• Title/Summary/Keyword: Development Character

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A Study on the Growth, Skeletal Maturity of Chidren with Low Weight (저체중 소아의 성장과 골성숙도에 관한 임상적 연구)

  • Kim, Cho-Young;Chang, Gyu-Tae
    • The Journal of Pediatrics of Korean Medicine
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    • v.24 no.2
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    • pp.147-158
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    • 2010
  • Objectives The study was designed to find out the relationships between low weight and growth, skeletal maturity among children by analyzing body composition and bone age. Methods Subjects were composed of 336 children from six years to seventeen years of age, without any other diseases related to growth, who visited the department of oriental pediatrics East West Neo Medical Center at Kyung Hee University and were measured their body composition and bone age. Results There were significant correlations between decreasing of RH-MPH(%) and low weight. 1. As obesity index decreased, the RH-MPH was also decreased. 2. The RH-MPH(%) of the low weight group according to the obesity index classification was significantly decreased than that of the normal weight group. 3. The skeletal maturity was more decreased in the low weight group. However, the differences between the two group was not significant. 4. The RH-MPH(%) was increased in children who developed secondary sexual character. Skeletal maturity was decreased in children who developed secondary sexual character. 5. The RH-MPH(%), and skeletal maturity was not significantly different between males and females. 6. Only in the case of children without development of secondary sexual character, low weight caused significant RH-MPH(%) decrease. Conclusions Low weight children might be smaller than what it supposed to be. Also, low weight could affect body development more to the children than to the teenager.

A study of character development aspect of fantasy genre trans-media contents -Focusing on A 'Song of Ice and Fire'- (판타지 장르 트랜스미디어 전개 양상 연구 -얼음과 불의 노래를 중심으로-)

  • Jang, Dong-Gon;Kang, Ji-Young
    • Cartoon and Animation Studies
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    • s.50
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    • pp.383-422
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    • 2018
  • In this paper, I study the development of character in the fantasy genre of trans-media contents. In this study, I studied the novel " Songs of Fire and Ice " from the existing fantasy genre, and found that the content was expanded to include characters and features that were important to compared with the other fantasy genre content. Late fantasy genre writers since The Lord of the Rings have inherited a sort of genre of standards, and have established the genre of high fantasy. The genre has a typical characteristic of heroic characters or group adventures, based on the stage 12 heroic epic by mythologist Joseph Campbell. So the body of this paper will explore the journey of the heroic character in " Songs of Fire and Ice" and will be compared to the mythic motif and to the heroic epic narrative, and then find out the exceptional features of " Songs of Fire and Ice " as a fantasy genre.

Implementation of 3D mobile game using radiosity model and AI algorithm (Radiosity model과 AI 알고리즘을 이용한 모바일 게임 구현)

  • Kim, Seongdong;Chin, Seonga;Cho, Teresa
    • Journal of Korea Game Society
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    • v.17 no.1
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    • pp.7-16
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    • 2017
  • The 3D game graphic technology has become an important factor in the contents field with the game contents development. In particular, game character technology provides a realistic technique and visual pleasure, as well as an intermediate step in the immersion of the game in which the game might create an optical illusion that enables the player to enjoy heroic adventure in the game. The high expression level of characters in 3D games is a key factor in the development process, with details and carefulness of the character setting work [3]. In this paper, we propose a character representative technique applied to mobile games using mathematical model of radiosity energy, spectral radiance model, and ray tracing model method using 3D unity game engine with sensible AI algorithm for game implementation. As a practical application to the game contents, it was found that the projection of the surface in the rendering process and the game simulation might change according to the lighting condition of the game content environment, so that the high quality of game characters was simulated.

A Study on the Development of Jeans via Conjoint Analysis (컨조인트 분석을 이용한 청바지 제품개발에 관한 연구)

  • 오정미;허갑섭
    • Journal of the Korean Society of Clothing and Textiles
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    • v.19 no.3
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    • pp.448-462
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    • 1995
  • The purpose of this study was on the development of jeans via conjoint analysis and marketing strategies for each segmented market. The questionnaire was composed vervel card and defining the proper marketing strategies for each segmented market. The 269 usable data was distributed to the Univ student and carrier women through multi- stage , ;ambling. The statistical results were processed by the SPSS, PC MDS, and MANZANOLA program. The used methods of statistical data were conjoint analysis, KYST, PROFIT, factor analysis, frequency, one-way ANOVA, SNK, and paired t-test. The results of this study can be summaries as follows: 1. In competitor analysis, Korean brands were in low price zone, but foreign in high price and character style zone. 2. There was significant differences Korean brands and foreign brands on evaluating. On the basis of the perceptual maps, most of Korean brands were evaluated as having a good price and most of foreign brands were evaluated as having a good design. 3. The optimal jeans has the well-known brand, the price of less than 30, 000 won, traditional style, and good quality. In four attributes of clothing buying process, brand is most important attribute of jeans. Segment market 1.All the jeans that they have is Korean brand. Income, amount spent per month on clothing, how many having jeans is low market. Self-centered factor is lowest. In the clothing sari ales lifestyle, they considered most conviniance. Segment market 2-They have one foreign brand jeans. Income, amount spent per month on clothing, how many having jeans is low market. Self-centered factor is lowest Segment market 3-They have two foreign brand jeans. Income, amount spent pet month on clothing, how many having jeans is high market. Self-centered factor is high. In the clothing variables lifestyle, they considered brand, continuance, and character. Segment market 4-They have more than three foreign brand. Income amount spent per month on clothing, and how many having jeans is high market. Self-centered factor is high. In the clothing variables lifestyle, they considered most brand, and character.

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The Character Recognition System of Mobile Camera Based Image (모바일 이미지 기반의 문자인식 시스템)

  • Park, Young-Hyun;Lee, Hyung-Jin;Baek, Joong-Hwan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.5
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    • pp.1677-1684
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    • 2010
  • Recently, due to the development of mobile phone and supply of smart phone, many contents have been developed. Especially, since the small-sized cameras are equiped in mobile devices, people are interested in the image based contents development, and it also becomes important part in their practical use. Among them, the character recognition system can be widely used in the applications such as blind people guidance systems, automatic robot navigation systems, automatic video retrieval and indexing systems, automatic text translation systems. Therefore, this paper proposes a system that is able to extract text area from the natural images captured by smart phone camera. The individual characters are recognized and result is output in voice. Text areas are extracted using Adaboost algorithm and individual characters are recognized using error back propagated neural network.

Platform Independent Game Development Using HTML5 Canvas (HTML5 캔버스를 이용한 플랫폼 독립적인 게임의 구현)

  • Jang, Seok-Woo;Huh, Moon-Haeng
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.12
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    • pp.3042-3048
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    • 2014
  • Recently, HTML5 have drawn many people's attention since it is considered as a next-generation web standard and can implement a lot of graphic and multimedia-related techniques on a web browser without installing programs separately. In this paper, we implement a game independent of platforms, such as iOS and Android, using the HTML5 canvas. In the game, the main character can move up, down, left, and right not to collide with neighboring enemies. If the character collides with an enemy, the HP (hit point) gauge bar reduces. On the other hand, if the character obtains heart items, the gauge bar increases. In the future, we will add various items to the game and will diversify its user interfaces by applying computer vision techniques such as various gesture recognition.

Development of Tire Character Recognition and Compensation System Using the Kinect camera (키넥트 카메라를 이용한 타이어 문자 인식 및 보정 시스템 설계)

  • Kim, Gyu-Hyun;Jang, Jong-Wook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.05a
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    • pp.248-251
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    • 2016
  • This thesis has discussed how to recognize and convert raised letters on tire to data and collect such data. Unlike the existing recognition system, the system presented by this thesis recognizes raised letters on tire through detecting letters after converting the Kinect camera image into image data in the preprocessing stage. After then, numbers and letters are analyzed through image improvement by use of binary images, noise filter, etc. In the recognition stage, letter distinction is used and raised letters on tire are recognized 100% through correction of errors by way of the correction algorithm for tire data recognition errors. In this paper it will be the development of a method of recognizing characters and the tire technology. Although there are many ways to the already recognized characters, Tire characters requires a technique different from the more general character recognition. For this reason and to develop additional technical methods and algorithms for character recognition.

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An Analysis of the Fashion Trends Expressed on the Korean Men´s Golfwears (우리나라 남성 골프웨어에 나타난 패션 경향 분석)

  • 이효진
    • The Research Journal of the Costume Culture
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    • v.10 no.6
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    • pp.748-762
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    • 2002
  • The purpose of this study was to analyze the fashion trends of Korean men's golfwears and furnished the researchers of same major with reliable data base. Lately, Korean men were concerned about their appearance rather than social position. Moreover, they tried to express the needs of youthfulness with free lift through clothings. These trend had been showed itself not only development of golfwears, but also change of esthetic tastes of men's golfwears. First of all, the development of men's golfwears was affected by the major three factors out of many various factors. That is, popularization of golf by the international activities of Korean progolfers, appearance of young consumers after IMF and the casualization of the men's formal dress, the making an everyday dress of men's sportswears. The results of analyzing of fashion trends of the men's golfwears is as follow: 1. The characteristics with naturalness, comfort of men's golfwears was manifested casualization trends by the factors of downward tendency of golfer's age, 5-days working, men's biz casual preference, individual ism after IMF. 2. Men's character golfwears was showed by the ageless as a youthfulness expression, the Sportism as an international trend, 2002 world cup, etc. 3. All of golfwears have to be functional characteristics because the golf is an active sports spending long time in golf course. Unconstruction style was an important fashion trends of men's golfwears by using functional materials to meet the needs of consumers. 4. The men's clothing was deviated from a fixed idea called masculine after IMF. Moreover, this trend was increased by the appearance of lovely man, genderlessness and had an effect on men's golfwears. Consequently. men's golfwears was showed feminization characteristics as a feminine, sensitive style. In the future, Korean men will try to express their character and thought freely through golfwears, men's golfwears will be continued ‘beyond the golf course’ image reflecting in the future fashion trends.

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Recommendation System Development of Indirect Advertising Product through Summary Analysis of Character Web Drama (캐릭터 웹드라마 요약 분석을 통한 간접광고 제품 추천 시스템 개발)

  • Hyun-Soo Lee;Jung-Yi Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.6
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    • pp.15-20
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    • 2023
  • This paper is a study on the development of an artificial intelligence (AI) system algorithm that recommends indirect advertising products suitable for character web dramas. The goal of this study is to increase viewers' content immersion and help them understand the story of the drama more deeply by recommending indirect advertising products that are suitable for writing lines for web dramas. In this study, we analyze dialogue and plot using the natural language processing model GPT, and develop two types of indirect advertising product recommendation systems, including prop type and background type, based on the analysis results. Through this, products that fit the story of the web drama are appropriately placed, allowing indirect advertisements to be exposed naturally, thereby increasing viewer immersion and enhancing the effectiveness of product promotion. There are limitations of artificial intelligence models, such as the difficulty in fully understanding hidden meanings or cultural nuances, and the difficulty in securing sufficient data for learning. However, this study will provide new insights into how AI can contribute to the production of creative works, and will be an important stepping stone to expand the possibilities of using natural language processing models in the creative industry.

The Interface between Wearable Devices and Metaverse: A Study on Soccer Game Character Ability Mapping using Mi Band (웨어러블 디바이스와 메타버스의 접점: 미밴드를 이용한 축구 게임 캐릭터 능력치 매핑 연구)

  • Hyun-Su Kim;Mi-Kyeong Moon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.6
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    • pp.1345-1352
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    • 2023
  • With the development of virtual reality (VR) and blockchain technology, Metaverse is being used in various fields such as games, education, and social networking. At the same time, shipments of wearable devices such as smartwatches are growing every year, becoming more and more integrated into people's daily lives. This study presents a new possibility of reflecting the user's body signals measured through the combination of the two phenomena in the metaverse character. Various biometric information such as the user's heart rate and amount of exercise collected through the smartwatch are reflected on the character in the metaverse, allowing the user's physical condition to be reflected in the virtual world. Through this, Metaverse is expected to provide a new experience that can be called 'extended reality' beyond simple virtual reality, improve user's satisfaction with Metaverse, and suggest a direction for the development of smartwatches.