• Title/Summary/Keyword: Character contents

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Construction of Printed Hangul Character Database PHD08 (한글 문자 데이터베이스 PHD08 구축)

  • Ham, Dae-Sung;Lee, Duk-Ryong;Jung, In-Suk;Oh, Il-Seok
    • The Journal of the Korea Contents Association
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    • v.8 no.11
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    • pp.33-40
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    • 2008
  • The application of OCR moves from traditional formatted documents to the web document and natural scene images. It is usual that the new applications use not only standard fonts of Myungjo and Godic but also various fonts. The conventional databases which have mainly been constructed with standard fonts have limitations in applying to the new applications. In this paper, we generate 243 image samples for each of 2350 Hangul character classes which differs in font size, quality, and resolution. Additionally each sample was varied according to binarization threshold and rotational transformation. Through this process 2187 samples were generated for each character class. Totally 5,139,450 samples constitutes the printed Hangul character database called the PHD08. In addition, we present the characteristics and recognition performance by an commercial OCR software.

Pre-visualization of Interaction on Game Character's Quest Play : Towards of Narrative Structure (내러티브 구조 관점에서 본 게임 캐릭터의 퀘스트 플레이에 대한 인터랙션 사전 시각화)

  • Kim, Mi-Jin;Woo, Kim-Sang
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.3-11
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    • 2011
  • A game designer is the initial design of the quest based on narrative. It is important that to predict game character of play experience to establish these static content. This paper deal with player's affective interaction distinguishing among game characters are perform quest-play based on their characteristic status. To achieve this, First of all, previous studies regarding pre-visualization of narrative structure for other visual media are reviewed. Secondly, it is specified that quest-play experience and player's cognitive behavior. At last, these features of status by character were pre-visualized with QUG(Quest Unit Graph), which could be represented differences in precess of quest-play through analysis on world of warcarft game. Previous research is about of numerical balance in terms of character's achievement, whereas this study is meaningful that is proposed that visual model of quest-play interaction focused on narrative structure to predict game designer's architecture of quest experience.

The analysis of regional Character industry - CT competence level and R&D performance (국내 캐릭터산업의 권역별 문화콘텐츠 역량과 R&D 성과 분석)

  • Kim, Yeon-Jeong
    • Journal of Digital Convergence
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    • v.9 no.6
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    • pp.231-242
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    • 2011
  • The purpose of this study are as follows. First, to analyze relative LQ index of the No. of character company, the No. of employee and the amount of revenue. Second, to analyze the strength and weakness about technology competence, human resource competence, infra competence and network competence of regional character contents R&D. The results are as follows. The relative competitively LQ index results of company infra indicated all regional area are over 1 LQ index. But, in case of except of seoul & kyunggi, the competence LQ index of R&D which is jeju, dongnam(pusan & kyungnam) are in order. Final result suggested that the high competitiveness of regional character industry are seoul & kyunggi, jeju, dongnam area.

The Effect of Character Strength, Occupational Engagement on Career Adaptability of College Students Majoring in Multimedia Content (멀티미디어콘텐츠 전공 대학생의 성격강점과 진로관여행동이 진로적응성에 미치는 영향에 대한 연구)

  • Lee, Jung-Hee;Kim, Cheeyong
    • Journal of Digital Contents Society
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    • v.19 no.5
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    • pp.861-870
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    • 2018
  • The purpose of this paper was to evaluate the mediating effect of occupational engagement on the relation of college students' character strength on career adaptability. In order to accomplish the purpose of this paper, the subjects were students majoring in Multimedia content at University in Pusan, Instruments used in the research were as follows: Career Adapt-Ability Scale(CAAS), Korea-Adapted Virtue Inventory of Strength(K-AVIS), and Occupational Engagement. The results of this research were as follows: First, Male college students had higher degree of career adaptability than female students. Second, sub-factors of character strength had significantly effected on career adaptability. Finally, occupational engagement moderated partially on the relation between career adaptability and character strength.

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.

A Study of Character Contents on The 6'th Generation Chinese Film - Focused on The Tragedy of Character - (중국영화 6세대에 등장하는 캐릭터 콘텐츠 연구 - 캐릭터의 비극성(悲劇性)을 중심으로 -)

  • Han, Dal Ho
    • Design Convergence Study
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    • v.14 no.4
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    • pp.193-208
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    • 2015
  • This study is to search a meaning of treagedy to show by the 6th generation through charecter's tragedy in the 6'th Generation Chinese film. For this, it examined an inner characteristic behind of the tragedy's moment and externalized ending in directors' films of the 6'th Generation's representation. The 6'th Generation of Chinese film reorganized newly Chinese film's cultural topography in the 1990s. The 6'th Generation films, which rebelled against the primary melody and the 5'th Generation on the system, is expressed commonly a tragedy moment with the time and space by character's tragedy. Characters of the 6'th Generation in the tragedy moment attempts various efforts to escape from the tragedy moment. However, no one can overcome the wall of reality, and their concealed emotion as keeping it out of the public eye lead that play. The moment that the 6th generation film meets a tragedy, the main character's accumulated tragedy situations begin to unfold all together. A tragedy embodied through : a collapsed tragedy due to the past's wound, a tragedy due to loss of jobs, a tragedy due to a family's departure, a tragedy from a time of chaos, a tragedy of a woman who became a head of a household and other tragedies.

Analysis of College University Character (전문대학 캐릭터 경향 분석)

  • Choi, seok-hyun
    • Proceedings of the Korea Contents Association Conference
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    • 2011.05a
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    • pp.139-140
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    • 2011
  • 본 연구는 대학 브랜드 마케팅 시대를 맞이하여 대학의 브랜드 이미지 확립과 각종 홍보 수단으로 활용되고 있는 전문대학의 캐릭터의 유형을 조사 분석하고 이를 활용하는 방안을 제시하고자 한다.

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Writing With Korean-Type Character's Sources (한국형 인물 소재로 글쓰기)

  • KIM, EUN MI;KIM, KUM-MI
    • Proceedings of the Korea Contents Association Conference
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    • 2010.05a
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    • pp.118-120
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    • 2010
  • 21세기 글쓰기 방법은 더 이상 작가들의 전유물이 아니다. 신화적인 인물과 이야기는 소설에 적용된다. 또한 보편적인 인물로 정형화되어 곳곳에 사용 되어 진다. 한국 영화 "전우치"에 나타나는 폭력성이 어디서 기인하는가를 인물을 분석으로 한국형 인물 소재로 글쓰기를 제시하려고 한다.

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Korean Dancing and Cultural Boundary

  • Lee, Ji-Won;Kim, Lee-kyung
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.315-316
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    • 2019
  • By understanding the concept of transculturality, this paper tries to look at the mixedness shown in modern dance works in Korea. By shedding light on the transculturality character that Welsch, emphasizes, we will interpret the artistic transition and the art phenomena that appear in Korean dance.

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A Study of Story Visualization Based on Variation of Characters Relationship by Time (등장인물들의 시간적 관계 변화에 기초한 스토리 가시화에 관한 연구)

  • Park, Seung-Bo;Baek, Yeong Tae
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.3
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    • pp.119-126
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    • 2013
  • In this paper, we propose and describe the system to visualize the story of contents such as movies and novels. Character-net is applied as story model in order to visualize story. However, it is the form to be accumulated for total movie story, though it can depict the relationship between characters. We have developed the system that analyzes and shows the variation of Character-net and characters' tendency in order to represent story variation depending on movie progression. This system is composed by two windows that can play and analyze sequential Character-nets by time, and can analyze time variant graph of characters' degree centrality. First window has a function that supports to find important story points like the scenes that main characters appear or meet firstly. Second window supports a function that track each character's tendency or a variation of his tendency through analyzing in-degree graph and out-degree. This paper describes the proposed system and discusses additional requirements.