• Title/Summary/Keyword: character variety

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A Case Study of Intellectual Property Rights Using Animation Characters (애니메이션 캐릭터를 활용한 Intellectual Property 사례 연구)

  • JIANG, QIANQIAN;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.361-366
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    • 2022
  • Recently, with the development of convergent media, the digital animation industry has developed a variety of content centered on the role of Intellectal Property. The excellent IP role image has created huge economic benefits in business. This paper selects three representative Intellectual Property animation cases from Japan, the United States and China. Analyzed of the reuse of IP animation character images and combined with the era technology and the style of culture and art, the traditional cultural IP roles are reconstituted into modern character design two aspects. Through the research of this paper, can understand the expansion possibility of IP animation according to the use of character image. It is expected that when making digital animation, can recognize the importance of intellectual property and use it as a reference for role development.

Estimation of Validity for Item Selecting of Landscape Impact Assessment (경관영향평가 항목선정을 위한 타당성 평가)

  • Oh, Myung-Sung;Cho, Hyun-Ju;Lee, Hyun-Taek;Ra, Jung-Hwa
    • Current Research on Agriculture and Life Sciences
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    • v.26
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    • pp.7-15
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    • 2008
  • This research is significant in terms of estimating the validity by setting evaluation items in view of integrating not only original beauty and visual areas but also natural ecological areas based on questionnaire. The results are as follows. 1) According to literature study, 17 items such as variety, the character of sites in terms of landscape, the beauty of landscape, visibility, and ratio of green visibility are selected. Also, 21 items such as variety of animals and plants species, size of green area, and ecological naturalness are selected in the area of landscape ecological resources. 2) As a result of questionnaire of the group of landscape experts, animals and plants ecological areas show 5.6341, the highest in importance analysis according to assessment areas. Also, as a result of importance analysis on items in each area, for example, in the area of visual resources, the item of skyline analysis is 6.0488, the highest. 3) As a result of corelation of item meaning on landscape effect assesment, for example, meaningness of psychological assessment item and landscape site item indicate 0.710, the highest coefficient correlation. 4) As critical assessment items per unit project, items such as damage minimization of original land features for project in terms of point, ratio of green visibility, variety of animals and plants species marked above 8.0 as high important medium. The project in terms of line, minimization of original land features, preservation of worthy biotope showed high point and the character of sites in terms of landscape, minimization of original land features, the size of green area, and analysis of skyline marked above 8.5 as high importance points. On the contrary, items for climate and soil showed relatively low points.

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Criteria in ′Landscape and Memory′ as Sense of Place for the Sustainable Development of Korean Mountainous Landscape

  • Jino Kwon;Shin, Joon-Hwan;Park, Myoung-Sub
    • The Korean Journal of Quaternary Research
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    • v.17 no.2
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    • pp.85-99
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    • 2003
  • Since the experience of major landscape change during last half of the century due to war and rapid urbanization, the traditional character has been weakened, and it is necessary for a reconsideration to improve the landscape for the future. To review these relationships, the importance of a comprehensive understanding of nature has been suggested. Therefore identification of a new concept based on the 'socio-cultural influence of landscape' and 'sense of place' which are related to peoples' previous experience, is required. Furthermore more practical definitions and criteria to reveal the relationship are necessary. Among the terms suggested to describe sense of place such as 'home', 'place identity', 'place-based meaning' and 'settlement identity' etc., the 'home' is selected to represent our surrounding landscape. For more practical classification of home landscape, additional terms are suggested and defined based on both the relationships between human beings and nature, and between memory derived from previous experience and shared values with in the community. The additional terms which are the most important in the role of landscape character related to humans' are; ⅰ) Personal Landscape: Landscape of an individual human, which derives from previous personal experience; involves distinguishable character for a given person, and it is emotional and flexible depending on circumstances. ⅱ) Ordinary Landscape: Landscape of the 'common interest' between members of a community, which is acceptable as a surrounding for everyday daily life, it produces the richness and variety of landscape. ⅲ) Kernel Landscape: Landscape of the 'common ground' which is acceptable to the majority members of the community, and it provides variety and stability for periods of time, and it could strongly represent community attitudes toward nature. ⅳ) Prototype Landscape: Landscape as the 'common denominator' of overall community from past to present and towards the future, which encompasses all the kernel landscape throughout history. It provides a sense of place, balances the homogeneity of character throughout overall communities. Some part of this can be shared throughout history to shape an overall sense of place. It can also represent short terms fashions. For a prototype landscape to reveal sense of place, there are a couple of points which we should underline the commencing point. Firstly, understanding the relationship between humans and nature should be based on a given character of surroundings. Secondly, reoccurring landscape elements which have sustained in history can lead to sense of place, and should be reviewed the influences between nature and humans.

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Variarions in Degree of Chalkiness of Rice Kernels According to Their Positions on Panicle (광잎 심복백의 수상위치에 따른 변이)

  • 최상진
    • KOREAN JOURNAL OF CROP SCIENCE
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    • v.26 no.3
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    • pp.233-238
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    • 1981
  • This trial was conducted to find out some tendencies in variations of grain chalkiness according to their position on a panicle. To know the varietal character in variations of chalkiness and their relations with grain weight, distribution of chalkiness in bulk seed was observed for four varieties. Milyang 23, relatively clear variety and SR601-25-1, much chalky variety were checked for the grain chalkiness in their positions on the panicle. The results obtained are summerized as follows: Rice chalkinss were varied in degree from 0 (clear) to 9 (chalky) within a variety. Large number of grains were distributed to clear for clear variety and to chalky for chalky variety, but almost equal number of grains were distributed to all degree of chalkiness for intermediate chalky variety. For the relationship between degree of chalkiness and grain weight, chalky grains founded in clear variety and clear grains founded in chalky variety decreased in weight, while in intermediate chalky varieties both grains of clear and chalky decreased. There were great varietions in grain chalkiness on a panicle for both clear and chalky varieties. There was no definite trend in distribution of chalkiness except that the first primary branch and terminal grains in every primary branch showed clear in Milyang 23. Mean degree of grain chalkiness was relatively high in grains of middle part of panicle only from Milyang 23.

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Study on the motion acting in the game character animation (게임캐릭터애니메이션 동작연기연구)

  • Hwang, Kil-Nam
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.273-278
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    • 2006
  • In the virtual space in which human imagination exists, a great deal of games and animation contents have been developed and shown. Games and animations are performing a role as an unrealistic representative, and creating abundant virtual culture with variety of human life. A representative, that is, a main character is being completed with external design, unique personality and ability, and action in the story. This study is expecting that a game character might develop into motion acting for emotional situation from the simple action. As giving a game character a role as a medium to express various circumstances and emotions, choosing motions from a pantomimist and applying them to 3D character, and expressed according to the motion acting. Motion acting is extended from the basic motion into the emotional phases such as joy, anger, sorrow and pleasure. The motion acting expressed from various viewpoints is suggested, as communicating clear message through emotional acting contrary to the symbolic language.

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Factors Influencing Nursing Professional Value of Nursing Students (간호대학생의 간호전문직관 영향요인)

  • Lim, Semi
    • Journal of Convergence for Information Technology
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    • v.10 no.5
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    • pp.51-59
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    • 2020
  • The purpose of this study was to find out a correlation of clinical nurse's character, clinical practice stress, stress coping and factor affecting nursing professional value on nursing students in Korea, and to use it as a basic data in developing nursing professional value promotion programs for nursing students. The study was composed of 145 students who were studying in fourth year student at colleges. Data were collected from May to June, 2019. Data analysis included an independent t-test, ANOVA, Pearson correlation coefficients and multiple regression using the SPSS program. As a result of this study, nursing professional value of those was significantly correlated with clinical nurse's character, clinical practice stress and stress coping. In a regression analysis, nursing professional value accounted for 38.2%(F=43.973, p=.000), of the variance of clinical nurse's character and stress coping. The most significant factor affection the success of nursing professional value was stress coping(β=.508, p=.000). The result of the study indicates the importance of developing clinical nurse's character and applying variety stress coping method for positive nursing professional value of nursing students.

Learning of Large-Scale Korean Character Data through the Convolutional Neural Network (Convolutional Neural Network를 통한 대규모 한글 데이터 학습)

  • Kim, Yeon-gyu;Cha, Eui-young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.05a
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    • pp.97-100
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    • 2016
  • Using the CNN(Convolutinal Neural Network), Deep Learning for variety of fields are being developed and these are showing significantly high level of performance at image recognition field. In this paper, we show the test accuracy which is learned by large-scale training data, over 5,000,000 of Korean characters. The architecture of CNN used in this paper is KCR(Korean Character Recognition)-AlexNet newly created based on AlexNet. KCR-AlexNet finally showed over 98% of test accuracy. The experimental data used in this paper is large-scale Korean character database PHD08 which has 2,187 samples for each Korean character and there are 2,350 Korean characters that makes total 5,139,450 sample data. Through this study, we show the excellence of architecture of KCR-AlexNet for learning PHD08.

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A Study on the Applicability of Character Recognition Technology for Construction Supply Chain Management of Structural Steel Components and Precast Concrete Works (철골 및 PC 공사의 물류관리를 위한 문자 인식 기술의 적용성 검토)

  • Kim, Jun-Sik;Chin, Sangyoon;Yoon, Su-Won
    • Korean Journal of Construction Engineering and Management
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    • v.15 no.4
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    • pp.20-29
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    • 2014
  • As construction projects increase their complexity, variety, and scale, various recognition applications (such as RFID, bar-code etc.) have been tried for managing material effectively in construction projects. However, existing recognition applications for construction material management have some limitations that cause additional works (such as attaching RFID tag), additional cost (labor cost, recognition device cost, etc.), and cognitive impairment of workers. Therefore, this study proposed a character recognition technology as an alternative of previous recognition technologies such as RFID, bar-code, etc. The technical feasibility of proposed technology was validated by three recognition tests. Additionally, this study proposed code the structure to manage materials using the character recognition technology. The effects of character recognition technology are presented by comparing with existing RFID-based logistics processes.

A Study on Embroidery Patterns of Miao Women′s Traditional Costume Guizhou Province in China (중국 귀주성 묘족 여자복식의 수증문양에 관한 연구)

  • 김영신;홍정민
    • Journal of the Korean Society of Costume
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    • v.52 no.1
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    • pp.21-36
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    • 2002
  • The Miaos have their own unique and luxurious culture traditional and modern formed as they have experienced repeated fusion into and resistance against the Han Race or the Chinese in their long and old history. Taijiang County of Guizhou Provice, in which whey have been living, is endowed with natural beauty. Thus their culture enjoys abundant and diverse contents of artificial and natural character. Naturally, their costume reflects cultural and natural features in abundance and variety. This dissertation aims to investigate the artistic character of Miaos' traditional costume as reflected in patterns for their embroidery. As for the artistic character of the patterns for embroidery, the following were found. To begin with, the space in the Miaos' embroidery is, unlike the measurable three-dimensional space found in Greek art, unmeasurable and fantastic with its beauty, majesty and peculiarity. It is as if immersed in limitless space, they were in communion with gods and universe. Another characteristic is the use of image construction beyond mere imitation. Their mode of image construction was realistic in that patterns as a whole reveal an abstract form or meaning but separately they portray visual representations of concrete thins in nature. Still another is that sense of motion conveyed by the basic curve line is full of life. It was the result of using light rhythm breaking stereotypic balance and symmetry. Finally, the colouring was abstract, and a strong contrast between black and white was gorgeous and fantastic.

Aesthetic Characteristics of Traditional Korean Patterns Expressed on Contemporary Fashion Design - from 1990 to 2005 -

  • Hyun, Sun-Hee;Bae, Soo-Jeong
    • Journal of Fashion Business
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    • v.11 no.6
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    • pp.139-156
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    • 2007
  • The purpose of this study is to analyze the aesthetic characteristics of traditional Korean patterns appearing on fashion collections from 1990 to 2005. Traditional Korean patterns have been used as an important element to express a Korean image since the 1990s. Frequently used patterns included several kinds of geometric patterns, plant patterns(flower, peony, Four Gracious Plants), and Chinese character patterns. Specifically, since the 2000s, animal patterns such as tiger, Chinese phoenix, and giraffe which were not often used, plant patterns such as arabesque, peony, and flower, and a variety of Chinese character patterns appeared. For the expression techniques, while embroidery and printing was often used in the 1990s, they became varied into printing, beading, embroidery, gold and silver leaf, and hand painting after 2000 as a result of designers' active attempts. The aesthetic characteristics of fashion design with its focus on traditional patterns were analyzed. First, Chinese character patterns and phoenix pattern which were mainly used for a court suit, and show the excellence and unique originality of Korean culture. Second, traditional Korean patterns directly and indirectly imply symbolistic significance of lucky sign and illustrate the use of various lucky sign patterns. Third, traditional Korean patterns such as arabesque or peony were expressed by colorful embroidery to add decorative beauty. Finally, traditional Korean patterns reflect a naturalistic worldview and are completed finished as the design.