• 제목/요약/키워드: Character contents

Search Result 1,124, Processing Time 0.037 seconds

A Study on the Principle of Business Enterprises Accounting (우리나라 기업회계원칙에 관한 고찰)

  • 최달수
    • Journal of Korean Society of Industrial and Systems Engineering
    • /
    • v.2 no.2
    • /
    • pp.93-103
    • /
    • 1979
  • As principles of our country's Business Enterprises Account are being developed, Customs of Business Enterprises Account are in the state of change and then Principles of that are in revision. According to systematizing contents of such a principle of Business Enterprises Account, having made an analysis and Investigation from versatile situation, I can deprive of the following conclusions from above facts. 1. The prelude of a general principle involves compulosory character like a forced law rather than a theoretical teaching of original character. 2. Because of making much of supply of account information, To make mistakes, emphasis on function of an information, on the other side, being apt to disregard control function of original account. 3. There is no such a mutual relation as theoretical systematic form among general rule, a profit-and-loss account, balance sheet and drawing principle. These rules which don't form gradual structure are prescribed respectively according to business like necessity. 4. An overall contents of account principle are regarded as principle near financial account rather than the Pivot of administration account. In the future, The whole academic world of account and business practice should become the idealistic account principle with lots of study and effort.

  • PDF

A Study on Static Balancing Design of RPG Game Characters (RPG 게임캐릭터의 정적 발란싱 디자인에 관한 연구 -World of Warcraft의 종족별 캐릭터의 정적요소를 중심으로-)

  • Kim Jae-Joon;Kim Mi-Jin
    • The Journal of the Korea Contents Association
    • /
    • v.5 no.5
    • /
    • pp.100-106
    • /
    • 2005
  • It has been attempted to approach a method to develop games efficiently. Many companies in game industries have their own developing process. A efficient game developing process or manufactory tools doesn't show the successful development, but it is necessary to propose the typical design method on viewpoint of game developer. In this paper, we propose how we solve RPG game character balancing problem in order to derive the balancing design to be applicable on a game. We will approach to game balancing design based on experienced experiments through balancing analysis of game character in RPG genre.

  • PDF

Fractal Deformation using Code and Displacement Vectors (코드와 변위 벡터를 이용한 프랙탈 변형)

  • Han, Yeong-Deok;Kim, Gi-Ok
    • The Journal of the Korea Contents Association
    • /
    • v.7 no.12
    • /
    • pp.322-332
    • /
    • 2007
  • We consider a deformation method suitable for fractal. In IFS fractal, the position of a point is characterized by its code as well as by its coordinates. Code has a meaning of address for fractal. If we move a point by changing its code, the resulting movement shows fractal behavior. We propose three deformation methods based on code information. For the deformation vector of a point in fractal, 1) we use the vector of a given vector field at the point obtained by code transformation, 2) we use the vector constructed by adding predefined displacement vectors according to the code information of the point. Both methods show a fractal-like character as well as an ordinary continuous deformation character. Also, 3) we can deform fern-fractal more naturally by restricting its deforming region using code form.

A Study on Accessory-application as a Narrative Tool -Focusing on - (내러티브 도구로써의 소품 활용 연구 -영화 <그녀 her>를 중심으로-)

  • Yoo, Suyeon
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.3
    • /
    • pp.61-71
    • /
    • 2016
  • This paper intends to prove that the props in movies can be used to communicate messages ans themes to the audience very usefully. I selected the movie "her" to investigate by the use of props. The props in the film can communicate with the audiences without a dialogue and visual. At the same time, the props can make a audiences sympathy as a role playing like a main character. As a result, the props used in the movie were explained to study their relevancy to the narratives of the movie. The props in the movie is so useful and powerful, and then image is more important than any other things in the movie as a narrative tool and storytelling.

A Study on the Characteristic Points of the Tourism Resources on the Historical Sites -In case of Kyungju and Kyoto- (문화유적지의 관광자원화 특성에 관한 연구 -경주와 교토를 중심으로-)

  • Chun Myung-Sook
    • The Journal of the Korea Contents Association
    • /
    • v.6 no.1
    • /
    • pp.93-101
    • /
    • 2006
  • The purpose of this research is to verify what are the characteristic points of the tourism resources in the historical sites and what kind of factors can roll as the tourism resources in two old cities, Kyungju and Kyoto, Those two old cities are the oldest cities in the world and they have several world cultural heritages that registered by UNESCO. In Old historic cultural sites has its own tourism resources factors and characters such as Uniqueness, Authenticity, Historical character, Regional character, Art factor, Religious factor,

  • PDF

An Implementation of a Mobile Sudoku Game with a Step-by-Step Character Raising (단계별 캐릭터 육성을 결합한 모바일 스도쿠 게임 개발)

  • Yu, Ri-A;Yu, Su-Wan;Cho, In-Kyeong;Song, Hye-Ju;Park, Young-Ho
    • Journal of Digital Contents Society
    • /
    • v.10 no.1
    • /
    • pp.27-35
    • /
    • 2009
  • Recently, an interest in mobile games is increasing according to the extension of the high speed network infra and the development of mobile devices. In the paper, we propose a mobile Stouku game which trains a brain. The proposed game is user-oriented play style that the game users can raise their characters theirselves. It gives users a sense of achievement and can also help improve intelligence by becoming familiar with a numeral. The game raises an awareness and immersion by adding various events and lowering the degree of difficulty more than previews games. In the paper, we demonstrate the proposed Sudoku game in the mobile device and present the result.

  • PDF

Specialized Job Drama's Traits and Aspects of Development in 2000's (2000년대 전문직 드라마의 특징과 발전 양상)

  • Lee, Won
    • The Journal of the Korea Contents Association
    • /
    • v.12 no.11
    • /
    • pp.68-75
    • /
    • 2012
  • The terrestrial television broadcasting has increased the number of the specialized job drama in the programming in 2000's, for overcoming the limit of the materials and reflecting the new sociocultural phenomenon valuing the specialized job. This drama benefits from good audience and huge fans, while the low average rate of audience shows the limit of competitiveness of this new genre. The text analysis clarifies three traits of the specialized job drama. At first, this genre is characterized by the variety of materials and the attempt of realistic description. Then, its narrative structure is organized so as to develop a story based rather on the success of career than on the relation of love. Finally, its last trait lives in the character of the heroes which is a creation based on the narrative structure.

The meaning of the horns of Robot design in Nagai Go's Comics (일본 애니메이션에서 로봇 디자인에 나타난 뿔의 의미 - 나가이 고(永田 豪)의 작품을 중심으로 -)

  • Yoon, Jeong Won
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2008.05a
    • /
    • pp.193-197
    • /
    • 2008
  • Character Design in Animation is usually used to get probability visually with unity between appearance and feature of character. Especially the horn of Japanese robot animation is not only the one of the feature of the genre but also shows difference between eastern and western culture. It is not difficult to find a case as the horned robot design, otherwise Nagai Go's comics like "Mazinger Z", "Getter Robo" "UFO Robot Grandiger" dedicated to set a horned design as a pattern. In the Nagai Go's work, horn is not only an ornament but also is used as a tool which reveals violent human nature.

  • PDF

A Study on the Reuse Intention of Virtual Reality(VR) Content Using Technology Acceptance Model (기술수용모델을 이용한 가상현실(Virtual Reality : VR) 콘텐츠 재이용 의도에 관한 연구)

  • Qiao, Rongrong;Han, Dongsoong
    • Journal of Korea Game Society
    • /
    • v.19 no.5
    • /
    • pp.115-132
    • /
    • 2019
  • This study analyzed factors affecting the perceived fun of VR contents' reuse intention through use of the technology acceptance mode. The factors associated with perceived fun were identified by setting the content quality, VR characteristics, emotional character and flow. The results demonstrate that perceived fun exercises a positive effect on VR characteristics, emotional character and flow, but that high content quality does not have an affect on perceived fun. Also perceived fun, perceived usefulness and perceived ease of use are all influenced by the intention to reintegrate.

A Study of Facial Expression of Digital Character with Muscle Simulation System

  • He, Yangyang;Choi, Chul-young
    • International journal of advanced smart convergence
    • /
    • v.8 no.2
    • /
    • pp.162-169
    • /
    • 2019
  • Facial rigging technology has been developing more and more since the 21st century. Facial rigging of various methods is still attempted and a technique of capturing the geometry in real time recently also appears. Currently Modern CG is produced image which is hard to distinguish from actual photograph. However, this kind of technology still requires a lot of equipment and cost. The purpose of this study is to perform facial rigging using muscle simulation instead of using such equipment. Original muscle simulations were made primarily for use in the body of a creature. In this study, however, we use muscle simulations for facial rigging to create a more realistic creature-like effect. To do this, we used Ziva Dynamics' Ziva VFX muscle simulation software. We also develop a method to overcome the disadvantages of muscle simulation. Muscle simulation can not be applied in real time and it takes time to simulate. It also takes a long time to work because the complex muscles must be connected. Our study have solved this problem using blendshape and we want to show you how to apply our method to face rig.