• Title/Summary/Keyword: National Character

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A Study on the Japanese-style Character Design combined with Ghosts and Gods Culture and the Development of Contents according to Proposal - Focused on Chinese mobile game 'Onmyoji' (귀신문화에 기반한 일본풍의 캐릭터 디자인 분석 및 캐릭터 제작 연구 - 중국 모바일 게임 <음양사>사례를 중심으로)

  • Wang, Hui-Ling;Lee, Dong-Yeop
    • Journal of Korea Game Society
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    • v.22 no.1
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    • pp.119-128
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    • 2022
  • According to Gestalt theories of perception, this paper studies Japanese-style character design combined with ghost culture. This article sorts out the character design elements of the Japanese mobile game "Onmyoji" in China, and then analyzes the design from the perspective of psychology through Gestalt theories. The form is felt through the systematization of the whole rather than the parts, confirming whether the small design elements of the character can be perceived as the whole story.

A Suggesting of the Earth Science Lesson Model Based on the Creativity·Character Education (창의·인성교육 기반 지구과학 수업모형 제안)

  • Moon, Byoung-chan
    • Journal of the Korean Society of Earth Science Education
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    • v.8 no.3
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    • pp.297-308
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    • 2015
  • The purpose of this study was to suggest the earth science lesson model based on the creativity character education. To conduct this study, the curriculum revision in 2009 was analyzed by the causal mapping method. One after another, the creativity character education and earth system education were analyzed by the same method. Through as mentioned above, the key words which have relating concepts each other were picked out. Lastly, the key words were connected and compounded for the earth science lesson model based on the creativity character education. The model indicates that the earth science lesson based on the creativity character education requires the reconstructs of the processing and contents of the lesson. In other words, the teaching/learning must be progressed as corresponding between scientific facts and mental recognition, scientific concepts and compounding thinking skill, scientific laws and reconstructing thinking skill. In contents were reconstructed as relating to knowledge, creativity, characters and guidance counseling. The results of this study suggested the earth science lesson model based on the creativity character education needs developing and applying teaching/learning materials and managing discussing and cooperative learning.

Polygonal Model Simplification Method for Game Character (게임 캐릭터를 위한 폴리곤 모델 단순화 방법)

  • Lee, Chang-Hoon;Cho, Seong-Eon;Kim, Tai-Hoon
    • Journal of Advanced Navigation Technology
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    • v.13 no.1
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    • pp.142-150
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    • 2009
  • It is very important to generate a simplified model from a complex 3D character in computer game. We propose a new method of extracting feature lines from a 3D game character. Given an unstructured 3D character model containing texture information, we use model feature map (MFM), which is a 2D map that abstracts the variation of texture and curvature in the 3D character model. The MFM is created from both a texture map and a curvature map, which are produced separately by edge-detection to locate line features. The MFM can be edited interactively using standard image-processing tools. We demonstrate the technique on several data sets, including, but not limited to facial character.

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Effects of an SSI-based Program for Engineering College Students on Character and Values (공과대학 학생을 위한 과학기술관련 사회·윤리 쟁점기반 수업이 인성과 가치관에 미치는 효과 탐색)

  • Lee, Hyunok
    • Journal of Engineering Education Research
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    • v.23 no.3
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    • pp.3-12
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    • 2020
  • This study explores the effects of an SSI-based program focused on character and values for engineering college students. The participants were fifty-four students enrolled in the program. Data sources include the students' responses to the Likert-type questionnaire on character and values as well as qualitative data such as classroom dialogues, assignment essays and field notes. The results indicate that the program significantly contributed to the enhancement of the engineering college students' perception of character and values, especially in the sub-components, sustainable development, perspective-taking, and willingness to act. In addition, the qualitative data reveals the nuances of the students' responses in the classroom dialogue and essays related to the sub-components. Based on the results, the author compares the participants' responses to other students in previous research which reported the effects of an SSI-based program on character and values. Compared to the other students, the engineering students in this study cultivated willingness to act through the SSI-based program, without improvement in most of the emotional aspects of character and values.

Variations of AlexNet and GoogLeNet to Improve Korean Character Recognition Performance

  • Lee, Sang-Geol;Sung, Yunsick;Kim, Yeon-Gyu;Cha, Eui-Young
    • Journal of Information Processing Systems
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    • v.14 no.1
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    • pp.205-217
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    • 2018
  • Deep learning using convolutional neural networks (CNNs) is being studied in various fields of image recognition and these studies show excellent performance. In this paper, we compare the performance of CNN architectures, KCR-AlexNet and KCR-GoogLeNet. The experimental data used in this paper is obtained from PHD08, a large-scale Korean character database. It has 2,187 samples of each Korean character with 2,350 Korean character classes for a total of 5,139,450 data samples. In the training results, KCR-AlexNet showed an accuracy of over 98% for the top-1 test and KCR-GoogLeNet showed an accuracy of over 99% for the top-1 test after the final training iteration. We made an additional Korean character dataset with fonts that were not in PHD08 to compare the classification success rate with commercial optical character recognition (OCR) programs and ensure the objectivity of the experiment. While the commercial OCR programs showed 66.95% to 83.16% classification success rates, KCR-AlexNet and KCR-GoogLeNet showed average classification success rates of 90.12% and 89.14%, respectively, which are higher than the commercial OCR programs' rates. Considering the time factor, KCR-AlexNet was faster than KCR-GoogLeNet when they were trained using PHD08; otherwise, KCR-GoogLeNet had a faster classification speed.

An Analysis of Character Customization System for Motion Sensing Game (체감형 게임의 캐릭터 커스터마이징 디자인 시스템 분석)

  • Huang, HaiBiao;Hyun, Seung-Hoon;Ryu, Seuc-Ho
    • Journal of Industrial Convergence
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    • v.20 no.4
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    • pp.15-21
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    • 2022
  • With the spread of COVID-19 and restrictions on outdoor exercise, the number of users using motion sensing games indoors is increasing. An avatar-type character design customization system on behalf of gamers is one of the important research topics for developers in that it can increase the game's appeal to gamers. In this paper, a motion sensing game with high sales volume and character customization is selected as a game analysis case. Through the analysis of the character customization system of the three selected games, important elements of the customization system were extracted. Finally, the shortcomings of the motion sensing game character customization system were derived, and improvement plans were presented for the selection system, transformation system, and partial system. It is expected that this proposal will serve as a reference for designing a motion sensing game character customization system in the future.

Pose Creation of Character in Two-Dimensional Cartoon through Human Pose Estimation (인간자세 추정방법에 의한 2차원 웹툰 캐릭터 포즈 생성)

  • Jeong, Hieyong;Shin, Choonsung
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.718-727
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    • 2022
  • The Korean domestic cartoon industry has grown explosively by 65% compared to the previous year. Then the market size is expected to exceed KRW 1 trillion. However, excessive work results in health deterioration. Moreover, this working environment makes the production of human resources insufficient, repeating a vicious cycle. Although some tasks require creation activity during cartoon production, there are still a lot of simple repetitive tasks. Therefore, this study aimed to develop a method for creating a character pose through human pose estimation (HPE). The HPE is to detect key points for each joint of a user. The primary role of the proposed method was to make each joint of the character match that of the human. The proposed method enabled us to create the pose of the two-dimensional cartoon character through the results. Furthermore, it was possible to save the static image for one character pose and the video for continuous character pose.

Analysis of Korean Language to Optimize the Hangul Character Coding for Information Processing and Communication (한글의 정보처리 및 통신용 부호 최적화를 위한 한국어 분석)

  • Hong, Wan-Pyo
    • The Journal of the Korea institute of electronic communication sciences
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    • v.10 no.3
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    • pp.375-380
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    • 2015
  • This paper is studied the Korean language to optimize the Hangul character coding for information processing in information terminal device and transmission in network. The paper analyzed Hangul character in Korean language and use frequency of each character. The paper also compared the analysis result to Hangul characters which are coded in standard in Korean character and Unicode. This study referred "Modern Korean Use Frequency Rate Survey Result" issued by The National Institute of the Korean Language. There are total 58,437 Korean words in the report. As a result of this paper, the Korean word 58,437ea are consisted of Hangul character total 1,540ea. The highest use frequency character is "다" and its use frequency to total use frequency rate is 15%. The lowest use character is "휫"and its use frequency to total use frequency rate is 0.00003%. The number of analyzed Hangul character 1,540 is less 7.2 times and 1.5 times than Korean and Unicode standard respectively.

The Impact of Science Classes Applying Collaborative Problem solving for Character Competency (CoProC) on the Character Competence and Scientific Affective Characteristics of Vocational High School Students (협력적 문제해결 중심 교수모델(CoProC)을 적용한 과학 수업이 공업계열 특성화고 학생들의 인성 역량과 과학의 정의적 특성에 미치는 영향)

  • Kang, Sinae;Park, Jihun;Nam, Jeonghee
    • Journal of the Korean Chemical Society
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    • v.65 no.6
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    • pp.468-483
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    • 2021
  • The purpose of this research was to analyze the impact of Collaborative Problem solving for Character competency (CoProC) applied science classes on the character competence and scientific affective characteristics of vocational high school students. To achieve this, two junior classes of chemical industry majors in a vocational high school, were selected as the experimental group with 43 participants, and character competence test, scientific affective characteristic test, group discussion voice recordings, reflection activity sheets were analyzed. Based on the results of the study, the experimental group showed a statistically significant differences in value for the total character competence test score compared to the control group, and it had statistically significant differences in the nine lower character competence factors. Based on the results of the scientific affective characteristic test result, the experimental group was higher in total score to a statistically significant degree compared to the control group, and showed a statistically significant difference in seven of the lower factors, excluding consistency in interest. Therefore, science classes with CoProC applied were effective in cultivating the character competence and enhancing the scientific affective characteristics of vocational high school students.