• 제목/요약/키워드: elements of character

검색결과 551건 처리시간 0.023초

3D온라인게임을 위한 효율적인 3D게임캐릭터 제작기법 (Introduction to 3D game character production skill for 3D on-line game)

  • 김미진;김재준
    • 한국산업정보학회논문지
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    • 제8권4호
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    • pp.55-63
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    • 2003
  • 게임&멀티미디어산업은 부가가치가 어떠한 산업에 비해도 월등히 높은 고부가가치 산업이고 인터넷의 발달과 더불어 온라인 게임시장의 폭발적인 성장, 가상현실 기술과의 결합에 의한 미래적 첨단기기로서의 가능성 등 그 산업적인 미래가 상당히 밝은 산업이다. 최근 온라인게임은 뚜렷한 수익모델을 갖추면서 PC뿐만 아니라 다른 플랫폼으로 확장되고 있고, 게임산업 전반에 온라인화를 가져옴으로써 큰 변화를 하고 있는 시기이다. 게임을 개발하기 위해서는 여러 가지 요소가 필요하나, 그 중에서도 게임캐릭터는 게임의 전반적인 성격을 시각적인 표현으로 사용자에게 전달 하므로써 좀 더 직접적이고 감각적으로 게임을 접할 수 있게 만들며 마케팅의 관점에서도 초기 판매량에 결정적 요인으로 작용하고 있고 온라인게임의 경우, 초기 유저 확보와 게임의 몰입도에 상당한 영향을 미친다. 본 논문에서는 효율적인 3D게임캐릭터의 제작기법을 제안한다.

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기업가정신 교육의 핵심교육요소와 교육활동에 관한 연구 (A Study on the Essential Educational Elements and Educational Activities of Entrepreneurship Education)

  • 최믿음;김민성;김정환
    • 한국콘텐츠학회논문지
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    • 제22권6호
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    • pp.104-115
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    • 2022
  • 최근 세계 경제에 중요한 영향을 미치는 글로벌 거대 IT 기업들의 출발은 창업자의 기업가정신(Entrepreneurship)에 기반한 스타트업이었다. 주변의 문제를 인지하고 이를 창의적으로 해결하고자 하는 기업가정신의 발현이 수많은 사람들이 누리는 서비스로 승화되어 경제적, 사회적 기여를 가져오자 기업가정신 교육에 대한 국내외 관심이 더욱 높아졌다. 기업가정신 교육과 관련된 국내외 연구들은 대체로 교육과 교육수혜자들의 창업의도와의 관계를 밝히는데 집중해 왔다. 본 연구는 기업가정신 교육 과정의 중요도와 체계적 접근이 부족하다는데 문제의식을 가지고 AHP 분석 기법을 활용해 기업가정신 관련 교육을 진행하는 교육자들을 대상으로 교육 과정에 있어 핵심이 되는 요소와 교육활동을 확인하였다. 분석결과, 국내외 교육자들은 역량 교육 차원을 인성 교육 차원보다 중요하게 평가하는 것으로 나타났다. 인성 교육 차원 내에서는 습관이 태도보다 중요하다고 평가하였으며, 역량 교육 차원에서는 기법 교육 모듈이 지식 교육 모듈보다 더 중요하다고 인식하는 것으로 나타났다. 이밖에도 8개 교육활동에 대한 우선순위를 파악하였다. 이 연구가 기회포착형 창업에 대한 대응뿐 아니라 국내 기업가정신 교육의 저변이 보다 안정적으로 확대되는데 기여하길 기대한다.

경상남도 천연기념물 노거수의 생육환경 연구 (Growth Conditions of Natural Monument Old Big Trees in Gyeongsangnamdo, Korea)

  • 김효정
    • 한국환경복원기술학회지
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    • 제14권5호
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    • pp.103-112
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    • 2011
  • Old big tree transcends the simple meaning of trees as they are the natural monuments that embody the people's history and culture of this land. The Cultural Heritage Administration of Korea(CHA) defines and protects old big tree based not only on the size of the tree but also on its definitive cultural and natural factors such as value, implications, and originality. This research aims to identify and analyze the growth conditions, soil conditions and location character of 20 old big tree in Gyeongsangnamdo korea. The research examined the soundness of the arboreal form, the degree of damage on the bark, as well as the quantity of leafs levels to evaluate the overall condition of growth and development. Also, 9 elements such as soil texture, nitrogen and organic matter content, soil pH, phosphoric acid and EC were further analyzed The research analyzed in correlation of Growth condition and soil. Tree health related positivity that total nitrogen and organic matter. The result which analyzes location character, With natural monument old big trees raising a hand the area where is contiguous appeared with the fact that the farming village style where the rice field and the arable land of field etc. This research aimed at generating some foundational reference data for the analysis of the habitation and management conditions of natural monument old big tree within the Gyeongsangnamdo korea.

주성분 분석기반 인간과 개의 얼굴 비율 연구 (A Study on the Ratio of Human and Dog Facial Components based on Principal Component Analysis)

  • 이영숙;기대욱
    • 한국멀티미디어학회논문지
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    • 제23권10호
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    • pp.1339-1347
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    • 2020
  • This study is a preliminary study to design a character automation system that considers the facial characteristics of mammals. The experimental data of this study was conducted on dogs (dog breeds) and humans, which were designed to be used in many contents. First, data was extracted from 100 types of dogs and 100 human data. Second, the criteria for measuring the ratio of important parts of the dog and human face were suggested. In addition, a comparative analysis of the face of a dog and a human face is conducted. Lastly, by analyzing the main component(PCA), the most characteristic elements in the faces of dogs and humans were analyzed. As a result, it was confirmed that the length of the face, the size of the eyes, the length of the glabellar, and the length of the glabellar and other parts are important. Through this study, the features of the dog's face that are different from humans are expected to contribute to the animal character automation.

Online Recognition of Handwritten Korean and English Characters

  • Ma, Ming;Park, Dong-Won;Kim, Soo Kyun;An, Syungog
    • Journal of Information Processing Systems
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    • 제8권4호
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    • pp.653-668
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    • 2012
  • In this study, an improved HMM based recognition model is proposed for online English and Korean handwritten characters. The pattern elements of the handwriting model are sub character strokes and ligatures. To deal with the problem of handwriting style variations, a modified Hierarchical Clustering approach is introduced to partition different writing styles into several classes. For each of the English letters and each primitive grapheme in Korean characters, one HMM that models the temporal and spatial variability of the handwriting is constructed based on each class. Then the HMMs of Korean graphemes are concatenated to form the Korean character models. The recognition of handwritten characters is implemented by a modified level building algorithm, which incorporates the Korean character combination rules within the efficient network search procedure. Due to the limitation of the HMM based method, a post-processing procedure that takes the global and structural features into account is proposed. Experiments showed that the proposed recognition system achieved a high writer independent recognition rate on unconstrained samples of both English and Korean characters. The comparison with other schemes of HMM-based recognition was also performed to evaluate the system.

A Case Study on Digital Interactive Training Content <Tamagotchi> and <Peridot>

  • DongHee Choi;Jeanhun Chung
    • International journal of advanced smart convergence
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    • 제12권4호
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    • pp.306-313
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    • 2023
  • Having pet is one of the activities people living in modern society do to relieve stress and find peace of mind. Currently, the object of companion animals has moved beyond being a real 'living entity' and has developed to a stage where the animal's upbringing process can be enjoyed in a virtual space by being programmed in digital content. This paper studies detailed elements such as character design, interaction, and realism of 'Tamagotchi (1996)', which can be said to be the beginning of digital training content, and 'Peridot (2023)', a recently introduced augmented reality-based training content. The point was that it was training content using portable electronic devices. However, while the environment in the electronic device in which Tamagotchi's character exists was a simple black and white screen, the environment in which Peridot's character operates has been changed to the real world projected on the screen based on augmented reality. Mutual communication with characters in Tamagotchi remained a response to pressing buttons, but in Peridot, it has advanced to the point where you can pet the characters by touching the smartphone screen. In addition, through object and step recognition, it was confirmed that the sense of reality had become more realistic, with toys thrown by users on the screen bouncing off real objects. We hope that this research material will serve as a useful reference for the development of digital training content to be developed in the near future.

현대 패션에 표현된 한국과 일본 전통 복식 디자인의 조형적 특성에 관한 연구 (Formative Character of Korean and Japanese Dress Design in Modern Fashion)

  • 최인려;이선희
    • 복식문화연구
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    • 제15권5호
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    • pp.749-759
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    • 2007
  • As the traditional style is treated as one of the important themes in fashion recently, how to apply the formative character in Korean and Japanese traditional dress to modern fashion is searched through actual analysis of photograph material, Both design formative elements were confirmed by clothing and fashion department majors through visual data so that 20 pieces of them were selected as final analysis object. Korean traditional dress form in modern fashion emphasizes curvaceousness as plane division. On the other hand, that of Japanese shows straight line, layered, belt, big look through up & down connection style. Color in Korean traditional dress prefers white and original color and modern fashion displays the natural beauty through harmony of similar colors ; that of Japanese based on natural color such as persimmon color cherishes natural beauty and implicit moderation showing harmony of various original color with brilliance and neutral color. While texture in Korean traditional dress was fine and exquisite, that of Japanese preferred coarse and tactile ones. In motif, Korea was natural and geometric but Japanese variously used complex and geometric ones. Likewise, the result suggests that the formative character in Korean and Japanese modern fashion affects the modern dress format as new aesthetic sense and takes on more complicated and subtle aspect in basic form, not just use so far.

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TV화면 대형화에 따른 문자그래픽 표현 연구 -시각인지도 분석 기반- (A Research of Character Graphic Design on Larger Television Screens -Based on Analysis of its Visual Perception-)

  • 이국세;문남미
    • 한국인터넷방송통신학회논문지
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    • 제9권4호
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    • pp.129-138
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    • 2009
  • TV방송에서의 문자그래픽(방송자막)은 영상정보에 대한 시청자의 이해를 돕고 프로그램의 가치를 높여주는 영상구성 요소로써의 역할이 확대되고 있다. 본 논문은 TV화면의 대형화와 영상의 고품질화에 적합한 글자 표현을 위해 방송문자의 글꼴, 크기, 색상, 이동속도 등 문자의 속성에 변화가 필요한 점을 찾고 그 개선 방법에 관한 연구이다. 논문에서는 이론적 고찰과 함께 전문가 그룹을 대상으로 한 델파이조사를 기반으로 TV화면의 분자가 지닌 제 특성요소와 시각적 인지도가 어떤 연관을 가지고 있는지를 고찰하고 OSMU(One Source Multi Use) 환경에서의 각 매체별 특성을 고려한 개선안을 제안한다.

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투겐타트 주택의 공간적 특성에 관한 연구 (A Study on the Spatial Characteristics in the Tugendhat House)

  • 양재혁;견진현
    • 한국실내디자인학회논문집
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    • 제40호
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    • pp.42-51
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    • 2003
  • This study aimed at understanding the spatial characteristics in the Tugendhat house. For this study, it is need to analyze the early plans of the Tugendhat house design process. To analyze this, the study leads to how to effect on the real practice with the process. Therefore, this research investigates the conceptional design process of the house. There are 2 main characteristics of the interior space alternation. One is the closed spatial character on the 2nd floor, the other is the open spatial character on the 1st floor. It clearly shows the severance between interior and exterior on the 2nd floor. Each 2nd floor's space volume uses different materials so that each the space can show the individuality. On the 1st floor, however, it seems the interior is not as much open to the exterior, because the materiality and reflection of the glass, the objet of furniture and wall. In case of 1st floor, it has a complex concept as open and close character, because it is using the proper gardening elements and the relationship between the house and site. The exterior characteristic is separated the house from the ground with the podium and the slope, and this leads to have the discontinuity. The house clearly shows the spatial characteristics of the continuity and discontinuity, it proves that Mies tried to move onto modem architecture as a turning point.

MMORPG에서 게이머의 성향에 반응하는 감성 지능형 NPC생성 (A Creation of Emotionally Intelligent NPC Reacting toward Gamer‘s Inclination in MMORPG)

  • 이창숙;엄기현;조경은
    • 한국게임학회 논문지
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    • 제6권3호
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    • pp.23-32
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    • 2006
  • MMORPG(Massively Multiplayer Online Role Playing Game)는 장시간 게임에 접속하여 자신이 맡은 역할을 수행해 나가는 게임으로서, 사용자의 몰입도가 다른 게임에 비해 월등히 높은 게임이며, 게임 내 많은 컨텐츠를 보유하고 있는 게임이다. 그러나 다양한 게임 내 컨텐츠 중 게임의 흥미를 높이는 데 가장 중요한 역할을 하는 NPC(Non Player Character)의 행동 패턴이 너무 단순하므로 게임을 지루하게 만드는 요인으로 작용하고 있으므로, 많은 컨텐츠를 보유했음에도 불구하고 MMORPG는 지루한 게임이라는 인식이 사용자들에게 만연해 있다. 이에 본 논문에서는 NPC에게 성격과 감정을 심어주어, 사용자의 성향에 반응하는 동적인 행동을 보이는 NPC를 생성하고자 한다.

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