• Title/Summary/Keyword: Cyber Character

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On the Formative Feature Characteristics of Cyber Character's Fashion in the Cyber-space Game (가상공간 게임에 나타난 사이버 캐릭터 의상의 조형성)

  • 서정립;진경옥
    • Journal of the Korean Society of Costume
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    • v.54 no.3
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    • pp.99-112
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    • 2004
  • The purpose of this research is to examine the relation between the cyber environment and the contemporary fashion design by studying the formative feature characteristics of cyber character's fashion in the on-line game from the point of the contemporary fashion design. The research method is to understand the general concept of the cyber-space and characters and then is to contemplate characteristics and formative features of game character's fashion of the cyber-space mainly with cyber characters that were closely linked with features of the contemporary fashion design. As a result, the formative feature of game character's fashion of the cyber-space was to be classified into four categories; reactionism, mechanism, futurism, sensualism. First, reactionism takes traditional elements with symbolical and compromising form. Second, mechanism has a tendency of deconstruction due to its vitality and sense of velocity for objects through employing geometrical forms and new materials. Third, futurism deviates from the established framework. It makes use of high-tech materials and has surrealistic and futuristic features. Fourth, sensualism does emphasize sensual parts of the body and intends to convey aesthetic atmosphere through association of ideas. Character's fashion of the cyber on-line game is unnatural and artificial in its forms and wear for the lack of knowledge for costume's structure, and it shows just simplified design that accept extremely partial fragment of features in the contemporary fashion design.

A Study on Violence and Countermeasures on Cyberspace Corruption (부패범죄의 현황과 대책연구:사이버폭력을 중심으로)

  • Kim, Taek
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.1
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    • pp.51-58
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    • 2019
  • This study focused on violent act, such as verbal offensive and other acts of violence such as cyber bullying, personal information infringement. Online bullying is seriously taking place online, as juvenile violence is seriously debated due to recent school violence. In particular, it is necessary to seek countermeasures by considering the nature of cyber violence in cyberspace, particularly when stalking victims in cyberspace have died from stalking. The study examines the problem of defamation and defamation of character and tries to identify problems. Measures were taken to enact cyber defamation laws. To this end, the Commission analyzed cases of defamation and defamation of character and considered legal precedents. The study intends to study cyber defamation and defamation of character. First, I want to differentiate between cyber libel and defamation of character. Second, I intend to raise the need for cyber defamation of cybercrime and consider the offence of contempt for the criminal justice system. Third, seek ways to protect against cyber defamation and defamation of character.

Research Activities for Cyber Characters in Korea

  • Lee, Ee-Taek;Park, Chan-Jong;Park, Jung-Jo
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1999.06a
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    • pp.11-14
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    • 1999
  • The forthcoming century will be the "era of cyber society" . In a virtual environment, a cyber character plays the role of an agent for the human being. In this paper, we introduce active researches of industries, universities, and research institutes in Korea. After Adam Soft Inc. presented a cyber singer,“Adam”, a few cyber characters have succeeded commercially through Internet, TV, CF, movies and etc. Some universities had their own characters to make fundamental researches in the fields of modeling, motion control, and VR. Research institutes have been funded recently to a cyber character related researches. This paper briefly reviews the recent research works, and future trends in Korea. in Korea.

Evaluative Criteria of Cyber Store based on Consumer Character of Cyber Stove Shoppers (사이버쇼핑 이용자의 소비자특성에 따른 가상점포 평가기준)

  • 박재옥;안민영
    • Journal of the Korean Society of Clothing and Textiles
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    • v.27 no.3_4
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    • pp.441-451
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    • 2003
  • The purpose of this study was to find out evaluative criteria of cyber store toward shopping orientation, purchasing experience and demographic factors of consumers to visit cyber store. This study surveyed consumers who have an experience of using cyber store and judgment sampling was used. The respondents were 240 men and women living in the metropolitan area of Seoul and Gyeonggi province. Research method was measured by clothing shopping orientation (utilitarian and hedonic factors), cyber store evaluation criteria (convenience, quality & trust and product character factors), purchasing experience(existent and nonexistent) and demographic factors. For data analysis, descriptive statistics, factor analysis, cluster analysis, ANOVA, t-test, Duncan test, and reliability analysis were conducted. The results were as follows: 1. Evaluative criteria of cyber store were considered importantly in order of possibility of exchange and refund, stability of personal information security, substance of quality degree of product and service and store. 2. Among shopping orientation groups, there were significant differences in all evaluative criteria of cyber store: convenience, quality & trust and product character of store. 3. Among groups toward existence and nonexistence in a purchasing experience, there were significant differences in convenience and quality & trust of store. 4. Among Demographic factors(gender, job, education and income) there were significant differences in convenience and quality & trust of store.

A Study on the User Preference Type of Avatar Character in the Web Environment (Web환경에 따른 아바타 캐릭터의 사용자 선호 Type에 관한 연구)

  • 강민수;조동민
    • Archives of design research
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    • v.15 no.4
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    • pp.121-128
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    • 2002
  • It makes an appearance that multi-media of Avatar, Cyber-Character, Cyber-Pet, Emoticon caused by Web-Environment advancement. Internet-User was fascinated by anonymous name of Web in the past but a desire goes on increasing to express oneself using the multi-media characters. Therefore, this study investigates that the feature of avatar character different from the general characters as making a survey of preference of avatar characters type in the various multi-media characters and presenting an efficient method at the making avatar characters. Consequently, the most efficient avatar characters type have to be concerned about functional factors rather than feature, feeling. exactly, it must be make conspicuous to personality of user and must make suitableness type of personality.

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Cyber Character Implementation with Recognition and Synthesis of Speech/lmage (음성/영상의 인식 및 합성 기능을 갖는 가상캐릭터 구현)

  • Choe, Gwang-Pyo;Lee, Du-Seong;Hong, Gwang-Seok
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.37 no.5
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    • pp.54-63
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    • 2000
  • In this paper, we implemented cyber character that can do speech recognition, speech synthesis, Motion tracking and 3D animation. For speech recognition, we used Discrete-HMM algorithm with K-means 128 level vector quantization and MFCC feature vector. For speech synthesis, we used demi-syllables TD-PSOLA algorithm. For PC based Motion tracking, we present Fast Optical Flow like Method. And for animating 3D model, we used vertex interpolation with DirectSD retained mode. Finally, we implemented cyber character integrated above systems, which game calculating by the multiplication table with user and the cyber character always look at user using of Motion tracking system.

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A Study on the Paradigmatic Characteristics of the Space Age Fashion and Techno-Cyber Fashion in 20th Century (20세기 스페이스 에이지 패션과 테크노-사이버 패션의 패러다임적 특성에 관한 연구)

  • 문신애;김문숙
    • The Research Journal of the Costume Culture
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    • v.7 no.6
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    • pp.170-181
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    • 1999
  • The purpose of this study is to suggest the possibility of futurism as original design pursuing newness in approaching 21C by studying how futurism having a great effect on fashion as innovatory ideology in early 20C did became paradigm in 20C fashion and the common peculiarity of the dress and its ornaments in this time before 21C. The Space Age Fashion and Techno-Cyber Fashion are representative futurism fashion of 20C. The common inner inclination in both Space Age Fashion and Techno-Cyber fashion are ; First, a future-oriented character. Second, a surrealism character, Third, an anti-cultural character. The greatest peculiarity in the common outer shape in both Space Age Fashion and Techno-Cyber Fashion is material. First, a innovatory choice. Second, an active motion. Third, a diverse effects. Future dress and its ornaments of 21C may be changed greatly by the development of technique, and this fact supports the forecast that the change of paradigm resulted from the development of science may have an effect on future dress and its ornaments as well as modern one. The paradigm change of futurism fashion would be continued, and its influence would work as main source shaping the form of design in 21C.

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A Study on the Formations and Compositions of the Cyber Museum -Focusing on the case of oversea natural history museum- (사이버 뮤지엄의 형식과 구성에 관한 고찰 -자연사 박물관 분야에 대한 해외사례를 중심으로-)

  • 임경부;임채진
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 1999.04a
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    • pp.7-10
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    • 1999
  • The organization of modern society is suddenly changing from the modern society to the ultra modern informationalized society. Various social members must satisfy cultural and artistic desires to serve museum concept and function to move the informationalized society. A lot of natural history museum in the world build cyber space exhibition lines. Audiences do not directly visit but they view but they view the exhibit, get an education, participate in the cultrue programs and earn the museum's informations. Especially, in the case of national and public museums in Korea, they do not concerned the museum architecture before processing the character and collections of the museum. Cyber museums determine museum character, policy, information, collections converge of opinion voluntary collection and grasp of location, because cyber museum can be finished be4fore the work of the future museum.

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Platform design and source coding of AI responsive AR business cards (AI 반응 AR명함의 Platform 설계 및 Source Coding)

  • Choi, Su-Youn;Han, Su-Yeon;Park, Dea-Woo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.4
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    • pp.489-493
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    • 2020
  • The technological development of the Fourth Industrial Revolution is accelerating the development of the world and society. Fourth industrial technology is connected to Cyber World to develop national and social infrastructure. The application of the fourth industrial technology can create Cyber-city and Cyber-life systems. In the ICT business industry that connects Cyber with the real world, we need to connect Cyber with real-life work. It is to use AR business cards as one of the ways to connect Cyber business with real business. When an AR business card is recognized as a smartphone, a 3D character appears to introduce the main character of the business card. In addition, AR business cards are reflected in AR for product and service of business operators, enabling promotion of products, services, etc. Using connected wired and wireless 5G communication, real-time e-commerce is also possible. In this paper, AR business card will be produced with Source Coding and AR business card platform will be designed.

A Study on the Cyber Resistance Aesthetics of Leather Clothes - Focused on the Movie "Matrix I","Matrix II Reloaded"- (SF 영화에 나타난 가죽 의상의 사이버 레지스탕스 미학 연구 -"Matrix I","Matrix II Reloaded"를 중심으로 -)

  • 김지선;염혜정
    • Journal of the Korean Society of Costume
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    • v.54 no.2
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    • pp.66-78
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    • 2004
  • A leather clothes which was a representative item of an existed resistant image created a new esthetics. Cyber Resistance, being mixed with the highlighted cyber image in these days. Especially. the image of such new leather clothes appears apparently in SF movies. The purpose of this study is to examine this new esthetics through the leather clothes of the movie. $\ulcorner$Matrix$\urcorner$. currently becoming the subject of a conversation and affecting to a popular culture and the fashion and to help to the design idea of a unique leather clothes. The result of analyzing of the character in the movie is following. Trinity shows herself as a woman warrior by wearing tight black leather suit. Morpheus is described as a vague character with his old fashioned suit and leather trench coat. while Niobe carries an image of rebellious cyber warrior in her leather suit with unique texture. In addition. leather clothes on $\ulcorner$Matrix$\urcorner$ got the name of Matrix look and became a main theme in fashion collection. We can feel 'Cyber Resistance' esthetics in that leather clothes through the movie and fashion collection and summarize into three following features, First. it's grafted into the dichotomous value by progress and return as a retro futurism. Second. it moderately express a rebellious image of punk into a cyber image. Third. it makes cyber warrior's image that is neutralized mixing military and fetish properly.