• Title/Summary/Keyword: elements of character

Search Result 548, Processing Time 0.023 seconds

A Study on the Framework Development of Character Education by Reading (독서를 통한 인성교육의 프레임워크 개발에 관한 연구)

  • Lee, Byeong-Ki
    • Journal of Korean Library and Information Science Society
    • /
    • v.45 no.4
    • /
    • pp.95-117
    • /
    • 2014
  • A number of studies have emphasized the importance and values of reading in character education. However, there is no tool or framework for developing character education program. If teacher librarian to develop a character education program by reading should be preceded the framework for a comprehensive and systematic approach. The framework for character education program by reading is required to develop a program. The framework must be considered with a character factor and reading elements. The purpose of this study is to establish a framework that will help teacher librarian to develop a character education program by reading. This study analyzed on construction elements of character, reading material for character education, reading strategies, teaching methods. Then, this study propose a framework for developing character education program based on the analysis information. The proposed framework in this study consists of construction elements of character, reading material for character education, reading strategies, teaching methods.

Science Education Experts' Perceptions about Necessity and Elements of Character Education in Science Education (과학교육에서 인성교육의 필요성 및 인성의 구인에 대한 전문가의 인식)

  • Kang, Eugene;Jeon, Ranyeong;Kim, Jina;Kim, Heehwa;Park, Jongseok;Son, Jeongwoo;Cho, Hyesook;Nam, Jeonghee
    • Journal of The Korean Association For Science Education
    • /
    • v.38 no.4
    • /
    • pp.555-563
    • /
    • 2018
  • Recently it has been claimed that character education should be applied not only in ethics but also in other disciplines including science education. With several attempts at character education in previous research on science education, the examination of its requisite and components is needed. This research investigates the necessity and elements of character education to be improved upon in science classes through questionnaires and focus interviews of experts in the field of science education such as secondary school teachers, professors, and researchers. They recognize that character education should be adopted in science education with three backgrounds: scientist activities, the field of secondary school, and inquiry education. Based on moral education and citizenship, elements of character education in science class are comprised of four essential character elements including honesty, sympathy, tolerance, and self-esteem, and seven practical character elements that are divided into personal qualities: sincerity, responsibility, and self-control and social qualities: consideration, openness, communication, and cooperation. Their validity and importance are accepted by experts.

A Study of Necessary Elements of Game Character Storytelling (게임캐릭터 스토리텔링의 필요 요소 연구)

  • Lee, Jae Hong
    • Journal of Korea Game Society
    • /
    • v.17 no.4
    • /
    • pp.169-178
    • /
    • 2017
  • In order for the game industry to grasp the initiative of the global industry, it is time to positively need storytelling that can move the emotions of gamers over graphical appearance. Also, in the era of the 4th industrial revolution where the point of contact between virtual and reality spreads widely, it seems that the game character industry will rapidly emerge. Therefore, the author recognizes the importance of the character industry in the future, and based on the accumulated game research, he has identified 10 elements necessary for character storytelling. The ten elements are as follows. Design of life, design of race, design of occupation, design of PC and NPC, design of monster, design of personality, design of conflict, design of protagonist, design of external image, design of birth and death.

A Study on Character Recognition using Wavelet Transformation and Moment (웨이브릿 변환과 모멘트를 이용한 문자인식에 관한 연구)

  • Cho, Meen-Hwan
    • Journal of the Korea Society of Computer and Information
    • /
    • v.15 no.10
    • /
    • pp.49-57
    • /
    • 2010
  • In this thesis, We studied on hand-written character recognition, that characters entered into a digital input device and remove noise and separating character elements using preprocessing. And processed character images has done thinning and 3-level wavelet transform for making normalized image and reducing image data. The structural method among the numerical Hangul recognition methods are suitable for recognition of printed or hand-written characters because it is usefull method deal with distortion. so that method are applied to separating elements and analysing texture. The results show that recognition by analysing texture is easily distinguished with respect to consonants. But hand-written characters are tend to decreasing successful recognition rate for the difficulty of extraction process of the starting point, of interconnection of each elements, of mis-recognition from vanishing at the thinning process, and complexity of character combinations. Some characters associated with the separation process is more complicated and sometime impossible to separating elements. However, analysis texture of the proposed character recognition with the exception of the complex handwritten is aware of the character.

A study on the Effect of Surface Processing and Expression Elements of Game Characters on the Uncanny Valley Phenomenon (게임 캐릭터의 표면처리와 표현요소가 Uncanny Valley 현상에 미치는 영향에 관한 연구)

  • Yin, Shuo Han;Kwon, Mahn Woo;Hwang, Mi Kyung
    • Journal of Korea Multimedia Society
    • /
    • v.25 no.7
    • /
    • pp.964-972
    • /
    • 2022
  • The Uncanny Valley phenomenon has already been deemed as theoretical, and the characteristics of game character expression elements for the Uncanny Valley phenomenon were recognized through case analysis as well. By theoretical consideration and case studies, it was found out that the influential elements of the Uncanny Valley phenomenon can be classified as two primary factors: character surface treatment and facial expression animation. The prepared experimental materials and adjectives were measured to be Five-Point Likert Scale. The measured results were evaluated for both influence and comparative analysis through essential statistical analysis and Repeated Measuring ANOVA in SPSS. The conclusions which were drawn from this research are as follows: The surface treatment of characters did not substantially affect the Uncanny Valley phenomenon. Instead, character's expression animation had a significant impact on the Uncanny Valley phenomenon, which also led to another conclusion that the facial expression animation had an overall deeper impact on Uncanny Valley phenomenon compared with character's surface treatment. It was the unnatural facial expression animation that controlled all of the independent variables and also caused the Uncanny Valley phenomenon. In order for game characters to evade the Uncanny Valley phenomenon and enhance game immersion, the facial expression animation of the character must be done spontaneously.

Exploring the content factors to develop mathematics teachers' professionalism for creativity and character education (수학교사의 요구를 반영한 창의성과 인성 교육 전문성 신장 내용요소 탐색)

  • Kim, Hyun-ah;Lee, Bongju
    • The Mathematical Education
    • /
    • v.55 no.4
    • /
    • pp.485-501
    • /
    • 2016
  • This study was to explore the factors that mathematics teachers actually need to improve their students' creativity and character to pursue education in the direction of the revised curriculum. We first temporarily extracted the elements to reinforce mathematics teachers' professionalism for creativity and character education through literature review, and then conducted the modified delphi technique and interview by targeting secondary school mathematics teachers. Based on the discussion of previous studies, we divided into five areas for mathematics teachers' professional development of creativity and character education: 1. understanding of creativity and character education, 2. creating an environment, 3. understanding curriculum for creativity and character education, 4. instructional design and apply for creativity and character education, 5. evaluating for creativity and character education. Actually content elements highly required by mathematics teachers were reset 17 items. The results of this study are expected to be used as the basis for teachers' professional development of creativity and character education in mathematics education.

Research About Character Illustration Which the 3D Game Character Manufacture (3D 게임 캐릭터 제작에 있어서의 캐릭터 일러스트에 관한 연구)

  • Lee Dong-Lyeor
    • The Journal of the Korea Contents Association
    • /
    • v.5 no.6
    • /
    • pp.178-183
    • /
    • 2005
  • It is said that today is an era of total cord characterized by the transition from the industrial society to the knowledge based and information one. In this age of total cord, the most complex media production is the game industry. In the game industry, game character as one of the elements of game production is the most important because it contains visual elements created through interaction with a user. Initial creation of characters in the game industry is considered having the most value-adding element. Character creation in game production begins with basic drawings, like a diffusive property of the production elements, and proceeds to complicated 2D game character illustration and 3D game character production. In addition, only when driving forces for game development such as individuality and virtual reality are based on different mind cord from existing one, foundation for it will be firmly established. Therefore, it is clear that understanding of the Importance of character illustration and original drawings in the game production is essential to successfully produce more perfect 3D game characters.

  • PDF

A Study on the Spatial Organization of Gwangajung and Hyangdan - Focused on society·culture and consciousness of an architect - (관가정과 향단의 공간구성에 관한 연구 - 사회·문화 및 조영자의 의식을 중심으로 -)

  • Cho, Woo-Yong;Lee, Seok-Gweon
    • Journal of Industrial Technology
    • /
    • v.30 no.A
    • /
    • pp.119-126
    • /
    • 2010
  • The special characters of traditional architecture has been formed suitably correspond with the purpose of usage and function, which was influenced with various environmental factors such as natural, social, physical, cultural and thoughtful. There was some differences in building placement and space composition according to the regional character such as climate, customs, and a gap of convention (long-established custom) and one's social position system and custom character of family. However, the essential characteristic of traditional architecture are nicely contain the era's architectural character. But these characters are developed or extinct according to the environmental factors. This paper is looking for the elements that formed social cultural element and background architect's thought. And, with the historical background, there are looking for Occupation. A traditional architecture had been formed correspond with the purpose of usage and function, which was influenced with physical nature environment elements such as regional character, climate, customs and social cultural environment elements such as government, economy, society, culture and thoughtful elements.

  • PDF

A Study on Game Character Personality Model Considering the Interaction (상호작용을 고려한 게임 캐릭터 성격 모델 연구)

  • Nam, KiTeok;Kihl, Taesuk
    • Journal of Korea Game Society
    • /
    • v.20 no.2
    • /
    • pp.27-34
    • /
    • 2020
  • Game characters provide a path to connect and interact between game designers and players through the personality. We need to study the personality design of game characters considering the interaction. The character's personality is formed through 'design elements' and 'personality factors' according to the intention of the game designers. It is formed to the ultimate character's personality by interacting with the player's personality factor. 14 design elements and 40 personality factors were extracted. This study suggests a 'game character personality model' considering the interaction.

A Case Study of Line Friends Character TransMedia Branding ('라인 프렌즈' 캐릭터의 트랜스미디어 브랜딩 사례연구)

  • Chang, Hyo Jin;Kim, Young Jae
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.11 no.2
    • /
    • pp.153-166
    • /
    • 2015
  • This paper proposes a trans-media branding for the trans-media-based cultural content marketing strategy. Trans-media brand analytical framework is proposed with previous studies. And mobile messenger Character 'Line Friends' is analyzed for the text. Trans-media branding is accessible through a multi-platform in the technological environment. Consumer culture, as well as participate include business models to generate revenue also as brand equity. While the character elements that make up the story from the perspective of cultural content storytelling act as an independent cultural goods. Character is segmented elements. Therefore, trans- media branding of the characters are more meaningful. 'Line Friends' trans-media branding can be summarized as follows: First, it takes advantage of the characteristics of the existing Information-Technology-based mobile. Second, it puts consistently found the content of the attributes of Mobile Messenger 'communication' and 'friendship'. And third, while the content of each platform is constantly linked with other platforms, the brand is positioned inside the window effect.