• Title/Summary/Keyword: personality patterns

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A Study on the Character Creation of Traditional Incantatory Pattern for Individual Character Industry (Individual Character 산업을 위한 전통 주술 문양의 캐릭터 개발 연구)

  • 신승택
    • Archives of design research
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    • v.16 no.1
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    • pp.127-136
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    • 2003
  • Each country, each organization and individual have pursued their own identity, which require a unique design discriminated from other countries, cultures and people. As character related industries including character, cartoon, animation and CF appeared everywhere, development of character of mascot concept which can highlight individual personality has been required. This study is to meet these requirements and develop character of Korean subject as the concept of mascot or guard angel in order to develop the unique design with discriminative features from individual identity. For this, this study named it "Individual Character", analyzes the Korean traditional incantatory patterns and develops three patterns such as line art character, five-color 2D character and letter '||'&'||' picture 3D character as a form having individual character with the twelve gods of the earth through examination of materials of traditional patterns home and aborad. These three-typed characters seek strategies by types and are applied to calender, ceramic, metal, animation source, living goods and accessories. Application to commodities include line art and the products of 20 and 3D types based on re-design and add metal, paper, web and ceramic. Therefore this study finds that "Individual Character' using traditional incantatory patterns can discover the cultural identity and originality through Korean design creation and application of "Individual Character" to character industry can develop the pluralistic characters with a material and it can be extended to consumption goods.onsumption goods.

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A Study on the Tartan and Scotland Costume (TARTAN과 스코틀랜드 복식에 관한연구)

  • 임영자
    • Journal of the Korean Society of Costume
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    • v.35
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    • pp.281-292
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    • 1997
  • Tatan is a symbol of kinship and belonging in Scotland and a badge of identity recognized all over the world. Alongside the powerful historical and national resonance to Tartan for Scots it has been borrowed repeatedly by fashion. The pattern compositionof Tartan check is formed as a typical cross stripes that vertical line and hrizontal line meets rectangulary. And its color is much various and rich than other check pattern. So its magnificient spec-tacle that various all kinds of colors is dyed in cloth is second to name. Today we are as likely to meet tartan in a couturier dress as in a kilt or plaid. Tartan is distinctive in colour style and de-sign. It conveys personality ceremony and drama. All these aspects of its character have contributed to tartan being one of the best-known and best-loved fabrics in the world. In other parts of Europe traditional checked patterns declined and disappeared but in Scotland tartan survived strongly jist as the bagpipes also European flourished Due to geographical and cultural circumstances Scots were able to develop and enhance tartan and its remarkable individuality ensured its sur-vival in spite of adverse political and economic pressures. Tartan has been adopted as the national dress of all Scots. Lowland and High-land providing a powerful form of national cultural and personal identity. Whether tra-ditional or a recent creation whether tra-ditional or a recent creation whether a symbol of nationality or a substitute for nationhood tartan is no mean achievement.

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A Study on Treatment Methods for Students of the Error In Using ICT (초등학생의 ICT 활용 오류 처치 방안 연구)

  • Ahn, Seong-Hun;Kim, Eun-Ok;Kho, Dae-Ghon
    • The Journal of Korean Association of Computer Education
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    • v.7 no.2
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    • pp.35-46
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    • 2004
  • In this paper, I analyze error cases a learner made during learning using ICT, set up error types, and search for effective treatment methods in order to enhance the effects of ICT education. I search for error case to use the methodology of the study which is observation, interviews, and survey. I set up the error types which is the error type of confusion with functions, that of confusion with concepts, that of barriers in interface interpretation, that caused by psychological anxiety, that according to learner personality patterns, and habitual error type. The biggest frequency of errors was found in the error type of confusion with function and that of confusion with concepts, whose treatment methods were searched for using the web-based Q&A learning. Also, I apply the error treatment methods on the classroom and prove the effect.

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A Creation of Emotionally Intelligent NPC Reacting toward Gamer‘s Inclination in MMORPG (MMORPG에서 게이머의 성향에 반응하는 감성 지능형 NPC생성)

  • Lee, Chang-Sook;Um, Ky-Hyun;Cho, Kyung-Eun
    • Journal of Korea Game Society
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    • v.6 no.3
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    • pp.23-32
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    • 2006
  • Users connect to game server for considerably many hours and perform their roles in MMORPG(Massively Multiplayer Online Role Playing Game), users' immersion degree is very higher than other games, have known affluent contents make users play various roles in game world. However, although contents of games are improved quite much, MMORPG remains still boring game. It is because that the NPC (Non Player Character)' behavior patterns that are the most important elements to make games fun are so simple. So, in this paper we proposed a method to create NPC that react in player's inclination by implanting personality and emotion to NPC.

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A analysis of Factors Influencing Dental Technicians Recognition Level of Their Occupational Disease (치과기공사의 직업병인식에 영향을 미치는 요인분석)

  • Lee, Hee-Kyung
    • Journal of Technologic Dentistry
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    • v.15 no.1
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    • pp.43-61
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    • 1993
  • This study was conducted to determine factors influencing dental technicians recognition level of their occupational disease. After self-administered questionnaire were distributed by mail to 540 technicians clustered samplely semplely selected from dental laboratories resistered in seoul and pusan Korean Dental Laboratory Association 395 technicians responded from march 29 through April 27, 1993. The results are as follows. 1. The recognition level of an occupational disease of the total 395 respondents by sex is higher among male than female. The difference was found to be meaningful(p <.05). 2. When the recognition level of an occupational disease being tested with 45 as the highest point possible, the average point 31.41 $\pm$ 6.50 of the total respondents reflected a high level of recognition. The highly recognized items were stress, bronchial disease, hearing loss. 3. With the highest points in Wallston and Wallstons' health locus of control in personality being 54, the average points of the dental technicians in the study was 35.41 $\pm$ 4.93. 4. As for the medical care patterns, the rate was higher among local medical insurance 64.4% than none 16.8%, company medical isurance 9.2%, medical aide 6.7%, others 2.6%. As for the experience of utilization of outpatient servelies, Yes was 40.4% and 59.6%, showing a meaningful difference(t=.80, p<.05).01) accounted total variance of the factors influencing dental technicians recognition level of their occupational disease(p<.0.000), R-squaire is 0.08.

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Prototyping Game Model for Tangible Interface (체감형 인터페이스를 위한 게임모델)

  • Ko Bong-Kyun;Kim Ban-Suk;Moon Kwan-Bo;Lee Sun-Ju;Hong Ju-Hee;Choo Moon-Won;Choi Young-Mee
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.412-415
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    • 2005
  • Recently, new games have been experimented to be given the adaptive interfaces equipped with AI algorithms which could interpret the user's personality, behavioral patterns, and physiological conditions in realtime. In this paper, we propose the intermediate form of tangible interface for PC package, which is currently decaying in commercial market.

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Exploring Self-Presentation Behaviors in SNS : Focusing on Personal Characteristics and Social Influences (소셜네트워크 서비스(SNS)에서의 자아노출 행위탐색 : 개인적 속성과 사회적 영향효과를 중심으로)

  • Moon, Yun Ji;Um, Hyemi
    • Journal of Information Technology Applications and Management
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    • v.25 no.2
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    • pp.1-21
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    • 2018
  • This study aims to investigate the usage patterns of users in Social Network Services (SNS) where is an upsurge. Specifically, the paper considers the reason why young people more and more prefer online (or mobile) SNS activities rather than offline face-to-face social relationship. Furthermore, the drivers which affect SNS usages are considered from users' personal characteristics and social influences. User's personal characteristics include their personalities (extraversion and introversion), narcissism, and life satisfaction. Social influences involve subjective norm, visibility, and image. Affected by personal and social factors in SNS, users intend to show positive self-presentation, which refers to a behavior to selectively expose his/her goodness to others. As one of the most influential drivers affecting SNS usage, the positive self-representation has an effect on the level of SNS usage. Thus, this paper suggests the hypothesized research model focusing on positive self-representation in the relationship among personal characteristics, social influence, and user's behavior in SNS. Empirical data analysis with 100 questionnaires suggests that all hypotheses were adopted except for the effect of visibility among social influence factors on positive self-representation.

Iterative Feedback-based Personality Persona Generation for Diversifying Linguistic Patterns in Large Language Models (대규모 언어 모델의 언어 패턴 다양화를 위한 반복적 피드백 기반 성격 페르소나 생성법)

  • Taeho Hwang;Hoyun Song;Jisu Shin;Sukmin Cho;Jong C. Park
    • Annual Conference on Human and Language Technology
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    • 2023.10a
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    • pp.454-460
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    • 2023
  • 대규모 언어 모델(Large Language Models, LLM)의 발전과 더불어 대량의 학습 데이터로부터 기인한 LLM의 편향성에 관심이 집중하고 있다. 최근 선행 연구들에서는 LLM이 이러한 경향성을 탈피하고 다양한 언어 패턴을 생성하게 하기 위하여 LLM에 여러가지 페르소나를 부여하는 방법을 제안하고 있다. 일부에서는 사람의 성격을 설명하는 성격 5 요인 이론(Big 5)을 이용하여 LLM에 다양한 성격 특성을 가진 페르소나를 부여하는 방법을 제안하였고, 페르소나 간의 성격의 차이가 다양한 양상의 언어 사용 패턴을 이끌어낼 수 있음을 보였다. 그러나 제한된 횟수의 입력만으로 목표하는 성격의 페르소나를 생성하려 한 기존 연구들은 세밀히 서로 다른 성격을 가진 페르소나를 생성하는 데에 한계가 있었다. 본 연구에서는 페르소나 부여 과정에서 피드백을 반복하여 제공함으로써 세세한 성격의 차이를 가진 페르소나를 생성하는 방법론을 제안한다. 본 연구의 실험과 분석을 통해, 제안하는 방법론으로 형성된 성격 페르소나가 다양한 언어 패턴을 효과적으로 만들어 낼 수 있음을 확인했다.

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A Validation of the Korean Version of the Playfulness Scale for Adults (한국판 성인용 놀이성 척도의 타당화)

  • Suin Jung ;Hyun-nie Ahn
    • Korean Journal of Culture and Social Issue
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    • v.25 no.4
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    • pp.353-375
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    • 2019
  • The purpose of this study was to examine the validity and reliability of the Playfulness Scale for Adults. The Korean version of the Playfulness Scale for adults was developed by Proyer, R.T (2017) to measure the playfulness of adults. To validate the OLIW in Korean, item translation, back-translation, item analysis, and exploratory factor analysis (EFA) were conducted with 406 adults in study 1. Of the results obtained from study1, three items and one factor (7 items) were discarded because they turned out to be improper. In addition, 4 factors that were not the same as the original scale were extracted. This was checked by conducting confirmatory factor analysis (CFA) with 336 adults in study 2. CFA supported the 4 factors structure and all 4 factors showed adequate internal consistency. To check the concurrent validity of the Korean adults playfulness scale, correlation analysis with the APS, SMAP, PSYA, and NEO Personality Assessment was conducted. It showed significant positive correlation to APS, SMAP, PSYA, and showed the similar patterns of correlation with the sub factors of NEO Personality Assessment. Adult playfulness is related to the participation frequency of leisure. In conclusion, the Korean version of the playfulness scale for adults is a valid measure of playfulness for adults in Korea. The implications, practical use and suggestions for future study were discussed.

A clinical report on the three cases of Benign paroxysmal positional vertigo improved with So-Yang-In Hyeong-Bang-Do-Jeok-San (양성 특발성 체위성 현훈 환자에 소양인(陽人) 형방도적산(荊防導赤散)을 투여하여 호전된 3예 보고)

  • Yun, Kyoung-Sun;Jeong, Sung-Hyun;Shin, Gil-Cho;Lee, Won-Chul;Lee, Ji-Hun
    • Journal of Sasang Constitutional Medicine
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    • v.15 no.2
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    • pp.101-110
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    • 2003
  • Benign paroxysmal positional vertigo(BPPV) is the most common peripheral vestivular disorder that is featured with paroxysmal vertigo caused by position changes. For a long time, it has been believed that the rendition is caused by inorganic particles in the cupula of the posterior semicircular canal. In the book 'DongyiSuseBowon(東醫壽世保元)', vertigo has been mentioned So-Yang-Sang-Pung syndrome and fever-aversive syndrome for Yin deficiency of So-Yang-In. Hyeong-Bang-Do-Jeok-San(荊防導赤散) is used at So-Yang-Sang-Pung and Gyeol-Hyung syndrome of So-Yang-In. Three patients in the cases have been suffered from vertigo, nausea and hot flushes etc. These patients were classified as So-Yang-In by features in the face, bodyshape and personality patterns. All of them have been improved in vertigo and other symptoms with Hyeong-Bang-Do-Jeok-San for a few days. The result showed that So-Yang-In Hyeong-Bang-Do-Jeok-San was effective on vertigo and other symptoms of BPPV patients.

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