• 제목/요약/키워드: Character Types

검색결과 624건 처리시간 0.02초

스토리 검색 서비스의 사용자 기록에 나타난 인물 성향 군집화 및 유형 분석 (Clustering Character Tendencies found in the User Log of a Story Database Service and Analysis of Character Types)

  • 김명준
    • 디지털콘텐츠학회 논문지
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    • 제17권5호
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    • pp.383-390
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    • 2016
  • 본 논문은 사용자의 검색에 따라 유사도가 높은 스토리를 보여주는 서비스인 <스토리헬퍼>를 대상으로, 사용자기록에 나타난 인물 성향을 군집화하여 창작과정에서 나타나는 인물의 유형화를 수행한다. 또한 인물 유형이 관련된 장르 및 행위의 분포를 보여주는 가시화 기법을 이용하여 주요 인물 유형의 장르-행위 특성에 대해 살펴본다. 적은 수의 인물의 유형으로 과반수의 인물성향을 대표할 수 있고, 인물 유형이 특정 장르/행위와 관련성을 가지는 경우가 많음을 확인하였다. 이를 이용하여 인물 유형별로 자료를 제공하는 창작 지원 시스템이 가능할 것으로 생각된다.

캐릭터 티셔츠에 대한 패션감성과 소비감성 분석 (Analysis of Fashion and Consumer Sensibility on Character T-Shirt)

  • 손세영;이경희
    • 한국의류학회지
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    • 제31권9_10
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    • pp.1352-1363
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    • 2007
  • The purpose of this study is to understand consumer needs through fashion sensibilities on Character T-shirts. This study suggests the basis of planning effective design of Character T-Shirts by categorizing. The results were summarized as follows: 1. Fashion sensibility factors such as aestheticism, visibility, cutesiness, flexibility occupied 57.2% of the total. 2. The types of the Character T-Shirts were classified into four groups. The four types showed significant differences in all fashion sensibility. Aestheticism had its highest and lowest values in types 3 and 4, respectively; visibility in types 4 and 1, respectively; cutesiness in types 2 and 4, respectively; and flexibility in types 2 and 1. respectively. 3. As for the relation of consumer sensibility to fashion sensibilities, impulse related to eight adjectives; buying to nine adjectives; and recommendation to twelve adjectives. Impulse, buying and recommendation related to aestheticism and visibility.4. In the demographical aspect of fashion sensibilities and consumer sensibilities, significant differences found in age, gender, job and academic level. Therefore, the results of this study can be used as criteria of improving fashion sensibility consumer sensibility of Character T-Shirts. Especially, enhanced comsumer sensibility is expected by the elimination of texts and the choice of preferred character actions and vivid warm colors.

감성적 공간창출을 통한 한국 패션 캐릭터의 해외진출전략 (Overseas Expansion Strategy of Korean Fashion Character through Sensitive Space Creation)

  • 박현희
    • 대한가정학회지
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    • 제49권4호
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    • pp.25-35
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    • 2011
  • This study was intended to suggest overseas expansion strategy of Korean fashion character through sensitive space creation. This study reviewed literature, and did internet searching and observation. For the research methods were the analysis of the main retail spaces utilizing character and case study for the classification of collaboration types between retail space and character. As a results, 8 collaboration types between space and character were extracted: collaboration between retail distribution space and character, collaboration between product space and character, collaboration between service space and character, collaboration between experience space and character, collaboration between moving space and character, collaboration between publicity & advertising space and character, and collaboration between exhibition space and character. This study suggested the necessity of consistent identity strategy between character and retail space for a new character brand and the effectiveness of collaboration strategy for enhancement of character brand awareness.

캐릭터 티셔츠에 대한 감정과 소비감성 분석 (Analysis of Emotion and Consumption Sensibility on Character T-Shirt)

  • 이경희;손세영
    • 한국의류산업학회지
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    • 제9권2호
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    • pp.203-210
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    • 2007
  • The purpose of this study is to understand consumer needs through emotion on character T-shirts. Study results suggest the basis for planning effective designs of character T-shirts. The results were summarized as follows: Emotion factors such as complex and arousal occupied 64.0% of the total. The types of the character T-shirts were clustered as four groups. The four types showed significant differences in all emotion factors. Complex emotion indicated its highest and lowest scores in types 4 and 2, respectively; and arousal emotion in types 2 and 3, respectively. As for the relation of consumption sensibility to emotions, three consumption sensibilities were related to all eight emotional adjectives. In the demographical aspect of emotions and consumption sensibilities, significant differences were found in age, gender, job and education. Therefore, the results of this study can be used as criteria improving emotions and consumption sensibility of character T-shirts. Especially, enhanced comsumption sensibility can be expected by the elimination of texts and the use of preferred character actions and vivid warm colors.

유아 놀이성에 대한 성격강점의 예측요인 분석 (An Analysis of the Prediction Factors of Character Strengths on the Playfulness of Young Children)

  • 탁정화
    • 한국보육지원학회지
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    • 제16권4호
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    • pp.31-49
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    • 2020
  • Objective: The purpose of this study was to examine cluster types according to the playfulness factors of young children and to predict the character strengths of young children which have an influence on the types of children's playfulness. Methods: Playfulness and character strength tests were administered to 237 young children. The playfulness groups were classified by cluster analysis and the logistic regression analysis. It was used to find the character strengths of young children that have a effect on the types of children's playfulness. Results: First, the children's playfulness groups were divided into a high playfulness group and a low playfulness group. Second, there was a significant difference in all character strengths according to the children's playfulness cluster, and the high playfulness group was statistically significantly high in all character strengths. Third, the children's character strengths influencing the high playfulness group were vitality and positivity, self-regulation, self-esteem, and sensibility. Conclusion/Implications: Based on these results, the necessity of supporting these character strengths was discussed in order to improve the playfulness of children in the education field.

한국 방송 프로그램의 예능 캐릭터 유형 분류 연구 (Classification of Character Types in Korean Entertainment Program)

  • 정예진;김명준
    • 한국콘텐츠학회논문지
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    • 제20권9호
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    • pp.11-18
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    • 2020
  • 1900년대 후반부터 현재까지의 예능 프로그램은 돌발적인 스토리 진행에 대한 시청자들의 선호도를 반영하기 위해 '사실성'을 강화할 수 있는 다양한 포맷으로의 변화를 시도해왔다. 예능 프로그램의 출연진들은 자신의 대중적인 정체성을 예능 프로그램의 내부로 끌어들였고, 이는 돌발적인 상황에 맞닥뜨린 출연진의 반응을 현실적으로 연출할 수 있게 만들어 예능 프로그램의 사실성 강화에 기여하였다. 본 연구는 최근 국내 예능 프로그램에 등장한 캐릭터들의 유형을 분류하고 반복적으로 등장한 주요 유형을 분석하여 예능 프로그램의 캐릭터 특성에 대한 이해를 높이고자 한다. 또한 캐릭터 유형 분류상에서 낮은 빈도로 등장한 캐릭터 유형들의 잠재적 활용가치에 주목하여 예능 캐릭터의 다양성 확보를 제안한다.

애니메이션 캐릭터에서 친화작용에 의한 친밀성 연구 -스턴버그의 사랑의 삼각형 이론을 중심으로 (A Study on Intimacy for Animation Character by the Intimacy Process -Focus on the Sternberg's Triangular Theory of Love)

  • 김명삼
    • 한국멀티미디어학회논문지
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    • 제18권7호
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    • pp.895-900
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    • 2015
  • This study is to identify the elements, the types and the degrees of intimacy for animation character by the intimacy process through viewer. Firstly it is identified the element of intimacy by 1)Viewing, 2)Purchasing, and 3)Visiting. And secondly utilizing the psychological theory that is the Sternberg's triangular theory of love and then classifying the types and the degrees with the love to animation character in order to establishing the intimacy process. Finally it is considered mainly the type and the degree of intimacy by concept of completion and existence, the elements of intimacy are applied to 8 types of Sternberg's triangular theory of love. Those 8 types were compounded by those three elements of love. The results of study said that type 1.2.3 are uncompleted and low of the intimacy level, and type 4.5.6 are also uncompleted and average of the intimacy level, type 7 is completed and high of the intimacy level, and finally type 8 is nothing and no level. And the degree of intimacy is to be revealed by the relative comparison. It was concluded that the three elements have to be equally effects to animation character for establishing the high level of intimacy.

A Study on Design Concept of an App with Matching Enneagram and Character

  • Park, Jongjin
    • International Journal of Internet, Broadcasting and Communication
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    • 제14권1호
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    • pp.19-24
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    • 2022
  • "Know thyself" is one of the most famous ancient proverbs. We need to know ourselves to understand others and find true ourselves. Enneagram is one of the tools we can use to do it. It has drawn more and more attention from people by its effectiveness and spiritual depth. It has been widely promoted in both business management and spirituality contexts. It has many concepts to be understood. Holy ideas and virtues are understood to be restored to find our true self which is the purpose of using the Enneagram. Actually, holy ideas and virtues are similar with character qualities which comprise character. In this paper, holy ideas and virtues are matched with corresponding character qualities. To promote transformative process of character development through Enneagram, an app was designed. It has 2 levels. Level 1 is to find personality type and show corresponding character qualities of 9 personality types to users. Level 2 is to find subtypes and Enneagram Levels of Development for further purpose.

심청전을 모티브로한 한국형 캐릭터 개발 및 제안 (Development and Proposal of Korean Character Based on the Story of Shim Cheong as a Motif)

  • 이영숙
    • 한국멀티미디어학회논문지
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    • 제18권12호
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    • pp.1578-1585
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    • 2015
  • This study aimed to develop and propose a Korean character group with the story of Shim Cheong applied as a motif. By borrowing the four stories (a dream of the birth of a child, filial behavior, regeneration and eyesight-gaining) presented in the story of Shim Cheong which has been passed on orally, the study designed the Korean character group and set up types of characters' roles to visualize these other characters seen in the content such as Shim Cheong the heroine, goblins, a baby dragon, Mr. Shim the blind and others. As a next step, the study applied the types to the seven essential types of Vogler's original characters. A process of how to visualize the group of those characters appearing in the story including Shim Cheong the heroine was offered. In particular, the study concentrates on figuring out how to expand and develop the Shim Cheong character to be this image of one of the most popular Korean princess characters. What this study had discussed will contribute to the field of character production when they try to commercialize characters and develop Korean characters with unique Korean features included.

온라인 게임 캐릭터 복식 색채와 패션 트렌드 색채의 비교 분석 (Comparative Analysis of On-Line Game Characters' Costumes and Fashion Trend Color)

  • 신하나;이민선;유지헌
    • 복식문화연구
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    • 제18권3호
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    • pp.436-451
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    • 2010
  • The purpose of this study is to come up with ways that cooperate between on-line game design and fashion design by analyzing trend color and on-line game character's costume color in on-line game. As for the research methodology, First, on-line games were selected with reference to www.ranky.com. Second, 2009 SS trend color palettes suggested by Copenhagen International Fashion Fair was used as a criterion of fashion trend. Third, on-line game character's costume colors were analyzed in relation to the degree of reflection of trend and the game character's type. The results are as follows. Each on-line game character costume's colors were made in accordance with typical character types. But we can find a one-to-one correspondence between fashion trend colors and game character costume's colors. That's because both trends and character types are the results of the continuing interactions between human-beings and societies. In comparison with fashion trend colors, game character costume colors are partly raw and inharmonious. Therefore, it is necessary to apply fashion trend color in game character costume design for enhancing competitiveness in the world market.