• Title/Summary/Keyword: Development Character

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A Study on GUI Design of Online Game Character Customizing (온라인 게임 캐릭터 커스터마이징의 GUI 디자인 분석 연구)

  • Kim, Eun-Ji;Park, Soo-Jin
    • Journal of Korea Multimedia Society
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    • v.14 no.2
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    • pp.307-317
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    • 2011
  • Game character customizing has evolved with the desires of users who want to enjoy the scarcity value; thereby, the category which is subjected to character customizing is extending. However, despite such a great interest, character customizing interface has been created for the sake of the convenience of each game developing company, without proven guidelines. The confusion of designers who create interface is caused by using independently created interface without testing the optimal form of interface according to manipulative activity which integrates game character customizing interface, and this confusion leads to the discomfort of users. All the more, studies on character customizing have been mostly concerned with the preference for certain characters according to user propensity or character producing methods. Therefore, basic research into interface relative to character customizing is insufficient. Accordingly, through the development of universal guidelines appropriate for game character customizing interface. the discomfort of users is to be removed. This paper conducted an investigative analysis of the current interface of games which support character customizing, and classified the type of interface. Then, the paper researched 16 types of games that support character customizing out of games ranked within top 50 in the on-line game ranking. As a result of the analysis, the characteristic feature of every game appeared in the offer of detailed optional factors. Those detailed optional factors could be classified, to some extent; however, their manipulative interfaces were discovered not to be classified into different types. The results of this paper will be used as an analytic system in the preparation of the guidelines of game character customizing interface, down the road.

Development of Survey Tool for the Scientific Character of Elementary Student (초등학생을 위한 과학인성 검사 도구 개발)

  • Nam, Ilkyun;Im, Sungmin
    • Journal of The Korean Association For Science Education
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    • v.38 no.6
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    • pp.825-838
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    • 2018
  • The purpose of this study is to develop a survey tool of scientific character for elementary student which connects science education and character education effectively by figuring out traits of elementary students' character being presented in teaching and learning context of elementary school science. For this, we adapted the theocratical model from the previous research which defined scientific character as the competencies being able to practice in concrete teaching and learning context of science. Based on this model, we developed the survey tool as 'Scientific Character Inventory for Elementary Student' to assess elementary students' scientific character as the competences to practice the virtues being pursued in the context of elementary school science and verified its reliability and validity. As a result of an exploratory and confirmatory factor analysis, we confirmed all the items could be summarized into 28 items and eight constructs such as scientific problem-solving, self-management, self-reflection, communication, interpersonal skill, community participation, global citizenship, and environmental ethics awareness. We found that minimum reliability coefficient of constructs was over than 0.5 and reliability coefficient of the total items was 0.878. And also, there was modest relationship between each construct and the total score of scientific character. These results show that the developed survey tool can be useful in evaluating the effectiveness of science character education. This study is meaningful in that it systematically reveals constructs of scientific character which can be raised in concrete context of science teaching and learning so as to suggest the survey tool to assess this.

Analysis of Domestic Woman Character Casual Brand Design for Party Wear Design Development (파티웨어 디자인 개발을 위한 국내 여성 캐릭터 캐주얼 브랜드 디자인 분석)

  • O, Ji-Hye;Lee, In-Seong
    • Journal of the Korean Society of Clothing and Textiles
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    • v.34 no.5
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    • pp.856-865
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    • 2010
  • Many efforts to develop the domestic fashion industry have continued under the influence of a rapidly changing fashion industry environment. The fashion industry has emerged as a future growth industry leading lifestyle and as a core industry for the culture biz. Since the 2000's the markets that combined party and fashion wear as a new cultural trend has grown and an in-depth study of design development for party wear is required. This study presents basic materials for design development for the future domestic woman character casual brand prior to the design development by analyzing design characteristics of domestic female character casual brands. In the research methods, nine brands were selected based on the discussion of ten fashion specialists and then the brand concept, target, configuration of items, price, and design characteristics were analyzed. The following conclusions were drawn from this study. First, each brand concentrated the main focus on establishing a clear and unique brand identity that meets the needs of consumers to enhance competitiveness in the woman's dress market. To enhance competitiveness, many character casual brands targeting women aged 20's and 30's (including BEART) held party wear goods exhibitions as the market for party wear has increased significantly. Second, according to study results of the selected nine brand designs, it was found that the style characteristic of each brand varies depending on concept. However, all nine brand designs developed various styles such as feminine and cute style making use of laces, ruffles, A line silhouette, colorful motifs, and a stylish style that used layers with various materials along with unique decorations based on romantic emotions. Third, seven hundred and thirty eight pictures of nine brands were analyzed by items without identifying brands. According to the result of the analysis, the percentage of items used by brands was as follows: a one-piece dress was 34.5%, jacket 25.7%, skirt and pants 15.5%, blouse and shirt 13.6%, and tops 10.6%. The result showed that one-piece dresses accounted for the highest percentage. Frill accounted for 16.6%, the highest percentage followed by ribbons at 16% in regards to detail and trimming.

A Study on the Development of Character Strengths-Based Happiness Promotion Program for Early Childhood Teachers (성격 강점에 기반한 유아교사의 행복 증진 프로그램 개발을 위한 인식 및 요구도)

  • Kim, Mi Jin;Kim, Byung Man;Hwang, Hae Ik
    • Korean Journal of Childcare and Education
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    • v.10 no.6
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    • pp.201-221
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    • 2014
  • The purpose of this study was to examine the awareness of kindergarten teachers and daycare teachers on a character strengths-based happiness promotion program geared toward early childhood teachers and their needs for that in an effort to provide some information on the development of this program and how to boost the quality of life of early childhood teachers. The findings of the study were as follows: First, as a result of analyzing their character strengths, happiness and awareness of the two variables, both of the kindergarten and daycare teachers weren't well aware of their own character strengths, and the kindergarten teachers replied they put more efforts into the promotion of their happiness than the daycare teachers did. Second, as a result of looking for any possible differences between the two groups in needs for the development of a happiness promotion program, there were significant differences in opinions on the purpose of the program, operator, execution cycle, what college should be responsible for the development of the program, what early childhood education institutions should conduct it, what efforts teachers should make, what problems might take place during the development of the program, how to raise awareness of the program, and what support would be necessary for the implementation of the program.

Analysis and Design Development of Animal Expression Methods Applied in Kids' Wear (아동의류에 나타난 동물표현 분석과 디자인 개발)

  • Kim, Chanju;Ro, Mikyung
    • Journal of the Korean Society of Costume
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    • v.64 no.8
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    • pp.97-110
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    • 2014
  • Animals, as a part of nature, have much influence on children's emotional development and are one of children's favorite subjects of design. This study analyzes the differences in animal expression methods and types of animals, in relation to gender and item based on a collection of children's clothing and accessories that use animal as their theme. The collection consists of 148 clothing and 75 accessories (total of 223 items), which were collected from on-line shopping sites for children's clothes. Analysis results showed the following observations. Animal expression was categorized into four methods: emblem, illustration, character, and pattern.(The most common method was character, followed by pattern, illustration, and emblem. In relation to gender and clothing item, animal expression methods varied widely:(character was the most popular for) boys' t-shirts and accessories, while girls' bottoms and dresses. As for (animal) types, Mammalia was the most common, followed by birds and insects. Dogs and puppies were popular both genders.(However, differences in preferences existed as) boys liked big and wild animals such as bears, tigers, and foxes, while girls liked small and cute animals such as rabbits, cats, owls, and butterflies. Based on these results, six types of animals (rabbits, elephants, large-beaked bird Toco Toucans, fish, penguins, and bees) were selected as themes for kids' vest designs and, among them, three designs were made.

Story-based Information Retrieval (스토리 기반의 정보 검색 연구)

  • You, Eun-Soon;Park, Seung-Bo
    • Journal of Intelligence and Information Systems
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    • v.19 no.4
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    • pp.81-96
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    • 2013
  • Video information retrieval has become a very important issue because of the explosive increase in video data from Web content development. Meanwhile, content-based video analysis using visual features has been the main source for video information retrieval and browsing. Content in video can be represented with content-based analysis techniques, which can extract various features from audio-visual data such as frames, shots, colors, texture, or shape. Moreover, similarity between videos can be measured through content-based analysis. However, a movie that is one of typical types of video data is organized by story as well as audio-visual data. This causes a semantic gap between significant information recognized by people and information resulting from content-based analysis, when content-based video analysis using only audio-visual data of low level is applied to information retrieval of movie. The reason for this semantic gap is that the story line for a movie is high level information, with relationships in the content that changes as the movie progresses. Information retrieval related to the story line of a movie cannot be executed by only content-based analysis techniques. A formal model is needed, which can determine relationships among movie contents, or track meaning changes, in order to accurately retrieve the story information. Recently, story-based video analysis techniques have emerged using a social network concept for story information retrieval. These approaches represent a story by using the relationships between characters in a movie, but these approaches have problems. First, they do not express dynamic changes in relationships between characters according to story development. Second, they miss profound information, such as emotions indicating the identities and psychological states of the characters. Emotion is essential to understanding a character's motivation, conflict, and resolution. Third, they do not take account of events and background that contribute to the story. As a result, this paper reviews the importance and weaknesses of previous video analysis methods ranging from content-based approaches to story analysis based on social network. Also, we suggest necessary elements, such as character, background, and events, based on narrative structures introduced in the literature. We extract characters' emotional words from the script of the movie Pretty Woman by using the hierarchical attribute of WordNet, which is an extensive English thesaurus. WordNet offers relationships between words (e.g., synonyms, hypernyms, hyponyms, antonyms). We present a method to visualize the emotional pattern of a character over time. Second, a character's inner nature must be predetermined in order to model a character arc that can depict the character's growth and development. To this end, we analyze the amount of the character's dialogue in the script and track the character's inner nature using social network concepts, such as in-degree (incoming links) and out-degree (outgoing links). Additionally, we propose a method that can track a character's inner nature by tracing indices such as degree, in-degree, and out-degree of the character network in a movie through its progression. Finally, the spatial background where characters meet and where events take place is an important element in the story. We take advantage of the movie script to extracting significant spatial background and suggest a scene map describing spatial arrangements and distances in the movie. Important places where main characters first meet or where they stay during long periods of time can be extracted through this scene map. In view of the aforementioned three elements (character, event, background), we extract a variety of information related to the story and evaluate the performance of the proposed method. We can track story information extracted over time and detect a change in the character's emotion or inner nature, spatial movement, and conflicts and resolutions in the story.

Development of character recognition system for the billet images in the steel plant

  • Lee, Jong-Hak;Park, Sang-Gug;Kim, Soo-Joong
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.1183-1186
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    • 2004
  • In the steel production line, the molten metal of a furnace is transformed into billet and then moves to the heating furnace of the hot rolling mill. This paper describes about the realtime billet characters recognition system in the steel production line. Normally, the billets are mixed at yard so that their identifications are very difficult and very important processing. The character recognition algorithm used in this paper is base on the subspace method by K-L transformation. With this method, we need no special feature extraction steps, which are usually error prone. So the gray character images are directly used as input vectors of the classifier. To train the classifier, we have extracted eigen vectors of each character used in the billet numbers, which consists of 10 arabia numbers and 26 alphabet aharacters, which are gathered from billet images of the production line. We have developed billet characters recognition system using this algorithm and tested this system in the steel production line during the 8-days. The recognition rate of our system in the field test has turned out to be 94.1% (98.6% if the corrupted characters are excluded). In the results, we confirmed that our recognition system has a good performance in the poor environments and ill-conditioned marking system like as steel production plant.

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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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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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An Implementaion of Mobile e-storytelling Application for Creativity Development using Character Sticker Function (캐릭터스티커 기능을 활용한 창의력 증진용 모바일 e-동화 웹앱 구현)

  • Cho, Hee-Jung;Ahn, Da-Bin;Kim, Mung-Won;Park, Hwa-Jin
    • Journal of Digital Contents Society
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    • v.13 no.4
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    • pp.617-624
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    • 2012
  • The purpose of this paper is to plan and implement e-storytelling for improving children's creativity, which consists of e-storytelling, thinking questions, and character sticker canvas. Especially It makes children draw paintings feel easier by character sticker. This webapp shows the flash animation e-storytelling and gives the question to answer by painting with a fertile imagination on the canvas as transforming the character sticker. A user can input the title of painting and store it when finish the drawing. This is an educational tool which makes educatees think more and express their ideas through questions. Therefore, we can check how much children's imagination is changed and diversed by the stored paintings.