• Title/Summary/Keyword: Physical Character

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The Sublime in Contemporary Fashion - Focused on the Fashion from the Early 90's - (현대 패션에 표현된 숭고미에 관한 연구 - 1990년 이후부터 현재까지의 패션을 중심으로 -)

  • Choi Soo-Hyun
    • Journal of the Korean Society of Costume
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    • v.55 no.7 s.98
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    • pp.114-130
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    • 2005
  • In postmodernism, the sublime that reaches ecstasy overcoming terror or pain is described as the most expressive phenomenon. The purpose of this study is to understand the sublime expressed in contemporary fashion. for this purpose, 1 investigated the theories of the sublime, categorized the definition and modes, then applied those categories for contemporary fashion. Documentary studies were conducted through aesthetic, design and fashion books and the demonstrative studies were processed by analyzing photos from fashion magazines. In the history of aesthetics, the sublime is explained as the ambivalent feeling mixed with pain and pleasure, terror and delight or negation and affirmation. In this study, the sublime could be defined as the aesthetic pleasure through the transcendence of the pain and terror and classified into 3 categories, the tragic, the initiative, and the deconstructive. The tragic sublime that includes the terrific, the disgusting and the religious character is expressed through the image of death or the physical torture, the satanic image or disgusting object and the ascetic image and religious sign or icons. The limitless sublime that includes the giant and the dynamic character is accomplished by consist of the elongation or the enlargement and the powerful authority. The deconsturctive sublime that includes the negative, the indeterminate and the complex character is associated with the deconstruction in style, the reversal of image and the destruction of the space of the body. Analysis on the sublime expressed in contemporary fashion may provide an excellent way for understanding human aesthetic consciousness in dress.

Mechanical Property Enhancement of Water Soluble Polymer Pouch for Ground Reinforcement (지반함몰 긴급복구용 수용성 폴리머 파우치의 기계적 물성강화)

  • Jung, Dongho;Chung, Dasom;You, Seung-Kyong;Kim, Joo-Hyun;Han, Jung-Geun
    • Journal of the Korean Geosynthetics Society
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    • v.16 no.4
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    • pp.221-230
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    • 2017
  • We developed a polymer pouch using PVP that is water soluble in the precedent study. Yet melt viscosity was so low that it was not possible to produce hemispheric type which is essential for mass production, therefore we used another material to make the polymer pouch. It enabled to figure out a water-soluble transition and mechanic physical property of PEG that is newly chosen, and to blend the PEG with LLDPE and TALC followed by result. So, we could implement an evaluating property on blended proportion. It is important to find out a proper blending ratio throughout an experiment since its property is different or varied followed by each proportion as a water soluble character is conflict to a solid character. With the blending technique we were able to produce the polymer pouch enhanced for a tensile force and an impact intensity maintaining a water soluble character. We could identify a ground solidity effect of the polymer pouch as a result of a direct shear test using the product developed.

A Geocoding Method on Character Matching in Indoor Spaces (실내 공간에서의 문자매칭 기반 지오코딩 기법)

  • Lee, Kang-Jae;Lee, Jiyeong
    • Spatial Information Research
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    • v.21 no.1
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    • pp.87-100
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    • 2013
  • Recently, the use of locational information is growing rapidly. GPS technology has been adopted generally for obtaining locational information in outdoor spaces. In the other hand, the researches on indoor positioning have been carried out applying WLAN, RFID or Bluetooth technology because of the multi-path interference of GPS signal caused by the physical obstacles such as walls or columns in buildings. However, such technologies for indoor positioning cost too much to build sensing infrastructure and compute-intensive processes are involved. Furthermore, the accuracy of location estimation is variable caused by interior structures in buildings. In this study, to make up for the limitations, descriptive data such as phone number, unique room numbers, or business names readily available in mixed-use buildings is used for extracting location information. Furthermore, during the process, a geocoding method using character matching is applied to this study enabling prompt location estimation and sublating the fluctuation of accuracy caused by interior structures. Based on the proposed method in this study, an architecture is designed, and three-dimensional viewer program is developed for the implementation of this study. Also, this research is quantitatively analyzed through match rate and processing time of proposed method.

Research on Intelligent Game Character through Performance Enhancements of Physics Engine in Computer Games (컴퓨터 게임을 위한 물리 엔진의 성능 향상 및 이를 적용한 지능적인 게임 캐릭터에 관한 연구)

  • Choi Jong-Hwa;Shin Dong-Kyoo;Shin Dong-Il
    • The KIPS Transactions:PartB
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    • v.13B no.1 s.104
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    • pp.15-20
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    • 2006
  • This paper describes research on intelligent game character through performance enhancements of physics engine in computer games. The algorithm that recognizes the physics situation uses momentum back-propagation neural networks. Also, we present an experiment and its results, integration methods that display optimum performance based on the physics situation. In this experiment on integration methods, the Euler method was shown to produce the best results in terms of fps in a simulation environment with collision detection. Simulation with collision detection was shown similar fps for all three methods and the Runge-kutta method was shown the greatest accuracy. In the experiment on physics situation recognition, a physics situation recognition algorithm where the number of input layers (number of physical parameters) and output layers (destruction value for the master car) is fixed has shown the best performance when the number of hidden layers is 3 and the learning count number is 30,000. Since we tested with rigid bodies only, we are currently studying efficient physics situation recognition for soft body objects.

An Association Study of the 5-HTTLPR and COMT Genes Polymorphisms and Personality Traits (5-HTTLPR과 COMT 유전자 다형성과 성격 특성에 대한 연합연구)

  • Ha, Jee-Hyun;Ham, Byung-Joo;Ryu, Sung-Gon;Hwang, Tae-Yeon;Lee, Jong-Gook;Lee, Yu-Sang;Lee, Jung-Sik;Kang, Dae Yeob;Choi, Ihn-Geun;Lee, Min Soo
    • Korean Journal of Biological Psychiatry
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    • v.11 no.2
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    • pp.88-93
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    • 2004
  • Background:Serotonin transporter gene-linked polymorphism region(5-HTTLPR) and catechol-O-methyltransferase( COMT) genes are thought to be important factors in some personality traits and the etiology of anxiety disorder. The goal of this study was to determine the role of these genes in personality traits. Method:The participants included 116 healthy adults with no history of psychiatric disorders and other physical illness for the last 6 months. All participants were tested by Temperament and Character Inventory(TCI). The 5-HTTLPR, COMT val158met gene polymorphisms were analyzed with PCR(Polymerase Chain Reaction). Differences on TCI dimensions and sub-scales among groups were examined with t-test and ANOVA. Result:There were possible relationships of the 5-HTTLPR with self-transcendence(P=0.050) and COMT val158met polymorphism with cooperativeness(P=0.053). Conclusion:We found associations between 5-HTTLPR, COMT polymorphisms and the some TCI character dimensions. Further studies of polymorphisms of other genes and their interactions may clarify the complex relationship between personality and genes.

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The Extrinsic Characteristics of the Imaginary Friend in the Picture Books (그림책에 나타난 상상친구의 외적 특성)

  • Park, Hyun-Kyung;Bong, Jin-Young
    • The Journal of the Korea Contents Association
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    • v.20 no.2
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    • pp.265-276
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    • 2020
  • This research is to study about the extrinsic characteristics of imaginary friends in the picture books which are published in Korea and its publishing trend. At first, the pioneering country which is publishing picture books telling about the imaginary friend belongs to the western countries, and some part of them are printed in Japan and Korea among east asia, and its story is most likely fiction, since 2000, the picture books about the imaginary friends have been steadily published. Secondly, its extrinsic characteristics among them are the gender, name of the main character and his/her imaginary friends, and whether the imaginary friend present themselves, their physical types, and the numbers of imaginary friends in the picture books. The percentage of gender between man and woman who is more likely to have the imaginary friends in the picture books are higher to girls than boys, and their imaginary friends are to be called by the intimate or unique name rather than the its general name and/or the name reflected by it appearance, and the imaginary friend are only visible to the main character, and its type are widely ranged from animal, human, and others in frequent order, and the main character tend to have only one imgainary friend rather than to have multiple ones.

Motion Patches (모션 패치)

  • Choi, Myung-Geol;Lee, Kang-Hoon;Lee, Je-Hee
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.1_2
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    • pp.119-127
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    • 2006
  • Real-time animation of human figures in virtual environments is an important problem in the context of computer games and virtual environments. Recently, the use of large collections of captured motion data have added increased realism in character animation. However, assuming that the virtual environment is large and complex, the effort of capturing motion data in a physical environment and adapting them to an extended virtual environment is the bottleneck for achieving interactive character animation and control. We present a new technique for allowing our animated characters to navigate through a large virtual environment, which is constructed using a small set of building blocks. The building blocks can be tiled or aligned with a repeating pattern to create a large environment. We annotate each block with a motion patch, which informs what motions are available for animated characters within the block. We demonstrate the versatility and flexibility of our approach through examples in which multiple characters are animated and controlled at interactive rates in large, complex virtual environments.

The Interface between Wearable Devices and Metaverse: A Study on Soccer Game Character Ability Mapping using Mi Band (웨어러블 디바이스와 메타버스의 접점: 미밴드를 이용한 축구 게임 캐릭터 능력치 매핑 연구)

  • Hyun-Su Kim;Mi-Kyeong Moon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.6
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    • pp.1345-1352
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    • 2023
  • With the development of virtual reality (VR) and blockchain technology, Metaverse is being used in various fields such as games, education, and social networking. At the same time, shipments of wearable devices such as smartwatches are growing every year, becoming more and more integrated into people's daily lives. This study presents a new possibility of reflecting the user's body signals measured through the combination of the two phenomena in the metaverse character. Various biometric information such as the user's heart rate and amount of exercise collected through the smartwatch are reflected on the character in the metaverse, allowing the user's physical condition to be reflected in the virtual world. Through this, Metaverse is expected to provide a new experience that can be called 'extended reality' beyond simple virtual reality, improve user's satisfaction with Metaverse, and suggest a direction for the development of smartwatches.

A Longing for Attachment and Revelation of Separation Anxiety (애착의 갈망과 분리불안의 발현 - <하진양문록> 진세백의 경우 -)

  • Jang, SiGwang
    • (The)Study of the Eastern Classic
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    • no.66
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    • pp.193-226
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    • 2017
  • This writing establishes identity of JinSeBaek, a male protagonist from a classical novel Hajinyangmunrok, through examining his relationship with a female character named HaOkJu. The character JinSeBaek was analyzed with attachment theory. JinSeBaek is a type of character who openly expresses his emotions. The evidence that JinSaeBaek falls in love with HaOkJu at a first sight was mainly shown through his physical affection with her. After the breakup, JinSeBaek expresses sadness, depression, and anger, as well as sheds tears. Although JinSeBaek repeatedly breaks up and gets back together with HaOkJu, JinSaeBaek consistently shows his desire to be with HaOkJu. Expressing true emotions was not ideal characteristic for men in this era. JinSaeBaek develops attachment to HaOkJu after he loses his parents, whom he has previously developed attachment to, but repeated break ups with HaOkJu leads to separation anxiety. Although his separation anxiety is caused by HaOkJu, it is also HaOkJu who can resolve the anxiety. The fact that JinSaeBaek honestly expresses his emotions and develops abnormal attachment to woman makes JinSaeBaek unique from other male protagonists. A character like JinSaeBaek is not common in other fictional novels or romance novels as well. Thus, JinSaebaek is claimed to be extraordinary character in literature.

An Observation of the Visual Language and the Visual Technology according to the Media Technology (미디어테크놀로지의 발전에 따른 시각언어와 시각테크놀로지의 고찰)

  • 신청우
    • Archives of design research
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    • v.17 no.2
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    • pp.15-22
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    • 2004
  • Recent complex visual culture is the visual world widely magnified according to the images like image, graphics, photograph, movie, and television, etc. by the development of digital technology. Because it conveys meanings and contents inserting sound and letters, it may have multimedia character conveying and communicating information beyond general language and letters. The vision for various images at that time is inseparably connected with language. And imaginative order of image and vision are composed of special way in culture and history. Language is different in society, culture, and history. Accordingly, if visual experience is communicated with language partially, it is difficult to have university. So, role of linguistic order plays an important role in forming and defining the social and cultural differences among the visual systems. Historically various visual and optical devices with this visual language have influenced a lot. These visual technologies are concrete and physical practice determining a way to get together with the subject and the visible object in the visible world. The visual language is connected with dimension like these symbols of images and the dimension like visual technologies to series of historical physical and institutional practices. It determines social visual mode toward object world in one of visual system. Accordingly, this study is to understand visual language with social and historical character according to the changed concept and characters as development of media technology. And it is to explain it in view of visual language as a dimension of symbol and visual technology of institutional and physical practice. After all, it cannot explain the effect on the function and visual mode of visual technology as its technical element only. It also cannot separate with the practice with coherent discourse and the physical and institutional practice. The possibility, technical element of technology contains, does not realize as it is but the effect is always communicated in the social veins and realized with a restriction.

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