• Title/Summary/Keyword: Development Character

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Comparison of the Effects of Socioscientific Issues Instruction on Promoting College Students' Character and Values: Based on Idiocentrism and Allocentrism (과학관련 사회쟁점을 활용한 대학생 인성교육의 효과 -개인-집단중심성향에 따른 비교-)

  • Ko, Yeonjoo;Lee, Hyunju
    • Journal of The Korean Association For Science Education
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    • v.37 no.3
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    • pp.395-405
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    • 2017
  • This study aims to investigate the effects of socioscientific issues (SSI) instruction on promoting college students' character and values as citizens, and to compare the effects based on the psychological factor - idiocentrism and allocentrism. Thirty-one college students who enrolled in the SSI course participated in this study. The SSI course provided the students with opportunities to explore various aspects of five topics, to express and share their own opinions, and to identify reasonable alternatives. The students with distinct tendencies were classified into two groups (i.e. idiocentric and allocentric groups) based on the personal value orientation scores before the instruction, and they responded to the questionnaire to examine their character and values as citizens before and after the instruction. The results showed that the students' social and moral compassion and socioscientific accountability improved significantly after the SSI course. The overall effects of the SSI program on students' character and values were not significantly different between two groups. However, the post-mean score of the allocentric group in socioscientific accountability was higher than the one of the idiocentric group. This study shows that SSI instruction could positively affect character development regardless of psychological tendencies, and could be implemented in the science classroom as a good instructional approach to integrating science education and character education.

A study on 3D design and SNS developmenst using teddy bear character (테디베어 캐릭터를 응용한 3D 디자인 및 SNS 개발에 관한 연구)

  • Jeong, Yooseob
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.123-136
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    • 2021
  • Teddy bear is a typical rag doll which has been loved by people all over the world for more than 100 years based on its cute and friendly image. In addition, as it has been together for a long time with us, it is considered as a friend of people with memories of all ages and sexes, not just animal doll. Teddy bear has been developing its appearance and character continually playing a role as the symbol of society and issues of an era beyond toys, however it still remains in the image of stuffed toys. Therefore, more advanced teddy bear characters should be created in line with the current environment and market conditions that are undergoing major changes based on the Internet and smart phones. Thus, the concept of the character and the recent development of the market were reflected and the meaning and current image of teddy bears were analyzed to develop new teddy bear stories, worldviews, and characters through design process. And it was created 3D characters, videos, and SNS channels through the developed 3D character design and motion design. Furthermore, we want to take a look at the direction in which Korea's character business can develop in accordance with global changes and suggest the possibility of entering as a character powerhouse.

Character Analysis of Silkworm Strains Registered as Genetic Stocks in Korea

  • Kang, Pil-Don;Kim, Kee-Young;Jung, I-Yoen;Kim, Mi-Ja;Jin, Byung-Rae;Kim, Ik-Soo
    • International Journal of Industrial Entomology and Biomaterials
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    • v.19 no.1
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    • pp.205-213
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    • 2009
  • In order for further systematic maintenance of silkworm stocks kept in Korea we analyzed character quality of a diverse array of silkworm strains originated from several sericulture-practicing countries. The analysis of about ten qualitative characters from 67 strains (13 of Japanese strains, 15 of Chinese strains, 14 of European strains, 6 of Korean and Tropical strains, and 19 of unknown origin) revealed a significant difference in the ten different qualitative characters among silkworm strains. In the analysis of quantitative characters, Japanese and European strains were highest in hatchability, the Korean and Tropical strains were highest in pupation rate, and unknown origin and Chinese strains were highest in cocoon yield and number of egg laid. With the connection of molecular genetic analysis the current data may provide the advanced ground for further systematic maintenance of valuable genetic resources of silkworms, although more breeds should be investigated for further complete pictures.

Character Floating Hologram using Detection of User's Height and Motion by Depth Image (깊이 영상으로 사용자 키 검출 및 동작감지를 사용한 캐릭터 플로팅 홀로그램)

  • Oh, KyooJin;Han, DaeHyun;Kwon, SoonKak
    • Journal of Korea Society of Industrial Information Systems
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    • v.23 no.4
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    • pp.33-40
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    • 2018
  • With the development of computer and video technology, a lot of contents are being produced as digital media methods to provide are being diversified and the intrest in digital media increases. Such contents are actively researched using human motion and user's information through camera or controller. Contents using user's information can be exposed to various people in public places and used as an advertisement. This paper proposes the character floating hologram system that is implemented using detection of user's height and motion. The purposed system detects user's height and motion from depth images and creates corresponding character from the detected data. Then it is represented using a floating hologram device. This system can be used for marketing, advertising and exhibition events using user information.

Growth Conditions of Natural Monument Old Big Trees in Gyeongsangnamdo, Korea (경상남도 천연기념물 노거수의 생육환경 연구)

  • Kim, Hyo-Jeong
    • Journal of the Korean Society of Environmental Restoration Technology
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    • v.14 no.5
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    • pp.103-112
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    • 2011
  • Old big tree transcends the simple meaning of trees as they are the natural monuments that embody the people's history and culture of this land. The Cultural Heritage Administration of Korea(CHA) defines and protects old big tree based not only on the size of the tree but also on its definitive cultural and natural factors such as value, implications, and originality. This research aims to identify and analyze the growth conditions, soil conditions and location character of 20 old big tree in Gyeongsangnamdo korea. The research examined the soundness of the arboreal form, the degree of damage on the bark, as well as the quantity of leafs levels to evaluate the overall condition of growth and development. Also, 9 elements such as soil texture, nitrogen and organic matter content, soil pH, phosphoric acid and EC were further analyzed The research analyzed in correlation of Growth condition and soil. Tree health related positivity that total nitrogen and organic matter. The result which analyzes location character, With natural monument old big trees raising a hand the area where is contiguous appeared with the fact that the farming village style where the rice field and the arable land of field etc. This research aimed at generating some foundational reference data for the analysis of the habitation and management conditions of natural monument old big tree within the Gyeongsangnamdo korea.

Development of Emotional Messenger for IPTV (IPTV를 위한 감성 메신저의 개발)

  • Sung, Min-Young;Paek, Seon-Uck;Ahn, Seong-Hye;Lee, Jun-Ha
    • The Journal of the Korea Contents Association
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    • v.10 no.12
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    • pp.51-58
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    • 2010
  • In the environment of instant messengers, the recognition of human emotions and its automated representation with personalized 3D character animations facilitate the use of affectivity in the machine-based communication, which will contribute to enhanced communication. This paper describes an emotional messenger system developed for the automated recognition and expression of emotions for IPTVs (Internet Protocol televisions). Aiming for efficient delivery of users' emotions, we propose emotion estimation that assesses the affective contents of given textual messages, character animation that supports both 3D rendering and video playback, and smart phone-based input method. Demonstration and experiments validate the usefulness and performance of the proposed system.

A Case Study of Contemporary Textile Art in Loewe Craft Prize

  • Hyojeong Park;Jinyoung Kim
    • Journal of Fashion Business
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    • v.27 no.6
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    • pp.99-109
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    • 2023
  • Loewe Craft Prize is currently the most influential craft contest. During the contest, contemporary craftworks, as art with excellent aesthetic value, are selected as finalists but there are no enough studies on them as subjects. This study aimed to investigate contemporary textile pieces found in the fashion brand Loewe's Craft Prize, a Loewe Foundation Craft Prize and elucidate their expressive characteristics. The methodology of the study was a qualitative study that derives the expressive characteristics of the works within the scope of the study through case analysis along with theoretical reviews. The selection of research subjects was based on 22 works of textile pieces among the works selected as finalists for the last six years since the first year of the prize in 2016. The analysis of textile pieces showed first, the emphasis on traditional expression, second, the development of new expressive techniques for the material, and third, the pictorial character revealed in flat pieces. The expressive characteristics of contemporary textile art shown in the Loewe Foundation Craft Prize, derived based on such results were, first, the confirmation of the unique capabilities of craft through the inheritance of tradition, second, the rediscovery of textile properties through material experimentation, and third, the possibility of expanding the field of textile due to the pictorial character.

A Case Study on Digital Interactive Training Content <Tamagotchi> and <Peridot>

  • DongHee Choi;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.306-313
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    • 2023
  • Having pet is one of the activities people living in modern society do to relieve stress and find peace of mind. Currently, the object of companion animals has moved beyond being a real 'living entity' and has developed to a stage where the animal's upbringing process can be enjoyed in a virtual space by being programmed in digital content. This paper studies detailed elements such as character design, interaction, and realism of 'Tamagotchi (1996)', which can be said to be the beginning of digital training content, and 'Peridot (2023)', a recently introduced augmented reality-based training content. The point was that it was training content using portable electronic devices. However, while the environment in the electronic device in which Tamagotchi's character exists was a simple black and white screen, the environment in which Peridot's character operates has been changed to the real world projected on the screen based on augmented reality. Mutual communication with characters in Tamagotchi remained a response to pressing buttons, but in Peridot, it has advanced to the point where you can pet the characters by touching the smartphone screen. In addition, through object and step recognition, it was confirmed that the sense of reality had become more realistic, with toys thrown by users on the screen bouncing off real objects. We hope that this research material will serve as a useful reference for the development of digital training content to be developed in the near future.

The Impacts of Social Support and Psychological Factors on Guild Members' Flow and Loyalty in MMORPG (MMORPG에서 길드 구성원들의 사회적 지지와 심리적 요인들이 플로우 및 충성도에 미치는 영향)

  • Kang, Ju-Seon;Ko, Yoon-Jung;Ko, Il-Sang
    • Asia pacific journal of information systems
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    • v.19 no.3
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    • pp.69-98
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    • 2009
  • We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as independent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically. Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experienced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild's offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable. To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: 'WoW playforum,' 'WoW gamemeca,' and 'Wow invent.' The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statistically significant impacts on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players' loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support. Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express themselves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up through social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.

Study on the Chinese Character Use in Acupuncture & Moxibustion Textbook (침구학 교재에서의 한자사용 분석연구)

  • Chae, Han;Hwang, Sang-Moon;Lee, Byung-Wook;Yang, Gi-Young;Lee, Byung-Ryul;Kim, Jae-Kyu
    • Journal of Acupuncture Research
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    • v.27 no.4
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    • pp.187-194
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    • 2010
  • Objectives : There has been a need for establishing operational curriculum for chinese characters and chinese writing used by traditional Korean medicine(TKM), but it was not thoroughly recognized so far. Methods : We analysed the usage of unicode chinese characters of acupuncture & moxibustion textbook to recognize the prerequisite chinese characters for TKM studies as clinical perspectives. Results : It was found that 穴, 經, 鍼, 法, 寸, 部, 分, 刺, 下, 上, 中, 位, 氣, 陽, 灸, 脈, 陰, 治, 足, 主 are the most frequently used 20 chinese characters. We also showed that adequate prerequisite chinese character should be designated for the more efficient education of TKM. Conclusions : This study was the first systematic approach to get essential and prerequisite chinese characters for the education of TKM especially for the acupuncture & moxibustion. The prerequisite characters by this study will be used for the development of KEET (Korean Medicine Education Eligibility Test), entrance exam to the Colleges of Oriental Medicine and textbooks, and educational curriculum of premed students.