• Title/Summary/Keyword: human character

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Integrated Education for Sustainable Character, Human Rights, Cultural Diversity Based on Family Life Education: Focusing on University Students (가정생활교육에 기반한 지속가능한 인성, 인권, 문화다양성 통합교육: 대학생을 중심으로)

  • Kim, WooJoung;Ju, YoungAe
    • Human Ecology Research
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    • v.58 no.1
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    • pp.31-41
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    • 2020
  • This study examined human rights perception, cultural diversity perception, level of character perception, and influencing factors for university students in order to prepare basic data on integrated education methods of character, human rights and cultural diversity and education program models. The research questions are as follows. 1. What are university students' perceptions of character, cultural diversity and human rights? 2. What is the status of the experience of family life education on character, cultural diversity, and human rights, and is it related to the level of perception? 3. What variables affect character perception, cultural diversity perception, and human rights perception? The survey targeted 407 students at two universities in Seoul and used IBM PASW Statistics as a tool to analyze data. The study results are as follows. First, university students' character, cultural diversity and human rights perception were above average; however, empirical education is still required because they had low scores in the area of action. Second, male university students have less experience in family life education on character, cultural diversity and human rights compared to female university students. Third, it is necessary to integrate education for character, cultural diversity and human rights because the most influential factors in character perception, cultural diversity perception and human rights perception were character education. The role of family life education should be considered important because personality education in the home showed a relatively high correlation.

Motion Adaptation Control of 3-D Human Character (3차원 캐릭터의 동작적응 제어 기법)

  • 김상수;국태용
    • 제어로봇시스템학회:학술대회논문집
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    • 2000.10a
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    • pp.383-383
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    • 2000
  • In this paper, a motion adaptation control is applied for animation of 3-D human character. The method includes parameterization of joint motion data, motion adaptation based on body ratio of character, dynamic adaptation using genetic algorithm, etc. The feasibility of motion adaptation technique is verified by applying to motion control and adaptation of a 3-D human character.

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A Study on 3D Character Animation Production Based on Human Body Anatomy (인체 해부학을 바탕으로 한 3D 캐릭터 애니메이션 제작방법에 관한 연구)

  • 백승만
    • Archives of design research
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    • v.17 no.2
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    • pp.87-94
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    • 2004
  • 3D character animation uses the various entertainment factors such as movie, advertisement, game and cyber idol and occupies an important position in video industry. Although character animation makes various productions and real expressions possible, it is difficult to make character like human body without anatomical understanding of human body. Human body anatomy is the basic knowledge which analyzes physical structure anatomically, gives a lot of helps to make character modeling and make physical movement and facial expression delicately when character animation is produced. Therefore this study examines structure and proportion of human body and focuses on character modeling and animation production based on anatomical understanding of human body.

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Motion Control of 3D Human Character Using Motion Database (운동관절 데이터베이스를 이용한 3차원 인체모형의 동작제어)

  • 김시중;국태용
    • Proceedings of the Korea Multimedia Society Conference
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    • 1998.04a
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    • pp.262-267
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    • 1998
  • A hierarchical motion control system for animation of 3D human character is implemented using the motion database in realtime. The proposed motion control system consists of coordination controller for gait timing and balancing of walking motion, joint servo controller for realistic limb movement, and motion database for goal-directed character animation which makes time-consuming animation relatively easy task. As one example among the various applications of the proposed motion control system. We present a simple virtual reality system in which the motion control system plays a central role in generating realistic motion of virtual human character.

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Design and Implementation of Walking Motions Applied with Player's Emotion Factors According to Variable Statistics of RPG Game Character (RPG게임캐릭터의 능력치변화량에 따라 감정요소가 적용된 걷기동작 구현)

  • Kang, Hyun-Ah;Kim, Mi-Jin
    • The Journal of the Korea Contents Association
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    • v.7 no.5
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    • pp.63-71
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    • 2007
  • From several commercialized games the technique of changing facial expressions is imported, and a design method of a game character for the player's empathy is expected to be diversified in the future. In this paper, as a design method of a game character for the player's empathy, this makes walking motion for the game character applied with 'human-emotion' factors as statistics variation of a game character in RPG genre. After this paper implements analyzed emotions of human facial expression and walking motions applied with emotion in examples of character animation theory, this paper divides walking motion applied with human-emotion factors into 8 types through relationship to statistics factors in RPG genre. And then these are applied to a knight character, which has the most similarity with human's physical feature of the game characters in RPG genre, and makes walking motion as variable statistics. As a game player controls the game character applied with 'human-emotion' factors, the effect of the player's empathy about the game character becomes higher, and the level of immersion in game play is also expected to increase.

Character Analysis Method based on the Value Type of the Human (인간 가치 유형에 기반한 캐릭터 분석 방법론 제안)

  • Song, Minho
    • The Journal of the Korea Contents Association
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    • v.17 no.9
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    • pp.650-660
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    • 2017
  • This study is to suggest a new method of analyzing personality types of characters in narrative. First, we examined the history of the taxonomy of character types that existed in narrative theories so far. Until now, the classification of character types in narrative theory consisted largely of a formal classification based on roles in narrative, a content classification based on human internal qualities, and a complementary classification in which the two classification criteria are united. The problem with the existing character classification type is difficult to categorize it in spite of the usefulness of the content classification based on human internal qualities. On the other hand, the classification based on the role of the character in the narrative does not help as much as a practical analysis methodology because the classification is formal. In this study, we try to solve this problem by introducing Shalom Schwartz's human value type, and to make human character's value type and human role correlated with each other as a new character analysis methodology. Schwartz's study of value type is a very effective method to grasp the motivation of human behavior, and it seems to be very meaningful in analyzing the directivity of characters.

Implementing Character Education in the Family and Consumer Sciences Education Curriculum

  • Kwon, Yoo-Jin
    • International Journal of Human Ecology
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    • v.9 no.1
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    • pp.63-69
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    • 2008
  • Character education is an opportunity for students to develop character through teaching values in schools. In the past, students have been taught values at home but contemporary society has strongly encouraged the public schools to provide time for children to learn values because society is facing a crisis of human values that affects the behavior of individuals. According to research findings, the primary benefit of character education is to develop the intellectual, personal, and social aspects of students. However, there are some problems concerning how to teach values and how to evaluate student outcomes in public schools. This article explores the current character education in the U. S. through a review of the literature in order to reach a better understanding of how character education might be included in the Family and Consumer Sciences Education curriculum.

Parents' Perceptions on Character and Character Education in Family (인성개념에 대한 부모의 인식과 가정 내 인성교육에 관한 연구)

  • Chin, Meejung;Lee, Hyun Ah;Seo, HyunSeok
    • Journal of Families and Better Life
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    • v.32 no.3
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    • pp.85-97
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    • 2014
  • This study attempted to explore parents'perceptions on character and character education for their children using a focus group interview method. According to previous research, the concept of character consists of wholeness of three components: relationship, individuality, and morality. This study investigated how parents' perception differ from the widely agreed concept of character. Forty-four mothers and ten fathers participated in eleven focus group interviews. The results showed that parents recognized social relationship and self realization as two most important components of character education of children. However, the parents paid less attention on morality and wholeness. The parents conceptualized character as an alternative to academic achievement. For example, they considered self realization as an alternative to academic achievement. These tendencies could be a barrier in character education in family. Based on these findings, this study recommends that parent education should take more attention on character education in family and help parents develop a balanced understanding on the concept of character.

A Study on Dynamic Character of Landscape (경관의 동태성에 관한 연구)

  • ;Nakamura, Yoshio;Saito, Ushio
    • Journal of the Korean Institute of Landscape Architecture
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    • v.27 no.3
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    • pp.39-49
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    • 1999
  • The objective of this study is to characterize the landscape retaining dynamic character through the distinction between the spatial structure and the landscape. In this study, the landscape was characterized by the image of environment viewed by human being. Firstly, the landscape was disscussed in terms of such three element as the environment viewed by human being, the psychological detachment from the environment and the meaning of image. Secondly, the dynamic character of the landscape was determined by the comparision between the spatial structure of the static elements and the landscape experience through the case study Soshe garden. In the study found that landscape experience depend on the dynamic viewpoint and human views while the spatial structure is stable and static. This study also found that landscape is an open system which can be diachronically transformed by human value, while spatial structure is a synchronic closed system.

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The Proportion of Game Character and Game Image (게임캐릭터의 등신비율과 게임이미지)

  • Choi, Woo-Seok
    • Journal of Digital Convergence
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    • v.14 no.12
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    • pp.165-172
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    • 2016
  • Since the advent of digital games with hardware development a key component of the game characters are changed to retard the rate at which types of users based on their favorite theory of human proportion. Many popular to gamers in the game according to the change in the retard rate in a unique image of the character. Studies on the head and body proportion are thought that up to now been insufficient. The purpose of this study is to examine a fundamental human proportion that has importance as a molding factor in the game character development, it investigated the characteristics of the game character, and classifying the retard rate of the game character, through the research method of analyzing the results, into the retard rate look for and investigate studying the effect on future game images. Five types of game characters that make up the analysis were analyzed with a unique image, and the more specialized users prefer retard rate, the figurative exaggeration to retard rate than the actual main body. Utilizing a bit exaggerated the difficulties of the character looks relatively small proportion character in the graphic wallpaper increased visibility. The proportion of a game character through the study is considered as a very important factor as the game image in the game development.