• Title/Summary/Keyword: Design Character

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Firm Classification based on MBTI Organizational Character Type: Using Firm Review Big Data (MBTI 조직성격유형화에 따른 기업분류: 기업리뷰 빅데이터를 활용하여)

  • Lee, Hanjun;Shin, Dongwon;An, Byungdae
    • Asia-Pacific Journal of Business
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    • v.12 no.3
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    • pp.361-378
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    • 2021
  • Purpose - The purpose of this study is to classify KOSPI listed companies according to their organizational character type based on MBTI. Design/methodology/approach - This study collected 109,989 reviews from an online firm review website, Jobplanet. Using these reviews and the descriptions about organizational character, we conducted document similarity analysis. Doc2Vec technique was hired for the analysis. Findings - First, there are more companies belonging to Extraversion(E), Intuition(N), Feeling(F), and Judging(J) than Introversion(I), Sensing(S), Thinking(T), and Perceiving(P) as organizational character types of MBTI. Second, more companies have EJ and EP as the behavior type and NT and NF as the decision-making type. Third, the top-3 organizational character type of which firms have among 16 types are ENTJ, ENFP, and ENFJ. Finally, companies belonging to the same industry group were found to have similar organizational character. Research implications or Originality - This study provides a noble way to measure organizational character type using firm review big data and document similarity analysis technique. The research results can be practically used for firms in their organizational diagnosis and organizational management, and are meaningful as a basic study for various future studies to empirically analyze the impact of organizational character.

A Study on Efficient Animated Character Based on the Hunlock Effect

  • Chen, Ye;Cho, Dong Min
    • Journal of Korea Multimedia Society
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    • v.24 no.9
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    • pp.1268-1278
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    • 2021
  • Combined with expert interviews and questionnaire investigations, this paper aims at analyzing the different characteristics of the animated characters Spider-Man from Spider-Man: Into the Spider-Verse based on Hunlock Effect, in order to provide appropriate guidance for animation characters designers and limited inspiration for creative practices. First, Spider-Man: Into the Spider-Verse is chosen as the case to analyze 6 Spider-Man with different personalities, who appear at the same time. Then, Spider-Man's characteristics are analyzed through interviews with experts. At last, the key study focuses on the influence of environmental factors on the formation of Spider-Man's roles in the theory of Hunlock Effect, in light of the principle of personality formation in psychology. From the perspective of psychology, interdisciplinary study on animated characters provides scientific and effective support for animation character design, and increases the fascination of animation characters' personalities.

Research of Character Design in Side-scrolling Horror Puzzle Games

  • Yi, Qi;Chung, Jeanhun
    • International journal of advanced smart convergence
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    • v.11 no.2
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    • pp.77-82
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    • 2022
  • The third-person side view game perspective of side-scrolling games makes playing such games a completely different gaming experience from other traditional games. Nowadays, many game elements are combined with each other, and horror and puzzle elements are often combined to appear in side-scrolling games, bringing players a unique gaming experience. In such games, players seem to be watching their own manipulation of characters. The performance is the same as a stage play, so how to let players better experience such a horror and puzzle-solving stage play through the design of the characters is a key point. However, it is often difficult to accurately classify only from game elements, so first of all, the author will explain the game division of the side scrolling horror puzzle game. After that, this article will analyze the character designs in the three works with high sales and good reputation on Steam, and then draw conclusions.

Implementation and Design of Handwritten Character Recognition Algorithm Using Touch Screen (터치스크린을 이용한 필기체 문자 인식 알고리즘 설계 및 구현)

  • Park, Sang-Bong
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.2
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    • pp.141-146
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    • 2014
  • This paper describes the implementation and algorithm of handwritten character recognition using mobile touch screen. The system is consisted of PXA320 processor, capacitive touch panel and QT4 interface. The proposed algorithm extracts pattern characteristics with straight, left circle, right circle on the inputting character. The definition of character is determined by 3-way tree searching method. The performance of proposed algorithm is verified using alphabet character. It is suitable to apply the mobile touch screen because of simple algorithm.

Physcial and Mechanical Characteristics of Soft Clay in Nam-Ak New City (남악신도시 연약점토의 물리적 특성 및 역학적 특성 연구)

  • 김종렬;배성웅;이치열
    • Proceedings of the Korean Geotechical Society Conference
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    • 2002.10a
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    • pp.271-278
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    • 2002
  • Soft ground has complex features in mechanic character of ground. Some problems about the settlement and transformation occur if the ground strength is comparatively weak and the depth is large. Therefore, we should consider physical and mechanical characters for safe, economical design and management. As the result of the course, we can compare them with those of field then solve the limitations which were came from the complex character of the soft ground. I have considered the soil's physical character (specific gravity of soil particles, moisture content, grain-size analysis etc) and mechanical character (direct shear test, consolidation, triaxial shear test etc), and then make out a linear interpolation by regression using the two, those and connection of the depth

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Effects of Character Identification on User Experience and Perceived Risk in Smoking Simulation Game (흡연 시뮬레이션 게임에서 사용자와 동일한 캐릭터의 사용이 실재감, 몰입, 위험인식에 미치는 효과)

  • Kim, Si-Sung;Lee, Jong-Wouk;Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.41-50
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    • 2015
  • This study attempted to identify differences in user experience such as spatial presence, social presence, flow, empathy, anxiety, and perceived risk between simulating characters of animation and of actual userimage. The playtesting method was conducted on 60 male smokers using 'Smoking Sims', a simulation game produced by The Center for Health Communication Studies. The results found that the simulation of actual image character is higher in the level of perceived risks for smoking, spatial presence, social presence, flow, and empathy than the simulation of animation character. The study shows that identification with a game character affects user experience and enhances the effectiveness of perceived risks as well. It emphasizes the importance of game design to implement identification in serious game like a smoking cessation simulation.

Research about character design development for electromagnetic waves suction of hand phone (전자파 흡수 핸드폰용 캐릭터디자인 개발에 관한 연구)

  • Oh, Sung-Jin
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.849-852
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    • 2006
  • In this research electromagnetic waves in interception and that do so that keep in step in trend that develop material that draw water by sucking and material that can absorb electromagnetic waves use and do goods anger focus. Character that electromagnetic waves use and make material that can absorb electromagnetic waves to be happened much in portable phone for instance using sticking on hand phone bar Terry part electromagnetic waves intercept wish to. Wish to study character that can conglutinate by evil worldly affairs reason combined us introducing character concept beside function originally electromagnetic waves interception and use region that intercept this time. Because character application process executes question investigation, design preference degree reflects the highest thing and arranged to conclusion.

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The Ugliness Expressed in On-line Game Character's Fashion on Cyber-Space (가상공간의 온라인 개념 캐릭터 패션에 표현된 추[醜])

  • Seo Jung-Lip;Jin Kyung-Ok
    • Journal of the Korean Society of Costume
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    • v.56 no.1 s.100
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    • pp.106-120
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    • 2006
  • Using aesthetics of Rosencranz as the basis, this study contains the peculiarities of 'ugliness' and the obscured conceptual meaning of 'avant-garde', 'grotesque', and 'decadence' that are being utilized under ambiguous significance are defined through modern fashion and fashion of online game characters. Forms of 'ugliness' expressed in modern fashion and in games characters display distortion of form through incongruity, unbalance, disproportion and disharmony, and with this lack of form and expressional imprecision, both contain the elements of comical characteristics of vulgarity and repugnance. The difference in 'ugliness' between modern fashion and game character fashion is, the significance of 'ugliness' being expressed in modern fashion challenges new concepts by refusing tradition and recovering the human nature that has become turbid. On the other hand, 'ugliness' in game character fashion complements the story of the game that uses legends, fantasies or novels as its basis. Opposed to the significance of recovering human nature that is displayed in modern fashion, in order to terminate the opposing game character, the fashion of game characters exaggerates the form of modern fashion with added brutality. In addition, with the advantage of virtual reality that allows a more flexible expression than in the real word, images created are more sensational and excessive use of grotesque images are being expressed.

Affection of Game Character's Jumping Motion Factors on Visual Effects (게임 캐릭터의 점프 동작 요인이 시각적 효과에 미치는 영향)

  • Go, Hye-Young;Yoon, Seon-Jeong
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.3-14
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    • 2011
  • In this paper, affection of jumping motion factors on visual effects are studied for game character's natural motion realization. First, 3 kinds of games that realize natural motions are selected and 4-types of characters jumping motions are captured from it. Then, the motions are measured using four fundamental principles of jumping as takeoff strength, landing impact, landing elasticity and flexibility, and measured in motion factors as time, distance, angle either. Finally, consistent characteristics of visual effects and motion factors on jumping motion are suggested. The study could be used to basic information for realization of character's natural jumping motion.

A study on the Semiotic about 3D animation (3D애니메이션 <슈렉2>에 관한 기호학적 연구)

  • Jung, Joo-Youne
    • Archives of design research
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    • v.17 no.4
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    • pp.327-336
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    • 2004
  • The cultural production of meanings is becoming more and laden with the intricacies of signs and symbols in our times. The idea of 'character' is important as an intermediation for information and an essential characteristic of "the object" experienced through the sence of sight. Character is symbolicin its form but also in its iconic markings. Motion Picture Animation makes Character not just an expression of an image but visual communication that expands the action of meaning piled up, sign upon sign. The analysis of 'character' suggests that motion picture animated characters could play an important role as a cultural mode leading to new styles not merely as an aesthetic mechanism. The study there with analyzed animated character systematically to discem where the sign phenomena shows up in social conventions under the semiotic rigor of Peirce's concepts of icon, index, and symbol.

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