• Title/Summary/Keyword: Development of Character

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Effectiveness of a Character Education Program on Cultivating Character among Elementary School Students (인성교육 프로그램이 초등학생 인성 함양에 미치는 효과)

  • Lee, Eun Ji;Joung, Yoo-Sook;Lee, Se Yong;Lee, Sun Woo;Noh, Ji Hye;Shim, Ye Rin;Hong, Jin Pyo;Chung, Young Hee
    • Anxiety and mood
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    • v.13 no.1
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    • pp.46-52
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    • 2017
  • Objective : The purpose of the present study was to examine the effectiveness of a school-based character education program on the character development of elementary school students. Methods : A total of 1,325 elementary school students participated in the study. Pre-post changes in eight character virtues (self-esteem, self-regulation, honesty, sincerity, communication & caring, citizenship, justice, responsibility/cooperation) and student satisfaction were assessed. A paired t-test was performed to determine the effects of the program. Results : Of the students who participated in the program, the 4th and 5th grade students showed significantly increased scores on all eight character virtues ; whereas, the 6th grade students showed significantly increased scores on five character virtues. Conclusion : Despite the differences in effect based on the grade levels, the study results supported the effectiveness of a school-based socio-emotional character education program. This study could provide a basis for future research on the development of effective character education programs.

Role Analysis for the Development of Animation Character - Focused on Long Animation Work of USA and Japan - (애니메이션 캐릭터 개발을 위한 배역 분석 - 미, 일 장편 애니메이션 작품 중심으로 -)

  • Kim, Jae-Ho;Park, Hang-Su
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.909-914
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    • 2009
  • It can be said that the role of character is very important for the development of animation contents. It is because unlike in general motion picture, the emotional character, which is artificially controlled, plays the functional role in animation. Because of the function, the character may be differently expressed, depending on the culture of each country. However, general audiences and people selecting commodities have common factors. It seems that USA and Japan, which have led the world culture in the field of animation planning and manu facture, perform the animation manufacture by applying them properly. The purpose of this presentation is to analyze the works of USA and Japan, which have led animation manufacture. Because numerous works have been manufactured in two countries regardless of genres, the selection was made by concentrating on representative works that achieved good results from character commercialization. Therefore, the study will suggest the methodological direction for the new development of character, which is performed in industrial animation work and education field.

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3D Animation Character Development Pipeline using 3D Printing (3차원 프린팅을 활용한 3차원 애니메이션 캐릭터 개발 파이프라인)

  • Kim, Kyoung-Ho;Lee, Jeongjin
    • The Journal of the Korea Contents Association
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    • v.13 no.8
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    • pp.52-59
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    • 2013
  • Recently, the importance of the efficient production pipeline design has been increased for 3D animation, which becomes more delicate. In this paper, we propose 3D animation character development pipeline using 3D printing technology. We introduce 3D printing procedure into each step of the classical 3D animation and character development pipeline to incorporate the feed-back from the designer immediately. Specially, during the production step, we can find the design errors and minimize the period of production by using 3D printing of approximate shape of designed character. Using proposed method, eight DreaMegg characters were developed and their quality was very high with respect to 3D virtual graphics and real product. Using our method, high-quality 3D animation character can be developed with the minimized time and cost for development by reflecting the feed-back into production line from designers and researchers immediately.

A Study on the Planning Characteristics of Interior Space Aiming for the Exterior Space in Mixed-Use Development (복합용도개발 내부공간의 외부공간 지향성에 관한 계획특성 연구)

  • Kim, Suk-Ki;Sung, Lee-Yong
    • Korean Institute of Interior Design Journal
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    • v.22 no.3
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    • pp.43-51
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    • 2013
  • The purpose of this study is analysing the characteristics of interior space aiming for the exterior space in mixed-used development. The range of this study is limited as passage, department store, shoppingmall and Mixed Use Development. The method of this study is as follows. First, analysing the 7 samples of the interior space aiming for the exterior space in MXD through the framework of public character categorized as 5 factors, accessibility, openness, comfort properties, connectivity, convenience in use. Second, drawing a conclusion from the precedent step. The result of this study is as follows. First, the interior space has become bigger with time. And the public character is expanded with having the same structure of the city space. Second, the interior space solves the problem of the exterior space of city but prefers the same factors with the exterior space. Third, the street in the interior space has the characteristics of openness and comfort properties through diversification. And the open space is planned in various parts of the MXD and has the character of accessibility and connectivity.

Development and Validation of a Testing Tool for Mathematical Creativity and Character (수학적 창의·인성 검사도구 개발 및 타당화)

  • Whang, Woo-Hyung;Kim, Dong-Joong;Kim, Won;Lee, Da-Hee;Choi, Sang-Ho
    • The Mathematical Education
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    • v.56 no.1
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    • pp.41-62
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    • 2017
  • The purpose of this study is to propose the possibility of integrating creativity and character education and its need in mathematics education by developing and validating a testing tool assessing students' perceptions of mathematical creativity and character. For this purpose, we developed sixty questions in total to extract factors of mathematical creativity and character based on a literature review. Then, questionnaire data were collected for 1258 middle school students. After the collected data were randomly divided into two (n1=615, n2=643), the first group of data was used for exploratory factor analysis and the second one was employed for confirmatory factor analysis. As a result, 45 problems showing nine factors were extracted. The cognitive components of creativity includes divergent thinking, convergent thinking, imagination/visualization, and reasoning, whereas its affective components are interest, motivation, and openness. The character components contain participation, communication, responsibility, and promise. In addition, it is concluded that the developed testing tool, in which character in the model of this study impacts creativity meaningfully, has a measurement consistency which is not affected by gender and grade differences. These results have implications for a guide to curriculum development promoting creativity and character at school by showing objective and practical foundations of helping how to integrate creativity and character education.

A Study on Development of Effective MMORPG Character Design through Cognition (게임 인지성을 고려한 MMORPG 캐릭터 모델구축에 관한 연구)

  • Tang, Jun;Cho, Dong-Min
    • Journal of Korea Multimedia Society
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    • v.16 no.9
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    • pp.1098-1108
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    • 2013
  • Customizing system is acting a main role for the character production system of MMORPG. However, since using the high degree of freedom in MMORPG, these characters are too individual and lack of awareness. We can describe each character's emotional characteristics and understand the correlation of characters more easily by adjusting design factors capable of cognitive decision to characters. Game character developer should consider seeking efficient character design process that is suitable to MMORPG game environment and users for proper character recognition and promoting character preferences. In addition, this research being extended on the article vol.13, no.3, "A Study on Cognitive and Preference of Games' Character" on Korean Society of Basic Design in June 2012 issue and this study is expected to have effectives as one method for the purpose of this research is to inquire and present what type of relation lies between recognition and preference of game characters of MMORPG.

The study of the Korean Traditional Hybrid Character Shape: for Jangseung and Dokkaebi (한국형 전통 하이브리드 캐릭터 형상 연구: 장승과 도깨비를 중심으로)

  • Lee, Chae Ron;Lee, Young-Suk
    • Cartoon and Animation Studies
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    • s.31
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    • pp.1-27
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    • 2013
  • The study looks a shape of hybrid character in animation and suggests extended discussion to develop the Korean creative characters and to repeat traditional culture that can reproduce in mass media. First, this study considers Jangseung and Dokkaebi that appear frequently in the Korean traditional culture, and prepares a way to try to develop the Korean hybrid characters. To do this, I analyze examples of hybrid characters direction in as-found animation characters, and grasp the meaning of it. Hybrid character is classified as a character produced by mix and combination of shape and a character produced by shape exaggeration. And I shed new light on characters and meanings of Jangseung and Dokkaebi remaining as cultural assets. Through this, the study wants to help handling measure about a problem of character that the Korean animation has. Therefore, this study looks characters of description about imaginary creatures expressed in existing animations, and wants to shed new light on the Korean Jangseung and Dokkaebi regarded as from an object of folk religion and custom, to an object that is possible to use in the Korean traditional character development.

Development of an Algorithm for Korean Letter Recognition using Letter Component Analysis (조합형 문자구성을 이용한 문서 인식 알고리즘)

  • 김영재;이호재;김희식
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 1995.10a
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    • pp.427-430
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    • 1995
  • This paper proposes a new image processing algorithm to recognize korean documents. It take out the region of syllable area from input character image, then it makes recognition of a consonant and a vowel in the character. A precision segmentation is very important to recognize the input character. The input image has 8-bit gray scaled resolution. Not only the shape but also vertical and horizontal lines dispersion graph are used for segmentation. Theresult shows a higher accuracy of character segmentation.

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Development Character Recognition Algorithm in Gerber File for the PCB Assembly Machine (PCB 조립 장비를 위한 거버 문자 인식 알고리즘 개발)

  • 김철한;박태형
    • 제어로봇시스템학회:학술대회논문집
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    • 2000.10a
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    • pp.297-297
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    • 2000
  • This paper proposed character recognition method by using DB Matching and Artificial Neural Network at the Gerber files. Gerber files are file for make PCB. But we also use the file to a program of extraction PCB position data. If the Gerber file recognized a character, the extraction PCB position data will be faster and also when the recognition rate is high, it can be possible to automatic extraction. We apply to the construction PCB Gerber file program and Simulation results are presented to verify the usefulness of the method.

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An Analysis of Character Image Used to Fashion Commodity (패션상품에 활용된 캐릭터의 이미지에 대한 분석)

  • Yoo, Tai-Soon;Baek, Kyung-Sil
    • Fashion & Textile Research Journal
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    • v.3 no.3
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    • pp.241-248
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    • 2001
  • The purpose of this study is to examine the preference according to the domestic fashion company use the character image of the inside and outside of the country, the recognition for the importance of the character by examining the purchasing behavior of high school girls and college women as the major consumer in the character fashion commodity (in the center of the clothe and accessory), and the aid for the self-development and the licensing of the character in the future. This study targeted 491 high school girls and college women in Daegu and Kyung-pook area. The character preference according to the character image applied the fashion commodity was used the scale of seven point modified the S D (Semantic Differential) method for Kim, Chun-Ae's image measure. The followings are the conclusions of this study; Both the group of high school girls and the group of college women almost represented the similar reaction result for the images of 9 characters. For the preference of the group of high school girls and the group of college women for 9 character, for characters Tweety, Bugs Bunny, the group of college women represented more preference than the group of high school girls. However, for characters of Hello Kitty, Pazama sister's and Dalki, the group of high school girls represented more preference than the group of college women.

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