more effective for preschoolers to develop their early reading abilities of English and their affective domains.

The Effects of Character Education Program Applying Mindfulness Diary for Middle School Students (유념 다이어리를 활용한 중학생 인성교육 프로그램의 효과)

  • Kim, Eunjin
    • The Journal of the Korea Contents Association
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    • v.21 no.5
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    • pp.755-764
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    • 2021
  • This study aimed to examine the effects of the character education program applying mindfulness diary in 'H' girls' middle school, which is implemented as a practical character education at the school level while supplementing the limitations of existing character education programs. To achieve this, the pre- and post-design of a single treatment group in which data were collected over three time periods over two years for all 182 enrolled students was conducted. As a result of repeated measures of ANOVA to examine the significant mean change in the data, this program significantly improved the level of self-control, prosocial behavior, and gratitude of students. This was not only showing a significant improvement one year after the start of the program, but also showing a continuous significant improvement even one year later. Based on the above results, the implications and suggestions of this study were discussed.

Automatic Virtual Camera Control Using Motion Area (모션 면적을 이용한 버추얼 카메라의 자동 제어 기법)

  • Kwon, Ji-Yong;Lee, In-Kwon
    • Journal of the Korea Computer Graphics Society
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    • v.14 no.2
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    • pp.9-17
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    • 2008
  • We propose a method to determine camera parameters for character motion, which confiders the motion by itself. The basic idea is to approximately compute the area swept by the motion of the character's links that are orthogonally projected onto the image plane, which we call "Motion Area". Using the motion area, we can determine good fixed camera parameters and camera paths for a given character motion in the off-line or real-time camera control. In our experimental results, we demonstrate that our camera path generation algorithms can compute a smooth moving camera path while the camera effectively displays the dynamic features of character motion. Our methods can be easily used in combination with the method for generating occlusion-free camera paths. We expect that our methods can also be utilized by the general camera planning method as one of heuristics for measuring the visual quality of the scenes that include dynamically moving characters.

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Temperament and Character Traits of Adolescents by Ego Resilience and Ego Control Level (자아탄력-자아통제 수준에 따른 청소년의 기질 및 성격 특성)

  • Jun, Young-Soon;Kim, Tae-Ho;Hwang, Soon-Taeg;Kwon, Eun-Jeong;Lim, Mok-Ok
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.23 no.1
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    • pp.14-22
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    • 2012
  • Objectives : The purpose of present study is to identify the differences between temperament and character traits among adolescents classified by ego resilience and ego control level. Methods : A Junior Temperament and Character Inventory (TCI) was performed on participants, and a California Child Q-Test (CCQ) was tested for by the parents of the adolescent participants. Results : The result of the factor analysis and discriminant analysis show that the participants are classified into three different groups based on CCQ score and item response patterns. The three groups are named the ego resilience group, the undercontrolled group, and the overcontrolled group. The ego resilience group indicates that they have a high level of interest and curiosity but yet they are not easily tempered. Moreover, they behave proactively with a reasonable level of responsibility in order to improve themselves. In contrast, among the undercontrolled group, it is observed that, although the group shows even higher level of interest, curiosity and honesty, they are careless, more impulsive, and have a lack of delayed gratification and shame. Conclusions : The overcontrolled group shows that they are the most cautious and reflective group among the three but also show emotional instability such as strong criticism and passive-aggressiveness. In this study, implications and limitations are discussed.

State based Context Awareness Method for Non-Player Character (자율 캐릭터를 위한 상태기반 상황인지 기법)

  • Kim, Hyung-Il
    • Journal of Korea Game Society
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    • v.14 no.1
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    • pp.93-102
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    • 2014
  • The non-player character(NPC) either cooperates with the player character to proceed the game or fight against the game player. This paper proposes the context awareness method for the natural action control of the same NPC. The context awareness method analyzes the context information of the NPC that can be utilized in the current status and creates the actions which suit the current context automatically. The context awareness method analyzes the information value of the context elements of the NPC which occur in the current context and creates natural actions of the character by utilizing the analyzed context element information. In this experiment, average performance improved by 39% and by 8% in the context awareness method as compared to the rule-based method and information gain method, respectively.

Development of character recognition system for the billet images in the steel plant

  • Lee, Jong-Hak;Park, Sang-Gug;Kim, Soo-Joong
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.1183-1186
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    • 2004
  • In the steel production line, the molten metal of a furnace is transformed into billet and then moves to the heating furnace of the hot rolling mill. This paper describes about the realtime billet characters recognition system in the steel production line. Normally, the billets are mixed at yard so that their identifications are very difficult and very important processing. The character recognition algorithm used in this paper is base on the subspace method by K-L transformation. With this method, we need no special feature extraction steps, which are usually error prone. So the gray character images are directly used as input vectors of the classifier. To train the classifier, we have extracted eigen vectors of each character used in the billet numbers, which consists of 10 arabia numbers and 26 alphabet aharacters, which are gathered from billet images of the production line. We have developed billet characters recognition system using this algorithm and tested this system in the steel production line during the 8-days. The recognition rate of our system in the field test has turned out to be 94.1% (98.6% if the corrupted characters are excluded). In the results, we confirmed that our recognition system has a good performance in the poor environments and ill-conditioned marking system like as steel production plant.

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A Study on 2D Character Response of Speed Method Using Unity

  • HAN, Dong-Hun;CHOI, Jeong-Hyun;LIM, Myung-Jae
    • Korean Journal of Artificial Intelligence
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    • v.9 no.2
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    • pp.35-40
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    • 2021
  • In this paper, many game companies seek better optimization and easy-to-apply logic to prolong the game's lifespan and provide a better game environment for users. Therefore, research will be showing the game's key input response method called RoS (Response of Speed). The purpose of the method is to simultaneously perform various motions with the character showing natural motion without errors even if the character's control key is duplicated. This method is for the developers so they can reduce bugs and development time in future game development. To be used with quickly generating game environments, the new method compares with the popular motion method, so which method is faster and can adapt to diverse games. The paper suggested that the Response of Speed method is a better method for optimizing frames and reducing the number of reacting seconds by showing a faster response and speed). With the method popularity of scrollers, many 2D cross-scroll games follow the formula of Dash, Shoot, Walk, Stay, and Crouch. With the development of game engines, it is becoming easier to implement them. Therefore, although the method presented in the above paper differs from the popular method, it is expected that there will be no great difficulty in applying it to the game because transplantation is easy. In the future, we plan to study to minimize the delay of each connection of the character motion so that the game can be optimized to best.

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

  • 김길동;한영재;박현준;이사영;한경희
    • The Transactions of the Korean Institute of Power Electronics
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    • v.6 no.3
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    • pp.299-306
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    • 2001
  • It is one of the most effective methods for performance improvement of electric railway vehicle to make better the wheel-rail adhesion character. In order to research adhesion character, adhesion system is developed. The experiment system makes it possible to change various adhesion parameters. This paper studied to restrain vibration of slip speed using torque control gy means of slip speed.

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Using Maya Walking Motion Analysis in the Changing Environment of the Ground and Implement Realistic Character Animation (마야를 이용한 지형변화 환경에서의 보행동작 분석과 현실적 캐릭터 애니메이션 구현)

  • Yoon, Yeo-Geun;Song, Teuk-Seob
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.521-523
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    • 2012
  • In the field of virtual reality and game production with realistic, real-time character's behavior is frequently used. In this paper, the terrain changes or other actions on the surrounding environment by implementing adaptive any action that is the most natural and can be adapted to analyze real-time character animation is implemented. For this purpose, in order to control the various movements of the character of the human body, by highlighting the major joints Kinematic dummy character animation is to create a way. Changes in terrain height difference of the two stairs that could cause analysis of the behavior in the environment and the other on the surrounding environment by adapting behavior to analyze the behavior of the slope climbing Based on this, the character animation is implemented.

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