• Title/Summary/Keyword: Cyber Character

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Factors Affecting Adaptation of North Korean Refugees to South Korean Society: Character Strengths and Psychological Well-being (북한이탈주민의 남한사회적응에 미치는 영향요인 : 성격강점과 심리적 안녕감을 중심으로)

  • Kim, Eun-Mi
    • Journal of Digital Convergence
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    • v.17 no.3
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    • pp.361-369
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    • 2019
  • The purpose of this study was to investigate the adaptation factor to North Korean refugees by identifying the relationship between character strengths affecting adaptation process and psychological well-being(PWB) in South Korea. The study examined the relationship between PWB and character strength of 117 participants and identified the sub-factors of character strength that affect the settlement period in South Korea. The data were analyzed by using the Model 1 of Process Macro and SPSS 22. The results of this study showed a correlation between PWB and sub-factors of character strength such as wisdom, humanity, courage, justice, temperance, and spirituality. The main effect was to investigate the relationship between PWB and sub-factors of character strength by independent variables. The level of PWB increased with the level of sub-factors of character strength. The moderate effect was showed in the courage of the settling period in relation to PWB. Finally, Limitations and implications of this study was discussed.

A Study of the Make-up Aesthetic Characteristics in Techno-Cyber Fashion (테크노-사이버 패션에서의 메이크업의 미적 특성)

  • Chung Kwi-Sook;Cho Kyoung-Hee
    • Journal of the Korean Society of Costume
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    • v.54 no.7
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    • pp.63-78
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    • 2004
  • The purpose of this study examines the characteristics of the Techno-Cyber fashion in modern fashion, and especially, how the make-up in the Techno-Cyber fashion is expressed artistically, and finally how much the make-up has its aesthetic value and significance. This study has its meaning in studying the relationship between the Techno-Cyber fashion and the make-up. Further more, the study has its significance in that it is possible to consider the interaction of the make-up by the fashion trend. The way of the study is to analyze its features that are shown in the documents of the inside and outside of the country. the study precedent, the technical journal, and the fashion picture. And also the study refers to the related contents in the searching for internet. The aesthetic characteristics of the expressed make-up is shown with the various aesthetic styles, as follows : First, the future-oriented characteristics is shown as the expression of the metallic make-up that emphasizes the glitter and glossy texture, and of the transparent make-up that emphasizes the simplicity of the body. Second, the surrealistic characteristics is expressed to the collage make-up that expresses the unexpected character with the introduction of the special materials and the position changing and the graphic make-up that destroys the standardized form. Third, the anti-cultural characteristics is expressed to the Cyber-Punk make-up that expresses the destructive and challenging image. Finally, the compromise characteristics is shown in the Ethno make-up combined the concept of the ethnic with the high technology and the Androgynous make-up which destroys the bounds of the sex.

North Korea's Cyber Attack Patterns and Behaviors : An Analysis Based on Cyber Power and Coercion Theory (북한의 대남 사이버공격 양상과 행태 : 사이버파워와 강압이론을 통한 분석)

  • Yoon, Taeyoung;Woo, Jeongmin
    • Convergence Security Journal
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    • v.18 no.1
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    • pp.117-128
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    • 2018
  • The purpose of this paper is to analyze the behavior of North Korea's cyber attack against South Korea since 2009 based on major international security theories and suggest South Korea's policy option. For this purpose, this paper applied the behavioral domain and characteristics of 'cyber power' and 'coercion dynamics' model, which are attracting attention in international security studies. The types of cyber attacks from North Korea are classified into the following categories: power-based incarceration, leadership attacks and intrusions, military operations interference, and social anxiety and confusion. In terms of types and means of cyber power, North Korean GPS disturbance, the Ministry of Defense server hacking and EMP are hard power with high retaliation and threat and cyber money cashing and ransomware are analyzed by force in the act of persuasion and incentive in the point of robbing or asking for a large amount of money with software pawns. North Korea 's cyber attack has the character of escape from realistic sanctions based on the second nuclear test. It is important for South Korea to clearly recognize that the aggressive cyberpower of North Korea is changing in its methods and capabilities, and to ensure that North Korea's actions result in far greater losses than can be achieved. To do this, it is necessary to strengthen the cyber security and competence to simultaneously attack and defend through institutional supplement and new establishment such as cyber psychological warfare, EMP attack preparation, and enhancement of security expertise against hacking.

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A Study on the Character Fashion Designs - Focusing on the domestic fashion companies using characters - (캐릭터 패션 디자인 연구(硏究) - 국내(國內) 패션업체(業體) 캐릭터 활용(活用) 현황(現況)을 중심(中心)으로 -)

  • Chai, Sun-Joo;Cho, Kyu-Hwa
    • Journal of Fashion Business
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    • v.4 no.1
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    • pp.1-12
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    • 2000
  • The purposes of this thesis are to investigate characteristics, environment of characters through comprehensive approach to analyze its use and strategies in apparel brands. As a method to accomplish this research, fashion related articles, documents and magazines are used along with marketing references forecasting 21st century market changes. The character industry has diverse application to different medias and also intimacy and absorbtion beyond sex, age, generation, nationality. The cultural background of character fashion is based on casual clothing caused by wide spread pursuit of sports and leisure culture, indivisualization and diversification of clothing, customer-made marketing atmosphere and tendency of pursuit of fun and humor. In case of domestic young casual market, own characters are developed for creating differentiated it's own brand images. Characters are applied as an design details or cyber fashion models standing for the image of it's own brand and take a part in other events and visual parts as well. Characters not only limited to clothing items but also further usages of characters extended to stickers and other related stationary goods are necessary. A 'Character multi shop' can be one of good methods to maximize synergy effect.

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The Effects of Transfer of Education Training on Korean Enterprise Revitalization -Focusing on Characteristics of Education Training Program and Organization Characteristics in Cyber Education- (교육훈련전이가 한국기업의 활성화에 미치는 영향에 관한 연구 -사이버교육의 교육훈련프로그램 및 조직 특성을 중심으로-)

  • So, Won-Hyun;Kim, Ha-Kyun
    • Journal of Fisheries and Marine Sciences Education
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    • v.25 no.3
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    • pp.661-676
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    • 2013
  • This article starts with a review of the organization characteristics and corporate education training program, especially in relation to the cyber education. In particular, we empirically analyzed the factors affecting the characteristics of education program (e.g., relatedness of the program contents, method of education and instructor's ability) and the organization characters (e.g., support of manager and coworker, education culture). Hence the main purpose of this article is to suggest an empirical model explaining how these factors affect the transfer of training and enterprise revitalization. Furthermore, we suggested an expanded model about cyber education training program, transfer of training, and corporate's facilitation. We founded that the contents and method of education significantly affect the transfer of training, while instructor's ability does not significantly affect. Supports from manager and coworkers, education culture, and transfer of training also affect the enteprize revitalization.

Fish Schooling Simulator Using Crowd Behavior Patterns (군중 행동 패턴을 이용한 Fish 군중 시뮬레이터)

  • Kim, Jong-Chan;Cho, Seung-Il;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.2 no.2
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    • pp.106-112
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    • 2007
  • Recently the crowd environment in the department of the animation is necessary to the digital industry. The goal of researching a proper crowd animation is to design character animation that is defined by the reality of scenes, performance of system and interaction with users to show the crowd vividly and effectively in cyber underwater. It is important to set up the crowd behavior patterns to represent for moving crowd naturally in cyber space. In the paper, we expressed the behavior patterns for flocks of fish in cyber underwater, and compared with the number of mesh, the number of fish, the number of frame, elapsed time, and resolution and analyzed them with the fish behavior simulating system.

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Cyber studying Systems Design and embodiment to web database base (웹 데이터베이스 기반으로 사이버 학습시스템설계 및 구현)

  • 나성원;신상민;이순애;조용환
    • The Journal of the Korea Contents Association
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    • v.2 no.1
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    • pp.1-6
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    • 2002
  • It is rising to Web service from the rapid supply of the computer, from the basis of Internet, and virtual learning which is the best use of Web is very important teaching instrument. This study was design and embody of the cyber teaming system that teaching of the specific character in mathematical fed and improving to learn-depression-student through driven out sever & client in Web, and the student direct take part in teaming through the Web data base system environment and using multimedia than abstract conception.

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Immersion Experience of the Cyber World of Adolescents (청소년의 사이버세계 몰입경험)

  • 박남희;조영란;최원희;문남진;안혜경;신재신
    • Journal of Korean Academy of Nursing
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    • v.34 no.1
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    • pp.15-24
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    • 2004
  • Purpose: The purpose of this research was to explore the cyber world immersion experience of adolescents. Method: Multiple strategies for data collecting were used: an in depth face-to-face interview; analysis of adolescent' writings; and analysis of examples of phenomenon in the realistic world. The sample group consisted of 10 adolescents. Results: Although the experience was different for all adolescent interviewed, the essential themes of experience emerged: "fill up", "homoeologous feeling", "the older generation has a conflicting negative opinion", "change in social character", "become habitually skeptic", "have bad health", "mean of superiority and getting everything solved", "ease of access", "monetary benefit", "addiction to the computer", "forget real life solved stress", "do harm to society", "take comfort", or "new job". Conclusion: Accordingly this paper suggests that contact with various software is necessary in adolescents, and good quality contents function to prepare and activate adolescents to apply the internet for good use.

Perceptions of social presence and aggressive behavior in cyberspace (사이버 공간에서 사회적 실재감의 지각과 공격행동)

  • Jae-Hwi Kim ;Yeon-Jung Kim
    • Korean Journal of Culture and Social Issue
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    • v.10 no.3
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    • pp.83-101
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    • 2004
  • This study investigated the effects of social presence as means of self-awareness and interpersonal-awareness on the cyber-aggressive behavior. The cyber-aggressive behavior (flaming and direct aggression use of character) should be differ from existence of social presence and type of social presence of internet users. To test hypothesis, an experiment was executed a field study on cyberspace, an on-line game, "fortress 2 blue forever". I made a chat-room in the game site to conduct an experiment to 107 person who entered the chat-room and blinded ignorance of this situation made by researchers. As the subjects enter the chat-room, he chats with 3 researchers who were waiting before he gets in. The social presence was operated with 3 phases by the contents of the chat (①control group; nothing, ②experimental group 1; reaction about other people ③experimental group 2; reaction about other people + self-exposure by an exchange information of their home region). The studies show that, subjects of the control group behaved more aggressively than other subjects of the experimental groups(both flaming and direct aggression use of character). Meantime, I compared experimental group 1 with experimental group 2 to investigate difference between the type of social presence. As the result, subjects of the experimental group 1 behaved more aggressively than experimental group 2 (only flaming, there's no difference in direct aggression use of character).

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A Study on a technology of extraction of motion objects (3차원 동작객체 추출기술에 관한 연구)

  • 오용진;박노국
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 1999.05a
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    • pp.154-162
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    • 1999
  • This paper introduces the research and development of automatic generation technology to develop the character agent. The R&D of this technology includes three major elements-body model generation, automatic motion generation and synthetic human generation. Main areas of application would be cyber space- 3D game, animation, virtual shopping, on line chatting, virtual education system, simulation and security system.

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