• Title/Summary/Keyword: On-line Character

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Electric Device Character and fabrication of advanced thin film including nano particles (나노입자가 내장된 기능성 박막의 제작과 전자소자 특성)

  • Ryu, Jeong-Tak;Ikuno, T;Honda, S.;Katayama, M.;Oura, K.
    • Journal of Korea Society of Industrial Information Systems
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    • v.11 no.4
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    • pp.66-71
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    • 2006
  • Carbon nanofibers have synthesized a low temperature using DC Ar plasma and Fe-Phthalocyanine, and a characteristic difference of the synthesized CNF according to the location of the substrate was investigated. The carbon nanofibers had about 100nm diameter and up to $10{\mu}m$ length. These were grown in random orientation. There are two shapes in the CNFs, screw and straight line shapes. Furthermore, we found the selective growth of nanofibers on the scratched substrates. The density of CNFs synthesized on the position (a) were higher than that synthesized on the position (b) [See the Fig. 2]. Also, the length of CNFs was different. In the shape, CNFs with screw and straight line shape were synthesized in the position (a), but. only CNFs with straight line shape were synthesized in the position (b). The difference have an important effect on the field emission characteristics.

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Animation Generation for Chinese Character Learning on Mobile Devices (모바일 한자 학습 애니메이션 생성)

  • Koo, Sang-Ok;Jang, Hyun-Gyu;Jung, Soon-Ki
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.12
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    • pp.894-906
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    • 2006
  • There are many difficulties to develop a mobile contents due to many constraints on mobile environments. It is difficult to make a good mobile contents with only visual reduction of existing contents on wire Internet. Therefore, it is essential to devise the data representation and to develop the authoring tool to meet the needs of the mobile contents market. We suggest the compact mobile contents to learn Chinese characters and developed its authoring tool. The animation which our system produces is realistic as if someone writes letters with pen or brush. Moreover, our authoring tool makes a user generate a Chinese character animation easily and rapidly although she or he has not many knowledge in computer graphics, mobile programming or Chinese characters. The method to generate the stroke animation is following: We take basic character shape information represented with several contours from TTF(TrueType Font) and get the information for the stroke segmentation and stroke ordering from simple user input. And then, we decompose whole character shape into some strokes by using polygonal approximation technique. Next, the stroke animation for each stroke is automatically generated by the scan line algorithm ordered by the stroke direction. Finally, the ordered scan lines are compressed into some integers by reducing coordinate redundancy As a result, the stroke animation of our system is even smaller than GIF animation. Our method can be extended to rendering and animation of Hangul or general 2D shape based on vector graphics. We have the plan to find the method to automate the stroke segmentation and ordering without user input.

Using Traditional Costumes in the Design of Game Character Clothing for 'Heungbu and Nolbu 1' Series of On-line Game Tales Runner (전통복식을 응용한 게임 캐릭터 의상 디자인 개발: 테일즈런너의 '흥부와 놀부1' 게임을 중심으로)

  • Cho, Du Na;Kim, Eun Jung
    • Human Ecology Research
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    • v.52 no.4
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    • pp.347-354
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    • 2014
  • 'Heongbu and Nolbu 1' is a series of the on-line game 'Tales Runner.' It is based on a traditional Korean fairy tale. However, the game characters in Heongbu and Nolbu 1 wear casual clothes even though the game is set in the Joseon Dynasty. Therefore, this paper presents proposed game characters clothes based on traditional Korean costumes from the Joseon Dynasty. This work should help inspire gamers and game designers with the beauty of Korean traditional costumes and familiarize them with an aspect of Korean people's identity. A literature review of online games and game characters was carried out, and game characters' clothes were analyzed. The design motifs of historical relics of the Joseon era were evaluated. Three styles, one traditional and two "fusion" styles integrating traditional and modern elements were proposed for each of the 4 characters: Chowon, Ruff, Bada and Abell. The chulrik and jurip were used as design motifs for Chowon. A traditional chulrik, short chulriks and pants are suggested. Second, the dongari and jeonrip were used as design motifs for Ruff. A traditional dongdari, sapok pants, deck pants and a vest are suggested. Third, the jeogori and chima were used as design motifs for Bada. A traditional female hanbok, arm warmers, short-sleeved jeogori and dress are suggested. Fourth, the dang-ui and daeran-chima were used as design motifs for Abell. A traditional dang-ui and daeran-chima, blouse, skirt, jumper and tight Bermuda shorts are suggested. The length, shape and color were converted into new styles, but some traditional elements such as the git and goreum were retained.

Methods of Making Samples for a Visual Experiment with Feature Lines of Outer Automotive Panels (자동차 외판 특징선의 시각적 분석을 위한 시편 제작방법)

  • Han, Juho;Chung, Yunchan
    • Journal of the Korean Society of Manufacturing Technology Engineers
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    • v.24 no.4
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    • pp.455-462
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    • 2015
  • A feature line is a visually noticeable creased line on outer automotive panels. Feature lines play an important role in creating a good impression of a car. Even though the manufacturing quality of feature lines is important, it is difficult to achieve the designed shape owing to the springback of sheet metal. The current study presents five methods of making samples that will be used in a visual experiment to discover a quality control quantitative manufacturing allowance for feature lines. Measurement and inspection methods for the samples are also presented. The results show that plunge machining is the most accurate way to make the desired shape, and that wrapping the machined surface with sheet film is an appropriate way to emulate the roughness and visual texture of the painted outer panels of a car.

Extraction of Line Drawing From Cartoon Painting Using Generative Adversarial Network (Generative Adversarial Network를 이용한 카툰 원화의 라인 드로잉 추출)

  • Yu, Kyung Ho;Yang, Hee Deok
    • Smart Media Journal
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    • v.10 no.2
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    • pp.30-37
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    • 2021
  • Recently, 3D contents used in various fields have been attracting people's attention due to the development of virtual reality and augmented reality technology. In order to produce 3D contents, it is necessary to model the objects as vertices. However, high-quality modeling is time-consuming and costly. In order to convert a 2D character into a 3D model, it is necessary to express it as line drawings through feature line extraction. The extraction of consistent line drawings from 2D cartoon cartoons is difficult because the styles and techniques differ depending on the designer who produces them. Therefore, it is necessary to extract the line drawings that show the geometrical characteristics well in 2D cartoon shapes of various styles. This study proposes a method of automatically extracting line drawings. The 2D Cartoon shading image and line drawings are learned by using adversarial network model, which is artificial intelligence technology and outputs 2D cartoon artwork of various styles. Experimental results show the proposed method in this research can be obtained as a result of the line drawings representing the geometric characteristics when a 2D cartoon painting as input.

An Analysis on T-shirts Design (티셔츠 디자인에 대한 분석)

  • Choi Jung-Hwa
    • Journal of the Korean Society of Clothing and Textiles
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    • v.29 no.11
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    • pp.1410-1420
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    • 2005
  • The purpose of this study was to analyze characteristics of effective expression on T-shirts pattern by peirce's semiotic theory. The methods of this study was to analyze 721 T-shirts patterns in designer's collection from 2000 to 2004. The results of this study were as follows: First of all, iconic expression showed high frequency after 2000. Characteristics of effective expression were as follows: In geometric expression, repetition was presented as a symbolic sign by regular proportion and rule of dot, line, plane, irregularity, mixture of irregular dot, line, plane. Mixed expression was presented as a iconic and symbolic sign by collage, mixture of dot, line, plane, icon and letter. In iconic expression, simplification of iconic sigrl was presented as a iconic sign by simplification of form, color, texture, realistic expression using digital as a iconic sign, and symbolic face, body as a symbolic sign. Pop art's expression was presented as a iconic sign by a cartoon and commercial character and illusion was presented as a iconic sign. In letter's expression, brand logo was presented as a symbolic sign by transformation of letter's design, a symbolic sign of numeral by transformation of size, thickness, form, color. Symbolic message phrase was presented by slogan, fashion trend, brand image, descriptive indication message as a index sign by using icon or singleness. In conclusion, characteristics of effective expression on T-shirts pattern will present not only the theoretical foundation to raise the value added, but also the information about beauty sense of times, political and social value.

A Study on Environmental Applications of Subway Line Color as Place Indicating Cues - Focused on Subway Transfer Stations of Seoul and Hong Kong - (장소지시단서로서 지하철 노선색 활용에 관한 연구 - 서울과 홍콩의 지하철환승역 사례를 중심으로 -)

  • Park, Hey-Kyung
    • Korean Institute of Interior Design Journal
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    • v.18 no.6
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    • pp.229-238
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    • 2009
  • Currently, subway is becoming a major part of transportation and living environment in large cities such as Seoul or Hong Kong. As the numbers of subway lines and stations increase, visual cues indicating places are needed for users with various destinations, and environmental colors as well as line colors can be expected as effective informations for easy wayfinding. The purpose of this study is to understand the current color applications in terms of creating regional differentiation and informing subway lines in the transfer stations of Seoul and Hong Kong, by field investigation. The investigation has been proceed on 24 transfer stations from February to April, 2009 by taking photos and measuring environmental colors using Minolta spectrophotometer CM-2600d. As a result, regional differentiation in color application appeared generally low in both Seoul and Hong Kong but various 'hues' differing each station are used in Hong Kong, compared to limited use of 'hues' in Seoul, In terms of 'value', the rate of Seoul appeared lightly higher than that of Hong Kong, and the use of medium high rate of 'saturation' of main and secondary colors are shown as a remarkable character of Hong Kong.

RESEARCH ON THE DRAGON IMAGE IN TURKISH MINIATURE PAINTINGS

  • KIM, KYONG-MI
    • Acta Via Serica
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    • v.3 no.1
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    • pp.119-138
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    • 2018
  • The dragon of the East was an object of worship and an authority to make rain, unlike the West. The dragon image, one of the positively accepted Chinese motifs with the blue-and-white porcelain of the Ming dynasty by the Ottoman Empire in the 16th century, was combined with gigantic saw-edged leaves to create a genre in Saz style. By combining Eastern dragons with plant motifs instead of clouds, dragons were no longer accepted as authority and nobility but as symbols of life and longevity. Unlike Iran and other countries, the image of dragons in Turkish miniature paintings has evolved into a unique style using Turkish calligraphy. The stylistic feature is that a thick black line that gives the impression of calligraphy forms the dragon's back or a huge saz leaf stalk and forms the axis of the screen. Most of the work was black ink drawing, not painting, and partly lightly painted. In the development stage, the dragon appears as a protagonist on the screen of the early works, but the dragon retreats to the latter half and the saz leaves play a leading role on the screen. A common feature in all paintings, whether early or late, is that they have a militant character and create tension on the screen. From the viewpoint of comparative culture, Turkish dragon miniature drawings of the 16thcentury Ottoman period and the Joseon dynasty are somewhat similar in that they are based on calligraphic character and desire for longevity and loyalty, and are drawn according to certain iconic principles.

Word Segmentation in Handwritten Korean Text Lines based on GAP Clustering (GAP 군집화에 기반한 필기 한글 단어 분리)

  • Jeong, Seon-Hwa;Kim, Soo-Hyung
    • Journal of KIISE:Software and Applications
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    • v.27 no.6
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    • pp.660-667
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    • 2000
  • In this paper, a word segmentation method for handwritten Korean text line images is proposed. The method uses gap information to segment words in line images, where the gap is defined as a white run obtained after vertical projection of line images. Each gap is assigned to one of inter-word gap and inter-character gap based on gap distance. We take up three distance measures which have been proposed for the word segmentation of handwritten English text line images. Then we test three clustering techniques to detect the best combination of gap metrics and classification techniques for Korean text line images. The experiment has been done with 305 text line images extracted manually from live mail pieces. The experimental result demonstrates the superiority of BB(Bounding Box) distance measure and sequential clustering approach, in which the cumulative word segmentation accuracy up to the third hypothesis is 88.52%. Given a line image, the processing time is about 0.05 second.

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A Study of the Influence of Online Digital Character Experience on Offline Related Products Purchasing Intention -Focused on Kakao Friends O4O(Online for Offline) Product Portfolio (온라인 디지털 캐릭터 경험이 오프라인 연관상품 구매의도에 미치는 영향에 관한 연구 -카카오프렌즈의 O4O(Online for Offline) 제품 포트폴리오를 중심으로)

  • Son, Jae-young
    • The Journal of the Korea Contents Association
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    • v.19 no.2
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    • pp.296-304
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    • 2019
  • The Amazon Go was the catalyst of O4O era. O4O is an advanced business model from O2O, which is the integration of offline service to online, especially through smart phone network. We also find the O2O strategy of digital contents companies such as Kakao and Line. This study examined the relation between online character experience and offline purchasing intention on related character products. The SEM was designed on the former study that based on the theory of user experience and brand attitude. The result of this study shows that the users' online experience have influence on the purchasing intention of offline related products and there exist the mediating routes of satisfaction of user experience, brand preference and brand reliability. There are no statistical support to the relation between satisfaction of user experience and purchasing intention. These points illustrate what marketers better to focus on transmedia strategies.