• Title/Summary/Keyword: Character Industry

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Character Recognition System for the Components Used in Industry by the Information of Their Images (영상정보에 기반한 산업용 부품 문자 인식 시스템)

  • 박희주;김진호;부기동
    • Journal of Korea Society of Industrial Information Systems
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    • v.5 no.1
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    • pp.53-60
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    • 2000
  • In this paper, we developed a character recognition system which could be applied to the automation of construction assembling, and testing process of components by the recognition of characters on the components used in industry department. In this system the image information of each component was caught by the CCD camera and then characters on the images were recognized automatically. If we apply the system to the industrial field it will meet the various requirements such as high productivity, low cost and high qualify products and factory automation.

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Correlation between On-line Game and Popular Stars - Focused on Fashion - (패션을 중심으로 한 온라인 게임과 대중 스타와의 상관관계)

  • Son, Yi-Jeong;Lee, In-Seong
    • Fashion & Textile Research Journal
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    • v.10 no.6
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    • pp.811-821
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    • 2008
  • This study examined on the most noticeable game industry in a digital era, and on the definition and feature of post-digital generation enjoying it, along with the relations with the game. Especially, this paper examined correlations between game characters' fashion and pop singers' fashion targeting post-digital generation enjoying games. As the result of this study, on-line game's popularity affected popular culture and game business and popular stars have close interrelation. In addition, through variosus objective surveys, the game characters' fashion was classified into five images before being analyzed; fighter's image, retro image, surreal image, sensual image, and unisexual image. The game characters' fashion wasn't only analyzed also studied correlation between on-line game character's fashion and pop singers' fashion by five images. Consequently in case of game characters' fashion, it influenced on pop singers' fashion targeting teens and twenties enjoying games, which meant fashion connections between game characters and pop singers.

Modeling of the Inspection Environment of Construction Safety Appling Simulation Formalism (비행슈팅게임 게임의 만족도 향상을 위한 인공감정의 개발과 적용)

  • Ham, Jun Seok;Park, Jun Hyoung;Ko, II Ju
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.4 no.1
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    • pp.55-63
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    • 2008
  • I Previous scrolling-shooter games cannot represent various emotions of characters as a personality and situations, so it can only represent simple and momentary emotions. This paper purpose to develop and applying an artificial emotion which gives emotional responses and actions to character as a personality and situations of a character. So we proposed an artificial emotion that receives emotional stimulus, analyzes what emotion will be generated, controls various emotions by a personality and time, and exports a current emotion. To visualize and to test an artificial emotion, We made a scrolling shooter game which has two characters who have a different personality each other. And we applied an artificial emotion to that game, modified it to be able to change status as emotions. To estimate a satisfaction of a artificial emotion for a scrolling-shooter game, we made up a question to two groups-one has people who likes a scrolling shooter game, the other has people who doesn't.

Research on Variables Related with Early Childhood Education Freshmen' Academic Interest - The Relationship Among Academic Self-Efficacy, Character Strengths and Learning Motivation - (전문대학 유아교육과 신입생의 학업흥미 관련 변인 탐색 - 학업적 자기효능감, 성격강점, 학업동기 간의 관계 -)

  • Park, Eun-Ju
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.1
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    • pp.185-197
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    • 2019
  • This study intended to analyze the early childhood education freshmen's academic interest. For this study relationship among academic self-efficacy, character strength and learning motivation. The study subjects were 144 early childhood education freshmen at K-college in Deagu. They answered the survey regarding academic self-efficacy scale, VIA-IS(Values in action inventory of strength) short form scale, school learning motivation scale. The collected data were analyzed by frequency analysis, descriptive statistics, pearson correlation and multiple regression analysis using SPSS 18.0 program. The study finding are as follows. First, the average of academic self-efficacy, character strength and learning motivation of students were near at the intermediate-level. Second, academic self-efficacy, character strength and learning motivation were significantly positive correlated. Third, when examining the relative effect of early childhood education freshmen's academic self-efficacy and character strength on learning motivation, self regulatory efficacy among the sub-factors for academic self-efficacy and courage among the sub-factors for character strengths.

Study on Competitive Fighting Game SSF4 Han Ju-Ri's Fashion (대전격투게임 SSF4의 한주리 (Han Ju-Ri, 韓蛛俐) 의상에 대한 연구)

  • Yoon, Kyoung Hee;Cho, Woo Hyun
    • Journal of the Korean Society of Costume
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    • v.63 no.7
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    • pp.121-133
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    • 2013
  • The globalization of the world, fueled by the Internet, made possible for individuals to access the cultures around the world, other than their own, easier than ever before. But among those rapidly sought out sub-cultures, the video gaming industry, once a niche market mostly for nerds and geeks, now has become one of the biggest entertainment businesses in the world. In a video game, one of the critical elements that could determine its success or failure is the characters featured in the game. And as the countless number of animated characters from many different video games from the past few years have become incredibly popular among the audiences around the world, the expectations from the fans also grow higher every time a new game comes out. Ultimately this has forced the video game developers to come up with more unique and interesting characters for their video games. And at this point, where a video game character is more than just fictional fantasy but a brand to be recognized, it is worth paying proper attention to the video game characters that represent Korea. Hence in this study, we will take a look at Han Ju-Ri, a Korean character featured in Super Street Fighter IV, a competitive fighting game developed by Capcom, one of the world's most recognized video game companies that started its life as an arcade video game, developer but eventually ventured its business into the online world. The study will propose a complete overhaul of the character by incorporating Korea's own traditional looks.

Difference of Expressed Character Strengths, the Type of Work : Classification as Per the Korean Strength Scale (한국인 강점 척도를 기반으로 한 업무 유형에 따른 대표 강점 발현의 차이)

  • Kim, Ji-Eun;Kwon, Ye-Ji;Ran, Na-Hae;Lee, Ji-Eun;Noh, Jae-Heung;Chae, Jeong-Ho
    • Anxiety and mood
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    • v.12 no.1
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    • pp.13-20
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    • 2016
  • Objective : The purpose of this study was to verify the differences of expressed character strengths graded as per the Korean Strength Scale, based on the type of work. Methods : A total of 2,444 conglomerate workers were classified into two groups: 1,356 office workers and 1,088 production workers. The subjects were examined through a web or mobile application based on the Korean Strength Scale. The Korean Strength Scale consists of a total of four top entries and 25 sub-items with appropriate validity. Results : The difference in the average score of sum of character strengths between the two groups was not significant. In the office worker group, character strengths such as love of learning, creativity, perspective, curiosity, facilitation, judgment and faith had significantly high scores. On the other hands, modesty, hope, gratitude, sincerity, magnanimity and self-regulation were high in the production worker group. The results remained unchanged in additional analysis of covariants as sex, age and education level, except for self-regulation and faith. Conclusion : Our results suggest significant differences in the character strengths between the two types of work; however, the average of sum of character strength score remains unchanged. These results may help to understand differences between work environments and thus help to establish a positive foundation.

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Pose Creation of Character in Two-Dimensional Cartoon through Human Pose Estimation (인간자세 추정방법에 의한 2차원 웹툰 캐릭터 포즈 생성)

  • Jeong, Hieyong;Shin, Choonsung
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.718-727
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    • 2022
  • The Korean domestic cartoon industry has grown explosively by 65% compared to the previous year. Then the market size is expected to exceed KRW 1 trillion. However, excessive work results in health deterioration. Moreover, this working environment makes the production of human resources insufficient, repeating a vicious cycle. Although some tasks require creation activity during cartoon production, there are still a lot of simple repetitive tasks. Therefore, this study aimed to develop a method for creating a character pose through human pose estimation (HPE). The HPE is to detect key points for each joint of a user. The primary role of the proposed method was to make each joint of the character match that of the human. The proposed method enabled us to create the pose of the two-dimensional cartoon character through the results. Furthermore, it was possible to save the static image for one character pose and the video for continuous character pose.

Analysis and Design Development of Animal Expression Methods Applied in Kids' Wear (아동의류에 나타난 동물표현 분석과 디자인 개발)

  • Kim, Chanju;Ro, Mikyung
    • Journal of the Korean Society of Costume
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    • v.64 no.8
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    • pp.97-110
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    • 2014
  • Animals, as a part of nature, have much influence on children's emotional development and are one of children's favorite subjects of design. This study analyzes the differences in animal expression methods and types of animals, in relation to gender and item based on a collection of children's clothing and accessories that use animal as their theme. The collection consists of 148 clothing and 75 accessories (total of 223 items), which were collected from on-line shopping sites for children's clothes. Analysis results showed the following observations. Animal expression was categorized into four methods: emblem, illustration, character, and pattern.(The most common method was character, followed by pattern, illustration, and emblem. In relation to gender and clothing item, animal expression methods varied widely:(character was the most popular for) boys' t-shirts and accessories, while girls' bottoms and dresses. As for (animal) types, Mammalia was the most common, followed by birds and insects. Dogs and puppies were popular both genders.(However, differences in preferences existed as) boys liked big and wild animals such as bears, tigers, and foxes, while girls liked small and cute animals such as rabbits, cats, owls, and butterflies. Based on these results, six types of animals (rabbits, elephants, large-beaked bird Toco Toucans, fish, penguins, and bees) were selected as themes for kids' vest designs and, among them, three designs were made.

3D Character Animation: A Brief Review

  • Song, Hyewon;Heo, Suwoong;Kang, Jiwoo;Lee, Sanghoon
    • Journal of International Society for Simulation Surgery
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    • v.2 no.2
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    • pp.52-57
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    • 2015
  • Virtual Reality makes a virtual environment more realistic and, furthermore, it provides a variety of experiences which we cannot have in reality. A drastic growth of GPU performance and increase of computing capability make virtual environment more realistic than ever. One important element of constructing virtual environment is to animate 3D characters. Many researchers have been studying 3D characters animating and a myriad of methods have been proposed to make them more realistic. In this paper, we discuss the technologies and characteristics of 3D character animation. We believe that realistic characters in Virtual Reality will be applied to various fields: education, film and game industry, business and, particularly, medical area such as telemedicine, virtual surgery, etc.

Artificial Intelligence Techniques in Game Contents

  • Ko Sang-Su;Chae Song-Hwa;Nam Byung-Woo;Kim Won-Il
    • International Journal of Contents
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    • v.2 no.3
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    • pp.18-21
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    • 2006
  • Nowadays, many people enjoy playing games in computer. In this kind of game, people often meet NPC (Non Player Character). It is the virtual character in simplified form of real player and exits in most of current computer games. Various NPCs add the reality and atmosphere of the game as well as help players. There are several techniques to embody NPC, but developers generally use AI technique. This paper discusses some artificial intelligence techniques used in game contents. Especially this paper focuses on the AI techniques used in computer games in terms of the two main approaches, symbolic approach and sub-symbolic approach.

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