• Title/Summary/Keyword: Character set

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Grapheme-based on-line recognition of cursive korean characters (자소 단위의 온라인 흘림체 한글 인식)

  • 정기철;김상균;이종국;김행준
    • Journal of the Korean Institute of Telematics and Electronics B
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    • v.33B no.9
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    • pp.124-134
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    • 1996
  • Korean has a large set of characters, and has a two-dimensional formation: each character is composed of graphemes in two dimensions. Whereas connections between characters are rare, connections inside a grapheme and between graphemes happen frequently and these connections generate many cursive strokes. To deal with the large character set and the cursive strokes, using the graphemes as a recognition unit is an efffective approach, because it naturally accommodates the structural characteristics of the characters. In this paper, we propose a grapheme-based on-line recognition method for cursive korean characters. Our method uses a TDNN recognition engine to segment cursive strokes into graphemes and a graph-algorithmic postprocessor based on korean grapheme composition rule and viterbi search algorithm to find the best recognition score path. We experimented the method on freely hand-written charactes and obtained a recognition rate of 94.5%.

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To analyze character's personality by using Enneagram (에니어그램을 통한 만화 캐릭터 성격연구)

  • Kim, Dae-Kweun
    • Cartoon and Animation Studies
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    • s.23
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    • pp.35-50
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    • 2011
  • In a "Culture Content" industry, the character takes an important role to make a strong storyline. Especially in the field of cartoon which is composed with script and pictures, the role of character is more significant. There are few ways to analyze the character, and "Enneagram" is one of them. In this thesis paper, the author uses this Enneagram to analyze the character. Enneagram is a tool that divides characters into 9 categories of personality. In the year of 2001, South Korea published the standardized Enneagram test called KEPTI. By using the division chart of Enneagram, it is much easier to analyze the character's personality type in the cartoon. Also, this tool makes it possible to understand which character type is suitable for certain role and genre. Although it is hard to say the Enneagram tool represents all existing personalities, it would be definitely helpful for someone who tries to create or to set up a new character.

The Impacts of Social Support and Psychological Factors on Guild Members' Flow and Loyalty in MMORPG (MMORPG에서 길드 구성원들의 사회적 지지와 심리적 요인들이 플로우 및 충성도에 미치는 영향)

  • Kang, Ju-Seon;Ko, Yoon-Jung;Ko, Il-Sang
    • Asia pacific journal of information systems
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    • v.19 no.3
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    • pp.69-98
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    • 2009
  • We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as independent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically. Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experienced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild's offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable. To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: 'WoW playforum,' 'WoW gamemeca,' and 'Wow invent.' The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statistically significant impacts on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players' loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support. Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express themselves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up through social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.

Analysis of Gesture Features on Character Expression of (캐릭터 성격표현에 의한 제스처 특징 분석 : 영화 <아바타>의 '나비족' 캐릭터를 중심으로)

  • Lee, Young-Sook;Choi, Eun-Jin
    • Cartoon and Animation Studies
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    • s.24
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    • pp.155-172
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    • 2011
  • The purpose of this study is to analyze the gesture features on the personalities of Navi characters in . In order to analyze the personality type of characters, the study applied the classification of Enneagram based on script of . The character features are classified according to character types, then the metaphorical character of the expression is obtained through gesture analysis in . Thus, it is possible to set up characters that fit its personalities in Contents of digital image. Also this study suggests creation of attractive characters and expression methods with gesture based personality.

Analysis of the Symbolicity of "Haechi," Seoul's Promotional Animal Character (서울시 홍보용 동물캐릭터 '해치'의 상징성 분석)

  • Lee, Hwa-Ja
    • Cartoon and Animation Studies
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    • s.17
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    • pp.133-146
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    • 2009
  • In modern days, the iconic symbolicity of animal characters functions as a sign by the social promise after being made with voluntary intentions. Representing a public organization or corporation, an animal character is put to active use as a symbol. Today illusionary animal characters serve as important icons, and product developers incessantly put out animal contents. This study set out to examine the applications of animal characters in modern times according to media development by integrating animal characters into animation, which was the beginning of animal characters, based on the theoretical background of "symbolicity" in the aesthetics history. It also analyzed the symbolicity of "Haechi," which is Seoul's animal character and one of the good examples of utilization of a promotional animal character by a corporation or public organization.

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A Study on the Elements of Character in the Elementary Mathematics Textbooks Based on the 2009 Revised Curriculum -Focused on the 3rd and 4th Grades- (2009 개정 수학 교과용 도서의 인성 요소 분석 -3, 4학년을 중심으로-)

  • Park, Yongjun;Park, Mangoo
    • Journal of Elementary Mathematics Education in Korea
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    • v.19 no.4
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    • pp.545-561
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    • 2015
  • The purpose of this study was to analysis how the elements of character are reflected in the 3rd and 4th grade elementary mathematics textbooks based on the 2009 revised curriculum. This study focused on the elements of character in the 3rd and 4th grade mathematics textbooks. The researchers analyzed the elements of character in the students' mathematics textbooks and teacher's guide books. In particular, they analyzed how those elements of character are reflected in those books. Findings of this study are as follows. First of all, the elements of character were founded in the most of units on the 3rd and 4th grade mathematics textbooks, but they were biased to the specific elements of character. Second, the resources using related with character vary in the textbooks. As methods of character education, connections of elements of character with mathematical concepts, broader view of the world, or problem solving are appeared. From the results of the research, we suggest the followings. We need to set the teacher's roles in character education. Mathematics textbooks should include various elements of character for effective character education. In addition to development of quality materials for character education in mathematics education, teacher education programs should include character education in mathematics education.

INTERFACE DEVELOPMENT ENVIRONMENT BASED ON CHARACTER AGENT

  • Park, Young-Mee;Choo, Moon-Won
    • Journal of Korea Multimedia Society
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    • v.6 no.4
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    • pp.650-657
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    • 2003
  • We describe a scheme for developing character-based interface within the context of an agent-based tutoring system in the Web environment. The ideas in this paper stem from original work representing aspects of human emotion in tutoring computer models, where may provide mote natural ways for students to communicate with digital learning materials. The proposed system model is a set of software services that enable developers to incorporate interactive animated characters into their Web pages designed for on-line lectures. The prototypical application is developed and shown for validating the applicability and the effectiveness of this model in real tutoring settings.

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A Study on the Neuro-FAX algorithm Using the Perceptron Network (퍼셉트론을 이용한 Neuro-FAX 방식에 관한 연구)

  • 김해수;이근영
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.18 no.1
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    • pp.10-22
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    • 1993
  • In this paper, we proposed a Neuro-FAX algorithm having high compression rate and good reconstruction capability in spite of noise and fonts. This algorithm processes the character part and the image part seperately. In the character part, we recognized each characters in document using neural networks, and transmitted the information recognized. And we transmitted the image part as it is by the conventional method. With character set in receiving terminal. it can produce nice document of noise free characters and different font.

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Variable Priority Number Control of SPMS for Leisure Ship

  • Oh, Jin-Seok;Park, Do-Young
    • Journal of Advanced Marine Engineering and Technology
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    • v.36 no.1
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    • pp.141-148
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    • 2012
  • The power system of leisure ship has a character of stand-alone type, so it continuously checks the usable power. Especially, the leisure ship using renewable energy needs to adjust the power consumption of loads according to the usable power. Also, the important loads of leisure ship are different by operation mode. However, current power management system doesnot consider such character. This paper studied load management system of the SPMS(Smart Power Management System) and composed using the smart plug. The SPMS controls the loads depending on a user's pattern and character through variable priority number control. This control algorithm was verified through simulation of assumed user and situation using LabVIEW.

Online korean character recognition using letter spotting method (자소 탐색 방법에 의한 온라인 한글 필기 인식)

  • 조범준
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.21 no.6
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    • pp.1379-1389
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    • 1996
  • Hangul character always consists of consonants-vowel-consonants in order. Using this point, this paper proposes an approach to design a model for spotting each letter in Hangul, and then recognize characters based on the spotting results. The network model consist of a set of HMMs. The letter search is carried out by Viterbi algorithm, while character recognition is performed by searching the lattice of letter hypotheses. Experimental results show that, in spite of simple architecture of recognition, the performance is quite high reaching 87.47% for discrete regular characters. In particular the approach shows highly plausible segmentation of letters in characters.

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