• Title/Summary/Keyword: Character Type

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Influence Factors of Purchasing Decision Making of Industrial Buyer According to Purchasing Style (구매유형에 따른 산업재 구매의사결정에 미치는 영향요인)

  • Lee, Seong-hee;Lee, Young-Ha;Kim, Hye-Kyoung;Cho, Young-Jun
    • Journal of Digital Convergence
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    • v.6 no.3
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    • pp.121-129
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    • 2008
  • This paper aimed to exam the influence factor of purchasing decision making of industrial buyer and analyzed their effects on success. From the previous studies, we extracted influence factor which are buying center, character of Industrial goods provider. The result showed the difference in the purchasing decision-making process in accordance with the type of buying task(Hypothesis 1). And a test was made the difference in the mode of purchase decision-making(Hypothesis 2). A test was made the difference in supplier's evaluative criterion in accordance with the type of buying task(Hypothesis 3).

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구기자 ( Lycium chinense MILLER ) 신품종 유성 1호와 유성 2호 육성에 관하여 ( New Boxthorn ( Lycium chinense MILLER )Varieties ` Yu Seong 1 ` and ` Yu Seong 2 ` )

  • GwanSeukSeo
    • Korean Journal of Plant Resources
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    • v.1 no.1
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    • pp.72-79
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    • 1988
  • This experiment was conducted to breed the Boxthorn varieties with resistance to Anthracnose, good quality and high yielding potential in 1984 to 1986(3 years).The character of "Yu seong 1" with resistance to Anthracnose and "Yu seong 2"with good quality and high yielding potential are fellows;1, The plant type of "Yu seong 1" was semi-elect type but became to electtype after 60C" rediation and yield was decreased because of the number of flowers.2. The yield of "Yu seong 2" was the highest of all varieties.3. The quality(Extract and Betain contents) of "Yu seong 2" was the best ofall varieties and visible character was good.The results of this experinent showed that "Yu seong 1" should be promisinglines in south area because of resistance Anthracnose and "Yu seong 2" should bepromising lines in north area.hracnose and "Yu seong 2" should bepromising lines in north area.orth area.

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A Study on the correlation between underground structure and tumulus of the Royal Tomb in the Joseon Dynasty (조선후기 회격릉의 지하구조를 반영한 봉릉의 시공과 형식)

  • Shin, Ji-Hye
    • Journal of architectural history
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    • v.29 no.2
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    • pp.19-30
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    • 2020
  • In the early of Joseon Dynasty, Royal Tomb developed from stone chamber tomb to lime chamber tomb through precedents. The lime chamber tomb consists of main-chamber(JeongGwang) and sub-chamber(ToeGwang). This separation makes character to construct tumulus of the Royal Tomb half and half. By this character, the Royal Tomb are not constructed by separate structure but constructed by coadjustment. The underground structure and tumulus of the Royal Tomb affect each other in the size and method of construction. The selecting type of Royal Tomb is generally made decision through terrain and politics. This study prove the architectural structure is also one of the major cause the that select type of Royal Tomb.

Vehicle-logo recognition based on the PCA

  • Zheng, Qi;Lee, Hyo Jong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2012.04a
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    • pp.429-431
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    • 2012
  • Vehicle-logo recognition technology is very important in vehicle automatic recognition technique. The intended application is automatic recognition of vehicle type for secure access and traffic monitoring applications, a problem not hitherto considered at such a level of accuracy. Vehicle-logo recognition can improve Vehicle type recognition accuracy. So in this paper, introduces how to vehicle-logo recognition. First introduces the region of the license plate by algorithm and roughly located the region of car emblem based on the relationship of license plate and car emblem. Then located the car emblem with precision by the distance of Hausdorff. On the base, processing the region by morphologic, edge detection, analysis of connectivity and pick up the PCA character by lowing the dimension of the image and unifying the PCA character. At last the logo can be recognized using the algorithm of support vector machine. Experimental results show the effectiveness of the proposed method.

A study on Emotion Structure of Online Game Character (온라인 게임 내 캐릭터의 정서구조 연구)

  • Park, Yiseul;Ko, Ilju;Park, Junhyoung
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.12 no.3
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    • pp.167-179
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    • 2016
  • Online games, by a massive influx of many players, it has diverse situations in which emotion is generated. Emotion plays an important role that helps players to interact and immerse in game. In the previous games, simple structures are used to express emotion. By increasing the user's needs of emotion in the game, it is necessary to structure a various type of emotion. In this paper, the game components were classified as background, object, and character in order to analyze emotion structurally in game. We defined how to use the rule of emotion, and applied to League of legend, Cyphers and World of Warcraft which belong to the AOS genre. The AOS game is well-suited for analyzing emotion structure, because a various emotional changes and situations can arise in the game. Through this paper, it was discovered similarities emotion to be used in online games. It is expected to generalize the emotion in the game by analyzing the emotional structure of more games in future.

Modeling and Animation Implementation of 3D Humanoid base on the X3D (X3D 기만에서의 3차원 Humanoid 모델링과 애니메이션 구현)

  • 이성태;오근탁;김이선;이윤배
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.6 no.7
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    • pp.1089-1094
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    • 2002
  • We can travel every imaginary world and do every impossible thing via 3D character. People interest in 3D character animation for modeling like real world due to the increase of 3D game and imaginary Virtual Reality on the internet. In this paper, new framework for present of 3D character of high quality is applied. I represent 3-dimensional Humanoid modeling and animation technology and show the adequacy via simulation for various and natural representation certificate using VRML as a Web3D information type and XML.

A Study on the Residential Character and the Consciousness of Housing Movement in the Public Rental Apartment - Focused on Permanent Rental and Fifty Years Period Rental Apartment - (공공임대아파트의 거주특성과 주거이동의식에 관한 연구 - 영구임대와 50년 임대아파트를 중심으로 -)

  • 장승재;박민용
    • Journal of the Korean housing association
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    • v.14 no.3
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    • pp.93-100
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    • 2003
  • Considering the present development situation of public rental apartment since 1982, the supply of homeless housing for low-income dwellers has contributed a amount of quantities, but has been deficient qualities in housing policy. To reflect the architect the properties of dwellers in rental apartment, this study is aimed at investigating the residential character and the consciousness of housing movement through questionaries in permanent rental apartment and fifty years period rental apartment complexes. The results of this study were as follows; The permanent rental apartment is dissatisfied with site location, site shape and building layout in housing environment view, the fifty years period rental apartment is dissatisfied with building area, rental bond, rental fee and maintenance cost in economics view. Housing type of movement preference hereafter is showed “rental apartment” as priority. Therefore, it is necessary to construct public rental apartment for low-income dwellers increasingly.

A study on character segmentation and determination of linguistic type for recognition of on-line cursive characters (온라인 연속 필기 문자의 인식을 위한 문자간 구분 및 종류의 결정에 관한 연구)

  • 박강령;전병환;김창수;김우성;김재희
    • Journal of the Korean Institute of Telematics and Electronics C
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    • v.34C no.7
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    • pp.61-69
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    • 1997
  • With the vigorous researches in the character recognition, the need to recognize run-on multilingual handwritten characters is increasing to provide uses with more comfortable PUI(pen user interface) environments. In general, many intermediate word candidates word candidates are generated in run-on multilingual recognition because there is no information of ending position and linguistic kind of character. To remove unnecessary word candidates which are generated in run-on multilingual recognition, we classify them into two groups and select the best candidate among the word candidates in the group where the final characater is completed using 5 attributes. In this research, we propose a method in order to select the best one candidate. It is called WRM (Weighted ranking method). The weights are adaptively trained by LMS(Least mean square) learning rule. Results show that the abilities of decision makin gusing weights are much better than those not using weights.

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A Study About Adult Character Portrayed in Picture Books (그림책에 그려진 성인 등장인물에 대한 연구)

  • Jang, Hae Mi;Hyun, Eun Ja
    • Korean Journal of Child Studies
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    • v.29 no.4
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    • pp.15-26
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    • 2008
  • This study analyzed the portrayal of adult characters in 176 picture books published in Korea by variables of character's external condition(sex, name, age and occupation), type(3-dimensional or flat), conflicts, and image. Standards for analysis of the picture books were devised by the researcher. Results showed that (1) adult male characters appeared much more frequently than female; they appeared most often without names and in order of older, middle aged, young adult. They appeared most often without occupations. (2) 3-dimensional characters appeared much more than flat ones. (3) Adult conflict situations were rare and were mostly interpersonal. They often resolved their conflicts by themselves. (4) The 20 kinds of images of the adult characters were mostly humorous, warm-hearted and attentive.

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Current Awareness of Characters Used in Fashion Brands and An Analysis of the Public Perceptions of Characters (패션브랜드에 활용된 캐릭터의 인지현황 및 감성 분석)

  • Yu, Ji-Hun
    • Journal of the Korean Society of Costume
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    • v.58 no.7
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    • pp.104-118
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    • 2008
  • This study analyzed that how well the consumer recognize and what they feel about the characters which were applied in fashion brand. Four hundreds and forty two men and women who were living in Seoul and the metropolitan area were selected for this study and SPSS 12.0 was used for the technical statistics such as Frequency, Chi-Square Test and Correlation Analysis. The result of this study were as follows : 1. The consumer didn't well recognize the name of brand and the character which were provided from the brand. 2. There were included brands 'B' 'T' 'L' 'A' in the highly ranked cognition brand. A common feeling of these brands were 'a feeling of cute' and 'a feeling of intimacy'. 3. The consumer's feelings of character were categorized into 'a feeling of lute''a feeling of sexy' 'a feeling of soft as pap' 'a feeling of humorous'.