• Title/Summary/Keyword: Character making

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Effects of the Temperament and Character on Depression, Anxiety, and Maternal-Fetal Attachment in High-Risk Pregnant Women (고위험 임산부의 기질과 성격이 임산부의 우울, 불안, 모-태아 애착에 미치는 영향)

  • Jung, Sang Hyup;Bae, Jin Gon;Jung, Sung Won;Kim, Min Kyung;Kim, Hee Cheol;Kim, Jung Bum
    • Anxiety and mood
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    • v.14 no.2
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    • pp.106-111
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    • 2018
  • Objective : High-risk pregnant women are exposed to the physical and emotional crisis associate with the condition of high-risk pregnancy, making these women emotionally unstable, exhibiting such conditions as depression and anxiety. The aim of this study was to examine what effects the temperament and character of high-risk pregnant women had on their depression, anxiety, and maternal-fetal attachment. Methods : A hundred and five high-risk pregnant women were recruited in the maternity ward of the Keimyung University medical center. All subjects were administered a sociodemographic and obstetric questionnaire, Temperament and Character Inventory, Beck Depression Inventory-II, State Trait Anxiety Inventory-State, and Maternal-Fetal Attachment Scale. Results : First, higher scores on the harm-avoidance scale and lower scores on the self-directedness scale were associated with higher depression scores. Second, higher scores on the harm-avoidance and reward-dependence scale were associated with higher anxiety scores. Lastly, higher scores on the cooperativeness scale were associated with higher maternal-fetal attachment scores. Conclusion : Temperament and character in high-risk pregnant women were associated with the degree of depression, anxiety, maternal-fetal attachment. Based on these findings, it is suggested that examining temperament and character in advance and screening for vulnerability in pregnant women can help to prevent emotional problems for high-risk pregnant women.

A Case Study of Intellectual Property Rights Using Animation Characters (애니메이션 캐릭터를 활용한 Intellectual Property 사례 연구)

  • JIANG, QIANQIAN;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.361-366
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    • 2022
  • Recently, with the development of convergent media, the digital animation industry has developed a variety of content centered on the role of Intellectal Property. The excellent IP role image has created huge economic benefits in business. This paper selects three representative Intellectual Property animation cases from Japan, the United States and China. Analyzed of the reuse of IP animation character images and combined with the era technology and the style of culture and art, the traditional cultural IP roles are reconstituted into modern character design two aspects. Through the research of this paper, can understand the expansion possibility of IP animation according to the use of character image. It is expected that when making digital animation, can recognize the importance of intellectual property and use it as a reference for role development.

A Study on the TV Audition Show's Distortion of Reality with Sartre's Existentialism which shows Media Subjectivity and Ethicality (오디션 프로그램의 리얼리티 왜곡이 보여주는 미디어의 주관성과 윤리성)

  • Tu, Lingyao
    • Trans-
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    • v.11
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    • pp.1-35
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    • 2021
  • This study looks to explore situations in which the authenticity of reality audition programs is inherently distorted by subjective intervention through a theoretical model of existentialism and case study of how it was practiced in an actual program. In detail, we examine the impact on the essence of human subjective intervention and the behavior by free will and use Sartre's existentialism a theoretical model and a Korean audition program series as the case for the study. We believe that the producers intended to narrow the audiences choices by creating a favorable environments for certain participants (trainees as they were called) to be recognized and liked by the voting audiences. We look to "subjectivity," the first principle of existentialism, people determine their essence through free will, and all actions in the production process are aimed at achieving that goal, which keeps the position balance of final debut group by creating the character image and personality through character making, storytelling and increasing or decrease the assigned air-time of each individuals.

High Temperature Drying of North American Ginseng for Management Decision Making

  • Bailey, W.G.;Dalfsen, K.B.van;Guo, Y.P.
    • Journal of Ginseng Research
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    • v.27 no.3
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    • pp.141-145
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    • 2003
  • The multi-year production cycle for ginseng can be rapidly depreciated by inferior post-harvest activities. This research examines the character of high temperature drying regimes for North American ginseng root to assist management decision making. The objective is a very rapid drying regime, that will not result in physical or chemical damage to the root and that would not alter the actual dry root weight. Research is presented using drying temperatures of 55, 70 and 105 C. Temperatures above these rapidly cause substantive physical damage to the root samples and seriously compromise the dry root values determined. Temperatures below these behaved quite similar to actual dryer regimes (approximately 38 C). Laboratory results indicate that there are differences between the three temperature regimes tested. Careful usage of the 70 C regime, over a period of two to three days in a convection drying oven, has distinct merit.

An approach based on the generalized ILOWHM operators to group decision making

  • Park, Jin-Han;Park, Yong-Beom;Lee, Bu-Young;Son, Mi-Jung
    • Journal of the Korean Institute of Intelligent Systems
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    • v.20 no.3
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    • pp.434-440
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    • 2010
  • In this paper, we define generalized induced linguistic aggregation operator called generalized induced linguistic ordered weighted harmonic mean(GILOWHM) operator. Each object processed by this operator consists of three components, where the first component represents the importance degree or character of the second component, and the second component isused to induce an ordering, through the first component, over the third components which are linguistic variables and then aggregated. It is shown that the induced linguistic ordered weighted harmonic mean(ILOWHM) operator and linguistic ordered weighted harmonic mean(LOWHM) operator are the special cases of the GILOWHM operator. Based on the GILOWHM and LWHM operators, we develop an approach to group decision making with linguistic preference relations. Finally, a numerical example is used to illustrate the applicability of the proposed approach.

A Case Study on Application of the NABI Program to Realize the 'Practice Centered Mechanism of Manifesting Character' ('실천 중심 인성 발현 메커니즘' 구현을 위한 NABI 프로그램의 적용 사례)

  • Park, Dahye;Park, Jongseok
    • Journal of The Korean Association For Science Education
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    • v.36 no.6
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    • pp.947-957
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    • 2016
  • Today, in accordance with emphasizing the importance of character education, science educators have tried to implement character education in the field of science education. Therefore, this research aims to confirm the possibility of the realization of 'Practice Centered Mechanism of Manifesting Character' developed on the basis of character education theory through the application of the NABI Program based on Nature-Study. For this, the NABI program was applied to 24 3rd grade students of an elementary school for a period of ten months. Qualitative data was collected like students' reports, journals, and video recording of the classes. This data was classified into 'value, judgment, action,' the steps of 'Practice Centered Mechanism of Manifesting Character,' and text was written by interpreting the data. The research resulted in the following: First, students formed 'value' by making a connection with the objects. And the various values - individual, interpersonal, social, ecological, and spiritual - are formed according to the type of objects with which the students felt a connection to. Second, students need to judge the problems of the real world at the 'judgment' step. Third, at the 'action' step, students practice moral behavior in relation to the sympathy or feeling they felt with the objects that they made a connection to. In conclusion, 'Practice Centered Mechanism of Manifesting Character' can be realized through the application of the NABI Program. The NABI Program can be a definite way to implement character education in the field of science education.

A theoretical foundation study for the promotion of a social and emotional competencies of children (초등학생들의 사회·정서적 능력 함양을 위한 이론적 토대 연구)

  • Lee, In Jae
    • The Journal of Korean Philosophical History
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    • no.25
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    • pp.7-40
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    • 2009
  • The aim of this paper is to establish the theoretical foundation on "the integrative study of the character education for the promotion of social and emotional competencies of children.". Based on the social and emotional learning(SEL), this paper is tried to find out the effective ways to develop children's good character. According to SEL, social and emotional competence is the ability to understand, manage, and express the social and emotional aspects of one's life in ways that enable the successful management of life tasks such as learning, forming relationships, solving everyday problems, and adapting to the complex demands of growth and development. And it is also the process of acquiring and effectively applying the knowledge, attitudes, and skills necessary to recognize and manage emotions. Five key competencies such as self-awareness, social awareness, responsible decision making, self-management, relationship skills are taught, practiced, and reinforced through SEL programming. Both the social and emotional learning movement and the character education share in common the idea that much of human character can be modified for the better through learning. While character educators engage in developing civic virtue and moral character in our youth for more compassionate and responsible society, SEL educators engage in educating for a safe, secure, caring society. To effectively teach social and emotional competencies, the teachers themselves must embrace a teaching and learning philosophy that models the attitudes, feelings, and behaviors we aim to teach.

A Basic Study for Establishing Decision Making Governance System in Urban Regeneration (도시재생 개발사업의 의사결정 거버넌스 체계 구축을 위한 기초연구)

  • Shin, Seung-Woo;Lee, Jee-Hee;Yi, June-Seong
    • Proceedings of the Korean Institute Of Construction Engineering and Management
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    • 2008.11a
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    • pp.247-251
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    • 2008
  • There are many stakeholder whose interests against the rest and lots of complex projects in Urban Regeneration. Moreover, there are various communication routes and complex decision making structure because the benefits among stakeholder are conflict. Eventually, the lots of decision making task and complex structure cause inefficiency and delay of Urban Regeneration business. This Is a basic study for establishing decision making governance which help efficient decision making in Urban Regeneration. This study was conducted follow process. Through the analysis the Urban Regeneration process and literature study of "Governance", we characterize the decision making of Urban Regeneration, and based on that character we founded "decision making governance composition". Finally we suggest the "Decision Making Governance System Concept in Urban Regeneration"

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Low polygon game character modeling and Character Primitives manufacture (로우폴리곤 게임 캐릭터 모델링 및 Character Primitives 제작)

  • Kang, Sung-Jung;Kim, Sang-Jin;Lee, Seung-Hyun
    • Journal of the Korea Computer Industry Society
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    • v.7 no.5
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    • pp.573-582
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    • 2006
  • The game is in progress according to the game story with the text, graphic, animation, motion picture, music, etc. Also the result of the game varies depending on the strategy and tactics of the player. For the development of the game, this paper describes the task of the game planner, game programmer, and game graphic designer. Game graphic designers are classified into 4 parts such as the art director, original picture designer, 2D designer, and 3D designer. Among these, the 3D designer makes the 3D game characters with the use of 3D tools. This paper presents the method that 3D designers and beginners can develop 3D characters easily and quickly, Also, this paper shows the method for making preparations of SourceModel which includes 150 polygons. The SourceModel is made up of between five life size and eight life size. In addition, Character Primitives Interface is made to use SourceModel in MaxScript. Accordingly 3D designers have the free use of SourceModel and they will be able to save time.

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Humor of Post-Industrial Society Costume Expressing Cartoon Image (만화 이미지가 표현된 후기산업사회 복식의 해학)

  • 류근영;이효진
    • Journal of the Korean Society of Costume
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    • v.52 no.8
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    • pp.55-71
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    • 2002
  • The purpose of this study was to identify a basic meaning of humor from the costume expressing cartoon image, to grasp the status of contemporary costume, and also to supply people with a database related to the sphere of costume design. This was done by analyzing and examining humor of the costume expressing cartoon image in post-industrial society. Consequently, the result of this study was summarized as follows; First, humor by parody of Pop Art is recognized as humorous expression that repulsed the main current culture and post-industrial society phenomenon. Second, humor by quotation tends to appear through cartoon character. Costume which quote cartoon character is against Kidult tastes and the pre-existing authoritative prejudices in post-industrial society. Third, humor by bricolage, making bricolage with silhouette, color, pattern item, is recognized as new creation of humor In other words, it is regarded as enlargement of new esthetic consciousness and humor about instrumented gender in post-industrial society. Lastly, humor by deformation expressed itself in deformation of body image of character and cloth silhouette by cartoon image. Deformation of cloth silhouette by cartoon image, being not conscious pre-existing concept of harmony of human and costume, is recognized as humor which have characteristic of play with introduction of new silhouette. In addition to, the result of this study showed that humor expressed in cartoon image of costume has been limited to the works of few designers because of characteristics of fashion designers who made use of popularity as subjects of the works and internal meanings which were related to the characteristics of post-industrial society.