• 제목/요약/키워드: Character designs

검색결과 129건 처리시간 0.025초

Natalia Goncharova의 무대의상 디자인 연구 - 20세기 초 러시아 발레(Ballets Russes)를 중심으로 - (A Study on the Stage Costume Design in Natalia Goncharova - Focused on Early 20th Century Ballets Russes -)

  • 박윤정
    • 복식문화연구
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    • 제18권1호
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    • pp.29-43
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    • 2010
  • The purpose of this research was to re-illuminated the artistic value of costume designs that had shared identical history with human beings through the formation and the progress of the newly introduced Russian avant-garde art. This resulted from the fact that the Russian avant-garde art changed the human esthetic sense through the trend of art that Natalia Goncharova introduced in the early 20th century. The research method defined the formation and progress of the development of the Neo-Primitivism centering the works of art by Natalia Goncharova. Based on this method, Goncharova designed the set and the costume designs for the Ballets Russes of Serge Diaghilev and studied the molding characteristics of the costumes worn in the performing art. The result were as follows. First of all, Goncharova's costume designs were all manufactured based on the theme of Russian folk art and genesis. In other words, Goncharova represented the Spanish passion, the Russian folk art Lubok, and Goldern cockerel or religious Icon-paintings in her costumes. she pursued straight lines and abstract shapes in her costume designs. her design displayed the Neo-Primitivism influence through the separation between the lines and the surfaces, which defined the costumes as a decorative art experiment. Therefore, the study of Goncharova had one realize that Neo-Primitivism was not only an art form of Avant-garde, but it also became the basis of the molding character of all the artworks. Natalia Goncharova reflected the miracle of the transformation of the early 20th century in their costume designs.

스마트폰으로 검출된 객체의 음성합성 시스템 (Speech Synthesis System for Detected Objects by Smart Phone)

  • 권순각
    • 한국멀티미디어학회논문지
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    • 제19권2호
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    • pp.469-478
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    • 2016
  • This paper designs an application for detecting various objects using a smart phone with camera sensor, then implements the application that detects the number of faces in front of a user by using the Face API provided by android and generates a speech to the user. For implementing the application, the GoF strategy pattern is applied to design the application. It provides some advantages; first, the algorithm development schedule can separate the whole application development schedule; next, it makes easier to add the algorithm. For example, another detecting algorithm for the other objects (character, motion detection) that may be developed in the future, or it may be replaced by a more high-performance algorithm. With the propose method, a general smart phone can make some advantages that can provide information of various objects (such as moving people and objects, and detected character from signboards) to the person who is visually impaired.

마이크로프로세서를 이용한 소형 태양광발전용 충방전시스템 (Charge/Discharge System for Small Scaled Photovoltaics using Microprocessor)

  • 문은아;김보현;정남인;박정국;최연옥;조금배
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2008년도 춘계학술대회 논문집 전기기기 및 에너지변환시스템부문
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    • pp.199-201
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    • 2008
  • This paper persents charge/discharge system for small PV using micro-processor. Charge/discharge system designs a Buck converter and using constant voltage charge system because regular voltage is rather high a condenser. Besides, we did compensate for charge voltage of condenser through a temperature compensation circuit. We consists of a 170W stand-alone PV system to observe charge/discharge system character. In the result of search about output character we know that charge and discharge are smoothly running.

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게임 이용자의 특성 분류를 통한 게임 캐릭터 선호도에 관한 조형 연구 (A Formal Study on Game Character Preference through Game User Classification)

  • 노경희;이태일;조성현
    • 한국게임학회 논문지
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    • 제7권4호
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    • pp.23-31
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    • 2007
  • 본 연구는 게임 이용자의 성향에 대한 분석을 통해 게임 이용자를 유형화하고, 게임 캐릭터 의 선호도를 중심으로 조형요소를 도출하여 이용자의 유형과 캐릭터 선호도 관계를 분석함으로서, 게임 이용자의 성향에 따른 게임 캐릭터 개발을 제안하는 것에 목적이 있다. 이를 위해 게임 이용자의 몰입도와 관련된 이용자 분류 방법을 조사하였으며, 이를 기초로 설문조사를 하였다. 설문조사 결과를 바탕으로 이용자 유형을 재정의 하였고, 게임 캐릭터 디자인 요소를 추출하여 이용자의 성향에 따른 캐릭터 선호도차이를 규명하였다.

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A Study on Knit Designs Using the Formative Character of ′Jogakbo′

  • Noh, Ji-Won;Lim, Young--Ja
    • 한국복식학회:학술대회논문집
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    • 한국복식학회 2003년도 International Costume Conference
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    • pp.38-38
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    • 2003
  • Costumes has changed according to its historical background, social conditions and life style for that particular age. The same is true of our clothing. Many changes are found in them based on our ancestral knowledge in an effort to apply better conveniences and more sophisticated clothing culture.

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Favorability's Difference of Beard Type According to Perceiver's Characteristic

  • Kang, Daeyoung;An, Jongsuk
    • 패션비즈니스
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    • 제17권6호
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    • pp.44-59
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    • 2013
  • The modern people do express their personalities by appearance and actively use the appearance as the social tools, and the attractive appearance largely does influence the human relationship. As the appearance's importance is being magnified, the attractive appearance and favourable impression is an important standard for job performance and social position, and used as the way to reach the social goal. This study does investigate the design's kind and character of the beard which belongs to the male exclusive property and compare the differences of the impression's formation according to the beard design. The empirical results confirmed that the male beard design formated the various impressions according to the designs and their mutual relationship existed. Therefore, the beard is a symbol of maleness and an expression for the social position and personal character, whereas it possesses the very important meaning as the influencing factor on the impression's change. First, the pre stimuli were finished through the pre survey for composition of questionnaire in order to evaluate the impression after selection of experimental models and beard types for measuring instruments. Second, sixty three university students were surveyed by pre stimuli and questionnaire as pre experiment, and afterwards the measuring instruments and experimental design were revised. Third, the stimuli completed (nine beard designs) were intentionally well distributed as questionnaire by sex and ages in Seoul metropolitan and her environment. and the factorial analysis and the coefficient of Cronbach's ${\alpha}$ for reliability test were completed for questionnaire's validity using SPSS/PC+ Window Ver. 12.0.

다공성 금속을 이용한 남성 신변장신구 활용 방안 (Porosity the Male Adornments Conjugation Plan which Uses the Metal)

  • 김민호
    • 한국콘텐츠학회논문지
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    • 제9권9호
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    • pp.191-198
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    • 2009
  • 21세기는 기술 발달로 인해 소재의 다양화와 학문적 연계를 통한 디자인 결합은 우리의 삶에 있어 다양한 욕구의 변화를 가져왔으며, 그로인해 시각적인 관심과 함께 기능적 역할의 조화로 자기 개성에 맞는 디자인 개발이 관심의 대상이 되고 있다. 최근 다양한 소재를 이용한 디자인 개발이 추세이고 이러한 디자인 경향은 개인의 감성과 취향을 존중하고 있으며, 이에 따라 다변화 되고 있다. 생활수준의 향상으로 건강과 개성에 대한 관심과 향기에 대한 관심이 높아지고 향(香)은 기억이나 감성 등 개인의 취향과 개성에 맞게 다양한 형태로 개발되고 있다. 이에 본 연구자는 향기 나는 소재를 사용하여 기계적인 특성과 미적 요소를 가미한 소재를 가지고 소비자의 감성적 욕구에 맞게 장신구 분야에 적용하고 시각적 디자인에 후각을 접목하면서 여성의 보조적 디자인에서 벗어나 남성만의 개성과 감성을 표현 할 수 있는 남성 신변장신구에 대한 활용 방안을 제시 하고자 한다.

뉴 시니어 여성을 위한 아웃도어 웨어 디자인 개발 - CLO 3D를 활용한 여름용 상의 디자인 - (Design Development of Shirts in Outdoor-Wear for New Senior Women's Using 3D Simulation Software - CLO 3D -)

  • 지경하;최윤미
    • 복식
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    • 제65권5호
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    • pp.62-73
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    • 2015
  • The aim of this research is to propose the final shirt design modified for new senior women that fulfills their emotional and physical needs. The modifications were based on the results of in-depth interviews and literature search, and the study was conducted in order to understand the desires and preferences of senior women, as consumption of outdoor-wear by the group continues to increase. To develop the design of outdoor-wear that satisfies the physical and emotional qualities and preference of the new senior women, six different designs with lines, combined materials, as well as materials that were layered, pleated and draped were proposed using virtual-dressing simulation software. Then, the modified designs were derived from the six original designs by reflecting the opinions collected in the in-depth interviews with eleven women in their 50s. The responses in the interviewed showed a preference for lines, pleats and layers, as these features made the clothes look trendy, gave it a slender-look, and improved the body shape of the women. As the color is the critical factor for outdoor-wear, there was an overwhelming preference for primary colors by the women, which was in contrast to their color preference in general clothes. A sleeve design modification was proposed to convert the half-sleeves to 3/4-long sleeves in order to account for changes in body temperature at menopause, and to satisfy the aesthetic needs for covering wrinkles. Research of new senior outdoor-wear designs will help segment and differentiate strategies for the increasingly fierce competing outdoor market, as well as l provide directions in the design creation process using the simulation of 3D virtual model.

Research on a handwritten character recognition algorithm based on an extended nonlinear kernel residual network

  • Rao, Zheheng;Zeng, Chunyan;Wu, Minghu;Wang, Zhifeng;Zhao, Nan;Liu, Min;Wan, Xiangkui
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제12권1호
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    • pp.413-435
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    • 2018
  • Although the accuracy of handwritten character recognition based on deep networks has been shown to be superior to that of the traditional method, the use of an overly deep network significantly increases time consumption during parameter training. For this reason, this paper took the training time and recognition accuracy into consideration and proposed a novel handwritten character recognition algorithm with newly designed network structure, which is based on an extended nonlinear kernel residual network. This network is a non-extremely deep network, and its main design is as follows:(1) Design of an unsupervised apriori algorithm for intra-class clustering, making the subsequent network training more pertinent; (2) presentation of an intermediate convolution model with a pre-processed width level of 2;(3) presentation of a composite residual structure that designs a multi-level quick link; and (4) addition of a Dropout layer after the parameter optimization. The algorithm shows superior results on MNIST and SVHN dataset, which are two character benchmark recognition datasets, and achieves better recognition accuracy and higher recognition efficiency than other deep structures with the same number of layers.

대학의 캐릭터 디자인 분석 (Analysis on Character Designs of Universities)

  • 권윤경
    • 한국콘텐츠학회논문지
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    • 제8권5호
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    • pp.165-175
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    • 2008
  • 21세기 들어 교육환경의 급격한 변화로 각 대학들은 새로운 대학이미지 구축 즉, 이미지 마케팅 개발에 박차를 가하고 있다. 그 아이템의 하나인 캐릭터는 내부적으로 구성원의 단합과 대학의 자긍심과 전통성을 고취함과 동시에 대외 홍보의 수단으로도 연계되어 대학의 이미지 제고를 위한 중요한 역할을 수행하고 있기에 각 대학은 그들의 아이덴티티와 이미지를 효과적으로 나타내기 위한 캐릭터 개발에 주력하고 있다. 본 연구에서는 각 대학의 캐릭터들의 개발현황을 조사하고 대학의 대외 이미지 마케팅의 중요성에 비추어볼 때 대학의 이미지를 효과적으로 반영하고 있는지 여부와 대학의 결속 및 화합과 대학 아이덴티티(identity)를 확립하고 있는지를 살펴보고 동시에 학교 상징물과의 연관성 그리고 그 개발과 활용을 분석하고자 한다. 친근하고 차별화된 캐릭터는 그 시각적 홍보효과와 함께 대학 이미지를 특성 있게 알림으로써 대학 이미지 제고의 핵심 요소가 될 것으로 기대된다.