• Title/Summary/Keyword: Character contents

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A Study on Facial expressions for the developing 3D-Character Contents (3D캐릭터콘텐츠제작을 위한 표정에 관한 연구)

  • 윤봉식;김영순
    • Proceedings of the Korea Contents Association Conference
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    • 2004.05a
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    • pp.478-484
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    • 2004
  • This study is a fundamental research for the developing 3D character contents about facial expression as a sort of non-linguistic signs, focusing on an expression of emotion factors of a person. It contributes a framework for symbolic analysis about Human's emotions along with a general review of expression. The human face is the most complex and versatile of all species. For humans, the face is a rich and versatile instrument serving many different functions. It serves as a window to display one's own motivational state. This makes one's behavior more predictable and understandable to others and improves communication. The face can be used to supplement verbal communication. A prompt facial display can reveal the speaker's attitude about the information being conveyed. Alternatively, the face can be used to complement verbal communication, such as lifting of eyebrows to lend additional emphasis to stressed word. The facial expression plays a important role under the digital visual context. This study will present a frame of facial expression categories for effective manufacture of cartoon and animation that appeal to the visual emotion of the human.

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The Chinese Characters Learning Contents Based on Gesture Recognition Using HMM Algorithm (HMM을 이용한 제스처 인식 기반 한자 학습 콘텐츠)

  • Song, Dae-Hyeon;Kim, Dong-Min;Lee, Chil-Woo
    • Journal of Korea Multimedia Society
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    • v.15 no.8
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    • pp.1067-1074
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    • 2012
  • In this paper, we proposed a contents of Chinese characters learning based on gesture recognition using HMM(hidden markov model) algorithm. Input image of the system is obtained in 3-dimensional information from the TOF camera, and the method of gesture recognition is consisted of part of forecasting user's posture in two infrared images and part of recognizing gestures from continuous poses. In the communication between human and computer, this system provided convenience that user can manipulate it easily by not using any further equipment but action. Because this system raise immersion and interest by using two large display and various multimedia factor, it can maximize information transmission. The edutainment Chinese character contents proposed in this paper provide educational effect that use can master Chinese character naturally with interest, and it can be expected a synergy effect via content experience because it is based on gesture recognition.

A Study of Characteristics and Types of Congressional Records (의회기록의 특질과 종류)

  • Lee, Won-young
    • The Korean Journal of Archival Studies
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    • no.9
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    • pp.110-142
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    • 2004
  • This paper treated what are congressional records which are one of core fields of national records and what kind of significant records they have. The characteristics of "substantive records" of the institution among public records are as follows: firstly, their contents depend on the inherent function of the institution; secondly, their types differ by the character of basic unit(member); thirdly, their sources are determined by the character of institution. Starting from the above points of view, the contents, characteristics, main sources, and types by sources of congressional records were presented. They are summarized as follows. In Chapter 2, the substantial records, which document the intrinsic function of congress on the basis of analyses of inherent function and structural uniqueness of congress have natures of which the contents are "legislative records", "oversight records", and "political activity records" starting from the inherency of congress as the people's representation. The typical natures of congress records are related with the specialty that the basic unit of congress structure is an individual congressman as an indepent national institution and congress is a council of these congressmen. Firstly, the records of congressmen as basic member of congress are the national records with the type of personal records. Secondly, "council records" produced by the council (commettee and main conference), which have evidencial and informative value for decision making through the process of investigating, discussing and voting bill and policy (item) of the basis for national management, are very special kind of records, such as item records, decision records, journal records, and congress assistant records. Because congressmen and councils composing congress have an equal inter-relationship in the structure of congress, the main sources of congress records are an individual congressman and all the councils. In chapter 3, the contents and sorts of main records are discribed, centering around congressmen and councils as the main sources of congress records. In chapter 4, the management of records of congressmen is issued as an urgent subject for the management of congress records, instead of conclusions.

Body 3D Character Modeling For Human Body Motion Analysis (인체 동작 분석을 위한 신체 3D 캐릭터 모델링)

  • Cho, Hae-Seong
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.631-634
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    • 2006
  • The national standard physique research of Korea is being conducted every 5$\sim$6 year term after its first research was started in 1979. The result of the national physique research was reflected in manufactured goods design of allied industries such as clothing, shoes, furniture. In this thesis, we measured anthropometry value for every bodily figurative classification after dividing users according to gender, age, bodily figure using the result of the national standard physique research. We constructed 3D character through the process of analyzing interrelation of measured anthropometry and measuring representative category. For the process for organization, we measured anthropometry which can express sports action of golf, tennis and etc effectively. We made it by presenting measurement which is able to form each type of 3D character after the category was decided. Quantitative and objective valuation for posture and action became possible by developing visible information offer and posture action analysis protocol in theoretical approach for analysis of posture and action in sports.

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The On-line tug of war Battle game with Character raising mode (Rope Survival: 온라인배틀과 캐릭터육성기능을 결합한 줄다리기게임)

  • Ahn, Hoo-Young;Kim, Mok-Ryun;Park, Young-Ho
    • Journal of Digital Contents Society
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    • v.7 no.4
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    • pp.271-277
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    • 2006
  • Recently, the mobile game market is growing due to the extension of mobile devices and internet. The mobile games are became a popular culture in society. But the existing mobile games have two simple forms. There are tow models in the mobile games. The first is as follows. The user downloads a game one time and play the game at off-line field. The second is as follows. The user play a battle game at on-line field. In the paper, we propose a new on-line "tug of war" game model which the user can play two kinds of game. They are the on-line battle mode game and the character raising mode game. Thus, this game model is different to existing mobile games and innovative model in mobile game market. This paper proposes a new research field in mobile game market with the characteristic that the user tan play two modes. One mode is the on-line tug of war battle mode and the other is the character raising mode.

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3D Game Character Animation Pipe-line to Improve Utilization of Motion Capture (모션캡쳐 데이터 활용을 위한 3D 게임캐릭터애니메이션 제작파이프라인)

  • Ryu, Seuc-Ho;Park, Yong-Hyun;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Lee, Wan-Bok
    • The Journal of the Korea Contents Association
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    • v.8 no.7
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    • pp.120-127
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    • 2008
  • Practical use degree of Motion Capture technology is low in korea game market which did growth of MMORPG putting first. However, that is dance game or FPS, sports game genre is magnified. Therefore, practical use degree of Motion Capture technology is increasing. And, need various research to take advantage of Motion Capture technology effectively. Studied 3D game character animation manufacture pipe line for it. Characteristic of this manufacture pipe line is work classification, correction of two times, Biped format all-in-one to progress Motion Capture technology and keyframe-animation work at the same time. Also, manufacture pipe line that is consisted of this constituent has economic performance, extensity, systemicity.

A Study on the Content and Composition of Digital Character Archive in Works and Subjects: Female Writers in the mid of the Joseon Dynasty (작품·주제형 디지털 인물 아카이브의 콘텐츠와 구성에 관한 연구 - 조선 중기 여류 문인을 중심으로 -)

  • Kim, Hee-Sook;Chang, Woo-Kwon
    • Journal of the Korean Society for Library and Information Science
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    • v.54 no.1
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    • pp.145-174
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    • 2020
  • The study is aimed at exploring the contents and composition of archive of works and subjects digital figures for works by Shin Saimdang, Heo Nanseolheon and Song Deokbong among female writers during the mid-Joseon Dynasty. To this end, first, to investigate and analyze the theoretical background and the preceding study by studying literature. Second, based on the reason for the character selection, the life of Shin Saimdang, Song Deokbong, and Heo Nanseolhun are analyzed. Third, the works and themes are analyzed through the writings left by Shin Saimdang, Song Deokbong, and Heo Nanseolheon, as well as by various researchers on them. Fourth, it presents the contents and composition of the archive of digital figures in works and subjects with the focus of Shin Saimdang, Song Deokbong and Henan Seolheon.

A Phenomenological Study on the Character Strength of National Players (국가대표 선수의 성격강점에 관한 현상학적 연구)

  • Yoo, Hyun-Mee
    • The Journal of the Korea Contents Association
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    • v.20 no.8
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    • pp.480-489
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    • 2020
  • This study was analyzed using Giorgi (1985)'s phenomenological research method to find the essential meaning of the strengths inherent in the experience of national players. The research participants selected the final six athletes who wanted to participate in the national team's individual and team events using the Purposeful sampling method. In-depth interviews were conducted from September to December 2019, and 90 to 180 minutes were conducted once and two in-depth interviews were conducted for each athletes. As a result, categories were derived from 17 sub-factors, 5 factors, and 5 factors were found to make good habits, make my own weapons, think positively, simplify and maintain good condition. The five factors shown in the results are used as strengths when they are voluntarily done, and these strengths create a chance and vitality for players to truly like their sport. These character strengths are expected to be used as positive information for players' development of positive psychology programs and psychological skills training.

Development of Personal Character Analyzing Application Based on the Opened Information at the Social Media (소셜미디어에 공유한 정보를 통한 개인 성격유형 분석 앱 개발)

  • Han, Jung Hwa;Park, Jin Wan
    • The Journal of the Korea Contents Association
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    • v.14 no.2
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    • pp.19-27
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    • 2014
  • The amount of personal information has increased dramatically due to the prevalent use of smartphones and the rapid growth of social networking services. Under these circumstances, there has been a lot of efforts to obtain new information based on the overflowing personal data. The conventional character analysis method, which heavily relies on personal surveys, had some limitations in that it was difficult for psychologist to have a complete access to the surveyed results. When it comes to celebrities, however, it is relatively easy to access to their information through various media. Therefore there has been various researches that examined celebrities' personalities. On the contrary, not many studies have focused on analyzing the characteristics of the general public whose information is not so accessible. In this research, we suggest a method to analyze ordinary people's characteristics based on information available via their social networking services. This research focuses on developing a Facebook-native application, which examines the user's character type based on the posts shared in the user's Facebook page.

Dramatic Plotting by Characterization - Based on Exercises for 'Screenwriting' with the Case Study of The Third Man (캐릭터 창조에 의한 드라마 플롯 구축 : <제3의 사나이> 사례 분석을 통한 '시나리오 작법' 실습을 기반으로)

  • Huh, Eunhee
    • The Journal of the Korea Contents Association
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    • v.14 no.6
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    • pp.11-25
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    • 2014
  • In strong dramas, pot, character, and theme, three basic elements in dramatic structure, are effectively integrated forwards the same dramatic idea. Plot might be considered as the most important element to combine events and character. However, at some point of the script, the writer becomes less interested in the mechanics of the plot, and the characters take over, because audiences remember the characters or the situations more clearly than the plot. Therefore, the workshop of dramatic structure would be successful when it starts from excogitating the character and the situation, by improvising 'voices' of characters, building 'back story', and reconstructing 'outline from the antagonist's view'. With these exercises, the writer and the director understand the mechanics of dramatic plotting by characterization, which include the choice of the protagonist, and the description of plausible actions and the theme, and they consequentially find the way to obtain solidity and plausibility in the scenes.