• Title/Summary/Keyword: Character Industry

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A Study on the costume Styles of Femme Fatale in Film Noir - focused on < Double Indemnity(1944) > - (필름 느와르에 나타난 팜므 파탈의 복식유형 연구 - <이중배상(1944)>을 중심으로 -)

  • Kim, Hye-Jeong
    • Journal of Fashion Business
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    • v.15 no.4
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    • pp.1-15
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    • 2011
  • Femme Fatale in Film Noir is a wicked woman character who seduces the male partner to a ruin. In the film, the dress style is of extreme importance for the personality creation of the character as well as the development of the plot. With this background, I have looked over the Femme Fatale dress style that appears in the movie . First, it expresses Femme Fatale which stresses the feminine trait by a dress style with enlarged chest and hip parts and long, slim silhouette with tight waist and knee line. Second, the Femme Fatale with pretended purity presents narcissistic satisfaction like a saint virgin by wearing a neck-high one-piece dress embellished with frills, but the use of mirror represents self-alienation and the vanity of purity. Third, the Femme Fatale with its military dress style presents authoritative sternness which leads seduced male into ruin with its destructive power. Fourth, wearing jersey type or knitted wear that sticks to the body presents sensual Femme Fatale. Fifth, the tulle, chiffon, and white handkerchief used for the creation of grotesque Femme Fatale represents harmlessness and prohibition of immoral behavior, and the black gloves, pillbox, and the number on the tulle present her uneasy psychological state from the fear of being discovered after murdering her husband. On the other hand, the see-through tulle presents alluring sensual beauty. Sixth, the combination of the dialogue in the final sequence and drapery type as in Greek goddess represents the saint virgin of salvation who acknowledges her own fault and returns to her purity again. In addition, accessories and others made from shining material represent hidden conspiracy through simple dress and contradictory dynamics, and shoes embellished with bonbon, etc represent sexual implications in connection with male.

Automatic Keyword Extraction System for Korean Documents Information Retrieval (국내(國內) 문헌정보(文獻情報) 검색(檢索)을 위한 키워드 자동추출(自動抽出) 시스템 개발(開發))

  • Yae, Yong-Hee
    • Journal of Information Management
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    • v.23 no.1
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    • pp.39-62
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    • 1992
  • In this paper about 60 auxiliary words and 320 stopwords are selected from analysis of sample data, four types of stop word are classified left, right and - auxiliary word truncation & normal. And a keyword extraction system is suggested which undertakes efficient truncation of auxiliary word from words, conversion of Chinese word to Korean and exclusion of stopword. The selected keyeords in this system show 92.2% of accordance ratio compared with manually selected keywords by expert. And then compound words consist of $4{\sim}6$ character generate twice of additional new words and 58.8% words of those are useful as keyword.

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A Study on Development of the Digital Curture Contents Production (디지털 문화컨텐츠 제작을 위한 발전 방안 연구)

  • Park Man-Soo;Ro Heon-Jun;Bang Kee-Chun
    • Journal of Digital Contents Society
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    • v.5 no.4
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    • pp.300-305
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    • 2004
  • The industry of digital culture contents has resulted in the high growth of added value at the area of game and movie in 2004 but the markets of animation character, and music disc have been weaken. Animation industries in Digital culture contents have attracted the attention of the people as the business of multi culture contents which has the possibility to expend and to enhance the added value nut only for the field of image and character business but also for the area of the copy right on. The stable structure of market, however, has not been settked down except a few of successful projects due to the rapid decline of 2D animation and the strong market of 3D in overseas. The purpose of this study is to analyze and research the basic logic of the market structure at the domestic business of 3D animation. In addition this paper is to suggest an alternative in terms of benchmarkin in overseas. It could be expected to achieve the effective production in this field, if the result of this study could be applied to the related world as a development model at the area of 3D animation in digital culture contents.

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Purchase Intention depending on Appraisal of Outward Visual Elements in Superhero Action Figures (슈퍼 히어로 피규어의 외형적 시각요소 평가에 따른 구매의도)

  • Kim, Jun-Su
    • Journal of Digital Contents Society
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    • v.18 no.3
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    • pp.543-550
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    • 2017
  • Superhero films have formed a new genre convention encompassing all the generations. Figures derived from image contents are solid figures produced by means of professional figuration skills. Possession of figures has a symbolic meaning as a medium connecting the imaginary world and real one. From this perspective, figures hold an important position as a character product derived due to market expansion of the content industry. In this context, the study, which analyzed how appraisal of outward visual elements in superhero action figures might affect consumer's purchase intention, aimed to identify their purchase patterns. For this, the study established colors, types of physical body, facial figures and motions as independent variables for appraisal of outward visual elements, and purchase intention as a dependent variable and then conducted a multiple regression analysis. As a result of the analysis, the study found that colors, types of physical body and facial figures had a positive influence on purchase intention, while motions had no significant influence.

Male/Female Adult Workers' Sensible Reposes to Male Image Formation Effects according to Shapes of Beards (직장 성인 남녀 대상으로 수염형태에 따른 남성 이미지형성 효과의 감성반응)

  • Kim, Min-Kyung
    • Journal of Digital Convergence
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    • v.13 no.1
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    • pp.535-542
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    • 2015
  • This study performs statistical analysis through a questionnaire in order to examine effects of shapes of beards on a formation of male image in male/female workers in their 30s-40s. The findings suggest that sensitive image response factor depending on the shapes of beards functions as an important one in the modifications of attraction, character and image. Although there is a difference between male and female, in the preference for beards' shapes effective in the change of image, no difference is found in sensitive responses of them according to quantities of beards. This study has an implication for quantifying sensitive responses to the formation effect of male image depending on the shapes of them. It provides a guideline for total image making to males who want to change their external image formation according to shape changes of beards in the future, and is simultaneously expected to be used as basic and applied materials in the beauty industry for males.

Facial Color Control based on Emotion-Color Theory (정서-색채 이론에 기반한 게임 캐릭터의 동적 얼굴 색 제어)

  • Park, Kyu-Ho;Kim, Tae-Yong
    • Journal of Korea Multimedia Society
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    • v.12 no.8
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    • pp.1128-1141
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    • 2009
  • Graphical expressions are continuously improving, spurred by the astonishing growth of the game technology industry. Despite such improvements, users are still demanding a more natural gaming environment and true reflections of human emotions. In real life, people can read a person's moods from facial color and expression. Hence, interactive facial colors in game characters provide a deeper level of reality. In this paper we propose a facial color adaptive technique, which is a combination of an emotional model based on human emotion theory, emotional expression pattern using colors of animation contents, and emotional reaction speed function based on human personality theory, as opposed to past methods that expressed emotion through blood flow, pulse, or skin temperature. Experiments show this of expression of the Facial Color Model based on facial color adoptive technique and expression of the animation contents is effective in conveying character emotions. Moreover, the proposed Facial Color Adaptive Technique can be applied not only to 2D games, but to 3D games as well.

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Platform design and source coding of AI responsive AR business cards (AI 반응 AR명함의 Platform 설계 및 Source Coding)

  • Choi, Su-Youn;Han, Su-Yeon;Park, Dea-Woo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.4
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    • pp.489-493
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    • 2020
  • The technological development of the Fourth Industrial Revolution is accelerating the development of the world and society. Fourth industrial technology is connected to Cyber World to develop national and social infrastructure. The application of the fourth industrial technology can create Cyber-city and Cyber-life systems. In the ICT business industry that connects Cyber with the real world, we need to connect Cyber with real-life work. It is to use AR business cards as one of the ways to connect Cyber business with real business. When an AR business card is recognized as a smartphone, a 3D character appears to introduce the main character of the business card. In addition, AR business cards are reflected in AR for product and service of business operators, enabling promotion of products, services, etc. Using connected wired and wireless 5G communication, real-time e-commerce is also possible. In this paper, AR business card will be produced with Source Coding and AR business card platform will be designed.

Analysis of the female character and modeling design features of 'Frozen 2' ('겨울왕국 2' 여성 캐릭터의 성격과 조형 디자인 특징 분석)

  • JIANG, QIANQIAN;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.19 no.6
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    • pp.309-314
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    • 2021
  • Disney animation can be said to be part of American culture and art. With the changes in American society and culture, we can see the changes in the personality and social status of female characters in Disney animation. Especially in the Disney animation works published after 2000, many works showing equality in the social abilities and status of women and men have been published. In this study, the characteristics of female characters of the 20th century and the 21st century is compared and analyzed the characters of Elsa and Anna, who expressed the female image in a metaphorical way of 'Frozen 2'. And studied the characteristics and meanings of clothing and colorful shapes. This paper reveals the design elements needed to construct a gender-equality image of female characters, and hopes that it will become a useful research material for the animation industry and academia in the future.

A Study on the Essential Educational Elements and Educational Activities of Entrepreneurship Education (기업가정신 교육의 핵심교육요소와 교육활동에 관한 연구)

  • Choi, Mideum;Kim, Min Sung;Kim, Junghwan
    • The Journal of the Korea Contents Association
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    • v.22 no.6
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    • pp.104-115
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    • 2022
  • Recent companies that have grown to be the world's largest in the information technology industry and have a substantial impact on the global economy started as start-ups built on the founder's entrepreneurship. As a consequence, interest in entrepreneurship education has increased significantly. This research examined the essential elements and educational activities of the educational process among educators who undertake entrepreneurship-related education, using AHP methodologies. The study revealed that both educators rated competency education as more essential than character education. Within the character education dimension, habits were deemed more significant than attitudes, while within the competency education dimension, the technique education module was seen more important than the knowledge education module. This research is expected to contribute to the sustained expansion of domestic entrepreneurship education as well as to the response to opportunity entrepreneurship.

Development of Textile Design Combining K-pop star Symbols and Traditional Patterns - Focusing on BTS 'IDOL' - (K-pop 스타 상징물과 전통문양을 결합한 텍스타일디자인 개발 - BTS의 'IDOL' 중심으로 -)

  • Lee, Kyong-Soon;Choi, Yoon-Mi
    • Fashion & Textile Research Journal
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    • v.24 no.1
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    • pp.1-14
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    • 2022
  • K-pop stars are an important influence in the era of digital culture based on emotions. The purpose of this study is to visually express the identity and worldview of their music in the virtual and real world, and to promote Korea's current and past culture. The study also intends to appeal to the emotions of the global fans by designing original textile in their music video 'IDOL' on Tiny TAN - a symbol of world pop star BTS. For design development, traditional Korean images shown in the 'IDOL' video were collected, patterns for each member were selected, and a motif was designed on Adobe Illustrator. We selected the dragon as the motif for V, cloud for Suga, chrysanthemums for Jin, mask for Jung Kook, hanok pavilion for RM, fan for Jimin, and Sam Taegeuk for J-Hope. The selected motifs were designed as per the four textile design arrangement methods: square pattern, 1/2 half drop pattern, turn-around pattern, and panel pattern. The design was presented by mapping Kwaeja to Tiny TAN character. The developed textile design can be used not only for character costumes in virtual space, but also for various products such as clothes, accessories, bedding, cosmetics, stationery, and food. By using it to produce goods inspired by K-pop stars, it can be used as basic data for the development of high value-added competitive products in the global market and create synergy effects of K-Design, which would lead a new trend in the design world.