• Title/Summary/Keyword: character variety

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A Study on the spiritual Shaman(Gangsin-mu)'s Po -in Seoul-gut Shaman's Costume- (降神巫服의 袍에 관한 연구 - 서울굿 무복을 중심으로 -)

  • Kim, Eun-Jung
    • Journal of the Korean Home Economics Association
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    • v.41 no.9
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    • pp.43-54
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    • 2003
  • The purpose of study is to survey the system of the Korean Gangsin-mu shaman costume and its formative character and to fine out the traditional follow patterns of government officials' attires and Po's meaning of it. The overall shape of variety 'Po's in modern times are similar to the traditional ones, but they differ greatly in size, detail color, and ornamental design. The sleeves have slits in the armholes, which can allow the hands to be drawn out easily. In addition, the knot buttons are used in the modern costumes. They are based on different formation skills from those of the traditional The original color of the shaman's costume is not their taste in color but symbolic, modern costumes color show the shaman's taste in color. This change mean a more accentuated visual effect than incantatory meaning. Another reason for color change is also the costume's material. A kind of constituent element uses synthetic fiber in modern times.

The Space Evaluation in Living Rooms with Slide Film (슬라이드 실험을 통한 거실공간평가)

  • 임소연
    • Journal of the Korean housing association
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    • v.8 no.1
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    • pp.37-48
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    • 1997
  • The purpose of this study supply data that can make a living room a more comfortable space by using a plan of furniture usage, that is to say more affective to human's mental and physical character. For this purpose made experiment with slide film on 39 representative descriptions. The object of this research was female university students and to analyze the data. factor analysis. One-way ANOVA and scheffe-test were used by running SPSS PC+ program. The major results are as follows. In experiment with slide film for grasping spatial effect and evaluation on the 39 representative descriptions, three dimensions(clearness. openness. variety) extracted as the result of factor analysis. Especially the result of this study - sizes of space put independent valuables and each demotion put dependent valuables - shows differences according to space’ size.

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A Study on Contents Analysis of MMORPG (엠엠오알피지 콘텐츠 분석에 관한 연구)

  • Kim, Seo-Young;Park, tae-Soon
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.167-171
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    • 2006
  • This essay suggests frame of analysis about MMORPG and analyzes 3 representative games. That frame has 7 categories and more divisional analysing ietms. The 7 categories are community orientation, PK orientation, convenient usability of item, variety of character, balance, convenience of interface, aesthetics of graphic and sound. The result of analysis is quite correspond with empirical and general information. That is, Foreign games have multiple game factor and high asthetics of graphic and sound, Domestic games have good convenience of interface and well adapted balance.

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Development of Fashion Art Design with Jogakbo, a Korean Traditional Wrapping Cloth

  • Kan, Moon-Ja
    • International Journal of Costume and Fashion
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    • v.7 no.1
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    • pp.11-21
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    • 2007
  • In this study, we will analyze the artistic character of Jogakbo as a element of fashion art design. Korean traditional Jogakbo is a common homemade item made from clothing remnants and is a part of the culture of women�s quarters. Currently, Jogakbo is higly regarded for its artistic value and it finds a variety of uses in fashion. In particular, it is striking how its modern-style geometric lines and color composition are congruous with abstract art. In applying Jogakbo to fashion art design, we study the artistic expression of Jogakbo in 4 aspects; namely, line, color, material, and technique; and analyze the 4 artistic characteristics; beauty of naivety, simplicity, moderation and freedom. 8 dresses designed based on these 4 characteristics are presented as examples.

A Study on the Spacial Configuration of Public Libraries by the Multi-Functionality - Focus on the Japanese Public Libraries - (다기능화에 의한 공공도서관의 공간구조에 관한 연구 - 일본 공공도서관을 중심으로 -)

  • Hwang, Mee-Young
    • Korean Institute of Interior Design Journal
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    • v.18 no.4
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    • pp.105-115
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    • 2009
  • As database become more variable and multimedia, the integration between conventional library based on printed matter and digital library on IT makes it accelerated that the changes in today's information circumstances. Due to more leisure time modern people who get intellectual and interested in variety so they need continuing education, intellectual satisfaction and cultural life. Consequently today's public library expands to become a source of every kind of information, an educational facility and community facility to fulfill the cultural needs. On the assumption above, this study aims at offering database for planning public library that meets the needs for multifunctional library through analyzing space, structure, and character of modern public libraries and chooses 8 cases in Japan provide both primary and additional functions. Quantitative data from blueprints, websites and publications has been collected to analyze the space arrangement corresponding with the functional characteristics.

A Study on the Website Color Analysis of the Foodservice Brand: Concentrated on Homepage of Family Restaurants (외식브랜드의 웹사이트 컬러분석에 관한 연구 - 패밀리 레스토랑 홈페이지를 중심으로 -)

  • Lee, U-Joo
    • Journal of the Korean Society of Food Culture
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    • v.20 no.2
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    • pp.261-272
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    • 2005
  • The color and its coordination should intensify the customer's memory and awareness in a brand website, through the consistent communication strategy by which a variety of brand identification in the offline could be expressed efficiently. We evaluated top 5 brand-valuable family restaurants in this study, how they made the best use of the website as a new communication channel, and how they constructed the brand identification by the coloring of a website. We found out that they employed colors with a dynamic and lilting feelings matching the concept of a family restaurant. In addition, A color scheme was well designed for the specific character of a brand, though web-safe colors were seldom employed. This report can be a guide to a corporation for the color and its coordination in the website, when existing brand images need to be intensified and enhanced, or when a new brand image need to be constructed.

Perception of 'jook' by the individual characteristics of Korean (건강, 성격, 연령, 성별에 따른 죽에 대한 견해)

  • June, Jung Hee;Yoon, Jae Young;Kim, Hee Sup
    • Korean journal of food and cookery science
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    • v.15 no.6
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    • pp.565-578
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    • 1999
  • A survey on the perception of Jook was conducted from some Korean by using a questionnaire. Among the subjects, those of teens and twenties of age showed good health indices, and there were significant differences in character and physiology depending upon the age. The more younger, the more impatient regardless of the gender(p<0.01). Jook served as a meal, between meals, or dainties. On selecting instant Jook, taste, nutrition, variety, and convenience were the factors considered. Hinjook served as a breakfast or therapeutic diet, Potjook and Hobakjook between meals and as dainties, and Darkjook as a lunch or supper and a health meal.

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Main Factors of Success in Board Games of Digital Media Age Case Analysis of <모두의 마블 for Kakao> - (디지털미디어시대 보드게임의 성공요인 분석 - <모두의 마블 for Kakao> 사례 분석 -)

  • Yun, Seong-hye;Oh, Hyoun-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.85-88
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    • 2017
  • In this paper, I analyze the success factors of the mobile game "Marble for Kakao", and propose the factors that should be emphasized when converting the board game to digital. has converted to digital game using board game widely known in Korea. At this time, it differs from the existing , reducing the time required to play the game once, allowing the user to concentrate for a short period of time by giving a visual expression, and to repeatedly play the game several times. It also allows users to experience a variety of maps and character enhancement systems so that they can continue to be interested. Thus, Marble for Kakao has optimized the digital environment, not digitally portraying existing board games.

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A Study on Interior Image Characteristics of Public Library (공공도서관의 실내이미지특성에 관한 연구)

  • Chang, A-Ri;Hwang, Yeon-Sook
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2007.11a
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    • pp.175-178
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    • 2007
  • With the development of industrial technology an amount of information has sharply increased and an information-oriented society had come. This information environment changed the function of library. Today's public library not only save and record the information but also encourages residents to use information and culture activities such as lifelong education. As the library plays a variety role, it has become an multiplex space. Added new function, various space has formed and each space requires their own interior images that fits it's character. Here this study is to research new changed library's characteristic in interior image through five library's on-the-spot survey.

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Design of Image Generation System for DCGAN-Based Kids' Book Text

  • Cho, Jaehyeon;Moon, Nammee
    • Journal of Information Processing Systems
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    • v.16 no.6
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    • pp.1437-1446
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    • 2020
  • For the last few years, smart devices have begun to occupy an essential place in the life of children, by allowing them to access a variety of language activities and books. Various studies are being conducted on using smart devices for education. Our study extracts images and texts from kids' book with smart devices and matches the extracted images and texts to create new images that are not represented in these books. The proposed system will enable the use of smart devices as educational media for children. A deep convolutional generative adversarial network (DCGAN) is used for generating a new image. Three steps are involved in training DCGAN. Firstly, images with 11 titles and 1,164 images on ImageNet are learned. Secondly, Tesseract, an optical character recognition engine, is used to extract images and text from kids' book and classify the text using a morpheme analyzer. Thirdly, the classified word class is matched with the latent vector of the image. The learned DCGAN creates an image associated with the text.