• Title/Summary/Keyword: Character factor

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A Study on the Locational Factors of Small Industry in Pusan, Korea (釜山市 小規模工業의 立地와 意思決定에 關한 硏究)

  • Lee, Hee-Yul
    • Journal of the Korean Geographical Society
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    • v.28 no.1
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    • pp.16-39
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    • 1993
  • This study aims to analyze the locational factors which the small firm enterpreneurs in Pusan City mainly consider in deciding location choices for their plants, and then to grasp the differences of the factors in terms of nature of firms, managerial personal characteristics and zoning areas. In order to implement the purpose of the rescarch, data are collected from selected small firm enterpreneurs throughthe questionaire. The main results are summerized as follows. First, it is pointed out that small firm indu-strialists for the regional choice consider crucial rationale as non-economic factor of personal reson with additional consideration of transpor-tation, infrastructure, service, market and labor forces. But in selection of site, they are apt to have high regard on the such factors as infra-structure, service, land and transportation factor. These factors to select the site demonstrate differentiation in terms of character of enter-prises, managerial characteristics and zoning areas. For example, land in the light of indu-strial sector is regarded as an important factor with longer the time of the establishment of firms or more aged or experienced enterpreneurs, wheras infrastructure and service in the heavy and chemical industrial sector are taken up as an important one with shorter the time of establishment of firms or less aged or experienced or higher educational background of enterpren-eurs. In addition, the non-economic factors such as the residential livebility and personal reason are picked up as important factors with smaller the firm or more aged or experienced, lesser educational background of entrepreneurs. Taking into consideration zoning area, infra-structure and service in the industrial area such as the exclusive and semi-industrial areas, land in green belt area, and transportation in the commercial and residential areas are singled out as the most important factors respectively. In addition, the non-economic factors of the resi-dential livability and personal reason in the non-industrial areas are also highly regarded. Second, land is picked up as the most impor-tant one of pulling factors toward the present site while other factors such as infrastructure, service, personal reason are also regarded as the secondary reason for the move-in decision; the pulling factors for the present plant location show somewhat differences in terms of the charcter of the enterprises, managerial chara-cteristics and zoning areas. Policy measures including land, infrastructure under the environmental aspects, service and transportations are, in turn, pointed out as the important ones for pushing factors. Meanwhile, as the important staying factor in the present place, transportation, infrastructure and service under the aspect of the agglomeration benefit, market, personal reason are considered. The pushing and staying factors also shows somewhat distinctive differences in terms of the character of enterprises, managerial chracteristics and zoning area. In the case of zoning area, land is regarded as the most important factor to move out, especially in the non-industrial areas inclu-ding the commerical and residential areas policy measures, infrastructure and service are indicated as important factors to move out. In the mean-time, as the important staying factor, industria-lists in the exclusive and semi-industrial areas point out transportation, infrastructure and service. Whereas the counterparts in the com-mercial area regard transportation and market as important factor, those in the residential area consider the non-economic factors such as personal reason and residential livability. Taking into consideration the result of this analysis, it is identified that the locational chara-cteristics of the intraurban small firm industries are not only associated with the character of enterprises, but also with manager's personal character and the trait of zoning area. Therefore, it seems that the thorough review or examination of enterprises, industrialists' characteristics and zoning areas will have meanin-gful significance in attemption explanation of small firm industries at the intrauban scale in the future. Especially, it appears that the eco-nomic factors such as land, infrastructure, service, transportation, and the non-economic factors such as residential livability and personal reason play together important parts to determine the locational choice of small firm industries along with non-industrial benefit. Thus, such status reveals the obvious implication for the intraurban industrial policy in the future.

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Analysis of use and satisfaction factors through Domestic Character Preference Survey - Focused on Storytelling and Design - (국내 캐릭터 선호도 조사를 통한 이용충족 분석연구 -스토리텔링과 디자인을 중심으로-)

  • Lee, Jong-yoon;Eune, Ju-hyun
    • Cartoon and Animation Studies
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    • s.47
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    • pp.381-412
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    • 2017
  • Character conveys rich storytelling and various design elements. Domestic characters are changing and developing in various forms through SNS and offline sources, which are being developed in the aspect of contents industry. The purpose of this study is to find out and discuss the factors that character users are using Korean characters as storytelling and color factor. In terms of storytelling, they prefer adventure, fantasy, absurd and humorous stories. In terms of color, it seems that they prefer a character with simple and simple color/ warm color and warm / cute color composition. On the other hand, characters with a simple story, which is the main subject of early childhood education, fashion, or toys in the aspect of storytelling, are not preferred. In terms of color, it was shown that 4 or more colors were combined without a main color. These main colorless characters gave complex feelings that are not preferred. In terms of storytelling, it is necessary to develop and develop the contents of OSMU(One-source Multi use) through story development with adventure and fantasy structure. In terms of color, it is necessary to configure the user with a simple and simple color which is preferred by the users. Also, the assembly robot toy character needs to increase the satisfaction of the character through simple color composition. As a result of this study, the factors that satisfy the users in terms of storytelling and color are derived. These results will contribute to the development of theoretical aspects, storytelling aspects, and character design industry aspects. Despite the significance of the above paper, it was inevitable to limit the research on the analysis of the storytelling of specific characters, the research through the color analysis framework, the accurate data analysis on the color analysis, and the simple comparative analysis of one.

The Influence of Nursing Students' Character Strength on Perceived Stress (간호대학생의 성격강점이 지각된 스트레스에 미치는 영향)

  • Yu, Mi-Ok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.2
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    • pp.168-176
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    • 2017
  • This is a descriptive study to determine the influence of character strength of nursing students on perceived stress. Data were collected from 174 nursing students in the A- area and analyzed using SPSS WIN 21.0 program. The character strength of nursing studentswas $3.46{\pm}.34$(on a 5-point scale) and perceived stress was $2.84{\pm}.42$(on a 5-point scale). Among the subdomains of character strengths, humanity was the highest,with a score of $3.65{\pm}.49$. The perceived stress of nursing students showed a negative correlation with character strength(r=-.50, p<.001) and was negatively correlated with all subdomains of character strength. In addition, the factor that most affected the perceived stress of nursing students-among general characteristics-was very difficult family experience (${\beta}=.146$, p=.026), and the factors with the greatest effect among the subdomains of character strengths were courage(${\beta}=-.250$, p=.006) and transcendence(${\beta}=-.275$, p=.013). These three factors were found to explain 39.5% of variance in perceived stress. Therefore, these results demonstrate the need to explore interventions that enable nursing school faculty and counseling staff to help confirm character strengths and reduce stress in students with hard time getting adjusted to nursing school.

A Study on character create of Animation (애니메이션 캐릭터 설정 요소 분석)

  • Lim, Woon-Joo
    • Journal of Digital Convergence
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    • v.10 no.11
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    • pp.659-664
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    • 2012
  • This research has chosen the animation character creation as a part of research for effective communication with audience due to the character taste getting diversity. The way of characters creation in this research suggest as follows. First, animation character action and a way of thinking, which makes regulation factor is a global outlook. It expresses a outer factors include appearance, style, action, facial expressions, tone of voice, hobbies, occupation, status and internal factors shows nature, conception, culture. Second, the given condition of general tendency of animation character, Cultural background, and Key characteristics and experiences is built up by global outlook. Third, the attractive of animation character show up the familiarity, originality, fun, various senses, and flexibility. Fourth, it is harmony of new global outlook and character. The establishment of animation character is that the familiarity which is easy approach to audience with special global outlook, the originality which is different from other works, fun with laugh, at different times in different ways to interact with more flexibility, various sense to be delivered to audience for easy setting is the most desirable.

An Efficient Algorithm for Character Adjustments in Game Balancing (게임 밸런싱을 위한 효과적인 캐릭터 조절 알고리즘)

  • Hyun, Hye-Jung;Kim, Tae-Sik
    • The Journal of the Korea Contents Association
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    • v.8 no.1
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    • pp.339-347
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    • 2008
  • A balanced game is one where the main determining factor for the success of the player is the skill level of that player Random events can occur, but a better player should be more successful than a poor one unless the player has an unusually long run of bad luck. Balancing a game is a very difficult to define a purpose, and to implement process. The possible ways are somewhat subjective and depend on the nature of the game. This paper provides new algorithm for character adjustment using log function with some nature-based Ideas. The algorithm shows not only how we decide the exact point of character adjustment but also how much we have to modify the parameters for changing abilities of the character. This paper shows the experimental results of the algorithm and shows differences between normal game playing and playing with character adjustment.

Distributions of Water Temperature, Salinity and Transparency in Kamak Bay on June (6월중 가막만의 수온, 염분 및 투명도 분포)

  • LEE Kyu-Hyong;CHOE Kyu-Jung
    • Korean Journal of Fisheries and Aquatic Sciences
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    • v.18 no.2
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    • pp.157-165
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    • 1985
  • Character of oceanic conditions in the bay is investigated by taking hydrographic data on june in Kamak Bay which has two channels and four submarine topographic parts of its own. This bay has four remarkable water mass influenced greatly by the above topographical factor: inner bay water, Yosu harbor water, the middle water and outer bay water. General characteristics of these four water mass were as fellows: inner bay water has a stagnation character with the influence of inland, Yosu harbor water has a out-sea character with the low salinity caused by run-off of Somjin river, outer bay water has a out-sea character with same values vertically coused by eddy current or bottom turbulunce and the middle water has a middle character among the inner bay water and outer bay water. Outer waters flowed in the bay through both channels during the flood are come upon at a near by Daekyong-do and Hangdae-ri of Dolsan-do. Eddy current or bottom turbulunce in the vincinity of Kunnae-ri which is located at south of the bay are showed sinking of water during the flood flow, while that during the ebb flow shelved up-welling phenomena.

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The Effects of Career Decision Self-Efficacy on Happy Life in Adult Students: The Mediating Effect of Personality Strength and Gratitude (성인학습자의 진로결정 자기효능감이 행복한 삶에 미치는 영향: 성격강점과 감사의 매개효과)

  • Kim, Eun-Mi
    • Journal of the Korea Convergence Society
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    • v.11 no.2
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    • pp.93-100
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    • 2020
  • The purpose of this study was to examine the relationship between career decision-making self-efficacy, character strength, and gratitude as a factor influencing the happy life of adults. Subjects were 89 adults in university and graduate school. SPSS 23.0 and PROCESS Macro were used for data analysis. Significant correlations were found between career decision-making self-efficacy, character strength, gratitude, and happy life. The direct effect of career decision-making self-efficacy, an independent variable, on happy life, a dependent variable, was not significant. Character strength and gratitude, which are mediators, were significant. Therefore, the indirect effect and the total effects showed significant results. Career decision-making self-efficacy does not directly predict a happy life, but if it mediates character strengths and gratitude, it means that a happy life can be predicted.

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.

Implementation of 3D mobile game using radiosity model and AI algorithm (Radiosity model과 AI 알고리즘을 이용한 모바일 게임 구현)

  • Kim, Seongdong;Chin, Seonga;Cho, Teresa
    • Journal of Korea Game Society
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    • v.17 no.1
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    • pp.7-16
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    • 2017
  • The 3D game graphic technology has become an important factor in the contents field with the game contents development. In particular, game character technology provides a realistic technique and visual pleasure, as well as an intermediate step in the immersion of the game in which the game might create an optical illusion that enables the player to enjoy heroic adventure in the game. The high expression level of characters in 3D games is a key factor in the development process, with details and carefulness of the character setting work [3]. In this paper, we propose a character representative technique applied to mobile games using mathematical model of radiosity energy, spectral radiance model, and ray tracing model method using 3D unity game engine with sensible AI algorithm for game implementation. As a practical application to the game contents, it was found that the projection of the surface in the rendering process and the game simulation might change according to the lighting condition of the game content environment, so that the high quality of game characters was simulated.