• Title/Summary/Keyword: character type

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A Study on Nurturing Korean Star Character by Analysis of Nintendo Super Mario Character Transition - Focusing on Robot Taekwon V - (닌텐도 '슈퍼마리오' 캐릭터 변천 분석에 따른 한국형 스타캐릭터 육성에 관한 연구 - 로봇태권 V를 중심으로 -)

  • Tak, Yeon-Suk
    • Journal of Korea Multimedia Society
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    • v.22 no.3
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    • pp.395-402
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    • 2019
  • Star characters play a key role in the background of contents that secure global competitiveness. In this study, we study the growth factors and transitional forms of Nintendo Super Mario Bros. and suggest the direction of nurturing Korean star characters. As a result of the analysis of Super Mario Bros., it was possible to derive the growth factors of Originality, repeatability, Continuity, Pertain, and Star Fame and the transition result of step development method. Robot Taekwon V was presented as a reference model while Korean game characters with global competitiveness were excavated. Robot Taekwon V, which combines the features of friendly, unique, symbolism, and narrative, could be used to present a development model of the type of jump development. In the jump development model, character development and Upbringing, diversification of genre, pioneering of new markets combined with new technology, and fostering of characters through linkage with other industries were presented.

A Study on On-line Recognition System of Korean Characters (온라인 한글자소 인식시스템의 구성에 관한 연구)

  • Choi, Seok;Kim, Gil-Jung;Huh, Man-Tak;Lee, Jong-Hyeok;Nam, Ki-Gon;Yoon, Tae-Hoon;Kim, Jae-Chang;Lee, Ryang-Seong
    • Journal of the Korean Institute of Telematics and Electronics B
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    • v.30B no.9
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    • pp.94-105
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    • 1993
  • In this paper propose a Koaren character recognition system using a neural network is proposed. This system is a multilayer neural network based on the masking field model which consists of a input layer, four feature extraction layers which extracts type, direction, stroke, and connection features, and an output layer which gives us recognized character codes. First, 4x4 subpatterns of an NxN character pattern stored in the input buffer are applied into the feature extraction layers sequentially. Then, each of feature extraction layers extracts sequentially features such as type, direction, stroke, and connection, respectively. Type features for direction and connection are extracted by the type feature extraction layer, direction features for stroke by the direction feature extraction layer and stroke and connection features for stroke by the direction feature extraction layer and stroke and connection features for the recongnition of character by the stroke and the connection feature extractions layers, respectively. The stroke and connection features are saved in the sequential buffer layer sequentially and using these features the characters are recognized in the output layer. The recognition results of this system by tests with 8 single consonants and 6 single vowels are promising.

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A Study on 'Character Creation' of Personality Actor - Focusing on Actor Jung Woo-sung and the Characters He Played - (퍼스낼리티 배우의 '인물창조' 연구 -배우 '정우성-캐릭터'들을 중심으로-)

  • Oh, Youn-Hong
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.8
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    • pp.141-152
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    • 2020
  • This thesis is a study on the creation of characters of "personality actors and character actors" among the concepts of "star persona" of S. Prince. This study selected 7 representative films of Jung Woo-sung, a representative personality actor in the Korean film industry, and analyzed how 'Jung Woo-sung-character' is embodied in the film as a character component suggested by R. Dyer. In the traditional sense, the actor's acting has been highly valued for transformation and impersonation in character creation, but discussing the method of creating a character focusing only on the actor's acting in a movie acting implemented in combination with advanced technology I don't think it's suitable for movie acting research. Theorists such as R.Dyer and Edgar Morin, who studied film actors and stars, also emphasize that 'movie actors are different from theater actors' (by the film medium). Therefore, in this thesis, a detailed analysis of the acting of a personality actor was avoided. As Morin pointed out that the character in the movie can be implemented through the actor's image and type, not playing the type of role. I tried to propose the significance of this character creation method of the personality actor by analyzing actor Jung Woo-sung and his character.

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.

A study of creating character which has the image of ideal human body (이상적 몸의 이미지를 갖춘 캐릭터의 창작 연구)

  • Kim, Boo-Ja
    • Journal of Korea Game Society
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    • v.3 no.2
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    • pp.86-92
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    • 2003
  • Today, the visual description of body is viewed in various categories, and the circumstance of computers is regarded as new type of communication beyond the circumstance of individual body. In cyber space, when existence and role of character in computer game constitute communication, the ideal body description of each character depicts dramatic beauty, which rises above reality. On this thesis, analyzing the body description and transition on visual in, I grope for a method to utilize in creating game character which is modeled from ideal human being. Although the progress of producing character has already come to limit, concluding that we have to create character model which has marked individuality and beauty by adding modem and future analysis to the golden ratio, which has established since ancient Greece, this paper suggests the method of creating character which has the image of ideal human body.

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Low-Quality Banknote Serial Number Recognition Based on Deep Neural Network

  • Jang, Unsoo;Suh, Kun Ha;Lee, Eui Chul
    • Journal of Information Processing Systems
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    • v.16 no.1
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    • pp.224-237
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    • 2020
  • Recognition of banknote serial number is one of the important functions for intelligent banknote counter implementation and can be used for various purposes. However, the previous character recognition method is limited to use due to the font type of the banknote serial number, the variation problem by the solid status, and the recognition speed issue. In this paper, we propose an aspect ratio based character region segmentation and a convolutional neural network (CNN) based banknote serial number recognition method. In order to detect the character region, the character area is determined based on the aspect ratio of each character in the serial number candidate area after the banknote area detection and de-skewing process is performed. Then, we designed and compared four types of CNN models and determined the best model for serial number recognition. Experimental results showed that the recognition accuracy of each character was 99.85%. In addition, it was confirmed that the recognition performance is improved as a result of performing data augmentation. The banknote used in the experiment is Indian rupee, which is badly soiled and the font of characters is unusual, therefore it can be regarded to have good performance. Recognition speed was also enough to run in real time on a device that counts 800 banknotes per minute.

Design and Implementation of Web Service System for Game Character Migration between Different-type On-line Game Servers (이종 온라인 게임 서버 간의 게임 캐릭터 이주를 위한 웹 서비스 시스템 설계 및 구현)

  • Suk, Jin-Weon;Kim, Ju-Yeon;Kang, Joon-Gyu
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.3
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    • pp.219-228
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    • 2011
  • In the online game, a game character to replace game player exists within the same game and it is very difficult to migrate to another on-line games. Also, players have taken a lot of time and effort in the character's growth. In recent years, it has raised many social side effects. Therefore, in order to solve these problems, this paper was implemented web services system based on previous studies for the migration of game character between different-type on-line game severs, and the proposed system verified through the experiment focused on 4 capability numerical value (money, HP:Hit Point, MP:Mana Point, level) between migration element of game character.

Raise Capital Type and Investment Efficiency of Hospital in Korea (병원의 자본조달 행태와 투자효율)

  • Jung, Yong-Mo
    • The Korean Journal of Health Service Management
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    • v.7 no.3
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    • pp.161-176
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    • 2013
  • This research analyzed Raise Capital type and Investment Efficiency for non-profit hospitals in Korea. 152 cases of financial information from 2007 to 2010 were utilized for analysis. As a result of analysis, Raise Capital for Borrowings to total assets was primarily used, taking around 40% on average, and the method of Raise Capital with significant difference among Medical Institutions was Liabilities in Excluded Borrowings to Total Assets and Capital Stock & Capital Reserves to Total Assets. Besides, the relation between Invested capital and Investment efficiency was opposite each other in the non-profit hospitals, and Region was an important element influencing over Productivity per Value Added. In addition, in the investment activity of non-profit hospitals in the light of Investment Efficiency, only hospitals among Medical Institution types had a character of Capital Intensive, and General Hospital and Geriatric & Long-term Medical Care Hospital among Medical Institution types showed a character of Labor Intensive in the light of Performance.

The Avata Construction System for Image Lossless Scaling (이미지 손실없는 확대/축소가 가능한 아바타 생성 시스템)

  • 김원중;장미화
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.6 no.2
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    • pp.181-189
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    • 2002
  • In this paper, we designed and implemented Avata construction system using XML(extensible Markup Language) and SVG(Scalable Vector Graphic). The Web character created with Avata(or Web character) construction system are displayed in same (on without damage of image, regardless terminal type and user can modify and change image easily in form that want. Compare with existing Web character system, the Reusability of web character part element Is increased greatly with Avata construction system of this paper. Because SVG is described by text, graphic retrieval is convenient, and applications can use easily SVG document. Also, SVG can create web graphic document dynamically with database because can access easily in all graphic primitives of line, Polygon, text, image etc. As well as web character using study finding, we may develop usable technology to some contents on World Wide Web.

A Study on the Characteristics of the Form and the Preference of the Main Gates of Universities in Korea (대학교문의 조형적 특성과 선호도에 관한 연구)

  • 김동찬;성현지
    • Journal of the Korean Institute of Landscape Architecture
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    • v.27 no.1
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    • pp.110-121
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    • 1999
  • The purpose of this study is to focus on the characteristics of the form and preference of the main gates of universities. The gate of a university have both functions and artistic design aspects. Fifty-two universities selected for this study were placed all around country except for Je-ju island. The following two research methods were used for this study. 1) an analysis of form character through a classification of the types. 2) and analysis of preference to the gates through a side show. The results are summarized as follows: 1. Main gates of universities were classified by covered-type and uncovered-type in existence of cover. And they were classified by eighteen types in detail. 2. Visual preference have been analyed by using the regression, the result is as follows: Y=-0.357+0.630 X$_4$+0.377X$_1$+0.075X$_2$-0.015X$_3$($R^2$=0.971, X$_4$;harmony, X $_1$;speciality, X$_2$;softness, X$_3$;complex) 3. The gate of Chung-Ang university(Ahn Sung campus) is the highest of all the universities at the average of preference 4.32 through result of slide show. Covered type has a higher preference than uncovered type. This has a good modification and decoration in front side type of main gate.

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