• 제목/요약/키워드: cyber character

검색결과 72건 처리시간 0.025초

가상공간 게임에 나타난 사이버 캐릭터 의상의 조형성 (On the Formative Feature Characteristics of Cyber Character's Fashion in the Cyber-space Game)

  • 서정립;진경옥
    • 복식
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    • 제54권3호
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    • pp.99-112
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    • 2004
  • The purpose of this research is to examine the relation between the cyber environment and the contemporary fashion design by studying the formative feature characteristics of cyber character's fashion in the on-line game from the point of the contemporary fashion design. The research method is to understand the general concept of the cyber-space and characters and then is to contemplate characteristics and formative features of game character's fashion of the cyber-space mainly with cyber characters that were closely linked with features of the contemporary fashion design. As a result, the formative feature of game character's fashion of the cyber-space was to be classified into four categories; reactionism, mechanism, futurism, sensualism. First, reactionism takes traditional elements with symbolical and compromising form. Second, mechanism has a tendency of deconstruction due to its vitality and sense of velocity for objects through employing geometrical forms and new materials. Third, futurism deviates from the established framework. It makes use of high-tech materials and has surrealistic and futuristic features. Fourth, sensualism does emphasize sensual parts of the body and intends to convey aesthetic atmosphere through association of ideas. Character's fashion of the cyber on-line game is unnatural and artificial in its forms and wear for the lack of knowledge for costume's structure, and it shows just simplified design that accept extremely partial fragment of features in the contemporary fashion design.

부패범죄의 현황과 대책연구:사이버폭력을 중심으로 (A Study on Violence and Countermeasures on Cyberspace Corruption)

  • 김택
    • 문화기술의 융합
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    • 제5권1호
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    • pp.51-58
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    • 2019
  • 이 연구는 언어 공격과 같은 폭력 행위와 사이버 폭력, 개인 정보 침해와 같은 다른 폭력 행위에 초점을 맞추었다. 최근 학교 폭력으로 인해 청소년 폭력이 심각하게 논의되고 있기 때문에 온라인 괴롭힘이 심각하게 일어나고 있다. 특히 사이버 공간에서의 사이버 폭력의 성격을 고려해 대책을 강구할 필요가 있다. 특히 사이버 공간에서의 스토킹 피해자들이 사망사건도 발생했을 정도로 심각했다. 이 연구는 명예훼손과 인격의 명예 훼손 문제를 조사하고 문제를 규명하려고 한다. 사이버 명예훼손법을 제정하기 위한 조치가 필요하며 이를 위해 위원회는 명예훼손 및 명예훼손 사례를 분석하고 법적 판례를 검토하였다. 이 연구는 사이버 명예 훼손과 인격 모독을 연구하려는 것이다. 첫째, 사이버 명예훼손과 인격 모독을 구별하고 싶다. 둘째, 사이버 범죄에 대한 사이버 명예 훼손의 필요성을 제기하고 범죄 정의 체계에 대한 모욕죄를 고려할 생각이다. 셋째, 사이버 명예훼손과 인격 모독으로부터 보호하는 방법을 모색한다.

Research Activities for Cyber Characters in Korea

  • Lee, Ee-Taek;Park, Chan-Jong;Park, Jung-Jo
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송공학회 1999년도 KOBA 방송기술 워크샵 KOBA Broadcasting Technology Workshop
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    • pp.11-14
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    • 1999
  • The forthcoming century will be the "era of cyber society" . In a virtual environment, a cyber character plays the role of an agent for the human being. In this paper, we introduce active researches of industries, universities, and research institutes in Korea. After Adam Soft Inc. presented a cyber singer,“Adam”, a few cyber characters have succeeded commercially through Internet, TV, CF, movies and etc. Some universities had their own characters to make fundamental researches in the fields of modeling, motion control, and VR. Research institutes have been funded recently to a cyber character related researches. This paper briefly reviews the recent research works, and future trends in Korea. in Korea.

사이버쇼핑 이용자의 소비자특성에 따른 가상점포 평가기준 (Evaluative Criteria of Cyber Store based on Consumer Character of Cyber Stove Shoppers)

  • 박재옥;안민영
    • 한국의류학회지
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    • 제27권3_4호
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    • pp.441-451
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    • 2003
  • The purpose of this study was to find out evaluative criteria of cyber store toward shopping orientation, purchasing experience and demographic factors of consumers to visit cyber store. This study surveyed consumers who have an experience of using cyber store and judgment sampling was used. The respondents were 240 men and women living in the metropolitan area of Seoul and Gyeonggi province. Research method was measured by clothing shopping orientation (utilitarian and hedonic factors), cyber store evaluation criteria (convenience, quality & trust and product character factors), purchasing experience(existent and nonexistent) and demographic factors. For data analysis, descriptive statistics, factor analysis, cluster analysis, ANOVA, t-test, Duncan test, and reliability analysis were conducted. The results were as follows: 1. Evaluative criteria of cyber store were considered importantly in order of possibility of exchange and refund, stability of personal information security, substance of quality degree of product and service and store. 2. Among shopping orientation groups, there were significant differences in all evaluative criteria of cyber store: convenience, quality & trust and product character of store. 3. Among groups toward existence and nonexistence in a purchasing experience, there were significant differences in convenience and quality & trust of store. 4. Among Demographic factors(gender, job, education and income) there were significant differences in convenience and quality & trust of store.

Web환경에 따른 아바타 캐릭터의 사용자 선호 Type에 관한 연구 (A Study on the User Preference Type of Avatar Character in the Web Environment)

  • 강민수;조동민
    • 디자인학연구
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    • 제15권4호
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    • pp.121-128
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    • 2002
  • Web환경의 발달로 인해 아바타(Avatar), 사이버캐릭터(Cyber Character), 사이버 펫(Cyber Pet), 이모티콘(Emoticon)등의 멀티미디어 캐릭터들이 등장하게 되었다. 인터넷 사용자들은 과거에는 Web의 익명성에 매료되었다면 현재는 이러한 멀티미디어 캐릭터를 이용하여 자신을 표현하고 나타내고자하는 욕구들이 늘어나고 있다. 따라서 본 연구에서는 다양한 멀티미디어 캐릭터 중에 아바타 캐릭터 Type에 대한 사용자들의 선호도와 선호요인을 조사하여 일반 캐릭터와 상호비교 해봄으로써 기존의 일반 캐릭터와는 다른 아바타 캐릭터만의 특성에 대해 알아보고 아바타 캐릭터 제작시 가장 효율적인 접근 방법을 제시하고자 하였다. 그 결과 가장 효과적인 아바타 캐릭터 Type은 캐릭터의 형태나 성격, 느낌을 우선적으로 고려하기보다는 먼저 아바타 캐릭터의 기능적인 면을 고려한 즉 사용자의 개성이 좀더 어필 될수 있어야 하며 사용자의 개성 연출에 적합한 Type으로 제작되어야한다는 결론을 내릴 수 있었다.

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음성/영상의 인식 및 합성 기능을 갖는 가상캐릭터 구현 (Cyber Character Implementation with Recognition and Synthesis of Speech/lmage)

  • 최광표;이두성;홍광석
    • 전자공학회논문지CI
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    • 제37권5호
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    • pp.54-63
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    • 2000
  • 본 논문에서는 음성인식, 음성합성, Motion Tracking, 3D Animation이 가능한 가상캐릭터를 구현하였다. 음성인식으로는 K-means 128 Level VQ와 MFCC의 특징패턴을 바탕으로 Discrete-HMM 알고리즘을 이용하였다. 음성합성에는 반음절 단위의 TD-PSOLA를 이용하였으며, Motion Tracking에서는 계산량을 줄이기 위해 Fast Optical Flow Like Method를 제안하고, 3D Animation 시스템은 Vertex Interpolation방법으로 Animation을 하고 Direct3D를 이용하여 Rendering을 하였다. 최종적으로 위에 나열된 시스템들을 통합하여 사용자를 계속적으로 주시하면서 사용자와 함께 구구단 게임을 할 수 있는 가상캐릭터를 구현하였다.

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20세기 스페이스 에이지 패션과 테크노-사이버 패션의 패러다임적 특성에 관한 연구 (A Study on the Paradigmatic Characteristics of the Space Age Fashion and Techno-Cyber Fashion in 20th Century)

  • 문신애;김문숙
    • 복식문화연구
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    • 제7권6호
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    • pp.170-181
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    • 1999
  • The purpose of this study is to suggest the possibility of futurism as original design pursuing newness in approaching 21C by studying how futurism having a great effect on fashion as innovatory ideology in early 20C did became paradigm in 20C fashion and the common peculiarity of the dress and its ornaments in this time before 21C. The Space Age Fashion and Techno-Cyber Fashion are representative futurism fashion of 20C. The common inner inclination in both Space Age Fashion and Techno-Cyber fashion are ; First, a future-oriented character. Second, a surrealism character, Third, an anti-cultural character. The greatest peculiarity in the common outer shape in both Space Age Fashion and Techno-Cyber Fashion is material. First, a innovatory choice. Second, an active motion. Third, a diverse effects. Future dress and its ornaments of 21C may be changed greatly by the development of technique, and this fact supports the forecast that the change of paradigm resulted from the development of science may have an effect on future dress and its ornaments as well as modern one. The paradigm change of futurism fashion would be continued, and its influence would work as main source shaping the form of design in 21C.

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사이버 뮤지엄의 형식과 구성에 관한 고찰 -자연사 박물관 분야에 대한 해외사례를 중심으로- (A Study on the Formations and Compositions of the Cyber Museum -Focusing on the case of oversea natural history museum-)

  • 임경부;임채진
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 1999년도 춘계학술발표대회 논문집
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    • pp.7-10
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    • 1999
  • The organization of modern society is suddenly changing from the modern society to the ultra modern informationalized society. Various social members must satisfy cultural and artistic desires to serve museum concept and function to move the informationalized society. A lot of natural history museum in the world build cyber space exhibition lines. Audiences do not directly visit but they view but they view the exhibit, get an education, participate in the cultrue programs and earn the museum's informations. Especially, in the case of national and public museums in Korea, they do not concerned the museum architecture before processing the character and collections of the museum. Cyber museums determine museum character, policy, information, collections converge of opinion voluntary collection and grasp of location, because cyber museum can be finished be4fore the work of the future museum.

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AI 반응 AR명함의 Platform 설계 및 Source Coding (Platform design and source coding of AI responsive AR business cards)

  • 최수연;한수연;박대우
    • 한국정보통신학회논문지
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    • 제24권4호
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    • pp.489-493
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    • 2020
  • 4차 산업혁명의 기술 발달은 세계와 사회의 발전을 가속화 시키고 있다. 4차 산업기술은 Cyber World와 연결되어 국가와 사회 인프라를 발전시키고 4차 산업기술의 응용은 Cyber-city와 Cyber-life system을 창조할 수 있다. Cyber 세계와 현실 세계를 연결시키는 ICT 비즈니스 업계에서는 Cyber 업무와 현실의 업무를 연결시켜야 한다. Cyber 업무와 현실의 업무의 연결 방법 중 한 가지로 AR명함을 사용하는 것이다. AR명함을 스마트폰으로 인식하면 3D 캐릭터가 등장하여 명함 주인공을 소개하도록 한다. 또한, AR 명함은 사업자의 상품·제품·서비스가 AR로 반영되어 제품, 서비스 등에 대한 홍보가 가능하도록 한다. 연결된 유무선 5G 통신을 이용하면, 실시간 전자상거래도 가능하다. 본 논문에서는 Source Coding으로 AR명함 제작하고 AR 명함 platform을 설계할 것이다.

SF 영화에 나타난 가죽 의상의 사이버 레지스탕스 미학 연구 -"Matrix I","Matrix II Reloaded"를 중심으로 - (A Study on the Cyber Resistance Aesthetics of Leather Clothes - Focused on the Movie "Matrix I","Matrix II Reloaded"-)

  • 김지선;염혜정
    • 복식
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    • 제54권2호
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    • pp.66-78
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    • 2004
  • A leather clothes which was a representative item of an existed resistant image created a new esthetics. Cyber Resistance, being mixed with the highlighted cyber image in these days. Especially. the image of such new leather clothes appears apparently in SF movies. The purpose of this study is to examine this new esthetics through the leather clothes of the movie. $\ulcorner$Matrix$\urcorner$. currently becoming the subject of a conversation and affecting to a popular culture and the fashion and to help to the design idea of a unique leather clothes. The result of analyzing of the character in the movie is following. Trinity shows herself as a woman warrior by wearing tight black leather suit. Morpheus is described as a vague character with his old fashioned suit and leather trench coat. while Niobe carries an image of rebellious cyber warrior in her leather suit with unique texture. In addition. leather clothes on $\ulcorner$Matrix$\urcorner$ got the name of Matrix look and became a main theme in fashion collection. We can feel 'Cyber Resistance' esthetics in that leather clothes through the movie and fashion collection and summarize into three following features, First. it's grafted into the dichotomous value by progress and return as a retro futurism. Second. it moderately express a rebellious image of punk into a cyber image. Third. it makes cyber warrior's image that is neutralized mixing military and fetish properly.