• Title/Summary/Keyword: Human Communication

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Color Analysis of Disney Animation Villain Characters (디즈니 애니메이션 악당 캐릭터의 색채분석)

  • Sung, Rea;Kim, Hyesung
    • Journal of Information Technology Applications and Management
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    • v.28 no.6
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    • pp.69-85
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    • 2021
  • In the era of the 4th Industrial Revolution, not only artificial intelligence, big data, robots, and biotechnology, but also cultural industries that require human creativity will lead. Among the cultural industries, the animation industry has high industrial utilization value due to its high connection with other industries. Among them, animation characters play the most important role as the subject leading the story of animation. In particular, the villain character not only serves as a medium for the main character to lead the story, but also captivates the audience with a different presence from the main character, adding to the fun and completeness of the animation. These characters consist of visual elements such as form and color, of which color is a tool that effectively conveys the character's personality and role to the audience, and is the first visual element to be considered in delicately describing the character's emotions and the relationship between characters. Therefore, this study attempts to analyze the color of the villain character. To this end, we will select eight Disney animations to derive the characteristics of the villain character's color by analyzing the color, value, chroma, and color association of the colors used in the Disney villain character. As a result of the analysis, the colors mainly used by Disney to convey the villain's image were red (R) and Orange (YR), and there was no difference depending on the times or animation production methods. Second, the brightness of Disney villain characters appeared to be the same medium/famous regardless of the times and production methods, and the frequency of use of high brightness was very low. In terms of saturation, the frequency of use of high and low saturation was high. Third, blackish (Bk), Strong (S), dull (Dl), and deep (Dp) tones were mainly used for tones. In particular, in recent 3D animations than previously produced 2D animations, the use of low chroma and the high black mixing rate increased. Fourth, it can be seen that Disney uses color as a visual method to more clearly express the psychology of the villain character using color association. In conclusion, the color selection of animation characters should be carefully considered as a tool to convey the character's personality, role, and emotion beyond simply using color, and the color selection of characters using color associations and symbols strengthens the narrative structure. It is hoped that this study will help analyze and select the character color of animation.

The Effect of Five-Star Franchise Hotel Chef's Empathy Leadership on Job Engagement and Team Cohesiveness

  • LEE, Dong-cheul;KOO, Dong-Woo;SHIN, Dong-Jin
    • The Korean Journal of Franchise Management
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    • v.12 no.3
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    • pp.35-46
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    • 2021
  • Purpose: The hotel industry needs a leader who can actively demonstrate leadership to respond to and accept changes in the organization in a highly competitive and fast-changing environment. Therefore, the role of leaders who instill clear vision and goals of the organization in their members, listen to their opinions, and empathize is paramount. Leaders should encourage successful organizational activities based on active participation by employees and create the best environment for working with a sense of mission and responsibility. This study aims to identify the relationship between empathy leadership and job engagement as a result variable of team cohesion in the hotel culinary department and conduct empirical studies on the role of empathy leadership and job engagement. Research design, data, and methodology: The data were collected from employees who work in culinary department at a five-star franchise hotel located in the Seoul metropolitan area. Because it is difficult to conduct a survey through face-to-face contact with employees due to the COVID-19 pandemic, the online survey was conducted from February 1 to February 28, 2020. A total of 330 questionnaires through online were distributed and 268 employees completed the survey, yielding a response rate of 81%. Of the 268 returned responses, 27 responses were not usable due to missing information. Thus, a total of 241 responses were used for analysis. Results: The study results are as follows. First, it has been shown that the empathy leadership of culinary department in hotel companies has a significant positive impact on the job engagement. Second, it has been shown that job engagement has a significant positive effect on members' team cohesiveness. Third, empathy leadership of hotel companies' culinary department has a significant positive impact on members' team cohesiveness. Fourth, job engagement has a significant positive (+) mediating effect in the relationship between empathy leadership and team cohesiveness in culinary department. Conclusion: This study supports the theory that an emotional and empathic leader's behavior or ability can change the effectiveness or atmosphere of a rapidly changing hotel culinary team organization by presenting a research model on the effect of empathic leadership on job engagement and team cohesiveness. And hotel chefs should be more aware of the importance of empathic leadership and make them a human resource of the organization through formal and informal communication with culinary employees.

A Study on the Method of Differentiating Between Elderly Walking and Non-Senior Walking Using Machine Learning Models (기계학습 모델을 이용한 노인보행과 비노인보행의 구별 방법에 관한 연구)

  • Kim, Ga Young;Jeong, Su Hwan;Eom, Soo Hyeon;Jang, Seong Won;Lee, So Yeon;Choi, Sangil
    • KIPS Transactions on Computer and Communication Systems
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    • v.10 no.9
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    • pp.251-260
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    • 2021
  • Gait analysis is one of the research fields for obtaining various information related to gait by analyzing human ambulation. It has been studied for a long time not only in the medical field but also in various academic areas such as mechanical engineering, electronic engineering, and computer engineering. Efforts have been made to determine whether there is a problem with gait through gait analysis. In this paper, as a pre-step to find out gait abnormalities, it is investigated whether it is possible to differentiate whether experiment participants wear elderly simulation suit or not by applying gait data to machine learning models for the same person. For a total of 45 participants, each gait data was collected before and after wearing the simulation suit, and a total of six machine learning models were used to learn the collected data. As a result of using an artificial neural network model to distinguish whether or not the participants wear the suit, it showed 99% accuracy. What this study suggests is that we explored the possibility of judging the presence or absence of abnormality in gait by using machine learning.

The Effect of COVID-19 Pandemic on University Libraries: Forced on the Perception of University Librarians (코로나 19가 대학도서관에 미치는 영향에 관한 연구 - 대학도서관 사서의 인식을 중심으로 -)

  • Chung, Jae-Young;Oh, Se-Hoon
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.32 no.3
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    • pp.93-114
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    • 2021
  • COVID-19 has been affecting the library, not to mention society as a whole. Especially, there are many changes in the role and service of the university libraries as all the classes of the universities are turned into non-face-to-face and the use of the university libraries is restricted. The changes in users' use of information and communication behavior due to COVID-19 could be an opportunity for new utilization of human and material resources the university libraries have and for the development of services. However, on the contrary, the university libraries could face another crisis if they fail to respond appropriately to current changes. Therefore, it is necessary to grasp, analyze the impact of COVID-19 and plan how to respond. A survey on the effects of COVID-19 and the response of the university libraries and the perceptions of the university libraries found that most university libraries are responding appropriately to COVID-19. However, a survey on the perceptions of the present and future of the university libraries under COVID-19 showed that many survey respondents think COVID-19 would have a negative impact on the university libraries. This means that the changes caused by COVID-19 are causing a crisis and anxiety in the university libraries. Therefore, by working hard together, the university libraries need to present the university libraries' new role, service and direction in the post-COVID-19 era as well as responding to the current situation.

The Effect of STEAM Camp Program for Gifted High School Students on Their Creative Leader Competency and STEAM Literacy (STEAM 캠프를 통한 영재학급 고등학생의 융합인재소양과 창의적 인재 역량 변화)

  • Kim, Hak Bum;Cha, Jeongho
    • Journal of Science Education
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    • v.45 no.2
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    • pp.231-246
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    • 2021
  • The Korean Ministry of Education has emphasized the convergent ability for human resource cultivating the development of science and technology in the future. Based on this, Korean STEAM education aims to enhance students' interest and their understanding of science and technology as well as to develop students' convergence thinking and problem-solving skills. Through the camp for gifted students, students are generally introduced to produce self-directed outputs in order to solve the problem in everyday life. In this study, the author aims to find out whether the gifted high school students' creative leader competency and STEAM literacy changed after they experienced STEAM-based camp. 517 gifted students from 52 high schools in the Metropolitan city region join the camp, which is focused on generating student-centered outputs for problem-solving in daily life context. Before and after the camp, the creative leader competency and the STEAM literacy of participants were tested and compared. From the result, we found that the gifted high school students' creative leader competency and STEAM literacy improved after participating in the STEAM camp. In particular, all the sub-factors except for the social value pursuit domains in the social characteristic area of creative leader competency and the areas of creativity, respect, and communication in STEAM literacy increased. Educational implications will be discussed.

Analysis of the relationship between service robot and non-face-to-face

  • Hwang, Eui-Chul
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.12
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    • pp.247-254
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    • 2021
  • As COVID-19 spread, non-face-to-face activities were required, and the use of service robots is gradually increasing. This paper analyzed the relationship between the increasing trend of service robots before and after COVID-19 through keyword search containing the keyword 'service robot AND non-face-to-face' over the past three years (2018.10-20219) using BigKines, a news big data analysis system. As a result, there were 0 cases in the first period (2018.10~2019.9), 52 cases in the second period (2019.10~2020.9) and 112 cases in the third period (2020.10~2021.9), an increase of 115% compared to the second period. The keywords commonly mentioned in the analysis of related words in the second and third periods were COVID-19, AI, the Ministry of Trade, Industry, and Energy, and LG Electronics, and the weight of COVID-19 was the largest, confirming that the analysis keyword. Due to the spread of Corona 19, non-face-to-face is required, and with the development of information and communication technology, the field of application of service robots is rapidly increasing. Accordingly, for the commercialization of service robots that will lead the non-face-to-face economy, there is an urgent need to nurture human resources that require standardization and expertise in safety and performance fields.

The Study For a New Positioning Strategy For the Performance Arts (공연예술 수요개발 촉진을 위한 포지셔닝(Positioning) 전략 제안)

  • Park, Joon Hyoung
    • Review of Culture and Economy
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    • v.20 no.3
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    • pp.87-114
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    • 2017
  • The Supply side of performance arts has been pretty much developed since the establishment of ARCO. The development level of the demand side, however, was much lower than that of supply side. This unbalance make it difficult to achieve the goal and to complete the mission of ARCO's assistant to the performance arts. Unlike the existing research for solving this problem, this study suggests the positioning strategy of a new value of performance arts for solving this problem. This positioning is, instead of meeting the experiential and symbolic needs, targeting the functional needs to solve the life problems to be faced with aging, for example, the problems from education, human relationship and health. The new positioning will make the demand for the performance arts belong to the top priority group in the expenditure list of consumers because the perceived concept of performance arts will be changed from the "Wants" consumption to "Should be" consumption like a expenditure of private education for children and that of health problems. Therefore, this new positioning is surely expected that the development of new demand from the new position is pretty much higher than that of present positioning. This study also suggests practical strategies, PR and cross functional management system for the implementation of this new positioning.

The Effects of Smartphone Use on Life Satisfaction, Depression, Social Activity and Social Support of Older Adults (노인의 스마트폰 이용이 생활만족도, 우울, 사회활동 및 사회적 지지에 미치는 영향)

  • Kim, Myoung-Yong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.11
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    • pp.264-277
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    • 2018
  • Focusing on the potential impact of information and communication technology (ICT) on older adults' quality of life, this study empirically examined the influence of smartphone use in old age on life satisfaction, depression, social activity and social support of Korean older adults. In order to examine the effects of smartphone use, this study analyzed data from 630 questionnaire surveys from older adults aged 65 and over living in Seoul. The effects of smartphone use were tested using hierarchical multiple regression analysis, controlling for socio-demographic variables such as age, sex, spouse, education and income. Results showed that the effects of smartphone use on life satisfaction, depression and social activity of older adults were statistically significant. However, the effects of smartphone use on social support of older adults was not statistically significant. This study suggests that ICT such as smartphones in old age plays generally positive roles in enhancing psychological, mental and social aspects of quality of life. This implies that further practical efforts to expand the distribution and use of ICT in old age are required to improve quality of life and successful aging of older adults.

Effects of a Team Facilitation Program on Team Activities in Problem Based Learning (문제중심학습(PBL)에서 팀 활동을 촉진을 위한 퍼실리테이션 프로그램 적용에 대한 융합 연구)

  • Yang, Bok-Sun;Choi, Kyeong-Yoon;Sim, Jeoung-Ha
    • Journal of the Korea Convergence Society
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    • v.10 no.6
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    • pp.299-308
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    • 2019
  • This quasi-experimental study was conducted to develop and implement a team facilitation program as well as to evaluate the effects of the program on Problem Based Learning (PBL) and how these influence on team dynamics. Data were collected in a convenient sample of 126 nursing students (intervention group=69; control group=57). Data were analyzed using ${\chi}^2$ test, T-test, and ANCOVA. SPSS23 was used. The intervention group received the PBL team facilitation program, whereas the control group received a human interaction training. The intervention group than the control group demonstrated significantly higher scores in a team dynamic among team members(F=10.35,p<0.01), trust among team members(F=9.86,p<0.01), communication(F=5.69,p<0.05), learning behavior of a team(F=4.57,p<0.05), and individual capability evaluation(F=5.12,p<0.05). Team performance was not significantly different between groups. This study reveals that the team facilitation program is an effective strategy to maximize the effects of PBL. We propose the need for educational strategy to support team function.

Militarization of Space and Arms Control

  • Cho, Hong-Je
    • The Korean Journal of Air & Space Law and Policy
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    • v.33 no.2
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    • pp.443-469
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    • 2018
  • In the sixty year since the first launch of Sputnik 1, it has become impossible to consider economic, political, or scientific human life in the communication field without reference to outer space. But, there is a growing groundswell of public opinion aimed at preventing arms race in space. Therefore it is necessary to establish some institution or mechanism such a code of conduct, international law. But every nation has a different posture on the grounds of national interest, or different levels of space development, the conditions required for the successful negotiation of a comprehensive treaty are not yet ripe. It is hoped that by beginning with soft measures (TCBM, Code of Conduct) for which it is easier to secure voluntary participation it may be possible to build up to a comprehensive treaty. The participation of the Space powers (US, Russia, China) in a dialogue of mutual exchange and shared information would contribute to international peace and give a long term benefit to humankind. It is also necessary to promote partnership through regional and bilateral cooperation. We should guide and shape opinion so that more nations ratify and sign existing international legal covenants in order to contribute to the efficency of Space law. International law needs to enforce PAROS and Space Security.