• Title/Summary/Keyword: human character

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Studies of Character's Symbolism in (<동물농장>에 나타난 캐릭터의 상징성 연구)

  • Choi, Don-Ill
    • Cartoon and Animation Studies
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    • s.38
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    • pp.115-132
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    • 2015
  • An animation is a tool to represent the consciousness of an author. It is a medium that converts his/her consciousness to time by the means of spaces. Image is the most inherent element among the elements of an animation. Character is the element that has the very core function among the elements of an image because a character is a shape that can deliver a story through various actions and facial expressions. In this context, is a representative satire animation that describes a ranked and unequal human society and selfishness and absurdity of human beings existed in the human society, based on the original work of George Orwell. Therefore, this study aims to study what the work tries to satirize through the meanings and symbols that the characters, animals, and spaces in the work. As a result of the study, it was found that the characters appeared in the work are metaphoric symbols that imply the meanings of each character, not just simple characters or spaces. In the work, the farm is a symbolic space that symbolizes a human world. John, a human being, is described as a dictator in an absolute Russian monarchy who suppresses people. Old Major, a pig, is described as an old pioneer that preaches the appropriation of a revolution while Snow Ball, a pig that follows the Major is described as a naive leader that dreams to establish a real socialist state where everybody lives equal, through successful revolution. Another pig, Napoleon is described as the more greedy dictator than human being. He killed Snow Ball for his private ambition and suppresses and exploits the same race, animals. That is, setting man and various animals in the relation of dominant class and subordinated class, the author generates conflicts among characters. Although the characters pursue an ideal society through revolution, it requires another revolution in the process, which expresses repetitive contradiction of human history in a symbolic and strong way.

Policy Study on Parents Support for Character Education within Family (가정내 인성교육을 위한 부모 역할 지원 방안 탐색)

  • Lee, Hyunah;Chin, Meejung
    • Journal of Families and Better Life
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    • v.31 no.4
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    • pp.65-82
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    • 2013
  • This study focuses on the roles of family and parents as primary environments for character education of children and adolescents, examines surrounding micro and macro environments in a bioecological model, and explores parent support methods for restoring character education in family. For this study, we had interviews with 54 parents(44 mothers & 10 fathers). Through the interviews we found difficulties of character education in family and analyzed them in children and teenagers, parents, school, and social-cultural dimensions based on the bioecological model. On the basis of the parents' perception for these difficulties, we proposed how to support the roles of family and parents for recovering character education in family. The policy methods were propsed in family, school, and society dimensions. This study is meaningful in that it suggests evidence base for making the parent support policy.

A Real-time Motion Adaptation Method using Spatial Relationships between a Virtual Character and Its Surrounding Environment

  • Jo, Dongsik;Choi, Myung Geol
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.4
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    • pp.45-50
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    • 2019
  • Recently, character motion have been used extensively in the entertainment business, and researchers have investigated algorithms of reproducing, editing, and simulating mimic human movements. Also, many recent researches have suggested how a character interacts with its surrounding environment in terms of motion. Specially, spatial relationships of the environment have been introduced for adapting and preserving character motion. In this paper, we propose a motion adaptation technique preserving a spatial property between a virtual character and the configuration of its surrounding space. Additionally, we report on experimental results of smoothly adapted motions in various environmental structures with original motions such as walk, jump, and tumbling.

A Study on the Analasys of the Eight-Constitution Questionnaire (8체질 분류 설문지의 문항 분석-II - 성향 및 성격을 중심으로 -)

  • Kim, Hee-Ju;Shin, Young-Sup;Min, Jae-Young;Kim, Min-Yong;Park, Young-Jae;Park, Young-Bae
    • The Journal of the Society of Korean Medicine Diagnostics
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    • v.13 no.1
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    • pp.89-110
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    • 2009
  • Background : Eight-Constitution Medicine (ECM) devides the human body into eight constitutions. Up until now, checking the pulse types is only way to classify the eight constitution. Recently we try to make a questionnaire that is based on the Eight-Constitution characters and analyze the answer from patients who were classified into one of the eight constitutions according to their pulse types and their responses to constitution-acupuncture therapy. Objective : This study intends to analyze each answer of the Eight-Constitution Questionnaire with independent sample t-test. Methods : Participants of this study were outpatients in ECM clinics located in Korea. The resources were collected from 925 patients who were classified into one of the eight constitutions according to their pulse types and their responses to constitution-acupuncture therapy. SPSS 13.0 for Windows was used for independent sample t-test. Results and Conclusions : 1. The proportion of participants' constitutions is in the order of Pancreotonia (28.0%), Colonotonia (17.3%), Pulmotonia (18.1%), Hepatonia (18.1%), Vesicotonia (8.5%), Cholecystotonia (7.0%), Renotonia (2.6%) and Gastrotonia (0.4%). 2. Eight-Constitution Questionnaire consists of 5 parts; Appearance, Character, Body reaction, Physiology & Pathology and Food reaction. 3. 18 items were chosen among 81 question about Character. 4. Due to the deficiency of Gastrotonia examples, useful items have to be given up. If we can gather Gastrotonia examples, we can use meaningful items more than 18.

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Comparative Analysis of On-Line Game Characters' Costumes and Fashion Trend Color (온라인 게임 캐릭터 복식 색채와 패션 트렌드 색채의 비교 분석)

  • Shin, Ha-Na;Lee, Min-Sun;Yu, Ji-Hun
    • The Research Journal of the Costume Culture
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    • v.18 no.3
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    • pp.436-451
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    • 2010
  • The purpose of this study is to come up with ways that cooperate between on-line game design and fashion design by analyzing trend color and on-line game character's costume color in on-line game. As for the research methodology, First, on-line games were selected with reference to www.ranky.com. Second, 2009 SS trend color palettes suggested by Copenhagen International Fashion Fair was used as a criterion of fashion trend. Third, on-line game character's costume colors were analyzed in relation to the degree of reflection of trend and the game character's type. The results are as follows. Each on-line game character costume's colors were made in accordance with typical character types. But we can find a one-to-one correspondence between fashion trend colors and game character costume's colors. That's because both trends and character types are the results of the continuing interactions between human-beings and societies. In comparison with fashion trend colors, game character costume colors are partly raw and inharmonious. Therefore, it is necessary to apply fashion trend color in game character costume design for enhancing competitiveness in the world market.

A Study on the Commercial Customs and Practices in Indonesia (인도네시아의 통상환경과 상관습에 대한 소고)

  • Kim, Hee-Jun
    • International Commerce and Information Review
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    • v.1 no.1
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    • pp.87-105
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    • 1999
  • A objective of this study is to examine a commercial practices and analyze a trade environment for a successful launch of Indonesian market. In general, Indonesian trade environment is composed of a natural environment, religious peculiarity, history and politic, an economic prospect. In order to understand a commercial practice exactly and then be possible a favorable business achievement, a natural character, a mode of living, custom of a meal and invitation, custom of gift, religious taboo, a human relationship, commercial power, a tendency of product preference should be recognized. The results of the study indicate mostly that even though an excellent brand image, a good Quality and an efficient sales network are a basic factor for making of a successful business. However practically it is more important to understand a business custom and a natural character of Indonesian. Because business is made up of through relation between human being eventually.

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A study on Characteristics of Installation object Appeared in Interior of contemporary Commercial Space (현대 상업공간 실내에 나타난 설치적 오브제의 표현특성에 관한 연구)

  • Kim, Ki-Young;Kim, Moon-Duck
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2008.05a
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    • pp.203-208
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    • 2008
  • Installation art in 20th century shows an expanded trend as a result of material, time, or spatial expansion of subject, therefore subjects could be either materials or non-materials. This trend says that three elements-objet, space, and spectator-is inseparable essence of installation art. Nowadays, the borderline between installation art and everyday human life is getting indistinctive, and both Installation art and human life are becoming a part of another. By adapting the flexibility of installation art into the interior space, more interaction could happen, therefore, people will recognize spatial and visual character of Interior space as a visually satisfying Installed object. The main goal of this study is to understand changing of spatial composition in consequence of expressional variety as a result of dispersion of spatial elements. Especially, this study gives a fundamental ideas about private character of installations art in commercial spaces and expressional character of modern installations.

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A study of the didactic character of Huang Yunseok's sijo and it's implications for his poetic intentions (황윤석 시조의 교술적 성격과 작가 의식)

  • 전재강
    • Sijohaknonchong
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    • v.19 no.1
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    • pp.207-234
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    • 2003
  • The purpose of this research paper is to study the characteristics of Huang Yunseok's sijo and it's implications for his poetic intentions. Huang Yunseok's sijo is didactic in its presentation of facts and ethical lessons. The two main facts it presents are royal favors and his clan's pride. Royal favors concern. for example, encouragement of the king, the king's birthday and deathday, and securing a government position by the king's order. His clan's pride concerns, for example, the geographically wonderful place of Huang Yunseok's ancestor's tomb, his ancestor's great conduct, his clan's beautiful tradition, his birth place, and his birth dream. The main content of the ethical lessons concerns cultivation of the human mind and practicing Confucian ethics. Examples of the former describe the purpose of Confucian study, the ethical doctrine that human being's inborn nature is good, the character of the human mind, and the method of cultivating the human mind. Examples of the latter describe the moral rules to govern the Five Human Relations, separation between husband and wife, and discrimination between males and females. The poetic intention of Huang Yunseok's sip consists of political and economic self-promotion and theoretical devotion to Confucian ideology. Proud of his educated, high Confucian clan, he tries to get self-promotion politically and economically by vowing loyalty to the king. He implies devotion to the Confucian ideology through his description of the practice of the Confucian moral rules, the clinging to traditional Neo-Confucianism, and his insistence on the Neo-Confucian theory that all human beings and animals are the same in their original nature. In conclusion, the didactic character of Huang Yunseok's sip stems from his intention to promote himself politically and economically and his theoretical devotion to Confucian ideology. The way of indicative expression originates from the didactic character of Huang Yunseok's sijo.

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A Study on the Strategy of Character Marketing Based Marketing PR (Marketing PR을 응용한 캐릭터마케팅전략 연구)

  • 임창윤
    • Archives of design research
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    • v.16 no.4
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    • pp.59-68
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    • 2003
  • Character industry which introduces marketing techniques into cultural level and recreational tendency owned by man and which develops them to industrial aspects is not simple sale of goods, but knowledge-intensive industry which asks consumers intangible symbolic elements. In other words, it is a field of soft business which concretizes and maximizes ideas, goods and services which can satisfy pleasure and recreational tendency internal to human mind. For Korean character industry, forms or expressions proper to character not only have weak character, meaning or values as goods from the stage at which they are developed, but the absence of strategies about media by which to develop these or integrative character marketing strategies and tactics makes a ripple effect of character or strategies of merchandising it relatively inferior compared to the advanced countries in character such as the United States, Japan, England and so on. 1 want to contribute to developing Korean character industry to the levels of developed countries by applying the strategies and tactics of MPR, the strategic marketing method which worldwide famous enterprises or brands are positively utilizing in the condition of the lad(Eng study on character marketing with character as the subject, to character marketing strategies by which they can be grafted directly into fields of character business.

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3D Spatial Interaction Method using Visual Dynamics and Meaning Production of Character

  • Lim, Sooyeon
    • International journal of advanced smart convergence
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    • v.7 no.3
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    • pp.130-139
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    • 2018
  • This study is to analyze the relationship between character and human semantic production through research on character visualization artworks and to develop a creative platform that visually expresses the formative and semantic dynamics of characters using the results will be. The 3D spatial interaction system using the character visualization proposed generates the transformation of the character in real time using the interaction with user and the deconstruction of the character structure. Transformations of characters including the intentions of the viewers provide a dynamic visual representation to the viewer and maximize the efficiency of meaning transfer by producing various related meanings. The method of dynamic deconstruction and reconstruction of the characters provided by this system creates special shapes that viewers cannot imagine until now and further extends the interpretation range of the meaning of the characters. Therefore, the proposed system not only induces an active viewing attitude from viewers, but also gives them an opportunity to enjoy watching the artwork and demonstrate creativity as a creator. This system induces new gestures of the viewer in real time through the transformation of characters in accordance with the viewer''s gesture, and has the feature of exchanging emotions with viewers.