• Title/Summary/Keyword: Special Character

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A Study on Clothing Names in Sino-Korean Study Books in Choseon Period (조선시대 아동용 한자 학습서를 통해 본 복식명칭 연구)

  • 김은정;강순제
    • Journal of the Korean Society of Costume
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    • v.54 no.4
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    • pp.97-111
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    • 2004
  • To study the clothing names has been one of the research subjects in the history of clothing since the name could be the basic tool to understand the clothing. In the past, the name of clothing were used in Chinese character which is hieroglyphic. Each character of Chinese has special meaning. They had been changed into Korean after Korean characters were invented. During the period when they were changed into Korean, some of them retained the original meaning while others widened the original meaning. Some of them even translated into totally different meaning. Accordingly, it could be a clue to survey the changing process of Chinese names into Korean by analysing the vocabulary in the books published in Choseon dynasty. In this study, the first step is to survey the children's Chinese vocabulary learning material, Hunmongahoe(1527), Sinzeungliuhap(1576) and Ahackpyun(1804). These books were widely used from 16 to 19 centuries. It has been surveyed how the meaning of clothes names has changed and the special features of changed names. The names appeared in these Chinese vocabulary learning books included headgear, footwear, dress, part names of dress, ornaments, color and names of textile. The followings are observed by studying the names appeared in more than two books above: 1. The same Chinese character were translated differently. 2. Recently the meaning of Chinese character has been reduced or changed into new Chinese character. 3. Some of them retained the same meaning but used different character. It has been observed that some clothing names retained the original meaning but others changed the meaning, or translated into different names. It shows that the appropriate meaning of names should be properly selected when we study the history of clothing.

Analysis on the Trend of the Characteristics of Film Makeup in Each Period (시대별 영화분장 특성에 관한 트랜드 분석)

  • Lim, Hee-Kyung
    • Journal of the Korea Convergence Society
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    • v.10 no.3
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    • pp.291-296
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    • 2019
  • In the movie market, make-up shows various ways of make up in professional technology as the industry develops. Therefore, it is necessary to analyze the trend of making a movie with a change in the type of movie Regarding the characteristics of makeup in the early days of silent films, the stage makeup was fully used. also in the days of sound films, the realistic and concrete makeup was expressed such as straight makeup, character makeup, Special effects makeup, and digital makeup. With the development of the fourth industry, CGI special effects have become possible not only in the background of movies but also in makeup. In the movie, makeup does not use CGI makeup alone, but it is used in a combination of straight makeup, character makeup, and special effects makeup. That's why a variety of makeup needs to be taught. In the future, the domestic film industry should establish the improvement measures for educating the techniques of prosthetic/digital makeup by securing the sufficient finances to more vitalize the film industry of Korea in domestic/foreign markets.

Analysis of MMORPG Character for The OSMU (OSMU를 위한 MMORPG 캐릭터 특성 분석)

  • Kim, Nam-Jae;Lee, Dong-Yeor
    • Journal of Digital Convergence
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    • v.10 no.1
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    • pp.429-434
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    • 2012
  • The Korea Convergence Society. In this paper, we were writing about the difficulties of the online game character OSMU. The character has special properties. that is Avatar Properties. To understand the difference between game characters and Successful Characters We analyzed them for each element. Through this analysis, We sought a method for online game character OSMU.

3D Spatial Interaction Method using Visual Dynamics and Meaning Production of Character

  • Lim, Sooyeon
    • International journal of advanced smart convergence
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    • v.7 no.3
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    • pp.130-139
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    • 2018
  • This study is to analyze the relationship between character and human semantic production through research on character visualization artworks and to develop a creative platform that visually expresses the formative and semantic dynamics of characters using the results will be. The 3D spatial interaction system using the character visualization proposed generates the transformation of the character in real time using the interaction with user and the deconstruction of the character structure. Transformations of characters including the intentions of the viewers provide a dynamic visual representation to the viewer and maximize the efficiency of meaning transfer by producing various related meanings. The method of dynamic deconstruction and reconstruction of the characters provided by this system creates special shapes that viewers cannot imagine until now and further extends the interpretation range of the meaning of the characters. Therefore, the proposed system not only induces an active viewing attitude from viewers, but also gives them an opportunity to enjoy watching the artwork and demonstrate creativity as a creator. This system induces new gestures of the viewer in real time through the transformation of characters in accordance with the viewer''s gesture, and has the feature of exchanging emotions with viewers.

[Review] The Impact of Character Collaboration Product Characteristics on Brand Awareness and Purchase Intention: Focusing on F&B Products

  • Kyung Tae JANG;Senghyeon LEE;Seong-Soo CHA
    • The Korean Journal of Food & Health Convergence
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    • v.10 no.2
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    • pp.1-5
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    • 2024
  • This study aims to investigate the impact of character collaboration product characteristics on brand awareness and purchase intention within the food and beverage (F&B) industry, with a special focus on Generation MZ's growing interest in such products. The methodology involves a comprehensive review of existing literature on character marketing, brand awareness, and consumer purchase intention, supplemented by case studies of successful character collaborations in the F&B sector. The findings reveal that character collaborations significantly impact brand awareness and purchase intentions, particularly among younger consumers like Generation MZ. These collaborations not only rekindle nostalgia but also introduce new and exciting consumer experiences, effectively attracting a wide demographic. The success of character-themed products, from Pokémon bread to Coca-Cola's League of Legends collaboration, underscores the strategy's effectiveness in boosting brand recognition and consumer engagement. The implications of this research are manifold for the F&B industry. Firstly, it highlights the importance of leveraging popular characters to forge emotional connections with consumers. Secondly, it suggests that product development should closely align with consumer preferences and market trends to maximize appeal. Lastly, it positions character collaboration as a strategic marketing tool that not only enhances product sales but also strengthens brand loyalty and facilitates sustained brand growth.

A Study on Character Fashion - Concentrating on the Motive of the Character Appeared on Apparel - (캐릭터 패션에 관한 연구(硏究) - 캐릭터 모티프의 의복(衣服)을 중심(中心)으로 -)

  • Kim, Sung-Hee;Cho, Kyu-Hwa
    • Journal of Fashion Business
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    • v.1 no.2
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    • pp.31-45
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    • 1997
  • The purpose of this study is to examine the state of the character fashion which is worn everyday by people regardless of their sex, class, and age after the 1960's, and to look at its significance. Under the influence of mass media, TV, film, comic and popular music exercised its power over the modern living after the 1960's. Such culture has its character in youth, aspiration of wide spread and overflow of the visual image. While active life style and increase of time spent on sports and leisure created the casual trend in fashion. In addition to Pop Art leads to the usage of sign and symbol on clothes, and this created a trend called 'character fashion'. Character fashion can be divided into 'motive' and 'expression'. Motive then is segmented by the 'person' that includes an impersonated figure and 'symbol' of picture or figure with a special meaning. However, expression can be classified by 'one's belonging' which can be a sports team, school or a group. Also, by the 'message' of the phrase or letter. The meaning contained in character fashion by the various motive and expression can be classified as unisex, ego screaming, and escapism.

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GROSSBERG-KARSHON TWISTED CUBES AND BASEPOINT-FREE DIVISORS

  • HARADA, MEGUMI;YANG, JIHYEON JESSIE
    • Journal of the Korean Mathematical Society
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    • v.52 no.4
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    • pp.853-868
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    • 2015
  • Let G be a complex semisimple simply connected linear algebraic group. The main result of this note is to give several equivalent criteria for the untwistedness of the twisted cubes introduced by Grossberg and Karshon. In certain cases arising from representation theory, Grossberg and Karshon obtained a Demazure-type character formula for irreducible G-representations as a sum over lattice points (counted with sign according to a density function) of these twisted cubes. A twisted cube is untwisted when it is a "true" (i.e., closed, convex) polytope; in this case, Grossberg and Karshon's character formula becomes a purely positive formula with no multiplicities, i.e., each lattice point appears precisely once in the formula, with coefficient +1. One of our equivalent conditions for untwistedness is that a certain divisor on the special fiber of a toric degeneration of a Bott-Samelson variety, as constructed by Pasquier, is basepoint-free. We also show that the strict positivity of some of the defining constants for the twisted cube, together with convexity (of its support), is enough to guarantee untwistedness. Finally, in the special case when the twisted cube arises from the representation-theoretic data of $\lambda$ an integral weight and $\underline{w}$ a choice of word decomposition of a Weyl group element, we give two simple necessary conditions for untwistedness which is stated in terms of $\lambda$ and $\underline{w}$.

Analysis of Korean and Foreign Special Effects Make-up in Representative Films by Period

  • Jung, Jeewon;Kim, Eun-Sil
    • Journal of Fashion Business
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    • v.22 no.3
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    • pp.57-66
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    • 2018
  • The purpose of this study is to gather basic data in the special effects make-up field and to provide a source of inspiration for creative make-up design by examining how special effects make-up is developed according to representative films. Two approaches are used in this study: a literature review and an empirical case analysis. In Korea, color TV was introduced in the 1980s, with the demand for a realistic image. Since the 2000s, 3D printing technology has been introduced to special effects make-up. Special effects make-up was first introduced in Hollywood films in the 1890s, and by the 1900s, artificial teeth and eyebrows were added and presented using general make-up techniques. Since then, 3D and 4D technologies and animation performance capture methods have been introduced and distributed due to the rapid development of computer technology.

A Study on the architectural planning through analysis the physical Environment factor of Dementia special hospitals (치매전문병원 물리적 환경요인 분석을 통한 건축계획연구 -시.도립 치매 전문병원의 주된 3가지 평면유형 사례를 중심으로-)

  • Kim, Jong-Whan;Kim, Myoung-Keun
    • Journal of The Korean Digital Architecture Interior Association
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    • v.8 no.2
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    • pp.73-82
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    • 2008
  • The purpose of this study is to analyze behaior character of dementia patients and physical environment problem through survey, research and interview on the problems arising from the dementia specialized facilities and according to the data from it, suggesting a plan to improve physical environment and design guideline. Three hospitals were chosen, which had both private space, public space and semi-public space, and dementia patients were chosen from them, who were able to move room to room by themselves.

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한글 한자 자동변환이 가능한 WC

  • 이기식;서용무
    • Proceedings of the Korean Institute of Communication Sciences Conference
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    • 1983.04a
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    • pp.18-28
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    • 1983
  • This paper describes the result of a series of fundamental researches on a word processing system, named WORD80. Given the text consisting of Ilanguel characters, Chinese characters, English alphabets and other special characters, it can provide-ㄴo-see printout, after having processed according to the commands used to control the output format of the text. Since each Hanguel character in input text is made up of and is represented as some compoents, it uses the deterministic finite automata for the formation of Hanguel from its components. When developed at first, the WORD80 can perform Hanguel to Chinese transition character by character by character. But it was thought to be more practical to do this word by word.

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