• Title/Summary/Keyword: Life-Like Character

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A Study on the Romantic Image in Modern Fashion (현대패션의 로맨틱 이미지에 관한 연구)

  • Kim Young-Hyun;Yang Chieu-Kyung
    • Journal of the Korean Society of Costume
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    • v.55 no.1 s.91
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    • pp.1-12
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    • 2005
  • The modern society which is going through the big turbulence of civilization experiences the lost of humanity and the phenomenon that the standard of our thoughts, like those for good and evil, truth and false is not clear anymore as the technology is being improved. This makes us miss the past when everything is simple and the standards are very clear and being attracted by the metaphorical culture symbolizing something from the past, like memories of youth, fantasies, fairy tales or myths and we are now having a great interest in the joy of life and the affluent life. Influenced by this kind of tendency in modern society, the minimalism, which had the great influence in the nineties, went out of fashion and at last the romantic susceptibility seems to be the trend forming the major mood of the late 20th century - the early 21st century. This study focus is: (1) the theoretical aspects of romantic images such as the concept, the historical tendency and the character are considered. (2) the variety and multiplicity of the romantic images is discussed after the romantic image is classified into four types of retro character, natural character, ethnic character, erotic character according to major trends in our modern. The purpose of this study is to understand the romantic images in modern fashion, by analyzing the fashion trends together with the various features of romantic images.

Smartphone-based casual games, character development practices through the development of business models - In the case of developing games(Craze Monkey) (스마트폰 기반 캐쥬얼게임 개발 사례를 통한 캐릭터 수익모델 개발 연구 -크레이지 몽키 개발사례 분석)

  • Lee, Jong-Ho;Lee, Dong-Lyeor;Lee, Wan-Bok;Ryu, Seuc-Ho;Kyung, Byung Pyo
    • Journal of Digital Convergence
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    • v.11 no.4
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    • pp.391-396
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    • 2013
  • Character industry is fundamentally based on a technical environment, a media, like any other cultural content industry. In order to extend a life of a character and increase the brand value, a choice and utilization of a more efficient way is necessary. Analyzing why game characters are less worth as a value of commodities than other media contents is presented and suggests complementary methods for the matter. In this study, an approach to increase a brand value of a game character, as well as, linking to develop profitable models afterward is suggested presenting a case of game development.

A study on the Narrative Effect of Insulated Locale like a Island focusing on the Cheonggye Industrial Tools Center of <Pieta> (고립된 장소의 서사적 기능에 대한 연구 -영화 <피에타>의 청계천 공구 상가를 중심으로-)

  • Yoo, Suyeon
    • The Journal of the Korea Contents Association
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    • v.14 no.5
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    • pp.74-84
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    • 2014
  • The places of the movie are not a just backdrop, are discribed by the character. Imagetelling movie is a character movie by itself. One of the famous korean director which made a imagetelling movie is a Kim-kiduk. Most of his movies are the lonely people who lives a insulated locale like a island. The is also lonely people who lives in insulated area in Seoul, Korea. The is the best movie of all his film life. This Thesis will explain how to make a narrative using a chunggye industrial tools center more effectively and define the power of the locale in the movie.

Program Develope and Class Design for Convergence ICT and Character Education (ICT와 인성교육 융합 프로그램 개발 및 수업설계)

  • Lee, Myung-Suk;Jang, Jin-Young
    • Journal of Digital Convergence
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    • v.14 no.9
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    • pp.9-18
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    • 2016
  • ICT is still lacking relevant studies and efforts even though it needs to be accompanied by character education. Against this backdrop, this study has developed and operated an education program that combines ICT with character education and conducted surveys on its accomplishments. The research findings are as follows. The analysis of theme-based correlations has revealed that individual's character has not significantly affected character for others and global character and that building character for others have made a significant impact on establishing global character with a high level of correlations. Therefore, I have found that a program involving a group of people together such as team-based task has a positive effect on fostering problem-solving talents with global leadership. It is hard to obtain tangible results in character education in a short period of time but I would like to contribute to laying the foundation for cultivating and fostering talents equipped with global leadership while respecting oneself and caring for others in everyday life through these classes. There is a study on convergence of character education and different subjects, left behind of this study.

Fabrication and Medical Applications of Lotus-leaf-like Structured Superhydrophobic Surfaces (연잎 모사 구조로의 초소수성 표면 처리와 의료분야의 적용에 관한 연구)

  • Lim, Jin Ik;Kim, Seung Il;Jung, Youngmee;Kim, Soo Hyun
    • Polymer(Korea)
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    • v.37 no.4
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    • pp.411-419
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    • 2013
  • Various biomaterials have been widely used for biomedical applications, including bio-organs, medical devices, and clinical devices like vessel, blood pumps, artificial kidneys and hearts, even in contact with blood. The issue of blood compatibility has been studied intensively to prevent negative effects such as thrombosis due to the implanted devices. The use of lotus-leaf-like structured surfaces has been extended to an increasing number of applications such as contamination prevention and anticorrosion applications. Various methods such as template, sol-gel transition, layer-by-layer, and other methods, developed for the fabrication of lotus-leaf-like surfaces have been reported for major industrial applications. Recently, the non-wettable character of these surfaces has been shown to be useful for biomedical applications ranging from blood-vessel replacement to antibacterial surface treatment. In this review, we provide a summary of current and future research efforts and opportunities in the development and medical applications of lotus-leaf-like structure surfaces.

A Character Analysis of the Woodland in Cultivated Areas in point of Landscape Ecology (경작지 내 소규모 수림의 경관생태적 특성 분석)

  • Cho, Hyun-Ju;Ra, Jung-Hwa
    • Current Research on Agriculture and Life Sciences
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    • v.26
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    • pp.17-22
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    • 2008
  • This research put most emphasis on setting the guidelines for improvement through character analysis of landscape ecology to cope with ecological malfunction of the woodland surrounded in cultivated areas. The results are as follows. 1) As a result of character analysis of the woodland in cultivated area in point of landscape ecology in five case sites, the size of case site 3 is the largest as $3,000m^2$ and it is shown that a colony of pine trees which is valuable in terms of ecological, scientific, historic and cultural senses. 2) As a result of analysis on expansibility of woodland in cultivated area, case site 1 is 0.25, the lowest, flexibility is 4, the highest. In order to improve ecological function in woodland, it is regarded that maintaining curve form rather than straight one. 3) As a result of analysis of morphological diversity, case site 5 shows 1.3, the highest. However, the condition of vegetation and emergence frequency of species indicates low value degree. 4) Based on the result of analysis of landscape ecological character like above, the number of guidelines for the woodland in cultivated area is three and vegetation is four.

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Research about the Factors of Styles according to the Characteristics of Characters in the Movie - Focusing on the Movie that was with Actor Kang Ho Song and Keong Ku Seol - (영화 속 캐릭터 특징에 따른 스타일 요소 연구 - 영화배우 송강호, 설경구가 출연한 작품을 중심으로 -)

  • Kang, Eun-Mi;O, In-young
    • The Research Journal of the Costume Culture
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    • v.18 no.2
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    • pp.290-303
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    • 2010
  • In this research, I compared and analyzed the 'factors of style' that expresses and visualizes the 'characteristics of characters' and the characters from three movies each that was filmed with Kang Ho Song and Keong Ku Seol who acted in many movies both. As the result, for the factors for actors' makeup design, since they have limited choices of textures, colors, and the range of changes, changing the tone of skin to light to dark implied the images of characteristics. Somewhat dark skin tone that was like tanned skin expressed the life style of the character who works for an active profession not for an intellectual position. For the factors of hair style, medium sized wavy hair that goes straight down forehead expressed the character's familiar and informal personality while short cut sized all back style hair expressed confidence, sociality, and logical personality of the character. The actors' costume was important to express the characteristics of characters such as changes of their mind, especially the costumes delivered symbolic meanings of the role of their social class, profession, and their financial state. In addition, there were common factors to create and design a character in terms of the changes of the actors' body shape; when the actor acted the character who has conflicts inside and sarcastic personality, they lost weight on purpose while they gained weight and made a barrel shaped body to act the character who is positive in every occasion and does not realize the real world or who is greed.

A Study on Drag Queen's Costume (Drag Queen 복식(服飾)에 관(關)한 연구(硏究))

  • Kan, Ho-Sup
    • Journal of Fashion Business
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    • v.4 no.2
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    • pp.69-83
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    • 2000
  • The purpose of this study is considering about drag queen's costume in the point of view of anthropology and psychoanalysis. The contents are the meaning of drag queen by theoretical research and the characteristics of drag queen's costume. The results of characteristics of drag queen's costume are summerized as following. 1. Sexual originality is related with homosexuality. Costume express character of gay not as a transsexual or cross-dresser. 2. Imitation is related with identification of drag queen and famous star like actress, pop singer and historical heroine. 3. Amusement is related with drag queen's life style. There are two kinds of character in amusement. One is humour. Another is an exaggeration. 4. Commercialism is related with mass-media culture. Drag queen's costume have an influence with movie, advertisement and modern fashion.

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Top-down Behavior Planning for Real-life Simulation

  • Wei, Song;Cho, Kyung-Eun;Um, Ky-Hyun
    • Journal of Korea Multimedia Society
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    • v.10 no.12
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    • pp.1714-1725
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    • 2007
  • This paper describes a top-down behavior planning framework in a simulation game from personality to real life action selection. The combined behavior creating system is formed by five levels of specification, which are personality definition, motivation extraction, emotion generation, decision making and action execution. Along with the data flowing process in our designed framework, NPC selects actions autonomously to adapt to the dynamic environment information resulting from active agents and human players. Furthermore, we illuminate applying Gaussian probabilistic distribution to realize character's behavior changeability like human performance. To elucidate the mechanism of the framework, we situated it in a restaurant simulation game.

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FUN Fashion Design in the Emotional Consumption Era (감성소비시대의 펀(Fun) 패션디자인)

  • Im, Hyo-Bin;Ko, Hyun-Zin
    • Journal of the Korean Society of Costume
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    • v.61 no.5
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    • pp.93-105
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    • 2011
  • This research is aimed at examining the characteristics of the fun fashion design in the emotional consumption era from a broad perspective, and it is meaningful in the sense that it presents the ideal direction for the development of fashion products that can satisfy the changing desires of the consumers today and tomorrow. For this, the documentary study and practical case study have been executed. This paper examined the two aspects of the fun definition when it comes to the characteristics of the fun fashion design that are manifested in the emotional consumption era. First, fun fashion design that is presented by designers from the consumers' position manifests in the form of deviation from the every day life rules, use of the child-like expression mediums and unexpected turning, fun fashion design when it pertains to the deviation from the every day life rules is expressed freely, adopts object and forms it, and mixes in the alien elements, fun fashion design when it pertains to the use of child-like expression element is manifested in the form of child-like expression, child-like expression of the form, child-like drawing, introduction of the child-like object, character and graffiti. Moreover, fun fashion design of the unexpected turn is expressed with illusion and storytelling. Next, fun fashion design from the participants' position is a design created by the active participation of the consumers. As the producers who participate actively in the product design process, design is modified by the design of participation and users so that the users can enjoy it. Likewise, it is manifested in the form of design of participation.