• Title/Summary/Keyword: Character contents

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A Case Study on Corporate Character Designs: A focus on Korean and the U.S. Cases (기업 캐릭터 디자인 사례 분석: 한국과 미국의 사례를 중심으로)

  • Jun, Jong Woo;Lee, Jong Yoon
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.162-172
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    • 2022
  • Using content analysis, this study explored design differences between Korean and the U.S. corporate characters. Top 100 corporate logs are collected from Korea and the United States. The results showed that Korean characters appear a group of or friends than the ones of the U.S. This result stems from the collective nature of Korea. Korea used more motif of things than the U.S., and Korean personalized characters more often that those of the U.S. Uses of human and animals did not showed statistical differences. In addition, it is found that Korea used blue as main color, and the U.S. used red as main color more often. The number of colors used in character design is not statistically different. These findings could provide academic implications that cultural differences could be adapted to corporate character marketing, and also provide managerial implications.

Efficacy Analysis of Developed Course for Promoting Character Education with Women's University Students (대학교의 인성교육진흥을 위한 교양교과 개발 및 효과성 연구)

  • Kim, Ji-Won
    • Journal of Digital Convergence
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    • v.13 no.11
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    • pp.481-491
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    • 2015
  • This research has verified the efficacy of character education course in Liberal Art Curriculum in accordance with the objective of K Women's University of which is the 'mind sharing through mindfulness, SMART human resources development'. Most of the content of character education is organized aiming to promote values of "appreciation". The subjects are experimental group and control group, of which are 229. Research methods were t-test of between groups. The effects of the course have shown that the experimental group students were higher on the level of connectedness sub-scale in Gestalt Contact Boundary Scale than those of the control group students(t=2.323, p = .021). Although the 'character education' course increased connectedness, but it no positive effect on mindfulness skill and self-esteem. This results showed that character education course is effective to promote mind sharing and connectedness in part. It was discussed about a way of further refining course contents and the need to reflect educational philosophy of the K Women's University.

Study on News Video Character Extraction and Recognition (뉴스 비디오 자막 추출 및 인식 기법에 관한 연구)

  • 김종열;김성섭;문영식
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.40 no.1
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    • pp.10-19
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    • 2003
  • Caption information in news videos can be useful for video indexing and retrieval since it usually suggests or implies the contents of the video very well. In this paper, a new algorithm for extracting and recognizing characters from news video is proposed, without a priori knowledge such as font type, color, size of character. In the process of text region extraction, in order to improve the recognition rate for videos with complex background at low resolution, continuous frames with identical text regions are automatically detected to compose an average frame. The image of the averaged frame is projected to horizontal and vertical direction, and we apply region filling to remove backgrounds to produce the character. Then, K-means color clustering is applied to remove remaining backgrounds to produce the final text image. In the process of character recognition, simple features such as white run and zero-one transition from the center, are extracted from unknown characters. These feature are compared with the pre-composed character feature set to recognize the characters. Experimental results tested on various news videos show that the proposed method is superior in terms of caption extraction ability and character recognition rate.

By Basic Plane Figure, An Analysis Study on Appearance Type of Character in Domestic Kids TV Animation -Focus on the Broadcasting Animation on EBS- (기본 평면도형을 활용한 국내 TV 유아동 애니메이션 캐릭터 형태 분석 -한국교육방송 방영작을 중심으로-)

  • Kim, Suk-Rae;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.14 no.4
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    • pp.397-405
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    • 2016
  • Specially, the character in the kids animation is the fundamental visual element, and also has the high value which is to connect to various related businesses. The main purpose of this study is the analysis for character's appearance by the basic plane figure, and it has studied on the authority of recognition capability which is to catch the simple shape rapidly and clearly rather than complex shape. For this study, I established the standard of analysis and then applied that to the characters which were selected in broadcasting domestic kids animation on EBS. Through this procedure, I analyzed character's appearance with the distribution chart. As the result, the circular and oval shapes are the most frequently used shapes for character's appearance. Finally, I expect the result of this study could be one of the design index for the character creation in practical environment.

Character Recognition Algorithm in Low-Quality Legacy Contents Based on Alternative End-to-End Learning (대안적 통째학습 기반 저품질 레거시 콘텐츠에서의 문자 인식 알고리즘)

  • Lee, Sung-Jin;Yun, Jun-Seok;Park, Seon-hoo;Yoo, Seok Bong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.11
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    • pp.1486-1494
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    • 2021
  • Character recognition is a technology required in various platforms, such as smart parking and text to speech, and many studies are being conducted to improve its performance through new attempts. However, with low-quality image used for character recognition, a difference in resolution of the training image and test image for character recognition occurs, resulting in poor accuracy. To solve this problem, this paper designed an end-to-end learning neural network that combines image super-resolution and character recognition so that the character recognition model performance is robust against various quality data, and implemented an alternative whole learning algorithm to learn the whole neural network. An alternative end-to-end learning and recognition performance test was conducted using the license plate image among various text images, and the effectiveness of the proposed algorithm was verified with the performance test.

Implementation of 'Instructive Fairy Tale Story Making' Model to Cultivate Creativity and Character (창의·인성 함양을 위한 '교훈적 동화 만들기' 수업 모형의 적용 방안)

  • Kim, Hun-Hee;Choi, Yun-Hee
    • The Journal of the Korea Contents Association
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    • v.15 no.7
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    • pp.655-663
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    • 2015
  • The purpose of this study is to inquiry 'instructive fairy tale story making' teaching model developed in Russia to cultivate creativity and character and to present implementation idea in Korea. Fairy tale story is one of first tasks to spread his and her creativity and latent ability, and good genre to identify and express his and her feeling and to accomplish through these experience for children. In process of this teaching model, they are able to recognize and compare good literary works, to know 'instructive fairy tale story making' algorithm and to do 'instructive fairy tale story making' personally. As a result, students' imagination, creativity and linguistic performance would be developed more through 'instructive fairy tale story making', at the same time they will examine closely and apply moral and ethical contents in daily life and internalize.

By Theory of Proportion the Human Body, An Analysis on Character's Proportion in Kids TV Animation on EBS (인체비례론에 근거한 EBS 유아동 애니메이션 캐릭터 등신비율 분석)

  • Suk-Rae, Kim;Jean-Hun, Chung
    • Journal of Digital Convergence
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    • v.13 no.10
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    • pp.491-499
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    • 2015
  • The potential competency from the animation industry, as known as a foundation which spawned a variety contents from the piece of work, has a high importance in the content development field. The pivotal role of the domestic animation industry has produced the term of convergence content which composed by both educational elements and entertainment features especially from the domestic kids TV animation industry. This study analysis the ideal indicator of the preferred characteristic design being broadcasted on EBS, not only presenting the status of the character proportion rates but also proposing the creative aesthetic indication where the substantial leverage would be available as the purpose of this research.

A Study on The Proposal for Game Contents and The Game Factor's Abstraction Suited to The Character by Kid Age (아동의 연령별 특징에 적합한 게임요소의 추출과 새로운 게임 컨텐츠 제안에 관한 연구)

  • 김기영;정재욱
    • Archives of design research
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    • v.16 no.4
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    • pp.141-150
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    • 2003
  • In 21 century, Game industry became one field of the cultural content industries. Also, It is one of the most important technologies as a Multimedia, 3-D sound, virtual reality field, and character industry and its scale and effect are getting big. But Korea still lags behind America and Japan in developing game. For that, many support business progressed. However, Special importance〔emphasis〕 is attached to the developing of software engines. In the mean time, The game market of children(under 8) is the biggest one, which form over 30% of all the markets in the PC game market of America. The Children's game, which has both entertaining and educating, is a content-concerned industry. So with a short period of the developing time, they make a high value added. In this paper, 1 study the existing computer games and propose for game contents and the game factor's abstraction suited to the character by kid age. It is concluded that 'Asports', 'Asim,' 'U.J RPG', 'S+RPG' are beneficial to the child growth on each stage, through serveys analysis of protocol, and research of the cjaracters of the growth on the each age.

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Analysis of Performance Factor of the Movie-The Handmaiden by Adapting (영화 <아가씨>의 각색에 따른 영화 흥행 요인 분석)

  • Choi, Young-Mi;Jo, I-Un
    • The Journal of the Korea Contents Association
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    • v.17 no.12
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    • pp.417-425
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    • 2017
  • The goal of this study is analysing a box office success of The Handmaiden in terms of modified space-time and character. The movie which has original novel induces desire of watching by decreasing property of experience good of movie based narrative of novel. Contrary to novel that is set in Victorian age, the movie changed contents that make a character who realizes masculine of colonialism and women oppressed by man escape through transcending class by adopting period of Japanese occupation. It hereby decreases negative effect by substituting growth and solidarity of women for the element of homosexuality. Also the gender discussion about crimes against female when the movie was running increases factor of sympathy of characters and accord with subject of the movie. Beside that, The reasons of success are detector, star system of actor, effective public marketing of movie trailer and selection of movie won the award for best picture at a film festival.. Movie through adapting novel enhances ability of various creation and blow up appreciation of spectator. The differentiation of adapted hit movie is that the altered content is creative, has subject that corresponding with universal awareness transcending space-time and expresses property of media effectively.

A Propensity of the Players' Preferences of the On-Line Game under Their Thinking Modes of The Cerebral Hemispheric Model (대뇌반구모형의 사고유형별 온라인 게임 선호요소에 관한 연구)

  • Kim, Dea-Yong;Chung, Seung-Ho;Choi, Eun-Suk
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.140-150
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    • 2009
  • Difference of individual character is defined Cerebral Hemispheric Model(CHM) to develop individual intellectual abilities in this paper. Component of preferred online-game is surveyed in accordance with individual character, and investigated for possible applications. An individual is classified with 2 modes of CHM that take charge of intellectual abilities; abilities is character, taste, personality decision-making and behavior patterns; that is closely related to creativity. Difference of game component could be investigated with correlation table of cerebral preference patterns (CPP) that was drawn up with survey. Individual brain preferences (IBP) became clear through preference of individual in the investigation, and suggested concept guide-line to develop other brain preferences. Thus, this study is able to realize from education game to a great variety of contents that base on the development of thinking-faculties as optimization of user preference, can be the basic data of self-development, to improve intellectual faculties as development of individual thinking preference.