• Title/Summary/Keyword: character Frequency

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A Design and Implementation for Dynamic Relocate Algorithm Using the Binary Tree Structure (이진트리구조를 이용한 동적 재배치 알고리즘 설계 및 구현)

  • 최강희
    • Journal of the Korea Computer Industry Society
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    • v.2 no.6
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    • pp.827-836
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    • 2001
  • Data is represented by file structure in Computer System. But the file size is to be larger, it is hard to control and transmit. Therefore, in recent years, many researchers have developed new algorithms for the data compression. And now, we introduce a new Dynamic Compression Technique, making up for the weaknesses of huffman's. The huffman compression technique has two weaknesses. The first, it needs two steps of reading, one for acquiring character frequency and the other for real compression. The second, low compression rate caused by storing tree information. These weaknesses can be solved by our new Dynamic Relocatable Method, reducing the reading pass by relocating data file to dynamic form, and then storing tree information from pipeline structure. The first, it needs two steps of reading, one for acquiring character frequency and the other for real compression. The second, low compression rate caused by storing tree information. These weaknesses can be solved by our new Dynamic Relocatable Method, reducing the reading pass by relocating data file to dynamic form, and then storing tree information from pipeline structure.

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Korean World Cup soccer event sporting character of the preference factor analysis (한국인의 월드컵 축구 이벤트 스포츠 캐릭터 선호요인 분석)

  • Son, Jeoung-A;Kim, Heun-Min
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.6
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    • pp.2477-2488
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    • 2011
  • The study of the Korean World Cup soccer event sports what is the character's preference factors were analyzed inductively. For this purpose the following research methods were used. First, the target for the study of the D City 10, 20, 30, 40 respectively 30 patients were sampled. World Cup soccer event of the 12 sports chosen for frequency analysis of characters, the final four characters for the analysis of qualitative data were collected from questionnaires 'What aspect of your character do you like this?' that consists of an open survey conducted by Was. As a result, about World Cup chukguk character of the sports people have a preference factors were altered by age, by comprehensively, the Korean people in terms of the five characters and related factors that have in common, which prefer oehyeongseong, internality, Meaningfulness, diversity, and specificity was. Specifically, the 'oehyeongseong' the cute look or exercise (soccer) would be good to see such a varied and colorful, with friendly materials, including a preference factor, and 'internality' and the friendly and patriotic images, meaning Star 'in football and that implies a special meaning was preferred. Finally, the specificity due to the food culture in Korea prefer rooting factors were analyzed.

A Study on the Aesthetic Motive in e-Card Design (e카드 디자인의 미적 동인에 대한 연구)

  • 박성완
    • Archives of design research
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    • v.16 no.3
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    • pp.401-410
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    • 2003
  • With increase of internet users, usage frequency of e-mail card is growing up. In addition to advantage of delivering message in real-time, e-mail card contains words, animation and sound. So users can enjoy it's multiple characters. For these reasons, there is a shift in preference from traditional card to e-mail card especially in young age. In character portal sites sewing users with e-mail card it is regarded as useful media for character promotion. After bizarre rabbit 'Mashimaro' wins a great success as Flash animation, Flash card has been treated as an important media in character business. As the study on the aesthetic motive in Flash card, this thesis analyzes what is the meaning existing in characteristic expression of Flash card and proposes that the meaning is related to tension reduction from the viewpoint of entropy principle. We can summarize that contents of animation are based on striving toward simplicity and expressions of animation are based on catabolism. Both lead to pleasure of tension reduction. We can draw conclusion that pleasure of tension reduction becomes one of major factors of the aesthetic motive felt in Flash card.

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A Study on the Development of Jeans via Conjoint Analysis (컨조인트 분석을 이용한 청바지 제품개발에 관한 연구)

  • 오정미;허갑섭
    • Journal of the Korean Society of Clothing and Textiles
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    • v.19 no.3
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    • pp.448-462
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    • 1995
  • The purpose of this study was on the development of jeans via conjoint analysis and marketing strategies for each segmented market. The questionnaire was composed vervel card and defining the proper marketing strategies for each segmented market. The 269 usable data was distributed to the Univ student and carrier women through multi- stage , ;ambling. The statistical results were processed by the SPSS, PC MDS, and MANZANOLA program. The used methods of statistical data were conjoint analysis, KYST, PROFIT, factor analysis, frequency, one-way ANOVA, SNK, and paired t-test. The results of this study can be summaries as follows: 1. In competitor analysis, Korean brands were in low price zone, but foreign in high price and character style zone. 2. There was significant differences Korean brands and foreign brands on evaluating. On the basis of the perceptual maps, most of Korean brands were evaluated as having a good price and most of foreign brands were evaluated as having a good design. 3. The optimal jeans has the well-known brand, the price of less than 30, 000 won, traditional style, and good quality. In four attributes of clothing buying process, brand is most important attribute of jeans. Segment market 1.All the jeans that they have is Korean brand. Income, amount spent per month on clothing, how many having jeans is low market. Self-centered factor is lowest. In the clothing sari ales lifestyle, they considered most conviniance. Segment market 2-They have one foreign brand jeans. Income, amount spent per month on clothing, how many having jeans is low market. Self-centered factor is lowest Segment market 3-They have two foreign brand jeans. Income, amount spent pet month on clothing, how many having jeans is high market. Self-centered factor is high. In the clothing variables lifestyle, they considered brand, continuance, and character. Segment market 4-They have more than three foreign brand. Income amount spent per month on clothing, and how many having jeans is high market. Self-centered factor is high. In the clothing variables lifestyle, they considered most brand, and character.

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A Comparative Analysis of Styles of Street Fashion Between Korean and Chinese Women for Improving the Global Competitiveness of Korean Fashion Brands - Focus on 2009 S/S Seoul, Shanghai and Beijing - (한국 패션브랜드의 경쟁력 제고를 위한 한.중 여성 스트리트 패션 스타일 비교분석 - 2009 S/S 서울, 상하이, 베이징을 중심으로 -)

  • Bae, Soo-Jeong
    • Journal of the Korean Society of Clothing and Textiles
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    • v.34 no.2
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    • pp.357-370
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    • 2010
  • This study presents the basic resources for the enhancement of the competitiveness of the Korean fashion brands in the Chinese fashion market. They are composed of the differences and common points of clothing styles in Seoul, Beijing, and Shanghai, by analyzing the style comparatively. The research was performed by taking pictures of the Summer 2009 street fashions, from July $1^{st}$ to July $15^{th}$ 1999 (10 am to 5 pm). Among the data about the three cities, 200 photos were selected of women in their twenties and thirties, respectively. The disparity of regional preferences were noted in the fields of easy casual, romantic casual, sports casual, character casual, classic style, and feminine style. There were no specific differences in style among the three cities in the easy casual and classic style. The romantic casual after the easy casual were more prevalent in Seoul, as compared to the two cities in China. The neat style was more prevalent in Seoul. In Beijing the feminine style after the easy casual were preferred. The conservative style was more preferred in Seoul, while the body exposed style was preferred in Beijing and Shanghai. In Shanghai, the character casual was preferred and shows the similarity to the fashion style of Seoul, rather than Beijing. The high exposure of the body in romantic casual and feminine styles was more remarkable in Beijing and Shanghai. The frequency of the character casual that emphasized individuality with a unique style was relatively high in Shanghai. Seoul, Shanghai, and Beijing showed a similarity in the acceptance of fashion trends and preferences in clothing style. However, the fashion coordination in Shanghai and Beijing was different from Seoul.

Analyzing Types of Styling through Character Customization Games (캐릭터 커스터마이징 게임에 나타난 유형별 스타일링 분석)

  • Seo, Mi-Ra
    • Journal of Digital Convergence
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    • v.13 no.5
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    • pp.309-316
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    • 2015
  • The styles by character type in customizing systems were analyzed, being classified into creative style, attractive style, grotesque style, usual style, and suit style on the basis of the 'fashion style types of game characters' proposed in the previous research. The creative and convergent designs that couldn't be implemented in reality were expressed in various forms because those designs were created in virtual space, one feature of games. The analysis of the fashion styles of characters was focused on the RPG using the characters with exaggerated body proportions beyond the general body proportions in reality and the features on game characters that were identified by gamers. Thus, the creative style and attractive style showed a high frequency. The common features were identified because the costume designs and colors for characters are generally selected in accordance with the gamers' requests or by reflecting the view on the world. However, it was difficult to find out the representative cases for hair designs and colors because of excessively diverse expressions. The results of this paper will be a valuable reference for the research on the fashion item development manual satisfying the gamers' personalities and requests and relevant research.

An Investigation of Dietary Behaviors in Korea and Japan (Part I) -On Employment of Dietary Equipments- (한국(韓國)과 일본인(日本人)의 식행동(食行動)에 관(關)한 조사연구(調査硏究)(제1보(第1報)) -식기구류(食器具類)의 사용(使用)에 관(關)하여-)

  • Kim, Chon-Ho;Hara, Fumiko
    • Journal of the Korean Society of Food Culture
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    • v.4 no.1
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    • pp.59-69
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    • 1989
  • As for the Japanese dietary style and dietary equipments, many are regarded, with the rice plant imported, as the influence of China and Korea, while traditional culture has recently changed in Japanese and Korean urban lives because of the increase of nuclear families and modernization of lives. Of 1,244 junior high school students of boys and girls in Tokyo and Seoul, we investigated the present situations of the employment of dining equipments October to November, 1987. The results obtained are as follows. More cases that each member of a family had his or her own dining equipment were found in Japan. The frequency of using chopsticks was high in both countries. Korean children, having no struggles, handled chopsticks better than Japanese children. As for the dishing-up of sidedishes, more than half of Japanese used their individual plates, while in Korean families they used whole dishes. As for the employment of dining equipments, Japanese people have established their own style because of the national character of delicacy and finicality. This kind of traditional habits were found much more in extended families than in nuclear families. In Korea, the traditional spirit and the broad-minded characteristics cherished in the continental circumstances were manifested in the employment of dining equipments and their strong national character will not easily accept the wave of modernization.

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Acoustic Quality Of Taffy-seller Scissors Sound (엿장수 가위소리의 음향특성)

  • Jung, Chul-Woon;Kook, Jung-Hun;Jung, Eun-Jung;Kim, Jae-Soo
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2007.05a
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    • pp.710-714
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    • 2007
  • The wheat-gluten vendor's Shears Sound which was ever able to hear barely at the conventional market place or some specific gala period is a familiar sound to us, also a delightful sound even without any reason. The blunt Shears Sound spreading faraway attracts the mind of hearer and it makes neighbors gathering. Nevertheless, it becomes to be left as being a forgotten sound little by little to our society that rapidly growing with high degree. In this Study, as for an acoustic analysis of the wheat-gluten Shears Sound, as being a forgotten our own sound, in order to examine the difference according to the character of various shears, after making 26 pieces of various Shears and we had ever measured, appraised on the sound pressure level by each wave-form and frequency of respective Shears Sounds at the semi-anechoic chamber, W University. At the study result, the acoustic character of wheat-gluten vendor's Shears Sound was able to be grasped, and we could find out 4 pieces of Shears which were judged as more superior in acoustic capability than the existing wheat-gluten Shears among the 26 pieces of various Shears.

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A Study on Conception of Friendship in Korean Children of School Age (학령기 아동의 우정관계 개념에 관한 연구)

  • Lee, Ju Ok
    • Korean Journal of Child Studies
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    • v.6 no.2
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    • pp.35-58
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    • 1985
  • The purpose of this study was to investigate the components in friendship as reported by Korean children of School age Specially, four major aspects of friendship - definition of friendship, friendship formation, friendship expectation, and friendship termination were explored. The subjects of this study consisted of 600 elementary school children in Grades 1 through 6, 50 males and 50 females at each grade level. Based on Bigelow (1977) five open - ended questions were administered. First and second graders were interviewed individually while 3rd-6th graders replied to a questionnaire in class. For content analysis, responses of each child were coded into 22 categories and each category was assigned a score from 1 to 4 according to its frequency. The data were analyzed by factor analysis. The results showed that four major aspects of friendship in Korean children of school age were found to consist of four different factors. DEFINITION OF FRIENDSHIP was found to consist of the factors; 1) reciprocity of liking vs. helping 2) global evaluation vs helping 3) sharing and 4) common activities. FRIENDSHIP FORMATION was found to consist of the factors; 1) situational effects vs complex evaluation 2) structural dimension vs common activities 3) helping and 4) staring. FRIENDSHIP EXPECTATION was found to consist of the factors; 1) mutuality 2) common activities vs. loyalty & commitment 3) exclusive - dyadic activities vs. admiration (character) and 4) interactive a1truism. FRIENDSHIP TERMINATION was found to consist of the factors; 1) physical separation vs disappointment (character) 2) conflict 3) physical separation vs. psychological dimension and 4) general altruism.

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Extraction of Highlights and Search Indexes of Digital Media by Analyzing Online Activity Data (온라인 활동 데이터를 활용한 영상 콘텐츠의 하이라이트와 검색 인덱스 추출 기법에 대한 연구)

  • Ha, Seyong;Kim, Dongwhan;Lee, Joonhwan
    • Journal of Korea Multimedia Society
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    • v.19 no.8
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    • pp.1564-1573
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    • 2016
  • With the spread of social media and mobile devices, people spend more time on online than ever before. As more people participate in various online activities, much research has been conducted on how to make use of the time effectively and productively. In this paper, we propose two methods which can be used to extract highlights and make searchable media indexes using online social data. For highlight extraction, we collected the comments from the online baseball broadcasting website. We adopted peak-finding algorithm to analyze the frequency of comments uploaded on the comments section of the website. For each indexes, we collected postings from soap opera forums provided by a popular web service called DCInside. We extracted all the instances when a character's name is mentioned in postings users upload after watching TV, which can be used to create indexes when the character appears on screen for the given episode of the soap opera The evaluation results shows the possibility of the crowdsourcing-based media interaction for both highlight extraction and index building.