• Title/Summary/Keyword: Character contents

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The Effects of Veterans' Perception of Old age on the Preparation for Old Age Plan (예비 전역자의 노후생활인식이 노후설계준비에 미치는 영향)

  • Yang, Tae-Ho;Lim, Wang-Kyu
    • The Journal of the Korea Contents Association
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    • v.14 no.10
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    • pp.137-150
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    • 2014
  • This study analyzes the perception of the old age life effects on the preparation for old age plan for veterans who are somewhat isolated from our society in spite of the increasing importance of the old age plan due to the rapid population aging society in Korea. The result of the study shows that meaningful differences in terms of characteristics of sociology of population are rank, level of education, religion, composition of family members in old age life plan in two parts(economic, leisure), whereas only property in physical part has a meaningful difference. That indicates the result was reflected by the character of military. The study on how veterans' perception of the old life affects the old age plan applied two contrasting factors - 'the successful perception of old age life' and 'the perception of expected matters in old age'. That represents those factors(economic, leisure) made positive effects on preparation for old age plan, but not in physical part. 'Expected perception of matters' made regulation effect, but 'success of old age perception' didn't in terms of regulation effect of learning activity as part of the veterans vocational training programs.

21 Century Video Image Fashion Communication - Focusing on Prada Fashion Animation - (21세기 영상 패션 커뮤니케이션 - 프라다 패션 애니메이션을 중심으로 -)

  • Jang, Ra-Yoon;Yang, Sook-Hi
    • The Research Journal of the Costume Culture
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    • v.18 no.6
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    • pp.1318-1330
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    • 2010
  • The 21st century is the age when a sensational image has more explanatory power and can deliver a more powerful message than a message consisting of logical thinking. Powerful visual images create a big impact on many people throughout the world, overcoming linguistic barriers and even replacing language as a means of communication. In the fashion field, the concept and power of visual images within the new multimedia of the 21st century are becoming increasingly important. In recent years, other than the above methods, videos, movies and animation features have been produced directly to enhance visual effects and attempts are increasing to use these new tools as communication methods. This study focuses on animation contents that have been used in the fashion industry to overcome prejudice of luxury international brands that feature images that emphasize value, quality and heritage. The purpose of this study is to focus on the specific character of fashion animation in order to overview the concept of 21st video fashion communication and to show how the collection concept that includes color and detail places an emphasis on visual images. Analysis of previous research, theoretical research through literature and case study on Prada fashion animation led to the following conclusion. The common features of two different Prada fashion animation show that both animation have the following features in common : realism, dramatic impact and convergence for expression methods, and creativeness, hybrid and a happy ending for contents. Beginning with this study, I believe that various angles of interest and concern about communication in the fashion world, which is a social and cultural phenomenon that changes rapidly, can be will be looked at and learned from.

Generating Curved Lines in a Windows based Navigation Mesh (윈도우 기반 네비게이션 메쉬에서 곡선 생성 기법)

  • Kim, Hyung-Il
    • Journal of Digital Contents Society
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    • v.9 no.4
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    • pp.569-581
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    • 2008
  • In this paper, methods are proposed for creating a curved line in a navigation mesh, which is used in a windows based virtual reality or games. The main geographies used in a windows based virtual reality or games are created by using either grids or navigation meshes. When using grids, it is difficult to create a natural geography. Multiple grids are needed to ensure precise descriptions, which can result in system overload. A navigation mesh was developed to address this issue since the navigation mesh has the benefit of placing fewer loads on the system than a grid method. The drawback, however, is that the movements of character in navigation mesh are less natural. In this paper, a method for creating a curved line using round curves is proposed in order to resolve this issue. Using the methods for creating a curved line proposed in this paper in a windows based virtual reality or games will eliminate the unnatural or awkward movement of characters that arises in the use of a navigation mesh.

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A Comparative Analysis of the 2009 Revised Curriculum for Mathematics in Korea and the Common Core State Standard for Mathematics(CCSSM) in the U.S. -Focus on the Number and Operation Strand in Elementary School - (한국의 2009 개정 수학과 교육과정과 미국의 수학과 교육과정 규준 CCSSM의 비교.분석 -초등학교 수와 연산 영역을 중심으로-)

  • Ahn, Ji-Young;Jeon, Young-Ju;Youn, Ma-Boung;Lee, Jong-Hak
    • Journal of the Korean School Mathematics Society
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    • v.17 no.4
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    • pp.437-464
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    • 2014
  • Curriculum for mathematic sis the system that selects and organizes the contents which have to be taught in school. Ultimately it can be the whole plan of school mathematical education. The study about curriculum for mathematics is the basic study field of the mathematical education, so curriculum-related studies have been continuously promoted in terms of character, organization and implement of the curriculum, learning contents contained by the curriculum, the connection between school levels, and comparison and analysis of domestic and foreign curricula. Thus, this paper investigated the 2009 Revised Curriculum for Mathematics, which is the curriculum of Korea and the CCSSM which is the curriculum of the U.S. Both have been adopted in schools recently. The purpose of this study is to understand the curricula for mathematics in elementary school of Korea and the U.S. in depth and obtain the implication for the further curriculum revision, by comparing and analyzing the curricula of two countries.

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Random Distribution based Decision Model of Design Factor having Time Variable in Building Energy Conservation Design (시간변수를 가진 건물에너지 절약 설계요소의 디자인 결정을 위한 확률분포 결정모델)

  • Woo, Se-Jin
    • The Journal of the Korea Contents Association
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    • v.10 no.3
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    • pp.21-31
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    • 2010
  • In the architectural design technologies being changed recently, there is the study to develop the way that will enable the designers to get access logically to the processes of deciding the values of design factors which depend on the experience of the designers. This study, which is one part of those studies, has been carried out to develop the model that can decide the values logically for the design factors having the character that the design values are changed by the time variation out of design factors involved in the building energy saving design. As a result, the structure of the decision model which can decide the design values logically from the computer simulation that solve the problem by interpreting the real world as the probability distribution, has been established through this study. For the application and verification of these decision model, the case study has been carried out for the outdoor climate factors that stand for the design factors having the time variation.

Analysis of Scientific Item Networks from Science and Biology Textbooks (고등학교 과학 및 생물교과서 과학용어 네트워크 분석)

  • Park, Byeol-Na;Lee, Yoon-Kyeong;Ku, Ja-Eul;Hong, Young-Soo;Kim, Hak-Yong
    • The Journal of the Korea Contents Association
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    • v.10 no.5
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    • pp.427-435
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    • 2010
  • We extracted core terms by constructing scientific item networks from textbooks, analyzing their structures, and investigating the connected information and their relationships. For this research, we chose three high-school textbooks from different publishers for each three subjects, i.e, Science, Biology I and Biology II, to construct networks by linking scientific items in each sentence, where used items were regarded as nodes. Scientific item networks from all textbooks showed scare-free character. When core networks were established by applying k-core algorithm which is one of generally used methods for removing lesser weighted nodes and links from complex network, they showed the modular structure. Science textbooks formed four main modules of physics, chemistry, biology and earth science, while Biology I and Biology II textbooks revealed core networks composed of more detailed specific items in each field. These findings demonstrate the structural characteristics of networks in textbooks, and suggest core scientific items helpful for students' understanding of concept in Science and Biology.

A Study on Korean-Style Motion Prototype and Animation (한국적 애니메이션과 Motion Prototype 연구)

  • Koh Jae-Sung;Bae Soo-Am;Cho Dae-Jea
    • Proceedings of the Korea Contents Association Conference
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    • 2005.05a
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    • pp.285-288
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    • 2005
  • If the motion is universal over the differences between the ancient age and the modern age, and between primitiveness and civilization, It is required to be studied, which make it possible to discover the universally valid interpreting elements of various societies and cultural phenomena. The study on the motion, as a base of universal motion study on animation and character modelling is considered as a very important part. The sampled motion prototype was classified by the continuity and the synchronicity that is a basis of modular analysis and of motion flow. Koguryo's mural paintings in old tombs has been the heritage and the symbol of the nation's historical identity and pride in Korean history. Koguryo is obviously a part of Korean history, which are of Korean elements. Accordingly, the mural paintings that this study has explicated is the origin as well as the history of Korean visual animation history, while the analysed and restored motion prototype is a module of Korean motion with golden section proportion.

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Effect and Acculturation of Korean Animation by Policy of Korean Culture (한국애니메이션에 있어 문화정책의 영향과 그 변용 -1960~1980년대 중반, 반공애니메이션을 중심으로-)

  • Kim, Jeung-Yeun;Kim, Jae-Woong
    • The Journal of the Korea Contents Association
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    • v.7 no.12
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    • pp.55-65
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    • 2007
  • The commercial value of the Korean animation was developed by the government's policies of revitalizing reform and national harmony from 1960 to the middle of 1980. Especially, the character of the anti communistic animation was organized by the structure of confrontation between South (good) and North (evil). The confrontation was viewed by communism and liberal democracy by red and white (or blue) and a pig or a boy. Such ideology and the policy of Korean culture gave some impact on its culture, for example, movie and animation. The animation became the tool of educating the idea of anti-communism and the policy of Korean culture by firming the policy of anti communism. But that animation of anti communism must not be blamed because it is a general animation of Korea which describes the reality. We have to take a hard view of the time and reconsider it by the new point of view.

Characteristics of Entertainment Program Subtitles and Effects on the Audience's Perception : Text Analysis of JTBC (예능프로그램 자막의 특성과 수용자 인식에 미치는 영향 : JTBC <비정상회담> 텍스트 분석)

  • Kim, Ho-Kyung;Kwon, Ki-Seok;Seo, Sang-Ho
    • The Journal of the Korea Contents Association
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    • v.16 no.3
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    • pp.232-246
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    • 2016
  • Subtitles in entertainment programs have extended the roles from providing additional explanation and complementary sound effect to maximizing amusement and impression as the type which triggers the audience's interest. This study examined the characteristics of the subtitles and the effects on the audiences, mainly focused on of JTBC. Based on the result of the content analysis, the interested subtitles are continuously presented in each episode (10~20%) compared to the proportion of the total captions. Producers have repeatedly used the nickname of the cast members to construct and reinforce the character of them. The text analysis shows that the audience's perception about the cast is mainly influenced by the subtitles. The producers intentionally use the subtitles and subjectively intervene in the entertainment programs. The subtitles have a major effect on the audience's perception and image formation. Producers should be more prudent about their use of subtitles and viewers, on the other hand, must interpret the meaning of subtitles, as active information consumers.

The Importance of Robot Personality in a Museum Context (박물관 맥락에서의 로봇성격 설정의 중요성 연구)

  • Gu, Ji-Hyang;Shin, Dong-Hee
    • The Journal of the Korea Contents Association
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    • v.16 no.3
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    • pp.184-197
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    • 2016
  • This study investigates human-robot interactions in a museum environment. Unlike robots in movies, robots in real life do not have 'personality,' but instead have a specific purpose and function. This research is primarily about the assignment of specific and appropriate personalities to robots in different contexts. Methods by which a definite personality can be imparted on a robot are discussed in this research. Previous research has addressed attempts to assign a robot personality based on the task context. However, the discussion of robot personality is incomplete. Therefore, we assumed that a robot's character was dependent on the characteristics of its location of use. We planned a $2{\times}2$ comparison of various robot personalities, i.e., introverted or extroverted paired with either a traditional museum or a process-oriented experiential experience. Based on Schmitt's (1999) strategic experiential modules, experiential factors were derived for each set of conditions. To achieve the objectives of the research, theoretical and empirical research were conducted simultaneously. The software JMP 9 was used to verify the research model and hypotheses.