• Title/Summary/Keyword: elements of character

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Analysis on the Walking Motion of the Animation Characters Based on the Cosmic Dual Forces and the Five Elements Theory (음양오행에 기반한 캐릭터 걷기 동작 분석)

  • Lee, Mi-Young;Kim, Jae-Ho;Moon, Yong-Ho
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.355-364
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    • 2006
  • The characters in animations have diverse distinctive features and personalities. These personalities and characteristics are composed of various elements such and feature, motion, conversation, and walking motion, and so on. Especially, walking motion is the basic element to express character action. And it plays a key role for expressing personalities of characters. In this paper, we classify characters in animations by distinctive feature and personality based on the cosmic dual forces and five elements theory. The relationships between personalities of characters and movements are suggested by analyzing motions of the classified characters.

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A Study on the Relative Importance of Game Character Personality Model: Focused on AHP methods (게임 캐릭터 성격 모형의 상대적 중요도에 관한 연구: AHP 분석기법을 중심으로)

  • Nam, KiTeok
    • Journal of Korea Game Society
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    • v.20 no.5
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    • pp.77-88
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    • 2020
  • In game characters, the direction of character design varies depending on the expression or production method. It is necessary to perform game character personality design by reflecting the importance. This study derives the importance of the game character personality model using AHP for the efficient decision and presents game character personality design check tool. In design elements, the importance of external appearance was the highest in all of style. In personality factors, action in 3D realism, external appearance in 3D animation, and speech in 2D animation were the most important.

The Play World Structure of EBS Character "Pengsu" (EBS 캐릭터 '펭수'의 놀이세계 구조)

  • Kim, Jeong-Seob
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.267-275
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    • 2020
  • Even ordinary-looking plays can have a profound meaning. Based on this assumption, Eugene Pink (1960) has established an analytical model of play with five elements, namely "delight", "meaning", "community", "rules" and "tools." It was an effort to reflect on the true meaning of play beyond the cortical entertaining nature of play. In this study, it was carried out that all the texts containing images and performance from the EBS character "Pengsu" were selected, since he emerged as a new star in 2019. And also his play structure was analyzed by applying the Pink's model. As a result, Pengsu's play structure was confirmed to be systematic and complete as a play prototype because it was well-organized with five elements of play. It was regarded as a successful character that skillfully attracts participants to the play world. Among the components of the play, "fun" was found to be his funny appearance, sudden and unconventional behavior, "meaning" was the elimination of authoritarianism, self-esteeming and energizing, "community" was a multi-platform media user who crossed off-on-line, analog-digital-line, "rules" was to set his concept fixed as a young stranger with an ego to unreveal his identity, and "tools" was shown as his character itself and continual discourse. It shows that until now, Pengsu has a social net function of quite spreading the positive meaning of encouragement and comfort, advice and guide, consideration and forgiveness, introspection and nirvana to all members of our society, including the youth who are struggling with uncertainty and anxiety by showing rather exaggerated and stimulating performance that precisely combines these play elements.

An Article on the Development of Character during the Course of Training Nurses

  • Park, SoonYoung;Oh, HoCheol
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.6
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    • pp.149-155
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    • 2022
  • In this paper, we propose the importance of character education in nursing curriculum. It is quite difficult to define what character is. It is solely because a person's character is very abstract yet comprehensive at the same time. Nevertheless, the East defines character as someone's personality that he or she is naturally born with. Someone's character contains two elements: what he or she was born with, a nature, and how the person has and is to become. The nature is difficult to change through education since one is born with such disposition. However, another half of one's character can be educated to be reformed and developed in the right manner. And this specific education is called character education. Today in Korea, education to cultivate one's character has become a cause celebre, especially when evaluating a nursing department's certification. To be a good nurse, one must not only be skillful but also has the ability to help others or make ethical and clinical judgments. Yet, most nursing departments in Korea out there are overwhelmingly focused on the curriculum related to obtaining licenses and to become a registered nurse. Thus, this is to suggest alleviating such a stress and expanding the curriculum for character education.

A Study on Improving Watching Digital-Broadcasting Devices Environment by Analyzing Visual Perception of Character Graphic (문자그래픽 시각인지도 분석 기반 디지털매체 시청환경 개선 연구)

  • Lee, Kook-Se;Moon, Nam-Mee
    • Journal of The Institute of Information and Telecommunication Facilities Engineering
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    • v.8 no.2
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    • pp.72-77
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    • 2009
  • A number of new DTV technologies have been introduced to provide crystal clear picture and enhanced sound. HDTV, in particular has four times resolution of conventional TV along with 16:9 aspect ratio. Also the introduction of the new technologies offered a valuable basis for character graphics which was only an assistant method to deliver visual images effectively. Various sizes of displays for different applications such as high definition TV and mobile multimedia services have created demands for additional features of character graphics including proper letter fonts, colors, moving effects as much. This article analyzes in what way the visual elements above can affect uses' visual perception. New CG formats designed for OSMU, one source multi use, are also suggested available to each media. For the research three groups of CG designers, art directors and productions/distribution groups are established according to production process by two Delphi surveys of TV production staff.

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A Study on Dynamic Character of Landscape (경관의 동태성에 관한 연구)

  • ;Nakamura, Yoshio;Saito, Ushio
    • Journal of the Korean Institute of Landscape Architecture
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    • v.27 no.3
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    • pp.39-49
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    • 1999
  • The objective of this study is to characterize the landscape retaining dynamic character through the distinction between the spatial structure and the landscape. In this study, the landscape was characterized by the image of environment viewed by human being. Firstly, the landscape was disscussed in terms of such three element as the environment viewed by human being, the psychological detachment from the environment and the meaning of image. Secondly, the dynamic character of the landscape was determined by the comparision between the spatial structure of the static elements and the landscape experience through the case study Soshe garden. In the study found that landscape experience depend on the dynamic viewpoint and human views while the spatial structure is stable and static. This study also found that landscape is an open system which can be diachronically transformed by human value, while spatial structure is a synchronic closed system.

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Emotional Head Robot System Using 3D Character (3D 캐릭터를 이용한 감정 기반 헤드 로봇 시스템)

  • Ahn, Ho-Seok;Choi, Jung-Hwan;Baek, Young-Min;Shamyl, Shamyl;Na, Jin-Hee;Kang, Woo-Sung;Choi, Jin-Young
    • Proceedings of the KIEE Conference
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    • 2007.04a
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    • pp.328-330
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    • 2007
  • Emotion is getting one of the important elements of the intelligent service robots. Emotional communication can make more comfortable relation between humans and robots. We developed emotional head robot system using 3D character. We designed emotional engine for making emotion of the robot. The results of face recognition and hand recognition is used for the input data of emotional engine. 3D character expresses nine emotions and speaks about own emotional status. The head robot has memory of a degree of attraction. It can be chaIU!ed by input data. We tested the head robot and conform its functions.

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The Recognition of Printed HANGUL Character (인쇄체 한글 문자 인식에 관한 연구)

  • Jang, Seung-Seok;Jang, Dong-Sik
    • Journal of Korean Institute of Industrial Engineers
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    • v.17 no.2
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    • pp.27-37
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    • 1991
  • A recognition algorithm for Hangul is developed by structural analysis to Hangul in this theses. Four major procedures are proposed : preprocessing, type classification, separation of consonant and vowel, recognition. In the preprocessing procedure, the thinning algorithm proposed by CHEN & HSU is applied. In the type classification procedure, thinned Hangul image is classified into one of six formal types. In the separation of consonant and vowel procedure, starting from branch-points which are existed in a vowel, character elements are separated by means of tracing branch-point pixel by pixel and comparison with proposed templates. In the same time, the vowels are recognized. In the recognition procedure, consonants are extracted from the separated Hangul character and recognized by modified Crossing method. Recognized characters are converted into KS-5601-1989 codes. The experiments show that correct recognition rate is about 80%-90% and recognition speed is about 2-3 character persecond in three types of different input data on computer with 80386 microprocessor.

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A study of playing character analysis on the Mobile Role Playing Game (모바일 RPG 게임에 나타난 플레이어 캐릭터 분석 연구)

  • Shin, Hye-Mi;Kang, Hyo-soon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.929-932
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    • 2014
  • As Smartphone Popularity Increases, mobile games market has been received increasing attention. Therefore, Games that offers a variety of Characters desired by the user is increased. and become industrial extension in the Korea mobile device market from 2012, this paper, we purposed to research and analyze effective designs of playing character that impact directly on success of the mobile role playing game.

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A music psychological study on the changing elements of music through analysis of Street Fighter II's Character Background Music (스트리트 파이터 2의 캐릭터 배경음악의 분석을 통한 음악의 변화 요소에 관한 음악심리학적 연구)

  • Kim, Byung-Hyun
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.103-112
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    • 2017
  • Street fighter II is a game that played an innovative role in the genre of fighting games in the 1990s. There are many elements that this game has played, but I would like to describe the character's background music. Is terms of sound, it is an excellent game with theme music suitable for twelve characters and voice that comes out when using each character's technique. Street Fighter II shows different patterns of background music depending on the charcater's fitness. I analyze it in harmonical way and try to study it form the perspective of music psychology.