• Title/Summary/Keyword: Character making

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Development of Image Mark for reconsideration of College Image (대학 이미지 제고를 위한 Image Mark 개발 -동명대학을 중심으로-)

  • 신인식
    • Archives of design research
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    • v.14 no.4
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    • pp.227-235
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    • 2001
  • At present the educational envelopment of our country was placed in the difficult situation that cannot help but coping with the situation positively and actively against a lot of change and the crisis inside and outside. By employing the UI(university Identity) or CI(College Identity) for the communication method to overcome the above present situation and to take a triangular position again, those are recognized that making an effort to amend or re-generate the present images is important in the management of college. But UI or CI are upright and have strong feeling on the specific character of college which is called as educational organization. And in its application, it shows weak point that cannot scope softly against the changing current of times by lack of adaptability. By congesting the restriction of conveyance of image and upright nature of such operation, and also by developing the Image Mark that can convey variety, affection and polished feeling, and further by conveying the future-oriented images aimed by college to the educational consumers closely and softly, it is to take the roils faithfully for the strengthening of competitive power of college. In addition, in order to convey college image softly and effectively and also utilize as a means of positive propaganda, character was developed together.

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Analysis of Isolation, Connection and Circulation with the Neighborhood park in Daegu

  • Ryu, Yeon-Su;Ra, Jung-Hwa;Cho, Hyun-Ju;Kim, Jin-Hyo;Kwon, Oh-Sung
    • Current Research on Agriculture and Life Sciences
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    • v.30 no.1
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    • pp.13-25
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    • 2012
  • Major and reckless development which have been continued during the last half century, have caused decrease and damage of urban green spaces in the point of qualitative and quantitative view. Particularly, it brought about reduction to urban neighborhood park which has taken the main role for landscape ecological value. Recently, neighborhood park planning based on the landscape ecological results has been increasing gradually. Most of all, diverse attempts such as the application of shape character analysis and the step of landscape ecological planning in urban park planning have been proposed. Today, we recognize the importance of comprehensive approach in urban green planning and neighborhood park planning, but landscape ecological approach which is analyzing character and making proposal with isolation, connection and circulation is still insufficient. Most of neighborhood parks in Korea are surrounded by buildings and isolated from adjacent green spaces. Besides, these parks have landscape ecological problems such as reduction of size, isolation from adjacent green spaces, decline of nature, and excessive pavement which we ignored during urban development process. We have sympathy for understanding landscape ecological characters and considering improvement proposals for neighborhood parks Therefore, the purpose of this study was to 1) select five neighborhood parks in Daegu, 2) analyze landscape ecological characters with isolation, connection and circulation, and 3) compare data. It is certain that these results should be the main data for the arrangement of improvement proposals which landscape ecological characters were appled to.

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A Propensity of the Players' Preferences of the On-Line Game under Their Thinking Modes of The Cerebral Hemispheric Model (대뇌반구모형의 사고유형별 온라인 게임 선호요소에 관한 연구)

  • Kim, Dea-Yong;Chung, Seung-Ho;Choi, Eun-Suk
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.140-150
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    • 2009
  • Difference of individual character is defined Cerebral Hemispheric Model(CHM) to develop individual intellectual abilities in this paper. Component of preferred online-game is surveyed in accordance with individual character, and investigated for possible applications. An individual is classified with 2 modes of CHM that take charge of intellectual abilities; abilities is character, taste, personality decision-making and behavior patterns; that is closely related to creativity. Difference of game component could be investigated with correlation table of cerebral preference patterns (CPP) that was drawn up with survey. Individual brain preferences (IBP) became clear through preference of individual in the investigation, and suggested concept guide-line to develop other brain preferences. Thus, this study is able to realize from education game to a great variety of contents that base on the development of thinking-faculties as optimization of user preference, can be the basic data of self-development, to improve intellectual faculties as development of individual thinking preference.

Development of A News Event Reenactment System (사건재연 시스템 개발)

  • 윤여천;변혜원;전성규;박창섭
    • Journal of Broadcast Engineering
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    • v.7 no.1
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    • pp.21-27
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    • 2002
  • This paper presents a mews event reenactment system (NERS), which generates virtual character animations in a quick and convenient manner. Thus, NERS can be used to produce computer graphics(CG) scenes of news events that are hard to photograph, such as fire, traffic accident, cases of murder, and so on. By using plenty of captured motion data and CG model data this system produces an appropriate animation of virtual characters straightforwardly without any motion capturing device and actors in the authoring stage. NERS is designed to be capable of making virtual characters move along user-defined paths, stitching motions smoothly and modifyingthe positions and of the articulations of a virtual character in a specific frame. Therefore a virtual character can be controlled precisely so as to interact with the virtual environments and other characters. NERS provides both an interactive and script-based (MEL: Maya Embedded Language) interface so that user can this system in a convenient way. This system has been implemented as a plug-in of commercial CG tool, Maya (Alias/wavefront), in order to make use of its advanced functions

A Design of AI Middleware for Making Interactive Animation Characters (인터랙티브한 애니메이션 캐릭터 제작을 위한 인공지능 미들웨어 설계)

  • Lee, Seung-Sub;Um, Ky-Hyun;Cho, Kyung-Eun
    • Journal of Korea Game Society
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    • v.8 no.1
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    • pp.91-101
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    • 2008
  • Most designers use professional 3D animation tools such as 3DS MAX to manually create animation. This manual method requires a great deal of time and efforts, and does not allow animation characters to interact with one another. In this paper, we design an AI middleware of form as 3DS MAX plug-in to solve these issues. We present an AI expression structure and internal processing method for this middleware, and the method for creating AI character's structure. It creates AI character's structure by drawing figures and lines for representing AI elements. For experiment, we have produced same animations with the traditional method and our method, and measured the task volume in both methods. This result verifies that the task volume is similar or higher than the traditional method in small-scale tasks, but up to 43% of the task volume is reduced in large-scale tasks. Using the method proposed in this paper, we see that characters in an animation interact each other, and task volume in large-scale tasks are reduced.

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An Analysis of the Fashion Trends Expressed on the Korean Men´s Golfwears (우리나라 남성 골프웨어에 나타난 패션 경향 분석)

  • 이효진
    • The Research Journal of the Costume Culture
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    • v.10 no.6
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    • pp.748-762
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    • 2002
  • The purpose of this study was to analyze the fashion trends of Korean men's golfwears and furnished the researchers of same major with reliable data base. Lately, Korean men were concerned about their appearance rather than social position. Moreover, they tried to express the needs of youthfulness with free lift through clothings. These trend had been showed itself not only development of golfwears, but also change of esthetic tastes of men's golfwears. First of all, the development of men's golfwears was affected by the major three factors out of many various factors. That is, popularization of golf by the international activities of Korean progolfers, appearance of young consumers after IMF and the casualization of the men's formal dress, the making an everyday dress of men's sportswears. The results of analyzing of fashion trends of the men's golfwears is as follow: 1. The characteristics with naturalness, comfort of men's golfwears was manifested casualization trends by the factors of downward tendency of golfer's age, 5-days working, men's biz casual preference, individual ism after IMF. 2. Men's character golfwears was showed by the ageless as a youthfulness expression, the Sportism as an international trend, 2002 world cup, etc. 3. All of golfwears have to be functional characteristics because the golf is an active sports spending long time in golf course. Unconstruction style was an important fashion trends of men's golfwears by using functional materials to meet the needs of consumers. 4. The men's clothing was deviated from a fixed idea called masculine after IMF. Moreover, this trend was increased by the appearance of lovely man, genderlessness and had an effect on men's golfwears. Consequently. men's golfwears was showed feminization characteristics as a feminine, sensitive style. In the future, Korean men will try to express their character and thought freely through golfwears, men's golfwears will be continued ‘beyond the golf course’ image reflecting in the future fashion trends.

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Analysis on the Trend of the Characteristics of Film Makeup in Each Period (시대별 영화분장 특성에 관한 트랜드 분석)

  • Lim, Hee-Kyung
    • Journal of the Korea Convergence Society
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    • v.10 no.3
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    • pp.291-296
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    • 2019
  • In the movie market, make-up shows various ways of make up in professional technology as the industry develops. Therefore, it is necessary to analyze the trend of making a movie with a change in the type of movie Regarding the characteristics of makeup in the early days of silent films, the stage makeup was fully used. also in the days of sound films, the realistic and concrete makeup was expressed such as straight makeup, character makeup, Special effects makeup, and digital makeup. With the development of the fourth industry, CGI special effects have become possible not only in the background of movies but also in makeup. In the movie, makeup does not use CGI makeup alone, but it is used in a combination of straight makeup, character makeup, and special effects makeup. That's why a variety of makeup needs to be taught. In the future, the domestic film industry should establish the improvement measures for educating the techniques of prosthetic/digital makeup by securing the sufficient finances to more vitalize the film industry of Korea in domestic/foreign markets.

Study on the Influence of the Language Symbols on Side-Scrolling Puzzle Games ---- Focused on the Players' Empathy

  • Qi, Yi;Xinyi, Shan;Jeanhun, Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.1
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    • pp.120-125
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    • 2023
  • According to whether language symbols are used to solve puzzles, puzzle games can be roughly divided into puzzle games with language symbols and puzzle games without language symbols. Puzzles games with language symbols can be subdivided into dialogue puzzles games and word puzzles games. These different puzzle-solving methods have different characteristics and have different effects on the empathy in the game. In horizontal scrolling games, due to the characteristics of the third-person perspective of horizontal scrolling games, there is always a 'fourth wall' between the player and the controlled character, making it difficult for players to gain a empathy when playing such games .Especially when there is a dialogue between a player-controlled character and an NPC, the sense of distance between the player and the character will be further amplified. As one of the most common game types in side-scrolling games, side-scrolling puzzle games can be divided into language symbols-based puzzle game and non-language symbols-based puzzle game according to whether language symbols are used to solve puzzles, and then promote the development of the game plot. We combine the characteristics of horizontal scrolling games, and analyze the influence of language symbols on empathy in puzzle-solving games by summarizing the game characteristics of two different puzzle-solving methods. The results show that in horizontal scrolling puzzle games, solving puzzles without using language symbols can better expand the player's sense of plot substitution.

The Effect of Social Emotion Learning on Teacher character of Specialized Pre-service teacher (특성화고 예비교사 대상의 사회정서학습(SEL) 프로그램 개발 및 적용 효과 분석)

  • Kim, Minwoong;Park, Jeyoung;Choi, Jinsun;Kim, Minjung;Kim, Taehoon
    • 대한공업교육학회지
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    • v.42 no.2
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    • pp.47-66
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    • 2017
  • As the necessity of humanistic education has recently been socially emphasized, aptitude and character test has been conducted in the stage of training instructors to focus on making them equipped with proper ability of humanistic education. Especially, considering characteristics of students in specialized high schools with stronger negative concept of ego along with higher proportion of students looking for job in early ages compared to regular high schools, instructors in specialized high schools need to pay more attention on humanistic education of students compared to those in regular high schools. Therefore, this study has developed social emotion learning (SEL) of preliminary teachers in specialized high schools and analyzed the influence of developed programs on characters in teaching positions of preliminary instructors in specialized high schools. In this study, ADDIE model has been used developing SEL programs, and developed programs were comprised of total six sessions. Social emotion learning has been performed on 27 preliminary teachers in experiment group, and regular academic education courses were given on 30 preliminary teachers in control group. At this time, as for class contents, 'self-recognition' has been dealt with in the first and second sessions followed by 'self-management' in the second and third sessions, 'adjustment in relationship' in the fourth session, 'responsible decision making' in the fifth session, and 'personal relationship' in the sixth session. Classes have been conducted for 90 minutes in average. Since intentional sampling method has been used in this study, difference of pre-scores between groups might influence on the difference on post-scores. Therefore, ANCOVA that adjusted the pre-scores to be consistent has been utilized. As a result, there was a significant difference on the post-scores in characters in teaching positions between experiment group and control group.

Construction of Land Consulting Information System (토지 컨설팅 정보시스템(ALGOSA) 구축)

  • 이상길;정종철
    • Spatial Information Research
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    • v.12 no.1
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    • pp.57-71
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    • 2004
  • In this study about construction of land consulting information system the system is constructed for the support be rapidly and efficiently of decision making information. Supporting decision making is be sure need when build in land or change form and character of land, that kind of variety land law, conditions of buying land location, distribution of land answering to the development purpose and buying and selling or lease of land. So that land consulting information system can be query, search, identity and analysis for the decision making elements using the computer. The system an another name ALGOSA far the improved extent of legal in ability of system. Like this where spread of system is by company as well as private person, it's company kinds of real estate business, survey and civil designer's office, architectural designer's office and professional1y land development company of great many all over the country.

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