• 제목/요약/키워드: Creativity.Character

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한국인 강점 척도를 기반으로 한 업무 유형에 따른 대표 강점 발현의 차이 (Difference of Expressed Character Strengths, the Type of Work : Classification as Per the Korean Strength Scale)

  • 김지은;권예지;나해란;이지은;노재흥;채정호
    • 대한불안의학회지
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    • 제12권1호
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    • pp.13-20
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    • 2016
  • Objective : The purpose of this study was to verify the differences of expressed character strengths graded as per the Korean Strength Scale, based on the type of work. Methods : A total of 2,444 conglomerate workers were classified into two groups: 1,356 office workers and 1,088 production workers. The subjects were examined through a web or mobile application based on the Korean Strength Scale. The Korean Strength Scale consists of a total of four top entries and 25 sub-items with appropriate validity. Results : The difference in the average score of sum of character strengths between the two groups was not significant. In the office worker group, character strengths such as love of learning, creativity, perspective, curiosity, facilitation, judgment and faith had significantly high scores. On the other hands, modesty, hope, gratitude, sincerity, magnanimity and self-regulation were high in the production worker group. The results remained unchanged in additional analysis of covariants as sex, age and education level, except for self-regulation and faith. Conclusion : Our results suggest significant differences in the character strengths between the two types of work; however, the average of sum of character strength score remains unchanged. These results may help to understand differences between work environments and thus help to establish a positive foundation.

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사상체질에 따른 성격강점 차이연구 (A Study of Different Character Strengths in the Sasang Constitution)

  • 박현철;유경;김락형
    • 동의신경정신과학회지
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    • 제28권1호
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    • pp.39-47
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    • 2017
  • Objectives: The purpose of this study is to investigate the Sasang Constitution character strength of university students. Methods: One hundred fifty students of Woosuk University participated in this study. Their majors were Korean medicine, nursing science, and pharmacy. Their Sasang Constitutional types were determined using the results of a Two Step Questionnaire for Sasang Constitution Diagnosis (TS-QSCD). The subjects were also tested by a Characteristic Strength Test (CST). The Character Strength test scores were compared to the different Sasang Constitutions using analysis of variances (ANOVA). Also, the five Signature Strengths presented to the subjects were measured as a percentage within Sasang Constitution Groups, and compared to the different Sasang Constitutions. Results and Conclusions: 1. In CST score: Soyangin were significantly higher than Taeeumin in creativity, curiosity, love, social intelligence, vitality, leadership, appreciation of beauty and excellence, and humor. Also, Soyangin was significantly higher than Soeumin in wisdom, kindness, bravery, and authenticity. 2. In CST score: Taeeumin were significantly higher than Soyangin in modesty. Taeeumin and Soeumin were significantly higher than Soyangin in prudence. 3. In the five signature strength analysis: Extrovert character strengths such as curiosity, vitality, social intelligence, bravery, and leadership, were higher in Soyangin. On the other hand, Introvert character strengths such as modesty, prudence, and self-regulation, were higher in Taeeumin and Soeumin. 4. In the five signature strength analysis: The signature strengths of Soyangin and Soeumin indicated a biased distribution. The signature strengths of Taeeumin indicated an even distribution.

3차원 캐릭터 모델기반 CGS System 구축 II (Part 2 : Digital Process에 관하여) (CGS System based on Three-Dimensional Character Modeling II (Part 2: About Digital Process))

  • 조동민;조광수
    • 한국멀티미디어학회논문지
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    • 제13권7호
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    • pp.1095-1104
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    • 2010
  • 본 연구는 기존의 아이디어 발상법에서 벗어나 창의적 형태발상능력을 극대화시키고 사고의 한계를 극복하기 위한 창의적 아이디어 발상법의 하나로써 선행연구 중 비례를 이용한 기존 시스템인 PDS(Proportion Distort System)아이디어 발상법의 문제점을 파악하고 보완하여 개발한 CGS System의 Digital Process System 부분에 관한 연구이다.[1] 또한 본 논문은 한국멀티미디어학회 2008년 11월 멀티미디어학회 논문지 제11권 11호에 게제된 "3차원 캐릭터 모델기반 CGS System 구축 (Part1 : Non-Digital Process에 관하여),"에 관한 연장된 연구로써 실질적 System의 구현방법, 연구방향 및 결과를 제시하여 캐릭터 디자이너가 캐릭터 제작 시 즉각적인 아이디어 발상 Feed-Back을 얻을 수 있으며 작업과정의 시간과 비용을 절감할 수 있는 효과를 가져 올 것으로 사료된다.

수학영재교육을 위한 자발적 수학 동아리 운영 사례 분석 (An Application Case Study of Inventive Mathematical Club for Mathematics Talented students)

  • 서보억
    • 한국수학교육학회:학술대회논문집
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    • 한국수학교육학회 2010년도 제44회 전국수학교육연구대회
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    • pp.77-82
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    • 2010
  • This study assumes alternative character of the operation of gifted class in middle school. The case that operated the voluntary mathematics club for one year was analyzed and the educational effect was considered. First, the examination instrument for choosing the members of mathematics club was developed and used. Second, diverse teaching and learning materials for improving creativity and mathematical ability of the members were used. Third, the difference of learning result between the experiment group and control one who joined the activities of mathematics club was analyzed.

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Study on 2D Sprite *3.Generation Using the Impersonator Network

  • Yongjun Choi;Beomjoo Seo;Shinjin Kang;Jongin Choi
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제17권7호
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    • pp.1794-1806
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    • 2023
  • This study presents a method for capturing photographs of users as input and converting them into 2D character animation sprites using a generative adversarial network-based artificial intelligence network. Traditionally, 2D character animations have been created by manually creating an entire sequence of sprite images, which incurs high development costs. To address this issue, this study proposes a technique that combines motion videos and sample 2D images. In the 2D sprite generation process that uses the proposed technique, a sequence of images is extracted from real-life images captured by the user, and these are combined with character images from within the game. Our research aims to leverage cutting-edge deep learning-based image manipulation techniques, such as the GAN-based motion transfer network (impersonator) and background noise removal (U2 -Net), to generate a sequence of animation sprites from a single image. The proposed technique enables the creation of diverse animations and motions just one image. By utilizing these advancements, we focus on enhancing productivity in the game and animation industry through improved efficiency and streamlined production processes. By employing state-of-the-art techniques, our research enables the generation of 2D sprite images with various motions, offering significant potential for boosting productivity and creativity in the industry.

디즈니 애니메이션 악당 캐릭터의 색채분석 (Color Analysis of Disney Animation Villain Characters)

  • 성례아;김혜성
    • Journal of Information Technology Applications and Management
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    • 제28권6호
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    • pp.69-85
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    • 2021
  • In the era of the 4th Industrial Revolution, not only artificial intelligence, big data, robots, and biotechnology, but also cultural industries that require human creativity will lead. Among the cultural industries, the animation industry has high industrial utilization value due to its high connection with other industries. Among them, animation characters play the most important role as the subject leading the story of animation. In particular, the villain character not only serves as a medium for the main character to lead the story, but also captivates the audience with a different presence from the main character, adding to the fun and completeness of the animation. These characters consist of visual elements such as form and color, of which color is a tool that effectively conveys the character's personality and role to the audience, and is the first visual element to be considered in delicately describing the character's emotions and the relationship between characters. Therefore, this study attempts to analyze the color of the villain character. To this end, we will select eight Disney animations to derive the characteristics of the villain character's color by analyzing the color, value, chroma, and color association of the colors used in the Disney villain character. As a result of the analysis, the colors mainly used by Disney to convey the villain's image were red (R) and Orange (YR), and there was no difference depending on the times or animation production methods. Second, the brightness of Disney villain characters appeared to be the same medium/famous regardless of the times and production methods, and the frequency of use of high brightness was very low. In terms of saturation, the frequency of use of high and low saturation was high. Third, blackish (Bk), Strong (S), dull (Dl), and deep (Dp) tones were mainly used for tones. In particular, in recent 3D animations than previously produced 2D animations, the use of low chroma and the high black mixing rate increased. Fourth, it can be seen that Disney uses color as a visual method to more clearly express the psychology of the villain character using color association. In conclusion, the color selection of animation characters should be carefully considered as a tool to convey the character's personality, role, and emotion beyond simply using color, and the color selection of characters using color associations and symbols strengthens the narrative structure. It is hoped that this study will help analyze and select the character color of animation.

배우 송강호의 사실적인 캐릭터와 연기 ; 영화 <택시운전사>(2017)를 중심으로 (Actor Gang Ho Song's Realistic Character and Acting ; Based on the film (2017))

  • 이아영
    • 한국엔터테인먼트산업학회논문지
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    • 제13권3호
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    • pp.157-167
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    • 2019
  • 1990년대 후반 한국영화의 새로운 흐름 속에 등장한 배우 송강호는 소박한 소시민에서부터 역사 속 왕에 이르기까지 다양한 장르의 영역을 넘나들며 특유의 개성(말투와 외모)을 캐릭터의 개인적인 뉘앙스로 활용해 매작품마다 자신의 유형으로 캐릭터의 성격을 확장시켜나갔다. 특히 영화 <택시운전사>처럼 실제 사건과 실존 인물을 바탕으로 한 영화들에서 우리의 역사성과 민족성을 체현하는 송강호의 캐릭터는 진지하지만 무겁지 않은 연기, 짜여지지 않은 듯 일상적인 송강호의 연기 스타일과 조화를 이루어 친근함이라는 인간적인 감수성을 실현하며 '송강호 캐릭터'라는 장르로 인식하게 할 뿐만 아니라 배우로서의 영역을 더욱 견고히 하고 있다는 점에서 본 연구는 그의 사실적인 표현성과 창조적 능력을 배리 킹Barry King이 말한 작가성authorship의 개념으로 주목하고, 영화 <택시운전사>를 통해 그의 캐릭터와 연기를 분석해보고자 한다. 먼저, 실제 사건과 실존 인물을 재현하는 송강호 캐릭터의 역사성과 민족성은 어떠한 특징을 갖고 있는지 분석하고, 캐릭터에 생동감을 부여하는 송강호 연기의 일상성과 즉흥성을 분석한다. 이를 통해 자신의 신체적 특성을 캐릭터의 성격으로 재지시하며 캐릭터의 사실성을 높이는 송강호의 연기를 자기지시적인 연기 스타일로 보고, 송강호의 자기지시성은 캐릭터의 성격과 어떠한 조화를 이루며 사실적으로 표현되는지, 송강호의 캐릭터와 연기는 어떠한 연속성을 갖고 있는지 분석해 본다.

G러닝기반 교육 콘텐츠 개발 사례 (The Development Case of G-Learning Based Education Contents)

  • 은광하;유석호
    • 디지털융복합연구
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    • 제11권4호
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    • pp.397-402
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    • 2013
  • 제시되는 개발 사례는 창의성 개발을 위한 스마트 교육 콘텐츠 개발내용으로서 학습자의 성향에 맞는 상호작용이 가능한 G-러닝 기반 교육교재 소프트웨어의 디자인 접근 및 개발내용을 제시하였다. 무엇보다도 게임의 특성인 상호작용을 극대화 할 수 있도록 디자인 접근방식에 초점을 두어 학습자의 성향에 따른 교육 수준 레벨별 몰입이 가능한 교육 콘텐츠를 개발한 것으로서 레벨 디자인 설계에 따른 난이도 기반 콘텐츠 구성이 가능한 콘텐츠이다. 또한, 시각적 측면에서 출현하는 오브젝트 및 캐릭터의 비주얼 커스터마이징(Customizing) 기능을 구현하여 학습자의 성향에 따라서 몰입할 수 있는 비주얼 환경을 설정하여 효과적인 교육이 가능하도록 구현한 사례이다.

Jean-Charles de Castelbajac 작품에 나타난 팝아트의 표현 특성 (Expression characteristic of pop art in Jean-Charles de Castelbajac's works)

  • 김선영
    • 복식문화연구
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    • 제22권5호
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    • pp.688-701
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    • 2014
  • This study examined the expression characteristics in pop art works of Jean-Charles de Castelbajac. The study here aimed at possibility to find a design development in building up the unique art world of creativity based on popularity, artistry, and originality without confinement to the trend only. For the research method, review of literature and analysis about Castelbajac's works reflecting the pop art feature in the collections from 2000S/S to 2012F/W were performed. The results of research are as follows. The external expression form of Castelbajac's works based on pop art was grouped roughly into use of mass culture image, appropriation of pop art expression technique, and parody of art works. First, his work appeared as application of the mass culture image such as symbolic thing in the modern consumer society, object in an ordinary life, character of well-known animation, national flag and famous star. Second, such appropriated pop art techniques showed as pop color in strong primary color and silk screen, photomontage, collage, assemblage, graffiti, and lettering. Third, a variety of images featured earlier in art works were shown in parody. These works are valuable in that they are expressed aesthetically through regeneration of popular culture's various images in view of fashion, they are described in the non-traditional value with frolic resistance and deviation out of existing fashion norm, and they are given the dynamic creativity integrated with art and fashion.

패션일러스트레이션의 창의적 표현 방법 연구 - 표현 요소를 중심으로 - (A Study on the Creative Expression of Fashion illustration - Focusing on The Expression of Elements -)

  • 성유정;유영선
    • 복식
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    • 제52권7호
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    • pp.13-25
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    • 2002
  • The purpose of this study is to develope a creative expression technique in fashion illustration through analyzing applied techniques of the elements related to creative expressions in fashion illustrations. They were investigated in view of line, form, texture, color, space and the results were summarized as follows. In the creative expression using line in the fashion illustration. emotional effects of line created by specific character of mediums and duplicated lines have been applied to visualize movements of the objects. In shape, the transformed figure by destructing. covering or eliminating a part of the figure or the dress has been adapted. In texture. the invented texture reconstructed from actual texture has been applied, collage technique. computer graphic being used to give various images of texture. The creative expressions using color have been achieved by the shading. and spreading effects and the symbolic meaning of color for creating a spatiality in a picture plane and to give emotional effects and visual concentricity. In space, the color perspective together with detailed description. the combination of various points of view and liner perspective have been used to create depth and illusional space in pictorial plane.