• Title/Summary/Keyword: character appearance

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New Approach to Investigate the Dynamic Relaxaton Process of Complex Peak in Mechanical and dielectric Characteristics of Anelastic Solids

  • Kim, Bong-Heup
    • Electrical & Electronic Materials
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    • v.11 no.10
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    • pp.1-5
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    • 1998
  • Complex dynamic relaxation processes of mechanical as well as dielectric character in polymeric anelastic solids are closely related through the movement of molecular chain segment in morphological structure, and the morphology can easily be modified by the treatments such as mechanical drawing or irradiation, those of which result, in turn, the complicated change on the appearance of the observed complex relaxation peak. In order to extract any meaningful understanding from the modified appearance of the peak, the relaxation peak must be resolved into the sum of the dynamic single relaxation peaks, each of which can be characterized respectively by three factors such as activation energy, magnitude of peak height and peak point temperature on the temperature dependent characteristics.

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The Effect of Information about Appearance Preference, and Personality Traits on Children's Attraction to Unacquainted Peers (용모(容貌)·선호(選好)·성격정보(性格情報)가 아동(兒童)의 대인매력(對人魅力)에 미치는 영향(影響))

  • Lee, Seon Kyung
    • Korean Journal of Child Studies
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    • v.8 no.1
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    • pp.49-64
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    • 1987
  • The purpose of this study was to investigate the effect of information of appearance, peer preference, and personality traits on children's attraction to unacquainted same sex peers, and to determine the relative importance of the three types of information for the selection of a friend. The subjects of this study were 160 (80 boys and 80 girls) second grade children in Seoul. A Preference Questionnaire was administered in Session I to determine the likes of each subjects. The modified Preference Questionnaire (Reaves, 1981) was used. The subjects were then randomly assigned to one of eight experimental conditions. In Session II, subjects were shown pictures of attractive and unacttractive children, described as having a positive or negative character, with preference similar Of dissimilar to their own. Then they were administered the Interpersonal Attraction Scale (Reaves, 1981). The data were analyzed by three-way ANOVA, $Scheff\acute{e}$ test, and $X^2$. The results of this study were as a follows: The physically attractive stimulus child was preferred to the physically unattractive stimulus child. The stimulus child with preferences similar to the subjects' was preferred to the stimulus with dissimilar preferences. The stimulus with positive personality traits was preferred to the stimulus ehild with a negative personality. A difference in order of importance among the variables with regard to their influence on attraction ratings was found. Personality had stronger influence on attraction ratings than appearance or preference.

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A Study on 3D Character Design for Games (About Improvement efficiency with 2D Graphics) (3D Game 제작을 위한 Character Design에 관한 연구 (3D와 2D Graphics의 결합효율성에 관하여))

  • Cho, Dong-Min;Jung, Sung-Hwan
    • Journal of Korea Multimedia Society
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    • v.10 no.10
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    • pp.1310-1318
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    • 2007
  • First of all, What was the modeling technique used to model 3D-Game character? It's a technique developed along several years, by experience... here is the bases Low polygons characters I always work in low polygon for two reasons -You can easily modify a low-poly character, change shapes, make morph for facial expressions etc -You can easily animate a low-poly character When the modeling is finished, Second, In these days, Computer hardware technologies have been bring about that expansion of various 3D digital motion pictured information and development. 3D digital techniques can be used to be diversity in Animation, Virtual-Reality, Movie, Advertisement, Game and so on. Besides, as computing power has been better and higher, the development of 3D Animations and Character are required gradually. In order to satisfy the requirement, Research about how to make 3D Game modeling that represents Character's emotions, sensibilities, is beginning to set its appearance. 3D characters in 3D Games are the core for the communications of emotion and the informations through their facial expression and characteristic motions, Sounds to Users. All concerning about 3D motion and facial expression are getting higher with extension of frequency in use. Therefore, in this study we suggest the effective method of modeling for 3D character and which are based on 2D Graphics.

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A Study on character create of Animation (애니메이션 캐릭터 설정 요소 분석)

  • Lim, Woon-Joo
    • Journal of Digital Convergence
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    • v.10 no.11
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    • pp.659-664
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    • 2012
  • This research has chosen the animation character creation as a part of research for effective communication with audience due to the character taste getting diversity. The way of characters creation in this research suggest as follows. First, animation character action and a way of thinking, which makes regulation factor is a global outlook. It expresses a outer factors include appearance, style, action, facial expressions, tone of voice, hobbies, occupation, status and internal factors shows nature, conception, culture. Second, the given condition of general tendency of animation character, Cultural background, and Key characteristics and experiences is built up by global outlook. Third, the attractive of animation character show up the familiarity, originality, fun, various senses, and flexibility. Fourth, it is harmony of new global outlook and character. The establishment of animation character is that the familiarity which is easy approach to audience with special global outlook, the originality which is different from other works, fun with laugh, at different times in different ways to interact with more flexibility, various sense to be delivered to audience for easy setting is the most desirable.

A Study on the Ideal Leadership whole person of Confucian philosophy (유가(儒家)의 전인적(全人的) 지도자상(指導者像) 고찰(考察))

  • Kim, Kyeong-Mi
    • (The)Study of the Eastern Classic
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    • no.62
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    • pp.145-176
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    • 2016
  • This paper aims to define the leadership of Gunja (君子, translated into prince, gentleman, or ideal man) based on Confucian Classics which offer the general values and norms of individuals' virtue and social virtuous acts. Thus, humanitarianism is regarded as true value, and the values of a virtuous person who properly practices social human relationships are discussed. The real worth of Gunja image is discussed as a true human image of "self-completion and completion of all things" (成己成物) which involves the convergence of truth, good and beauty where there is a sense of harmony and balance, where there is stern self discipline and self cultivation and where win-win values of human relationships are created. Confucian saint (聖人), wise man (賢人), great man (大人), and gentleman (君子) mean social leaders. They practice human morals, enlighten and beautify society with teachings, and are indicated as equipped with mental and material harmony, good character and competence, and economic power and morality. People today pursue their own personal growth according to their material preferences rather than pure intellectual cultural values, and are engrossed in visually beautiful external unlimited competition. In this digital age, we are supposed to demonstrate our individuality, but many people are obsessed with appearance, go on severe diet, and lose their health beauty, and consequently suffer mental stress. This trend fuels obsession with appearance and the sick practice of valuing appearance. As an alternative method to overcome this phenomenon, we need a leader image with the convergence of truth, good and beauty, which is characterized by internal self cultivation, external professionalism, and handsome and solid character. Confucian thoughts consist in practicing the Way of disciplining oneself for governing others (修己治人). Self discipline involves developing personal virtuous ability for cultivating a virtuous character, and governing others involves interacting to work together in society and to have right human relationships. Thus, leaders should impress not only themselves but also others. Self discipline for governing others means cultivating virtue for oneself and leading others. A true leader has self introspection and establishes himself through self discipline so that he can govern others or reach the realm of settling others where people live together. As all things have a value and a virtue, humans endeavor to cultivate character and virtue by learning and studying for securing their professionalism, reliability, character and ability, so as to create their own brand value. Personal character does not come from a high position, wealth and power. Character is a personal virtue, and is cultivated as immaculate and fresh through self discipline. As such, it well matches with a clean and clear spirit. This offers the ideal leader as the Guja image who has an extremely humane character, as well as being equipped with inherent virtues of intellect, benevolence and courage. Self development can foster virtue and self management through self leadership and self discipline. The leader in the relationship area can practice his virtue through virtuous acts, in other words, even think from another person's perspective. Such leader is mentioned as the principle of measuring square in the Great Learning. In our viewpoint, the beauty of character can breed the seed of virtue through intellect, benevolence and courage, the beauty of win-win can realize the right virtue by showing exemplary acts to others through considerateness, and the beauty of harmony can love and care for others like me through the principle of measuring square, thereby realizing the universal principle of virtue and harmony, which is like my mind. As such, the ideal leader, when his virtue and mind of being considerate of others all blending well, can exercise his ability to the full, can live together and coexist with many people, and can grow again into a triumphant relationship.

A Study on the Meaning of 'Yi(噫)' in 『Huangdineijing』 (『황제내경(黃帝內經)』의 희(噫)에 대한 고찰)

  • Yun, Ki-ryoung;Baik, You sang;Jang, Woo-chang;Jeong, Chang-hyun
    • Journal of Korean Medical classics
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    • v.33 no.2
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    • pp.77-90
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    • 2020
  • Objectives : To determine the meaning of 'yi(噫)' from verses containing the character in 『Huangdineijing』. Methods : First, examples of the usage of 'yi(噫)' in Huangdineijing were collected and analyzed, followed by examples from the other books of the time when 『Huangdineijing』 was written. Finally the term 'ai' which surfaced in a later period than Huangdineijing to refer to eructation was examined. Results & Conclusions : Based on analysis of the usage of 'yi(噫)' in the 『Huangdineijing』, out of a total of 20 cases, 14 cases could be categorized as referring to eructation, 4 cases were difficult to categorize as eructation, and 2 cases were indeterminable. At the time of publication of 『Huangdineijing』, the character 'yi(噫)' was generally used to refer to eructation when used in a medical context, while in non-medical contexts it referred to sigh, or groan. The appearance of 'ai(噯)' is predicted to be during the Song period, but its appearance did not take away the meaning of eructation from 'yi(噫)' and both were used. Based on the change of meaning of 'yi(噫)', we can determine the approximate time when certain contents of the 『Huangdineijing』 were constructed. In the case of '心爲噫[Heart makes 'yi(噫)']', we can understand it as the pectoral qi leaking through the throat manifesting as a sigh in order to relieve stagnation of the excessiveness of the Heart. In cases of deficiency, when the Stomach function is weak, the body is likely to let out a sigh. The term meaning sighing which is 'taixi(大息)' was understood as symptomatic of problems of the Gallbladder as well as the Heart.

Empirical Study on Female Characters in Team based Battle Games Preferred by Female Gamers (팀 기반 전투형 게임에서 여성 게이머가 선호하는 여성 캐릭터에 대한 실증적 조사 연구)

  • Song, Doo Heon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.3
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    • pp.403-411
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    • 2021
  • While there is no apparent gender difference on the number of game players and playing time in market survey especially if the age group is under 30, there still exists a strong gender stereotype on female characters with sexual objectification especially in team based battle games. Furthermore, there seldom exists any research on female gamers in this genre. In this paper, we investigate the preference of female characters and reasons of their choice among female gamers with Overwatch and Cypers which are recognized as having enough female players. In Overwatch with 231 responses, subjects prefer 'girl-crush' characters such as non-sexual Ana who age is in 60s. However, in Cypers that does not have female warrior character, subjects' preference is more affected by appearance but those characters with less functional ability are not frequently used in playing. Such practical avatar choice is often discovered among male players thus there is no gender difference in this case.

Development of a Video Caption Recognition System for Sport Event Broadcasting (스포츠 중계를 위한 자막 인식 시스템 개발)

  • Oh, Ju-Hyun
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.94-98
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    • 2009
  • A video caption recognition system has been developed for broadcasting sport events such as major league baseball. The purpose of the system is to translate the information expressed in English units such as miles per hour (MPH) to the international system of units (SI) such as km/h. The system detects the ball speed displayed in the video and recognizes the numerals. The ball speed is then converted to km/h and displayed by the following character generator (CG) system. Although neural-network based methods are widely used for character and numeral recognition, we use template matching to avoid the training process required before the broadcasting. With the proposed template matching method, the operator can cope with the situation when the caption’s appearance changed without any notification. Templates are configured by the operator with a captured screenshot of the first pitch with ball speed. Templates are updated with following correct recognition results. The accuracy of the recognition module is over 97%, which is still not enough for live broadcasting. When the recognition confidence is low, the system asks the operator for the correct recognition result. The operator chooses the right one using hot keys.

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Sexism in Moetic Game Azur Lane - Female Character Exposure and Nationality Stereotype in Character's Attire (모에화 게임 벽람항로에 나타난 섹시즘 - 여성 캐릭터 노출도 및 의상에 나타난 국가별 고정관념)

  • Song, Doo Heon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.232-235
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    • 2019
  • In recent years, Japanese style Chinese Moe-tic Ship personification games have enjoyed success in Korean game market - starting from 'Girl's Frontier' in 2017 to recent 'Azur Lane' in 2018. Their 'all female' characters have overly sexual appearance thus young male adults/adolescents are main consumers of the genre. In this paper, we investigate all 300+ character skins of the game 'Azur Lane' on how much their character illustrates have sexual exposure of the female body for the sexism and how their standard attire have different patterns with respect to the affiliated nationalities. We report that the sexual exposure is highly related to the payable skins including swim suits and there exists some sexual stereotype in characters' attire. Japanese and Chinese characters emphasize their traditional Chipao and Kimono. Japanese also wore school uniforms. German characters wore uniforms the most and many British characters wore maiden uniform. Although this game is classified as adult game, its overly sexualized female characters are harmful for young adults to cause sexual objectification of females.

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Environmental Adaptation of Tall Fescue Varieties in Mountainous Pastures IV. Evaluation of winter hardiness by DW / RTAR (Tall Fescue 품종의 환경적응성 IV. 상대경수 출현율당 개체중에 의한 월동성의 평가)

  • Lee, Ju-Sam;Han, Sung-Yoon;Jo, Ik-Hwan
    • Journal of The Korean Society of Grassland and Forage Science
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    • v.13 no.4
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    • pp.251-256
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    • 1993
  • This experiments was carried out to evaluate the potential winter hardiness of tall fescue varieties based on the data of dry weight of plant per relative tiller appearance rates(DW/RTAR) in mountainous pastures of Taekwalyon area. The results obtained were as follows; 1. The varieties were classified into 2 groups by dry weight of plant per relative tiller appearance rates (DW/RTAR). Thus. Forager and Fuego belong to the group with more than 2.0 in DW/RTAR but Barcel, Barvetia, Demeter, Enforcer. Johnstone, Safe and Stef belong to the group with less than 2.0 in DW/RTAR respectively. 2. The dry weight of plant per relative tiller appearance rates(DM/RTAR) and dry weight of plant(DW) of 1st cutting were significantly positive correlated with number of heading tillers and dry weight of heading tillers. 3. The dry weight of plant per relative tiller appearance rates(DW/RTAR) was significantly positive correlated with dry weight of plant(DW) of final cutting and of 1st cutting. 4. The varieties with high DW/RTAR showed a high dry weight of plant(DW) of 1st cutting. Accordingly, it was concluded that DW/RTAR is a valuable character for evaluating potential winter hardiness of tall fescue on mountainous pastures of Taekwalyon area.

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