• Title/Summary/Keyword: Development Character

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A Study of the Development and Application of Korean Character (한국적 캐릭터의 개발과 활용에 관한연구(문구용품을 중심으로))

  • 최영옥
    • Proceedings of the Korea Society of Design Studies Conference
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    • 1999.10a
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    • pp.52-53
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    • 1999
  • 1. 연구의 필요성 및 목적 우리나라의 현시점에서 캐릭터 상업의 중요성은 많이 인식되어지고 있으나 아직도 실제 캐릭터 시장의 환경은 열악하고 특히나 해외 캐릭터가 국내 캐릭터 시장의 80%를 점유하고 있는 상황에서 한국적 해학과 재치가 넘치는 독창적인 우리의 캐릭터 디자인 개발을 위하여 문구용품에 있어 캐릭터의 중요성을 연구하고 상품의 사업적 목표와 함계 사회적 교감(Social Communication)과 문화적, 교육적 측면에서의 기업의 사회적 책임의 실질적 이행이라는 목표달성과 함께 매개체로서 큰몫을 할 캐릭터들을 우리의 것인 우리의 캐릭터개발과 함께 그 중요성의 인식을 고취시키고져 한다.(중략)

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Guidelines of 2D Pattern Development Process for 3D Fitted Cover of Character Toys (캐릭터 인형용 밀착커버 패턴개발 프로세스의 가이드라인)

  • Lee, Heeran
    • Fashion & Textile Research Journal
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    • v.19 no.5
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    • pp.635-645
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    • 2017
  • The industry of character toys is increasing and new characters are constantly being developed. However, the development of 2D cover patterns for toys is time-consuming due to frequent pattern modifications made through trial and error. Studies are now underway to obtain 2D clothing patterns from 3D body data, however, little research has been done on 2D pattern of character toys. This study suggests efficient guidelines to develop 2D cover patterns with a reasonable accuracy and processing time. Two 3D models of a dog and rabbit were used to develop 2D cover patterns. Independent variables of this study are set as 3 levels of triangle area (small, medium, and large) that influence the efficacy of 3D and 2D pattern development. The determination of the appropriate triangular area was based on the area and shape change of the 2D pattern. A medium or large triangle area was shown to be suitable for a character dog with a smooth curved surface. However, the appropriate triangle area was small if the characteristics of the curved surface are complicated as in the case of rabbit. The head of a dog (a double-curved surface) and the curved forepaw of a rabbit (a triangular area) should be small when the characteristics of the curved surface (such as the hind leg of a rabbit having a large convex surface and a small surface area) are complicated. Grouping by 3D surface characteristics could be a suitable guideline for the triangle area selection.

A Study on the Effects of Classical Literature Reading Education on Youth's Character and Competency Development (인문고전 독서교육이 청소년의 인성과 역량 증진에 미치는 영향에 관한 연구)

  • Lee, Ayoung;Cho, Miah
    • Journal of Korean Library and Information Science Society
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    • v.48 no.1
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    • pp.245-265
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    • 2017
  • The objective of this research is to develop & operate classical literature reading education program for youth, to verify the difference in effect with respect to the influence of classical literature reading education on youth's character and competency development and to clarify the difference in effect depending on intention to participate in classical literature reading education and instruction method. Main result of research is summarized as follows. First, after classical literature reading education was found to be effective to the character and the youth's competency development increased. Second, verifying the effect of classical literature reading education on intention to participate voluntarily, it was found to be more effective for group of voluntary participation than group of involuntary participation. Third, verifying the effect of classical literature reading education depending on instruction method, it was found to be more effective for group of discussion lesson based on character key words than group of lesson based on recital.

A Survey on Middle School Teachers' Perception of Character Education (인성교육에 대한 중학교 교사들의 인식 조사)

  • Yoon, Ok-Han;Lee, Kyeung-Ran
    • The Journal of the Korea Contents Association
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    • v.17 no.7
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    • pp.193-203
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    • 2017
  • The purpose of this study is to analyze the perception of middle school teachers of character education and to suggest implications for middle school character education. A total of 161 middle school teachers in Korea were surveyed and their responses were analyzed by frequency analysis and descriptive statistical analysis on the approach to character education, problem of character education, general view on character education, constituent of character education program, and teaching and learning method, First, character education was intended to be carried out through life instruction and subject education. Second, the problem of character education is that it is not carried out properly because senior school is given priority. Third, the overall view of character education is becoming more and more problematic for the personality development of students. Fourth, character components to be taught in character education program are consideration, manners, self-control, and responsibility. Fifth, the teaching and learning methods for character education were ranked in order of reflection, mutual learning, experiential activities, and student centering. Sixth, the proper period of the character education program should be continuous throughout school life with consent for continuous and repetitive education. Based on this, it is suggested that it is more important to consider how to organize character education for guidance throughout life and for curriculum than to develop it as one time program.

Development of a korean Text Recognition System (한글 문서 인식 시스템 개발 연구)

  • 고견;이일병
    • Korean Journal of Cognitive Science
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    • v.1 no.1
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    • pp.77-102
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    • 1989
  • This paper reports on the development of a recognition system for Korean character,numbers and punctuation marks by syntactic approach after extracting a character or punctuation mark from a page of text.First,using the projection profile(Masudaet.al.1985,Pavlidin 1981)method, we segment a page into different regions of column or row major and then extracts lines of characters from it.Considering the height,width and connectivity of character block,we proceed to extract syllables from the extracted lines.Basically we distinguish syables into six types of formal pattern(남궁재찬 1982,이주근등 1981)following the research of lee and others,and the punctuation marks and numbers into two kinds of formal patterns,and discriminate the surface structure of the extracted syllables.By Index-Removal algorithm,we subdivide them into 44 kinds of basic korean subpattern and special characters (numbers,punctuation marks)and recognize them by syntactic method(이주근등 1981.)

A Curriculum of a Subject of Enneagram for Developing Key Competency of University Students

  • Park, Jongjin
    • International Journal of Advanced Culture Technology
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    • v.10 no.3
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    • pp.346-351
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    • 2022
  • This paper is to propose a curriculum of a subject of Enneagram which is to be open to develop key competency of university students. In the modern days of the 4th industrial revolution universities are being called for key competency-based education and innovation in education. Universities suggested various key competencies according to the university's founding philosophies. And they have been reorganizing the liberal arts curriculum in a way that it can reinforce key competencies of the students in the aspect of liberal arts education. In this paper, an example of C university which has 3 key competencies such as, citizenship, character, and creative intelligence was presented. Enneagram is a good candidate for developing self-development which is sub-competency of character.

Study on the Development of Neo-pop Art Character T-shirts for Cause Related Marketing - Focused on Romero Britto - (공익연계마케팅을 위한 네오팝아트 캐릭터 티셔츠 개발 연구 - 로메로 브리토를 중심으로 -)

  • Ku, Bonhye;Kim, Mihyun
    • Journal of the Korean Society of Costume
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    • v.65 no.7
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    • pp.75-85
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    • 2015
  • The purpose of this study is to examine ways to vitalize cause related marketing (CRM) by proposing character T-shirts The campaign will employ Neo-Pop art, a genre popular with both companies and consumers. Study results are as follows: First, campaign T-shirts on the issue of human alienation resulting from digitalization can be utilized to generate financial profit that can be returned to society. This can lead to the acts of exchange for profit generation, public image improvemen of companies, and enhancement of their external status. As for the non-financial aspect, the campaign could lead to increased awareness of social issues and present opportunities to take actions of improvement. Second, the financial objective of character T-shirts dealing with environmental issue of sustainability involves brand distribution network support and revitalization of promotion such as shopping basket of love and eco-friendly store matching program for eco-friendly campaign. As for the non-financial aspect, it can help raise consumers' awareness of cause related activities such as crowd funding and fundraising and prepare opportunities of direct participation. Third, the financial objective of character T-shirts dealing with natural disaster relief activities on the global level involves brand recognition level increase and enhancement of positive association of companies through emergency relief and articles support as a result of drastic increases in casualties from nature disasters. As for the non-financial aspect, it can induce people's participation in relief activities and lead to the establishment of crisis response procedures. The information on the development of pop-art character T-shirts proposed in this study is expected to be used as basic information on cause marketing of fashion companies in the future, while providing inspiration to related fashion design.

A Study on the production of A 3D Game Character animation using Motion Capture System (Motion Capture 시스템을 이용한 3D 게임 Character 애니메이션 제작에 관한 연구)

  • Kim Tae-Yul;Ryu Seuc-Ho;Kyung Byung-Pyo;Lee Dong-Lyeor
    • Proceedings of the Korea Contents Association Conference
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    • 2005.05a
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    • pp.59-63
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    • 2005
  • 2D And 3D the animation joins in and with development of computer technique it accomplishes a continuous growth and a development. The computer hardware and software technique quick change(evolution) it leads and 2D and 3D the animation is the tendency which provides the growth which is infinite. 3D Present time in the technique which produces the animation it uses the Motion Capture System which and it is using plentifully 3D the process which produces the animation of game Character it leads and against a Motion Capture technique it examines and against the animation production which it follows in quality of the Character it researches.

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The Effect of Character Strengths and Communication Types on the Interpersonal Relationship Satisfaction among University students (대학생의 성격강점과 의사소통유형이 대인관계만족도에 미치는 영향)

  • Kim, Hyang-Soo;Kim, Hey-Kyoung
    • Journal of the Korean Applied Science and Technology
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    • v.36 no.3
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    • pp.700-708
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    • 2019
  • The purpose of this study was to investigate the effect of character strengths and communication types on the interpersonal relationship satisfaction among university students and to presents basic data for helping healthy University Life. A survey was held to the university students in Seoul and Chungcheong cities from May 7 to 28, 2018. 204 copies were in the final analysis for data analysis, t-test, ANOVA, Pearson's Correlation Coefficient and Multiple regression was used. As a result, the factors of affecting on the interpersonal relationship satisfaction were followed by intellectual character strengths, emotional character strengths, communication types and the presence of a heterosexual friend. The multiple regression explanatory power was 45percent of the total changes in interpersonal satisfaction. Therefore, this study could be used as a basic for the development of communication education programs to increase interpersonal satisfaction among university students. It will also be useful as a basic data for the development of counseling programs that enhance self-awareness of character strengths.

Study on the Characters' Role and Personality Difference in the Series Animation Works (시리즈 애니메이션 캐릭터의 역할과 성격 변화에 대한 고찰)

  • Kong, Hyunhee;Sung, Rea
    • Journal of Information Technology Applications and Management
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    • v.29 no.4
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    • pp.51-60
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    • 2022
  • This study was conducted on characters who play the main character of the spin-off work based on the image in the original. Through the analysis of the original and spin-off works, the role type and characteristics according to the characters' roles were analyzed. It was analyzed that Rex, Bo Peep, and Forky, the main characters of the Toy Story spin-off works, had characteristics described in the original, which were not the main characters, and changed when they appeared in the spin-off works. First, it shows a tendency to add a new personality to play the role of the main character who solves problems and leads the story development while maintaining the existing personality characteristics in the original. Second, in order to play the main character in the spin-off work, these main characters are strongly revealed in the characteristics of the faithful type 6, and the achiever type 3, respectively. The reason why the characters' personality in the existing original have continuity is that if the personality of the existing characters change rapidly, they may contradict the audience's existing perception, preventing them from being immersed in the spin-off protagonist itself and the story development. However, the main characteristics of personality type 6 and personality type 3 are described only by considering the character's role as a helper to solve the problem and the characters' characteristics, but in order to solve the problem in spin-off, the animation producers are determined to achieve the goal. An understanding of this result will greatly help animation producers plan the character in consideration.