• Title/Summary/Keyword: Main Characters

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A Study on Estimate Based on Human Sensibility Analysis and Preference about Hangul characters as Design Factor (디자인 요소로서 한글 글꼴의 감성적 평가와 선호에 관한 연구)

  • 장현정;윤형건
    • Science of Emotion and Sensibility
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    • v.6 no.2
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    • pp.49-58
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    • 2003
  • In this study, there is main purpose to provide useful data in order to use the Hangul as a design factor. Also, there are two subordinate goals. First, to analyze standards as people estimate Hangul characters. Second, to understand people's preferences about Hangul characters and then, to catch formal features about that characters. In first result, It is known that people estimate Hangul characters based on four standards. They are neat, soft, cyber and plain standards. As second consequence, preferential Hangul characters have pretty, intimate, refined, soil, elaborate, forthright, tidy image. And they are square shape as a whole, less decorative, round edge style.

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Sexism in Moetic Game Azur Lane - Female Character Exposure and Nationality Stereotype in Character's Attire (모에화 게임 벽람항로에 나타난 섹시즘 - 여성 캐릭터 노출도 및 의상에 나타난 국가별 고정관념)

  • Song, Doo Heon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.232-235
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    • 2019
  • In recent years, Japanese style Chinese Moe-tic Ship personification games have enjoyed success in Korean game market - starting from 'Girl's Frontier' in 2017 to recent 'Azur Lane' in 2018. Their 'all female' characters have overly sexual appearance thus young male adults/adolescents are main consumers of the genre. In this paper, we investigate all 300+ character skins of the game 'Azur Lane' on how much their character illustrates have sexual exposure of the female body for the sexism and how their standard attire have different patterns with respect to the affiliated nationalities. We report that the sexual exposure is highly related to the payable skins including swim suits and there exists some sexual stereotype in characters' attire. Japanese and Chinese characters emphasize their traditional Chipao and Kimono. Japanese also wore school uniforms. German characters wore uniforms the most and many British characters wore maiden uniform. Although this game is classified as adult game, its overly sexualized female characters are harmful for young adults to cause sexual objectification of females.

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VR Object Reuse based on Form, Function and Behavior (형태, 기능, 행위를 고려한 가상현실 객체 재사용)

  • 김덕남;김정현
    • Proceedings of the Korean Information Science Society Conference
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    • 2001.10b
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    • pp.532-534
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    • 2001
  • Code and object reuse is big concern for fast and efficient Virtual Reality (VR) system development. Many VR packages offer reasonably nice abstractions for various functionalities. That is, software reuse at the functional level is well practiced. Many geometry models are rarely used for main \"characters\" but mostly for incidental and decorative objects. This is because the main \"character\" objects usually exhibit certain behavior incompatible with the way the geometric model is organized. Kim has made a clear distinction between form, function and behavior[1]. This naturally lends to a reuse method at the level form, function and behavior.nction and behavior.

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A Study on the Relationship between the Evaluation of Morality on the Korean Drama Characters and the Drama Enjoyment and Quality Evaluation by Foreign Audience (외국 시청자들의 한국 드라마 등장인물에 대한 도덕성 평가와 드라마 '흥미도'와 '질 평가'와의 관계 분석)

  • Lee, Hye Eun;Yu, Sae-Kyung;Chung, Yoonkyung;Lee, Eugene
    • The Journal of the Korea Contents Association
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    • v.17 no.5
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    • pp.357-365
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    • 2017
  • In this study, we examined how the United States, Chinese, and Japanese viewers perceive the morality of the main characters in the family drama 'Take Care of Mom' and the influence of the perceived morality has on drama enjoyment and quality evaluation. Results show that the viewers from all three countries evaluated 'Hoonjae' favorably and evaluated selfish older brother, 'Hyung Kyu', unfavorably. This means there are common norms that exist in all three countries for judging the good and evil in a drama. However, the main female characters that played opposing characteristics were evaluated differently from all three countries. This is because the relationship between parents and children, and the role of mother and woman were perceived differently from each country. These results support the argument that consumption of drama may differ by viewer's cultural background. Additionally, the research hypothesis that 'moral evaluation of major characters will influence the drama enjoyment and evaluation of the drama quality' was not supported in China and Japan, and was only supported by the U.S. viewers.

Effects of the Syllable Number, Font Type, Color Contrast, Display Type, Letter Size and Age Group on the Legibility of the Korean Characters (음절수, 폰트, 색 대비, 표시 형태, 글자 크기, 연령대가 한글 문자 정답률에 미치는 영향)

  • Song, Young-Woong;Lim, Chang-Wook;Lee, In-Seok;Jung, Myung-Chul;Mo, Seung-Min;Kong, Yong-Ku
    • Journal of the Korean Society of Safety
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    • v.24 no.5
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    • pp.92-100
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    • 2009
  • This study evaluated the effects of the syllable number(one, two), font type(gothic, myung), color contrast (black on white, white on black), display type(paper, LCD), age(20s, 60s) and character size(2~80pt) on the Korean characters' legibility. Total twenty subjects from two age groups (20s: n=10, 60s: n=10, five male and five female in each group) participated in the legibility test. A target panel was presented in the distance of 50 cm, and subjects conducted a reading tests for, in total, 16 treatment conditions (full combination of syllable number, font type, color contrast and display type). Results showed that two-syllable words revealed better legibility than one-syllable character. The main effects of the age, display type, font type, color contrast, and character size were statistically significant(p<0.01). Paper showed better legibility than LCD, particularly in the 20s and in the character sizes of less than 9pt. Gothic revealed more correct answers than Myung, particularly in the 60s, paper, and white on black conditions. It is expected that these results can provide basic data for the determination of the Korean characters' minimum legible size standards. For example, the minimum legible size for the Gothic and black on white characters presented in the paper should be 5pt for 20s and 1lpt for 60s if the 75% correct reading(3 correct answers in this study) was applied for the legibility criterion.

A Study on Using Formative Nature of The Voice Actor for 2D/3D Animation Character:Based on Disney and Pixar Case (목소리 배우의 조형성을 이용한 2D/3D 애니메이션 캐릭터 연구:디즈니와 픽사를 중심으로)

  • Jo, Eun-Sung
    • Cartoon and Animation Studies
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    • s.16
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    • pp.165-178
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    • 2009
  • It seems like that the main stream of animation for theaters transferred from cells to 30 animations. It can be easily seen if current situation is compared to the time when al! works were Cell animations. Although earlier papers were mostly about studies on Cell animation works, future studies will publish papers related to 30. Accordingly, this study studied the association of the researcher's paper with 30 works while It had been applied to 20. Then, based on the data, this study analyzed how major/supporting characters were transformed to animation characters in the scenes that were animated at the beginning and end of film that were reieased in 2007. This result was compared with the character made using a voice actor in the Pixar's long piece of animation for theater that had been already screened. The data were made into values to some extent in an attempt to increase satisfaction in the result of analysis comparing the character with the voice actor. When making characters using actual persons, it is hoped that grasping the modeling factors of the images making 20/30 characters as indicated in this study will be helpful in producing animation characters.

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A Study of Story Visualization Based on Variation of Characters Relationship by Time (등장인물들의 시간적 관계 변화에 기초한 스토리 가시화에 관한 연구)

  • Park, Seung-Bo;Baek, Yeong Tae
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.3
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    • pp.119-126
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    • 2013
  • In this paper, we propose and describe the system to visualize the story of contents such as movies and novels. Character-net is applied as story model in order to visualize story. However, it is the form to be accumulated for total movie story, though it can depict the relationship between characters. We have developed the system that analyzes and shows the variation of Character-net and characters' tendency in order to represent story variation depending on movie progression. This system is composed by two windows that can play and analyze sequential Character-nets by time, and can analyze time variant graph of characters' degree centrality. First window has a function that supports to find important story points like the scenes that main characters appear or meet firstly. Second window supports a function that track each character's tendency or a variation of his tendency through analyzing in-degree graph and out-degree. This paper describes the proposed system and discusses additional requirements.

A Study of Brand Labels on Clothing - Focusing on Children's Wear - (의류에 부착된 상표표시 레이블에 관한 연구 - 아동복을 중심으로 -)

  • Jung, Ha-Kyung;Kim, Sun-Kyung
    • Journal of the Korean Home Economics Association
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    • v.45 no.2
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    • pp.91-103
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    • 2007
  • The purpose of this study is to investigate the types and functions of brand labels on clothing. We surveyed the materials and manufacturing methods for brand labels by visiting the label stores and label manufacturers. 200 pieces of children's wear were surveyed. The label attributes that were studied were: the number of labels, the location of the labels, the attachment system for the labels, the color of the labels, the materials used to make the labels, manufacturing methods, and the size of the labels. From this investigation a brand label was classified into a main label and a point label. The main results were: 1. Materials such as fabrics, nonwovens, leather, suede, rubber, PVC, silicone, and metals are used for brand labels. The manufacturing methods for brand labels are weaving, printing, high frequency, heating, and molding. 2. More than 54% of clothes have more than two brand labels attached. This percentage exceeds the attaching of only one brand label in rate. An inside brand label is located at a certain place. This inside label uses only fabric material reflecting inherent brand color and design. The outside brand label is located at several places with consideration of the clothes design. This label uses various materials, colors, and characters matching with the clothes. As for the size, an inside label is mainly medium in size, whereas an outside label is small. 3. A brand label is classified into a main label (first label) and a point label (second label), which are defined as follows. A main label indicates the brand name and is located inside at a certain place using an inherent brand design and a fabric material. A point label is an additional label to express brand image and is located outside at various places for decoration using various characters and design and materials.

A Study on the Clothing Symbolism, Described in Louisa M. Alcott′ Novel -Little Women- (Louisa M. Alcott 소설에 표현된 복식 상징에 관한 연구 -작은 아씨들을 중심으로-)

  • 임성경;한명숙
    • The Research Journal of the Costume Culture
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    • v.12 no.2
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    • pp.312-326
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    • 2004
  • Symbol is one of the most profound ways to express the essence of human beings, as well as the most representative non-verbal communication medium. In this study, the descriptions of the clothing and ornaments of the main characters of the novel Little Women were excerpted from the Korean translation version. Based on the hidden symbols from the descriptions, after analyzing the characteristics of the main characters of the novel through their clothing and ornaments, the connection between the clothing and the symbols reflecting the internal workings of the mind was analyzed based on the previous theories on symbols. As proven in this study, since the clothing and ornaments directly symbolize the characteristics of the person, without any explicit statements about his/her characteristics, the clothing itself speaks volumes about them. Clothing is the most accurate visual symbol that speaks of the person's social, economic, and psychological aspects. The use of special clothing and ornaments or the highlight on certain parts reveals the characteristics of the character and his/her situations more effectively. In conclusion, literary, including novels well describes not only external factors, such as the social and cultural status of society and the character's economic situation, but also an individual's psychology such as his/her emotions and personalities. Therefore, the clothing that the character wears in a literary work symbolically reflects these factors.

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