• Title/Summary/Keyword: Character Industry

검색결과 522건 처리시간 0.024초

디레이팅 기법에 의한 마이크로 퓨즈 용단의 특성 분석 (Character Analysis of Micro Fuse Fusing as a function of De-Rating technique)

  • 김도경;김종식
    • 조명전기설비학회논문지
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    • 제29권6호
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    • pp.8-13
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    • 2015
  • Recently, Illumination industry of LED module has been focused to industry technology for energy conservation of nation. The LED device is excellent to power efficiency due to semiconductor light source element. And the application to the lighting circuit technology can be designed to the sensitive lighting system for human sensitivity control. In this paper, as a process for analyzing the operating temperature of standardized electronic device including LED device has analyzed about fusing character with in designed micro fuse for electronic device protection from the over current. Using the de-rating technique, which is performed to micro fuse fusing test in the range of $-30^{\circ}C{\sim}120^{\circ}C$ thermostatic chamber. To the output data in each temperature zone, it is performed to first-order linear fitting. Additionally, applying the resistance temperature coefficient and statistical data for the reliable analysis has derived to the metal element resistance of micro fuse with temperature change of the thermostatic chamber. As a research result, The changed temperature effect of thermostatic chamber was confirmed regarding fusing time change.

여대생의 신체수치심과 외모변경의도에 영향을 미치는 변인 연구: 한국, 중국과 독일의 비교 (A Study on the Variables Influencing Female College Students' Body Shame and Appearance Change Intention: Comparison of Korea, China and Germany)

  • 홍금희
    • 한국의류산업학회지
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    • 제13권4호
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    • pp.523-530
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    • 2011
  • This study aims to make a comparison between variables influencing female college students' body shame and appearance change intention in individualist culture(Germany) and collectivist culture(Korea, China), that which variable among individual's physical character(BMI), psychological character(public self-image), and sociocultural pressure has the biggest influence in each culture. The findings of the research are as follows. 1. The German group of female college students had the highest BMI, and there were no difference between Korean and Chinese group. Public self-consciousness, sociocultural pressure, ideal appearance attitude, body shame, and appearance change intention were highest in Korea and lowest in Germany. 2. The variables that affected body shame were powerful in the order of sociocultural pressure, appearance internalization, BMI, and appearance awareness in the Korean group of female college students. In the Chinese group, the order was sociocultural pressure, appearance internalization, and public self-consciousness. On the contrary, in the German group the order was appearance internalization, appearance awareness, sociocultural pressure, and public self-consciousness. 3. The variables that affected appearance change intention were powerful in the order of sociocultural pressure, body shame, and appearance awareness in the Korean group of female college students. In the Chinese group, the order was sociocultural pressure, body shame, and appearance awareness, and in the German group, the order was appearance internalization, body shame, and BMI.

YOLOv5에서 자동차 번호판 및 문자 정렬 알고리즘에 관한 연구 (A Study on Vehicle License Plates and Character Sorting Algorithms in YOLOv5)

  • 장문석;하상현;정석찬
    • 한국산업융합학회 논문집
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    • 제24권5호
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    • pp.555-562
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    • 2021
  • In this paper, we propose a sorting method for extracting accurate license plate information, which is currently used in Korea, after detecting objects using YOLO. We propose sorting methods for the five types of vehicle license plates managed by the Ministry of Land, Infrastructure and Transport by classifying the plates with the number of lines, Korean characters, and numbers. The results of experiments with 5 license plates show that the proposed algorithm identifies all license plate types and information by focusing on the object with high reliability score in the result label file presented by YOLO and deleting unnecessary object information. The proposed method will be applicable to all systems that recognize license plates.

영화 '캡틴아메리카' 시리즈에 나타난 영웅 캐릭터의 서사구조에 관한 연구 (A Study on Narrative Structure of the Hero Character in the Movie 'Captain America' Series)

  • 박찬익
    • 디지털산업정보학회논문지
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    • 제15권3호
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    • pp.111-118
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    • 2019
  • Chapter 1 and 2 of this study examined the methodology of modern storytelling using the hero narrative structure. This involved analyses of Joseph Campbell's monomyth structure, which is the prototype model of modern storytelling and Christopher Vogler's story structure in which the monomyth structure is classified into 3 Acts and 12 Stages. In addition, the movie 'Captain America' was analyzed based on Vogler's narrative structure theory. According to the analyses results, the hero of 'Captain America' fully follows Christopher Vogler's hero narrative structure but in some cases, he does not follow the existing hero narrative structure. It is interpreted that this is because heroes of modern tales have different birth backgrounds from mythical heroes. There is also a difference even in the stage where a hero completes all adventures and returns home between modern tales and myths due to different social backgrounds. Therefore, these findings provide a basis for modification and supplementation of a modern hero epic. Through this analysis, the modified modern hero narrative structure is evaluated to be appropriate as a basic model for modern storytelling. Further, it is expected that those who frame a film script can complete a new hero epic while following the structure of syntagmatic systems by selecting a level among Northrop Frye's paragmatic systems based on this structure and considering story themes and heroes' personality and characteristics.

세탁물 관리를 위한 문자인식 딥러닝 모델 경량화 (Lightweight Deep Learning Model of Optical Character Recognition for Laundry Management)

  • 임승진;이상협;박장식
    • 한국산업융합학회 논문집
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    • 제25권6_3호
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    • pp.1285-1291
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    • 2022
  • In this paper, we propose a low-cost, low-power embedded environment-based deep learning lightweight model for input images to recognize laundry management codes. Laundry franchise companies mainly use barcode recognition-based systems to record laundry consignee information and laundry information for laundry collection management. Conventional laundry collection management systems using barcodes require barcode printing costs, and due to barcode damage and contamination, it is necessary to improve the cost of reprinting the barcode book in its entirety of 1 billion won annually. It is also difficult to do. Recognition performance is improved by applying the VGG model with 7 layers, which is a reduced-transformation of the VGGNet model for number recognition. As a result of the numerical recognition experiment of service parts drawings, the proposed method obtained a significantly improved result over the conventional method with an F1-Score of 0.95.

국내 엔터테인먼트 산업에서의 버추얼 아이돌 '플레이브'의 인기 요인: 캐릭터 리얼리즘, 2D 웹툰 디자인, 실시간 소통의 영향 (Factors Contributing to the Popularity of Virtual Idol 'PLAVE' in the South Korean Entertainment Industry: The Impact of Character Realism, 2D Webtoon Design, and Real-Time Communication)

  • 박미지;김승인
    • 산업진흥연구
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    • 제9권3호
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    • pp.139-146
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    • 2024
  • 이 연구의 목적은 버추얼 아이돌 '플레이브(PLAVE)'의 인기 요인을 분석해 향후 국내 엔터테인먼트 산업에서 등장할 버추얼 아이돌 제작 및 콘텐츠 운영에 필요한 시사점을 제공하고, 버추얼 아이돌의 성공 전략을 모색하는 것이다. 이를 위해 '플레이브'의 인기 요인에 대해 세 가지 가설을 설정하였고, 2024년 5월 7일부터 5월 20일까지 총 14일간 가설 검정을 위한 온라인 설문조사를 실시했다. 73명이 설문조사에 참여하였고, 그중 성실하지 않은 응답을 제외한 총 67개의 응답을 회귀분석했다. P-value 값이 유의 수준 0.05를 넘지 않을 때 가설이 타당하다고 판단하였고, 세 가설 모두 채택되었다. '플레이브'의 인기 요인은 첫째, 캐릭터 리얼리즘, 둘째, 2D 웹툰 디자인, 셋째, 실시간 소통이다. 이러한 결과는 국내 엔터테인먼트 산업 종사자들에게 전략적 인사이트를 제공하며, 버추얼 아이돌 산업에 새로운 패러다임을 제시할 것이다.

국내 게임 문화콘텐츠산업의 권역별 산업역량에 대한 종단적 분석 (Longitudinal Analysis of Regional LQ Index Industry Competitiveness of Game Culture Contents Industry)

  • 김연정
    • 한국IT서비스학회지
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    • 제13권4호
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    • pp.79-91
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    • 2014
  • The purpose of this study is to analyze the status and the competitiveness improvement of game contents industry comparing to relative LQ index of the no. of character company, the no. of employee and the amount of revenue of 2011, 2012, and 2013 between including Metro area and regional blocks(kangwon, chungchung, daekung, honam, dongnam and jeju region. The results of this research are as follows. In case including metro regional analysis, no. of employee suggested Metro and Chungchung have high competitiveness in during the 3 years. And in case of no. of game company suggested honam, dongnam and jeju area have high competitiveness between 2012 and 2013. The amount of revenue of game industry indicated the only Metro area have over LQ 1.0 which relative higher competitiveness than the other culture contents industry. But in case of except of Metro, no. of game company indicated honam, jeju have relative high competitiveness over LQ 1.0 and the no. of employee indicated kangwon, chungchung, honam and jeju showed relative competitiveness during 3 years. The amount of revenue of game industry indicated kangwon, chungchung and honam suggested high competitiveness. Honam area have strong competitiveness among three category by regional longitudinal analysis. Kangwon and jeju area suggested 2nd strong regional competitiveness. The main competitiveness of game industry were well established among national industry cluster.

캐릭터를 지원하기 위한 IoT 플랫폼 서비스 (IoT Platform Service to Support Characters)

  • 오원환;남강현;박상현
    • 한국전자통신학회논문지
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    • 제13권3호
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    • pp.643-650
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    • 2018
  • 본 서비스는 BLE 기술이 적용된 비콘을 이용하고, USER APP는 위치 인식 및 장치를 보안 하는 Anchor IPS와 우선적으로 연동된다. 이후 관광지별로 다양하게 사용될 수 있는 캐릭터 비콘 들과 연동된다. 서비스 인정된 캐릭터 비콘은 LBS CMS 서버의 API Key를 통하여 사용자 위치를 확인할 수 있고, 이를 통하여 UESR CMS 서버의 다양한 콘텐츠 서비스를 받게 된다. 서비스망은 캐릭터비콘, Anchor IPS, USER APP, LBS CMS 서버, 그리고 USER CMS 서버로 구성되고, 서비스의 목적은 지역고유 캐릭터를 통해서 지역 관광과 지역의 고유문화를 관광객들에게 홍보하는데 있다.

이용자 관점의 컨텐츠 서비스와 일반 서비스와의 상호 관계에 관한 연구 (A Study on the Interrelation between Contents Services and General Services in Point of User)

  • 이지훈
    • 한국게임학회 논문지
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    • 제10권6호
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    • pp.97-114
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    • 2010
  • 국내 게임 산업은 게임 컨텐츠 서비스를 중심으로 발전하고 있다. 게임 컨텐츠 서비스는 네트워크를 통해 상대 사용자와 실시간으로 게임을 이용할 수 있다는 특징과 언제, 어디서든 자신이 원하는 게임을 다운받아 사용할 수 있다는 장점 때문에 많은 인기를 누리고 있다. 이런 게임 컨텐츠 서비스는 사용자 관점에서 일반 서비스와 상호 관계성이 있다고 볼 수 있다. 즉, 게임 컨텐츠 서비스를 이용하는 사용자들은 인구 통계적, 심리적, 행동적 사항별로 서비스 이용 결과에 주는 이용 특성들이 다양하게 보이고 있어 일반 서비스의 이용결과에 상호 관계적 특성을 가진다. 이런 관점에서 게임 컨텐츠 서비스와 일반 서비스의 특성을 비교분석하였다. 분석결과 자기효능감, 숙련도, 게임 이용 참여도와 서비스 프로세스, 고객등급, 소비자 참여도는 서비스 이용결과에 주는 이용 특성이 상호 관계성을 갖는 것으로 나타났다.

청소년의 성격특성과 의복욕구에 따른 교복복장규제에 대한 반응 (Response of the Adolescents to the School Uniform Regulations according to Personal Character and Clothing Needs)

  • 박영은;오경화
    • 한국의류산업학회지
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    • 제13권4호
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    • pp.499-510
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    • 2011
  • The response of the adolescents toward school uniform regulations according to personal character and clothing needs was studied. To carry out this experiment, questionnaires were administered to 514 students in middle and high schools in Seoul and Gyeonggi-do. The collected data were analyzed with Factor analysis(Varimax rotation), Cronbach's ${\alpha}$, Frequencies Statistics, t-test, ANOVA, and multiple regression analysis using the SPSS WIN 15.0. By surveying on actual condition of uniform regulation in school, it was found that the existing uniform regulation was unnecessarily strict and caused stress leading a negative educational effect. Based on the relationship among the degree of regulation, stress, and student attitude toward school uniform regulation, stress and negative attitude to uniform regulation increased as the degree of regulation increased, resulting in an decrease in observance behavior of students. Since the stress from the school uniform regulation can be reduced by establishing rational law, which induced voluntary conduct of student to obey, it is important for student to participate in establishment of adoptable and reasonable school uniform regulation law.