• Title/Summary/Keyword: Selecting Character

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The Effect of Golf Tourism Motivation on Golf Coures Selecting, Satisfaction and Behavioral Intentions -Focus on Korean Golf Tourist of a Visit Golf Course in China- (골프관광 동기가 골프장 선택, 만족 및 행동의도에 미치는 영향 -중국 소재 골프장 방문 한국인 관광객을 중심으로-)

  • Lee, Yk-Su
    • The Journal of the Korea Contents Association
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    • v.12 no.12
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    • pp.439-446
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    • 2012
  • This research the impacts of the golf tourism motivation to the golf course selecting character and satisfaction, behavioral intention. Questionnaire was studied by Korean tourists visited China Golf Course. The results of this study are as follows. First, golf tourism motive appeared with the fact that affects in the golf course selecting. Second, golf tourism motive appeared with the fact that affects in the satisfaction and behavioral intention. Through these results, first, we could suggest a new data for the development of the marketing strategy for the golf course selecting of golf tourist visit in China. Second, we can be improved was able to a marketing strategy as golf tourism motivation for satisfaction and behavioral intention.

An Analysis of Character Education and Evaluation Components for Selecting Creative Convergent Talents (창의융합인재 선발을 위한 인성교육 및 인성평가 요소 분석)

  • Chon, Kyong Hee;Kim, Eunha
    • Journal of the Korea Convergence Society
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    • v.8 no.2
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    • pp.197-204
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    • 2017
  • This study aimed to examine character evaluation criteria and components for selecting creative convergent talents in college admissions. In this study, pre-college students' perceptions were surveyed on various issues related to character education and evaluation implemented in K-12 school system. It was found that the character education programs intended to enhance students' care for others, interpersonal skills, and honesty were most actively operated within the secondary educational systems. The results of the study also indicated that the programs for fostering interpersonal skills, care for others, and sincerity were perceived as the most effective programs. Based on the results of the study, we discussed ways to improve the quality of character education programs operated in school curriculum and to improve the credibility of character evaluation in the college admission process.

Character Recognition using Regional Structure

  • Yoo, Suk Won
    • International Journal of Advanced Culture Technology
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    • v.7 no.1
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    • pp.64-69
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    • 2019
  • With the advent of the fourth industry, the need for office automation with automatic character recognition capabilities is increasing day by day. Therefore, in this paper, we study a character recognition algorithm that effectively recognizes a new experimental data character by using learning data characters. The proposed algorithm computes the degree of similarity that the structural regions of learning data characters match the corresponding regions of the experimental data character. It has been confirmed that satisfactory results can be obtained by selecting the learning data character with the highest degree of similarity in the matching process as the final recognition result for a given experimental data character.

A Development of Hanguel Learning System for Elementary School Students and Foreigners (초등학생과 외국인을 위한 한글 문자 익히기 시스템의 개발)

  • 조동욱
    • Journal of the Korea Computer Industry Society
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    • v.2 no.3
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    • pp.285-296
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    • 2001
  • This Paper develops the Hanguel character learning system for elementary school students and foreigners. Standard character pattern is selected and DB is consructed for model by feature extraction. For this, performance of pre-processing independent of environments, feature extraction and simility functions are defined. Finally, beauty evaluation is done by matching between input character pattern written by elementary school students or foreigners and standard character pattern. It is possible for this system to extend the specific character font learning from selecting the specific standard character pattern. Also the effectiveness of this parer is demonstrated by several experiments.

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Research for The cognitive Properties of Zombie Game Character (게임상의 Zombie Character 인지속성에 관한 연구)

  • LI, JinJun;Cho, Dong-Min
    • Journal of Korea Multimedia Society
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    • v.24 no.5
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    • pp.717-726
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    • 2021
  • The zombies in AVG games are not divided into different game occupations. To address this issue, this paper starts by selecting those popular zombie games as the research object. Then, a number of samples will be collected from the roles of zombie and these different roles of zombie will be classified by profession depending on the characteristics of these roles. On this basis, the roles will be given a new title to describe their profession. Then, semantic analysis will be conducted to search for the words that can be used to describe the roles of zombie. Besides, there will be 10 experts in design and 10 professional zombie game players invited to choose from the collected adjectives. The most selected words will be used in this study to conduct cognition assessment, before the making of questionnaire. Then, the questionnaire data will be collected and converted into a statistical model form for indicating the value of ability by group and profession.

Training Data Sets Construction from Large Data Set for PCB Character Recognition

  • NDAYISHIMIYE, Fabrice;Gang, Sumyung;Lee, Joon Jae
    • Journal of Multimedia Information System
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    • v.6 no.4
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    • pp.225-234
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    • 2019
  • Deep learning has become increasingly popular in both academic and industrial areas nowadays. Various domains including pattern recognition, Computer vision have witnessed the great power of deep neural networks. However, current studies on deep learning mainly focus on quality data sets with balanced class labels, while training on bad and imbalanced data set have been providing great challenges for classification tasks. We propose in this paper a method of data analysis-based data reduction techniques for selecting good and diversity data samples from a large dataset for a deep learning model. Furthermore, data sampling techniques could be applied to decrease the large size of raw data by retrieving its useful knowledge as representatives. Therefore, instead of dealing with large size of raw data, we can use some data reduction techniques to sample data without losing important information. We group PCB characters in classes and train deep learning on the ResNet56 v2 and SENet model in order to improve the classification performance of optical character recognition (OCR) character classifier.

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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Linear Interpolation Transition of Character Animation for Immediate 3D Response to User Motion

  • Lim, Sooyeon
    • International Journal of Contents
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    • v.11 no.1
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    • pp.15-20
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    • 2015
  • The purpose of this research is to study methods for performing transition that have visual representation of corresponding animations with no bounce in subsequently recognized user information when attempting to interact with a virtual 3D character in real-time using user motion. If the transitions of the animation are needed owing to a variety of external environments, continuous recognition of user information is required to correspond to the motion. The proposed method includes linear interpolation of the transition using cross-fades and blending techniques. The normalized playing time of the source animation was utilized for automatically calculating the transition interpolation length of the target animation and also as the criteria in selecting the crossfades and blending techniques. In particular, in the case of blending, the weighting value based on the degree of similarity between two animations is used as a blending parameter. Accordingly, transitions for visually excellent animation are performed on interactive holographic projection systems.

A Study on the correlation between underground structure and tumulus of the Royal Tomb in the Joseon Dynasty (조선후기 회격릉의 지하구조를 반영한 봉릉의 시공과 형식)

  • Shin, Ji-Hye
    • Journal of architectural history
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    • v.29 no.2
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    • pp.19-30
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    • 2020
  • In the early of Joseon Dynasty, Royal Tomb developed from stone chamber tomb to lime chamber tomb through precedents. The lime chamber tomb consists of main-chamber(JeongGwang) and sub-chamber(ToeGwang). This separation makes character to construct tumulus of the Royal Tomb half and half. By this character, the Royal Tomb are not constructed by separate structure but constructed by coadjustment. The underground structure and tumulus of the Royal Tomb affect each other in the size and method of construction. The selecting type of Royal Tomb is generally made decision through terrain and politics. This study prove the architectural structure is also one of the major cause the that select type of Royal Tomb.

A Study on the Process of Variety about the Local Houses in the Samchok and Suckpo Dirstrict (삼척·석포지방 민가의 변화에 관한 연구(硏究))

  • Rim, Sangkyu
    • Journal of the Korean Institute of Rural Architecture
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    • v.2 no.2
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    • pp.11-22
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    • 2000
  • The structure and space construction of local houses and its form of shape were under the influence of the character of locality and times. Each area makes an distinctive culture by spreading the developed culture to an undeveloped area. Frequent interchange were formed between Samcheok and Bonghwa district for a long time ago. But the change of life zone by progressive traffic makes it to a strange area. Accordingly this study clarify the changed shape and form of local houses by selecting and put it on record an scattered along the road of old times.

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