• Title/Summary/Keyword: elements of character

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GAUSS SUMS FOR U(2n + 1,$q^2$)

  • Kim, Dae-San
    • Journal of the Korean Mathematical Society
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    • v.34 no.4
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    • pp.871-894
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    • 1997
  • For a lifted nontrivial additive character $\lambda'$ and a multiplicative character $\chi$ of the finite field with $q^2$ elements, the 'Gauss' sums $\Sigma\lambda'$(tr $\omega$) over $\omega$ $\in$ SU(2n + 1, $q^2$) and $\Sigma\chi$(det $\omega$)$\lambda'$(tr $\omega$) over $\omega$ $\in$ U(2n + 1, $q^2$) are considered. We show that the first sum is a polynomial in q with coefficients involving certain new exponential sums and that the second one is a polynomial in q with coefficients involving powers of the usual twisted Kloosterman sums and the average (over all multiplicative characters of order dividing q-1) of the usual Gauss sums. As a consequence we can determine certain 'generalized Kloosterman sum over nonsingular Hermitian matrices' which were previously determined by J. H. Hodges only in the case that one of the two arguments is zero.

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Feature Extraction and Similarity Measure Function Define For Beauty Evaluation of Korean Character (한글의 미적 평가를 위한 특징 추출 및 유사도 함수 정의)

  • 한군희;오명관;이형우;전병민
    • The Journal of the Korea Contents Association
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    • v.2 no.1
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    • pp.59-67
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    • 2002
  • This study pre-processed the characters, performed the feature extraction for the beauty evaluation, and then defined the similarity function. It suggested the definition of the similarity function, and the extraction of the features of character elements. it experimented how much the various input character patterns were similar with the standard character patterns, found their results were almost similar with the expected ones and the results of beauty evaluation on general people through the questionaire with the results of the methods suggested here.

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On the Formative Feature Characteristics of Cyber Character's Fashion in the Cyber-space Game (가상공간 게임에 나타난 사이버 캐릭터 의상의 조형성)

  • 서정립;진경옥
    • Journal of the Korean Society of Costume
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    • v.54 no.3
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    • pp.99-112
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    • 2004
  • The purpose of this research is to examine the relation between the cyber environment and the contemporary fashion design by studying the formative feature characteristics of cyber character's fashion in the on-line game from the point of the contemporary fashion design. The research method is to understand the general concept of the cyber-space and characters and then is to contemplate characteristics and formative features of game character's fashion of the cyber-space mainly with cyber characters that were closely linked with features of the contemporary fashion design. As a result, the formative feature of game character's fashion of the cyber-space was to be classified into four categories; reactionism, mechanism, futurism, sensualism. First, reactionism takes traditional elements with symbolical and compromising form. Second, mechanism has a tendency of deconstruction due to its vitality and sense of velocity for objects through employing geometrical forms and new materials. Third, futurism deviates from the established framework. It makes use of high-tech materials and has surrealistic and futuristic features. Fourth, sensualism does emphasize sensual parts of the body and intends to convey aesthetic atmosphere through association of ideas. Character's fashion of the cyber on-line game is unnatural and artificial in its forms and wear for the lack of knowledge for costume's structure, and it shows just simplified design that accept extremely partial fragment of features in the contemporary fashion design.

Communications of Emotions with Character Movements (캐릭터의 움직임을 통한 감성 커뮤니케이션)

  • Shim, Shin-Hae;Lee, Tae-Il;Cho, Sung-Hyun
    • Journal of Korea Game Society
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    • v.7 no.4
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    • pp.33-42
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    • 2007
  • Advanced technologies and techniques make it possible to express digital animation with higher quality. Characters in the virtual animation space are playing an important role in emphasizing the human audiences or interacting directly with them. The movement of characters gives them vital power, and shows their intentions and emotions. To analyze the emotion of character movements, the study develops basic movement sources based on Laban's property elements of movement such as time, space, and flow, and tries to find the relationship between their movements and the emotions they arouse by positioning them on Plutchik's emotional circle. We find that each element of 9 movements represent its own emotion consistently, and has influence on the intensity of emotions clearly.

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A study on plastic elements involved in character identity (캐릭터 아이덴티티에 관여하는 조형적 요소에 관한 연구)

  • Lee, Soon-Young;Lim, Chul-Min;Cheong, Sung-Whan
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2007.05a
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    • pp.61-63
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    • 2007
  • 아이덴티티(identity)는 퍼스낼리티(personality)로서 자신을 총체적으로 통합시켜 경쟁시대에 차별 화를 위한 새로운 이미지 정착의 수단으로 중요시 되고 있다. 본 연구는 각 캐릭터들 간의 다양성과 시각적 통일성 요소들을 파악하여 동질성 인지를 통한 캐릭터 아이덴티티를 확립하는 기초정보 제공에 목적이 있다. 따라서 범주화, 전형성 인지 과정에 관련된 선행연구를 바탕으로 캐릭터 인지의 형태적 대표성을 나타낼 수 있는 전형적 요소들이 있다는 가설 하에 사례분석을 통한 조형적 요소의 특징을 분류하였다. 또한 캐릭터 그룹 간의 아이덴티티를 나타낼 수 있는 형태적 요소의 범위를 파악하였으며, 기초설문조사를 바탕으로 캐릭터의 형태 인지에 따른 빈도분석 결과 형태 인지의 우선 순위는 얼굴, 눈 코 입, 면, 아웃라인 순으로 분석 되었다. 향후 캐릭터의 형태적 요소에 기인한 실증분석을 통해 캐릭터 아이덴티티를 실현하고자 한다.

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A Study on the relationship between Spatial Expression & Emotional Character - based on the psychological healing theory of Marks Lüscher - (공간표현과 감정특성간의 연관성에 관한 연구 - 막스 뤼셔의 심리치유이론을 중심으로 -)

  • Kim, Kwang-Ho
    • Journal of The Korea Institute of Healthcare Architecture
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    • v.11 no.2
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    • pp.63-71
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    • 2005
  • The purpose of this study is to find the complementary idea of the psychological elements in aesthetic expression of architectural space in the sense of healing. Marks $L\ddot{u}scher$, the swiss psychologist suggested reasonable categories of emotional character according to the couple combinations among Content, Self-Esteem, Confidence, and Liberty. His theory on healing is not only the concept but the practical method to understand and control the conflict between contrary elements of emotion. Compared to the Freud's objective theory of cause and consequence, his idea is focused on the subjective and autonomous harmony. This theory based on complementary idea is applied to psychological attitude of architects on Spatial Expression in this study. Refuge, Prospect, Flow and Void are assumed as equivalent spatial elements to the four major emotional conditions suggested by $M.L\ddot{u}scher$. The couple combinations among them also characterize the architectural characters definitely and it is expected to be the reasonable criteria in analysing aesthetic value and motive of creating human space.

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A Study on the Use of "Concept" or the Word "Kyoung" (경관개념어 사용방향 설정(1) -송강, 노계, 고산의 시가에 나타나는 '景'을 중심으로)

  • 정하광
    • Journal of the Korean Institute of Landscape Architecture
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    • v.19 no.1
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    • pp.99-121
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    • 1991
  • A purpose of this study is to identify the concept formation and classify the diverse concepts which related to Kyoung(景) in the Classical Korean Poems(Chong, Chol(鄭澈, 1536-1593), Pak, Inno(朴仁老, 1561-1642), Yun Sondo(尹善道, 1587-1671) on the Yi dynasty period and to construct the direction of the use of that concepts in the future. The results were as follows ; The type of landscape concept was 9 types and had the following frequencies in order ; Kyoung(景)(3), Pung-Kyoung(風景)(2), Kyoung-Chi(景致)(2), Yeo-Kyoung(麗景), Cheong-Kyoung(淸景), Jin-Kyoung(眞景)(1), Mo-Kyoung(暮景)(1), Ka-Kyoung(佳景)(1), Kyoung-Mul(景物). Types of landscape concepts in Yi dynasty period were classified into 9 according to the many characteristics ; personal situations, faith, religion, confucianism in the specific time of Yi dynasty. The most popular type of landscape concepts in general was Kyoung(景). The word, "Pung-Kyoung(風景)" was used in expressing personal thoughts and feelings in one's recollection in terms of landscape elements. The word, "Mo-Kyoung(暮 景)" was used in expressing specific time and the dejection in one's heart in that time. The words, "yeo-Kyoung(麗景)" and "Ka-Kyoung(佳 景)" was used in expressing the landscape elements. The nine concepts had a grest deal to do with defining and perpetuating a personal characteristics, the place and landscape elements, and a society's character in the Yi dynasty period.ty's character in the Yi dynasty period.

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A Study on the Performance Factors of Cute Characters Center Around a Two-Headed Character (애니메이션 캐릭터의 귀여움 표현 요소 연구 : 이등신 캐릭터를 중심으로)

  • He, Shan;Park, Sung-Won
    • Journal of Information Technology Applications and Management
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    • v.27 no.4
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    • pp.85-91
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    • 2020
  • Animation is a field of popular visual art that is established in human life, and the form of characters appearing is an important factor that is highly anticipated by the public. Designing animation characters according to aesthetic characteristics not only satisfies people's aesthetic needs but can also increase their artistic immersion in animation works. In addition, animation storytelling is delivered around characters and enhances the value of the work by encouraging more public to focus on it. In this paper, we tried to analyze the design elements of Minions characters to derive the reason why they are loved by the public. Among the morphological characteristics of bicepsin characters, a study was conducted on the fact that bicepsin characters visually express 'cute' through the study of infantile eating and color. The visual cuteness elements of a bisung character will soon be linked to the psychological satisfaction of the audience's work and will be a factor in the appreciation of the value of the work. By studying the elements of expression that represent isosin characters, I would like to discuss the factors that help the audience to immerse and get satisfaction with the characters. This will be used as an important factor for an animation character to have for the audience and will reveal its value. Second-class animation images belong to the art of small pieces, suitable for all the audience to enjoy. The two-size animated image has a strong appeal and entertainment, is a confusing visual attribute, can stimulate the audience's five senses. Compared with the actors in the movie, the visual form of the animation is more important.

Perceptions of Science Teachers on Socioscientific Issues as an Instructional Tool for Creativity and Character Education (과학과 관련된 사회.윤리적 문제(SSI)의 도입을 통한 창의.인성 교육 가능성에 대한 과학교사들의 인식)

  • Yang, Jung-Eun;Kim, Hyun-Jeong;Gao, Lei;Kim, Eun-Jin;Kim, Sung-Won;Lee, Hyun-Ju
    • Journal of The Korean Association For Science Education
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    • v.32 no.1
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    • pp.113-128
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    • 2012
  • This study explored to what extent Korean science teachers perceived socioscientific issues (SSI) as an effective instructional tool for creativity and character (CreActer) education; which was recently announced as a main goal for the Korean National Science Curriculum 2009. The guiding research questions were as follows. (1)How do science teachers conceptualize the relationship between creativity and character in the context of science classes? (2) What do science teachers think about the possibility of CreActer education through SSI in science classrooms? Thirty science teachers participated in individual interviews (each lasted 20-90 minutes). In the results, the teachers' perceptions on CreActer education and SSI for CreActer education were categorized into four profiles. Eleven teachers in Profile A thought that creativity was positively correlated with character education because their understanding of creativity and character embraced a very broad range of elements. They mentioned that addressing SSI in the science classes would be satisfactory to cover those elements of CreActer education. Six teachers in Profile B mentioned similar elements of creativity and character of Profile A, but reported that, in their experience, creativity was often inversely correlated with character. However, they responded that addressing SSI would be a good way to integrate creativity and character in the science classes. Ten teachers in Profile C believed there was no relationship between creativity and character, but took a positive stance on CreActer education through SSI. Unlike Profile A and Profile B, they tended to regard character as only an interpersonal virtue. And three teachers in Profile D had a narrow perspective on CreActer education. Not only did they think creativity had no relationship with character, but also disagreed that CreActer education would be activated by addressing SSI in science classrooms. The results imply that SSI could be used as an effective instructional tool for CreActer education, but this can be possible when science teachers expand their view on CreActer education.

A Study for properties of IK system to 3D character animation education (3D 캐릭터 애니메이션 교육을 위한 IK SYSTEM 특성 연구(Bone, Character Studio, CAT을 중심으로))

  • Cho, Hyung-Ik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.10a
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    • pp.519-523
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    • 2011
  • Today, one of the most important reasons that 3D software becomes a core part of the essential tools in the video contents field like the movies, animation, CF, motion graphic, games and etc. is that they can save budget of contents makings and can produce better effects than conventional methods like miniature, matt painting, extra mobilization and etc. and can save time and have the merit that they are not limited in space. In this paper, I analyzed IK(Inverse kinematics) system characteristics for the efficient education of 3D character animation particularly most used of 3D applications which is now supposed to be nearly necessary elements in game, animation, movie and contents. And by analyzing merits and demerits of each tool on Bone, Character studio and Character Animation Toolkit, systems which are most used practically in the various Inverse kinematics tools, I showed the result of analyses about the fact that educating which of the above three Inverse Kinematics tools is helpful and beneficial for the students for the efficient education in the university where should teach much in the limited time

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