• Title/Summary/Keyword: Character contents

Search Result 1,124, Processing Time 0.025 seconds

Mapping the Terms of Medicinal Material and Formula Classification to International Standard Terminology

  • Kim, Jin-Hyun;Kim, Chul;Yea, Sang-Jun;Jang, Hyun-Chul;Kim, Sang-Kyun;Kim, Young-Eun;Kim, Chang-Seok;Song, Mi-Young
    • International Journal of Contents
    • /
    • v.7 no.4
    • /
    • pp.108-115
    • /
    • 2011
  • The current study aims to analyze the acceptance of International Standard Terminology (IST) related to herbs and formulas used in Korea. It also intends to examine limitations of each term source by linking texts for herbal medicine research and formula research used in schools of oriental medicine with medicinal substance-formula classification names within the IST framework. This study examined 64 medicinal classification names of IST, including synonyms, 41 formula classification names, 65 classification names of "Herbal Medicine Study," 89 medicinal classification names of "Shin's Clinical Herbal Medicine Study," and lastly 83 formula classification names of "Formula Study." Data on their chief virtue, efficacy and characteristics as medicinal substances were extracted from their definitions, and such data were used to perform Chinese character-English mapping using the IST. The outcomes of the mapping were then analyzed in terms of both lexical matching and semantic matching. In terms of classification names for medicinal substances, "Herbal Medicine Study" had 60.0% lexical matching, whereas "Shin's Clinical Herbal Medicine Study" had 48.3% lexical matching. When semantic matching was also applied, "Herbal Medicine Study" showed a value of 87.7% and "Shin's Clinical Herbal Medicine Study" 74.2%. In terms of formula classification names, lexical matching was 28.9% of 83 subjects, and when semantic matching was also considered, the value was 30.1%. When the conceptual elements of this study were applied, some IST terms that are classified with other codes were found to be conceptually consistent, and some terms were not accepted due to different depths in the classification systems of each source.

The Alteration of Female opposant Types Shown in Melodramas -From 1992 to 2011- (멜로드라마에 나타나는 여성 대립자 유형의 변화 (1990년부터 2011년까지))

  • Lee, Hwa-Jeong
    • The Journal of the Korea Contents Association
    • /
    • v.12 no.10
    • /
    • pp.54-62
    • /
    • 2012
  • This study aims to examine the opposant of conventional images of women against heroines in the genre of TV melodramas having been produced since 2005. To attain the goal, it investigates the alteration of female opposant types in 27 dramas with female opposant in them among the melodramas positioned high in terms of ratings from 1992 to 2011. As a result, first, after 2005, docile tendencies increased in female opposant. Second, pure and feminine appearance increased. Third, women with conservative sexual consciousness increased. Fourth, in relationships with others, they showed more dependent tendencies. Although female opposant in the past were characterized by strong character, unfeminine attitudes, or dressing up the outside, after 2005, female opposant tended to show characteristics more like heroines' in the past. This research result implies that after 2005, there has been alteration in the paradigm defining female image.

The Effect of Characteristics of Attitude and Perceived Value of Motivation of Package Tour on Satisfaction (패키지관광 동기에 대한 태도 및 지각적가치가 만족도에 미치는 영향)

  • Kim, Dae-Seok;Seo, Young Wook
    • The Journal of the Korea Contents Association
    • /
    • v.20 no.4
    • /
    • pp.230-243
    • /
    • 2020
  • The purpose of this study is to identify the effect of package tour motivation(harmony, amusement, and convenience) on satisfaction through its attitude and perceived value(emotional value and functional value). This study was conducted an empirical analysis of 297 people aged 19 years or older who experienced package tours. The results of the study are as follows. Firstly, all of the sub-factor like tourism motivation -amusement, convenience- had a positive influence on the attitude. but the harmony which is one of the sub-factor of tourism motivation did not have any influence on the attitude. Secondly, harmony, a sub-factor of tourism motivation, did not positively affect the perceived value sub-factor of emotional value. Thirdly, the character of attitude had a positive effect on satisfaction. Finally, both emotional and functional value factors, a sub-factor of perceived value, were found to have a positive effect on satisfaction. Through these research results, the competitiveness of package tours should be secured and expanded to research on efficient marketing strategies so that package tours can be activated.

A Study on the Guideline for the Cultural Goods Design Based on the Characters of the Twelve Horary Signs of Gods (십이지신 캐릭터 소재 문화상품디자인 가이드라인)

  • Mun, Keum Hi
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.8
    • /
    • pp.601-610
    • /
    • 2016
  • The 21st century is as an age of culture, and cultural goods presenting the cultural spirit of one nation should reflect the tradition, culture, and techniques of that nation. The twelve horary signs of the gods are the creatures of our nation's native religion and thought have existed from the unified Silla period to today. Therefore, many things belong to the category of cultural goods, but in this study the guidelines for the design of cultural goods are limited to the characters of the twelve horary signs. For this study concept and classification of cultural goods, Korean traditional formative special qualities, concepts and composite elements, symbolic meanings and special qualities, personifications, and unique images of twelve horary signs of are researched. According to the results of the research guidelines for the design of cultural goods, images of cultural goods, classifications applying to each subject, the formative special qualities of Korean traditions, personifications, and concepts on the development of cultural goods are presented..

Analyses on Characteristics and Usage of Digital Game Viewpoint: Why do Games use Third-person Viewpoint more often than First-person Viewpoint? (디지털 게임 시점의 특징과 사용 이유 분석: 왜 게임들은 1인칭 시점보다 3인칭 시점을 더 많이 사용하는가?)

  • Ryu, YeSeul;O.Li, Hyung-Chul;Kim, ShinWoo
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.7
    • /
    • pp.75-83
    • /
    • 2015
  • The viewpoint of a digital game is a prime factor that determines user immersion, and first-person viewpoint is known to produce greatest immersion. However, most games adopt third-person viewpoint rather than first-person viewpoint. This study analyzed the reason for the preference of third-person viewpoint. First, six viewpoints were defined by combining three viewpoints (first-, third-person, omniscient viewpoints) and two distances (proximal, distal) between camera and game character. Then 100 games which received high ratings during the past 10 years were sampled, and the frequencies of viewpoint choices and genres were analyzed. Overall, the results showed that games have strong preference for third-person viewpoint. However, preferred viewpoints differed depending on genres, for example, most shooting games used first-person, proximal viewpoint. This result could have arisen because both characteristics of a game and field of view have influenced choice of viewpoint. That is, many games adopt third-person viewpoint because developers consider not only user immersion but also scene visibility.

Group Creativity and Creative Environment by Gender of University Students (대학생의 성별에 따른 집단창의성과 창의적 환경)

  • Lew, Kyoung-Hoon
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.16 no.12
    • /
    • pp.8416-8423
    • /
    • 2015
  • The purpose of this study was to find out early childhood teachers' personality and analysis on the status and awareness of character education for early childhood education by grouping according to level of personality. The results show that there was significantly difference career and age. While early childhood teachers sympathize importance and need of personality education, absence of methods for practice is obstacle. A high level personality group notices that respect for early children' life, humanity and virtue of relationship is importance virtue. Therefore they consider respecting people as aim of personality education and recognize that they need to teach right values through whole area as education contents. A low level personality group notices that performance of their duty and manners of early children is needed virtue. They consider manners education as aim and content of personality education also recognize guiding with connecting home teaching is desirable. Early childhood teachers recognize that ambiguity of personality education's aim and contents, a gap between reality and ideals and absence of teachers' personality is difficulty of personality education.

A study about the problems and their solutions in the production process of 3D character animation using optical motion capture technology (옵티컬 모션캡쳐 기술을 활용한 3D 캐릭터 애니메이션에서 제작과정상 문제점 및 해결방안에 관한 연구)

  • Lee, Man-Woo;Kim, Hyun-Jong;Kim, Soon-Gohn
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2006.11a
    • /
    • pp.831-835
    • /
    • 2006
  • Motion capture means the recording of movement of objects such as human beings, animals, creatures, machines, etc in a form applicable to computer. Since the motion capture system can be introduced to the fields where realistic movement of human beings and animals, which cannot be attained with an existing key frame method is required, large scale is necessary or economical burden exists, it has a merit and possibility of new expression. For these reasons, this method is increasingly used in the field of digital entertainment such as movie, TV, advertisement, documentary, music video, etc centering around the game. However, in spite of such an advantage, problems such as too much advance preparation work in digital image expressions using motion capture, marker attachment, compensation of motion data, motion retargeting and lack of professional human resources, etc. are becoming a prominent figure. Accordingly, this study intends to suggest the way of more effective production of motion capture digital image through finding the problems and their draft possible solutions in the production process based on the image production examples using motion capture.

  • PDF

The Design and Implementation of a Vendor Managed Inventory System for Smaller Online Shopping Malls (중소 인터넷 쇼핑몰을 위한 판매자 재고관리 시스템 설계 및 구현)

  • Choi, O-Hoon;Lim, Jung-Eun;Na, Hong-Seok;Baik, Doo-Kwon
    • Journal of Digital Contents Society
    • /
    • v.9 no.2
    • /
    • pp.295-303
    • /
    • 2008
  • With universality of e-commerce through internet, smaller online shopping malls are increased. A Smaller online shopping mall by nature lacks an extra space to load many inventory quantities. Therefore, it is difficult to response immediately with client request with traditional inventory management method. VMI has a character that supplier can control volume of inventory according to sales of seller. This paper proposes SOHO-VMI that is applied VMI into smaller online shopping mall. Proposed SOHO-VMI supports M $\times$ N structure can interact with multiple suppliers and sellers. And it uses XML/EDI for interaction with EDI documents use to legacy system. Also, This paper proposes logistics statistic prediction algorithm can adjust production and distribution volumes to supplier considering seller's product distribution information and seasonal factor.

  • PDF

Interactive Popup Book System Based on User Preference (사용자 선호도 기반 인터랙티브 팝업북 시스템)

  • Lee, Jung-Suk;Byun, Hae-Won
    • 한국HCI학회:학술대회논문집
    • /
    • 2008.02a
    • /
    • pp.469-474
    • /
    • 2008
  • Recently popular media, book, has problems to satisfy a child who wants to be a character in a story, because it just transmits fixed story. Therefore, many people are interested in interactive contents that are changed variously by user's acting in multimedia division. This paper introduces an interactive pop-up book system that can control a story of book by interesting interactivity. This system suggests a special story graph that transforms a linear architecture story to a interactive story by traversing diverse node We focus to make a special pop-up book interface and wind blowing interface for physical environments to have interesting and familiar user interaction, and to conclude by user studies. We also investigated user preference for various interactive story paths, so we can excluded unnecessary stories and surveyed to compare before the excluding and after. Finally, story paths that user prefers are introduced in the Interactive Popup Book System.

  • PDF

The Psychological Meaning Delivery of The Color which was Applied to Animation (애니메이션에 적용된 색채의 심리적 의미 전달)

  • Jin, Jung-Sik
    • The Journal of the Korea Contents Association
    • /
    • v.6 no.11
    • /
    • pp.145-153
    • /
    • 2006
  • 'Regardless of our consciousness, Color is the energy that we are affected by positively or negatively.' said Johannes Itten. When we see the color in nature, the color acts to our emotion most preferentially and most strongly. These experiences of color become symbol or icon to us and express states of his mind as allegory. The color of animation is the visual element of image media, the image which act as important meaning, the attribute of light, and visual-perceptional factor. With molding factor form, light and shade, the color function importantly as media which express a person and a person's circumstance. In animation, the color is used symbolically to suggest not only mental change of character but also the condition. The transmission of mental meaning express symbolism of the color iconically. Accordingly, the color for image express of animation take on universality. This study focus on how the symbolical meaning of the color is reflected in a work.

  • PDF