• Title/Summary/Keyword: Character raising

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A Study on the correlations between Parent's Raising Attitude and Children's Personal Character (부모의 양육태도와 아동의 개인적 특성간의 상관관계에 관한 연구)

  • Song, Gyo-Seok
    • Journal of Industrial Convergence
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    • v.12 no.2
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    • pp.1-14
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    • 2014
  • This thesis is to analyse the correlations between parent's raising attitude and children' personal character. The way their parents raised them is divided 4 ways-devotion, hostility, autonomy and regulations. Children' personal characters are composed of Self-esteem and Self-regulation. In order to do this study first, I Set up a hypothesis. Second, I surveyed the result from the questionnaire to verify it on the basis of the data on the 442 elementary student in the fifth and sixth grade who live in the Ansan-City. Third, I used the SPSS program. Based on the result of the research, the hypothesis is proved as follows: The result from strong devotion and autonomy show high Self-esteem and Self-regulation, but those from strong hostility and regulation show low Self-esteem and Self-regulation.

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A Study on Character Fashion - The Focus on Animation Character - (캐릭터 패션에 관(關)한 연구(硏究) - 애니메이션 캐릭터를 중심(中心)으로 -)

  • Lee, Jung-Im;Chun, Hae-Jung
    • Journal of Fashion Business
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    • v.5 no.1
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    • pp.97-116
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    • 2001
  • Character fashion was already turned up in Egyptian age and nowadays was worn to everybody as regardless of ages, level and sex of people. This paper reviewed character fashion and animation character based on USA and Japan that is outstanding more coming up today and compared and analyzed with our country's situation. Usually, character fashion would give imagnation of products and companies themselves for aesthetic sense and can show possessive feeling and personality. And that mean fashion used by character like pictures and signals(that include words figures and special signals) and these fashion using by animation character was come out in 1929. In spite of third producer, Korea, back from USA and Japan about character fashion, we faced many problems. In order to solve these problems, we must make our own pure character that do not need to pay royalty and must spread marketing strategy with character fashion of more various designs. Therefore we should concentrate for raising high quality works and avoid uneconomic investment and plagiarism and finally we must expand recognition concerning character fashion.

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The On-line tug of war Battle game with Character raising mode (Rope Survival: 온라인배틀과 캐릭터육성기능을 결합한 줄다리기게임)

  • Ahn, Hoo-Young;Kim, Mok-Ryun;Park, Young-Ho
    • Journal of Digital Contents Society
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    • v.7 no.4
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    • pp.271-277
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    • 2006
  • Recently, the mobile game market is growing due to the extension of mobile devices and internet. The mobile games are became a popular culture in society. But the existing mobile games have two simple forms. There are tow models in the mobile games. The first is as follows. The user downloads a game one time and play the game at off-line field. The second is as follows. The user play a battle game at on-line field. In the paper, we propose a new on-line "tug of war" game model which the user can play two kinds of game. They are the on-line battle mode game and the character raising mode game. Thus, this game model is different to existing mobile games and innovative model in mobile game market. This paper proposes a new research field in mobile game market with the characteristic that the user tan play two modes. One mode is the on-line tug of war battle mode and the other is the character raising mode.

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An Implementation of a Mobile Sudoku Game with a Step-by-Step Character Raising (단계별 캐릭터 육성을 결합한 모바일 스도쿠 게임 개발)

  • Yu, Ri-A;Yu, Su-Wan;Cho, In-Kyeong;Song, Hye-Ju;Park, Young-Ho
    • Journal of Digital Contents Society
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    • v.10 no.1
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    • pp.27-35
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    • 2009
  • Recently, an interest in mobile games is increasing according to the extension of the high speed network infra and the development of mobile devices. In the paper, we propose a mobile Stouku game which trains a brain. The proposed game is user-oriented play style that the game users can raise their characters theirselves. It gives users a sense of achievement and can also help improve intelligence by becoming familiar with a numeral. The game raises an awareness and immersion by adding various events and lowering the degree of difficulty more than previews games. In the paper, we demonstrate the proposed Sudoku game in the mobile device and present the result.

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A Study on the discourse about Chosǒn national character and Chosǒn aesthetic consciousness : focusing on the An Hwak and Yanagi Muneyoshi's discourse (근대 초 조선민족성과 조선미의식 담론의 논리화 방식 : 안확(安廓)과 야나기 무네요시(柳宗悅)를 중심으로)

  • Lee, Sun-yi
    • Cross-Cultural Studies
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    • v.25
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    • pp.267-290
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    • 2011
  • The purpose of this study is examining a circulation and conflict of concepts and logics of the $Chos{\check{o}}n$-ness by analysing the $Chos{\check{o}}n$ national character and $Chos{\check{o}}n$ aesthetic consciousness. As entering the modern period, we understood the nations as a unit of the artistic awareness. So, national art is defined as a national character expression from this period. The $Chos{\check{o}}n$ aesthetic consciousness by raising in this period, which is connected with the discourse of national character, carry out a discussional practice defining the Korean originality. However, there is a circulation and conflict of concepts and logics about the $Chos{\check{o}}n$ aesthetic consciousness in the process of a discussion. For the most representative examples are 'the white-clad folk' and 'the beauty of sorrow'. An Hwak and Yanagi Muneyoshi are representative debaters who try to establish the $Chos{\check{o}}n$-ness and their discussion supports these facts. As An Hwak regressing of the respect for high antiquity, he demolished the historical character from the $Chos{\check{o}}n$-ness and overlooked aesthetic differences by a periodical change. Yanagi Muneyoshi totally separates arts from politics and disposes of Korean arts in an abstract timeless-space. The function of such an early-modern period's discourse about $Chos{\check{o}}n$ aesthetic consciousness is that $Chos{\check{o}}n$ national character makes the dehistoricization and depoliticization.

Media Mix for Webtoon Character Marketing : Focusing on (미디어믹스를 활용한 웹툰 캐릭터 마케팅 : <하마탱의 일편단심 하여가>를 중심으로)

  • Choi, In-Soo;Yoon, Ki-Heon
    • Cartoon and Animation Studies
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    • s.19
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    • pp.145-159
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    • 2010
  • Similar to the other cultural contents, the character industry is based on the media which acts as the technological background. In fact, the character industry is the process of that a created character accesses to the consumers via media, builds its value and becomes licensed as a brand in the market. Therefore, it is crucial to select the most effective media for the consistence of a character in the market, as well as for construction of a higher brand quality of the character. Today, "Webtoon" might be considered as one of the marketing means which utilizes the Internet media for raising the character as a brand. Webtoon has apparent strength because it can be produced in shorter period and with less expense than through other media. Furthermore, Webtoon can be simply featured by the easiness of two-way communication and transference to another media through it. For these reasons, and according to the result of analyzing some Korean Webtoons, it seems obvious that the most effective media in character marketing is the Internet. In addition to the Internet, the strategic development in the media-mix is also important for establishing a brand of a character. However, the effective media-mix is available only when the character's external identity meets with the trait of its media. For the purpose of learning how the media-mix works when a character reaches for the consumers, a character "Hamataeng" was born and used in the experiment. This study will explain the marketing process through the use of own-created Webtoon and other contents, and suggest the ways to build a brand of a character. In addition, it is also indicated that a media-mixing strategy for transformation and expansion of the character to other media.

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Growth Conditions of Natural Monument Old Big Trees in Gyeongsangnamdo, Korea (경상남도 천연기념물 노거수의 생육환경 연구)

  • Kim, Hyo-Jeong
    • Journal of the Korean Society of Environmental Restoration Technology
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    • v.14 no.5
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    • pp.103-112
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    • 2011
  • Old big tree transcends the simple meaning of trees as they are the natural monuments that embody the people's history and culture of this land. The Cultural Heritage Administration of Korea(CHA) defines and protects old big tree based not only on the size of the tree but also on its definitive cultural and natural factors such as value, implications, and originality. This research aims to identify and analyze the growth conditions, soil conditions and location character of 20 old big tree in Gyeongsangnamdo korea. The research examined the soundness of the arboreal form, the degree of damage on the bark, as well as the quantity of leafs levels to evaluate the overall condition of growth and development. Also, 9 elements such as soil texture, nitrogen and organic matter content, soil pH, phosphoric acid and EC were further analyzed The research analyzed in correlation of Growth condition and soil. Tree health related positivity that total nitrogen and organic matter. The result which analyzes location character, With natural monument old big trees raising a hand the area where is contiguous appeared with the fact that the farming village style where the rice field and the arable land of field etc. This research aimed at generating some foundational reference data for the analysis of the habitation and management conditions of natural monument old big tree within the Gyeongsangnamdo korea.

The character of teachers'and liberal teacher education (교사의 인성과 교양적 교사교육)

  • chung, Yun-Kyoung
    • (The)Korea Educational Review
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    • v.23 no.4
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    • pp.53-77
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    • 2017
  • This paper suggests that the meaning and the direction of character education should be understood and approached from a point of view which human formation is regarded as the essence of education. The best way of approach to the character education with this point of view could start from the teachers' character, because teachers are key actors for character formation of students. This study therefore places strong emphasis on the importance of teachers' character and suggesting liberal education, as a key solution, its aim is raising and developing the whole human being. The purpose of this study is to explore the possibility of liberal teacher education. With this purpose of study, the author argues the moral dimension of teaching and the importance of the teachers' role as a character builder in ch.II. In ch.III, the present state of teachers' character education is examined and is argued the necessity of liberal perspective for teacher education to stress the character formation of teachers. The liberal teacher education means that the teacher education is integrated into the quality of liberal education which emphasizes the whole human formation, transformation of personality and critical reflection for human formation. The ch. IV contains exploration of the possibility of liberal teacher education by discussing the compatibility between liberal education and vocational education. Furthermore, it covers how teacher education can reflect the quality of liberal education on the aim of teaching, contents and methods of teacher education concretely.

Analysis on elements of policy changes in character industry (캐릭터산업의 정책변인연구)

  • Han, Chang-Wan
    • Cartoon and Animation Studies
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    • s.33
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    • pp.597-616
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    • 2013
  • Character industry is not only knowledge-based industry chiefly with copyrights but also motive power for creative economy to take a role functionally over the fields of industries because it has industrial characteristic as complement product to promote sale value in manufacturing industry and service industry and increase profit on sales. Since 2003, the national policy related to character has aimed to maximize effect among connected industries, extend its business abroad, enforce copyrights through the improvement of marketing system, develop industrial infrastructure through raising quality of character products. With the result of this policy, the successful cases of connected contents have been crystallized and domestic character industry has stepped up methodically since 2007. It is needed to reset the scales of character industry and industrial stats because there are more know-how of self industry promotion and more related characters through strategy of market departmentalization starting with cartoon, animation, games, novels, movies and musicals. Especially, The Korea government set our target for 'Global Top Five Character Power' since 2009 and has started to carry out to find global star characters, support to establish network among connected industries, diversify promotion channels, and develop licensing business. Particularly, since 2013, There have been prospered the indoor character theme park with time management just like character experimental marketing or Kids cafes using characters, the demand market of digital character focusing on SNS emoticon, and the performance market for character musical consistently. Moreover, The domestic and foreign illegal black markets on off-line have been enlarged, so we need another policy alternative. To prepare for the era of exploding character demand market and diversifying platform, it is needed to set up a solid strategy that is required the elements of policy changes in character industry to vitalize character industry and support new character design and connected contents. the following shows that the elements of policy changes related to the existing policy, the current position of market. Nowadays, the elements of policy changes in domestic character industry are that variety of consumers in the digital character market according to platform diversification, Convergence contents of character goods for the Korean waves, legalization of the illegal black contents market, and controling the tendency of consumers in departmentalized market. This can help find the policy issue entirely deferent with the existing character powers like US, Japan or Europe. In its final analysis, the alternatives are the promotion of models with contract copyrights of domestic and foreign connected contents, the diversification of profit models of platform economy, the additive development of target market related to enlarging the Korean waves, and the strategy of character market for the age-specific tendency according to developing character demand market.

The Effects of Chicken-Rearing Activity on Character, Emotion and Self-esteem of Middle School Students (닭 돌보기 활동이 중학생의 인성, 정서 및 자아존중감에 미치는 효과)

  • Yoo, Ji Hyun;Jin, Hyun Ju
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.3
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    • pp.173-179
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    • 2020
  • The purpose of this study was to examine whether chicken-rearing activity is effective on the character, emotion and self-esteem of middle school students, as a pilot study for the development of an animal-assisted education program based on chicken-rearing activity. School was selected as the place where students have experience with raising animals before and no poultry farms were located near the school. The experimental group consisted of 11 students as the chicken-rearing group. The conducted activities were greeting chickens, cleaning henhouse, feeding them, and picking eggs up for five months. Character, emotion and self-esteem scales were used as test tools, and pre-testing and post-testing were conducted to verify the effectiveness of the study. Data collected were analyzed by using SPSS Win 25.0 statistical program. As a result, the character, emotional stability and self-esteem of middle school students who participated in chicken-rearing activity were improved. This study is meaningful in that the chicken-rearing activity proved to be effective for the character, emotion and self-esteem of middle school students and prepared an experimental case study for developing an animal-assisted education program based on chicken-rearing activity. It is expected to be useful as basic data of animal-assisted education for adolescents in school.