• 제목/요약/키워드: stand characters

검색결과 45건 처리시간 0.025초

임분(林分) 대표치(代表値) 측정(測定)을 위한 플롯크기에 관(關)한 연구(硏究)(II) -6 년생(年生) 잣나무 인공림(人工林)을 대상(對象)으로- (Studies on Research Plot Size for Some Characters(II) -Application to the 6-year-old Korean Pine Plantation-)

  • 이재선;한상섭
    • 한국산림과학회지
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    • 제65권1호
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    • pp.96-99
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    • 1984
  • 6 년생(年生) 잣나무 조림지(造林地)에 있어서 임분(林分)의 대표치(代表値) 측정(測定)을 위한 적정(適定) 플롯의 크기를 조사분석(調査分析)하였는 바, 수고(樹高)에 대하여는 0.04ha 크기의 플롯이, 흉고직경(胸高直徑)에 대하여는 0.08ha 크기의 플롯이 적합하였다.

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Cytological and Cytochemical Studies of the Hybrids in Fresh Water Teleosts

  • Ojima, Yoshio
    • 한국동물학회지
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    • 제14권2호
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    • pp.100-117
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    • 1971
  • Genetical characters and abilities will be appeared by the special gene or gene group on the chromosomes. We have two different stand-points to this problem. (I) If these genes become homozygotic, the genetic presentation will be emphasized and fixed as a pure line. (II) The genetic presentation will be emphasized by the heterozygotic genes and, on the contrary, homozygotic genes only make no efficiency to emphasis in genetical characters. The problem which is by far the better of the two standpoints, should be evaluated and determined by the purposes of human beings.

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캐릭터의 사실적 표현에 대한 탐색적 연구 (An Exploratory Study on the Realistic Expression of Characters)

  • 루위신;송승근
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2018년도 추계학술대회
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    • pp.126-127
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    • 2018
  • 온라인 게임이든 스탠드 얼론 게임이든 궁극적으로 시각 효과에 대한 사실적 표현의 정도를 높이기 위한 연구는 결코 멈추지 않을 것이다. 최근 현실적으로 표현된 캐릭터가 게임 속에 자주 등장하고 있다. 특히 가상현실 기술의 발달로 인해 시뮬레이션 기반의 현실적인 이미지를 갖춘 RPG 게임이 선풍적인 인기를 끌고 있다. 플레이어는 게임에서 게임의 이야기를 경험하고 각 레벨별 난이도를 경험 할 수 있다. 다른 플레이어, 팀원, 또는 적 캐릭터들이 현실적인 캐릭터로 등장하며 게임의 에피소드가 확장되면서 더 많은 플레이를 할 수 있도록 사실적인 게임 캐릭터의 중요성이 높아지고 있다. 고전적인 영화 캐릭터를 기반으로 현실적인 게임 캐릭터를 게임에 추가하면 플레이어가보다 사실적이고 흥미로운 시각 경험을 얻을 수 있다. 본 연구는 사실적인 캐릭터 스타일이 게임의 재미와 시각효과에 어떠한 영항을 미칠지에 대한 탐색적 연구를 하고자 한다.

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바이럴 마케팅용 애니메이션 뮤직비디오 제작 연구 : 월드컵 응원가 <일어나라 대한민국> 사례를 중심으로 (A Study on the animation music video production for the viral marketing purposes A case study of project)

  • 한상균;김탁훈;김유미
    • 만화애니메이션 연구
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    • 통권22호
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    • pp.47-63
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    • 2011
  • 현재 국내외 콘텐츠 산업은 미디어 플랫폼 형태의 진화와 함께 다변화되는 관객들의 기호에 맞춰 다양한 변화를 보여 왔으며 이러한 배경엔 컴퓨터와 네트워크의 발달이 함께 했다. 본 연구는 이러한 새로운 환경에서 탄생한 뉴미디어 플랫폼을 작품홍보를 위한 장으로 활용한 작품으로 스톱 모션 기법으로 제작된 2010 남아공 월드컵 주제가 <일어나라 대한민국>의 애니메이션 뮤직비디오 제작 사례를 분석하여, 이 작품에서 시도된 제작과 마케팅의 경제성을 살펴본다. 먼저, 총체적 비용 절감을 위해 <일어나라 대한민국>의 뮤직비디오는 일차적으로 제작과정의 단순화를 위해 하나의 퍼펫(puppet) 원형 모델을 여러 캐릭터에 중복 사용하여 모델 제작시간과 비용을 단축하였으며, 애니메이팅(animating)에 소요되는 시간을 단축하기위해 노래에 맞춰 환호하는 관객들의 동작을 반복되는 가사 "일어나라 대한민국"을 하나의 사이클로 완성해 같은 가사가 반복되는 부분마다 복사하여 사용하였다. 제작단계에서는 제작기간의 단축과 비용절감이라는 이슈 외에도 작품의 주 홍보매체인 UCC(User Created Contents)가 가지고 있는 바이럴 마케팅(viral marketing)의 효과를 기대하여 월드컵 시즌 상품으로 티셔츠를 제작 및 판매하기 위해 작품 내 캐릭터들의 의상이 디자인되었다. 이는 작품 내 캐릭터들의 의상이 매체를 통해 노출되고, 실제 인물들이 주는 친밀감이 티셔츠의 홍보와 연결되어 '크라잉 넛' 밴드의 팬을 주축으로 판매가 시도된 것이다. 결과적으로 판매 실적은 제작비를 충당할 만큼 충분치 못하였으나, 소규모 독립 애니메이션이 새로운 매체와의 결합으로 자생적 시스템을 갖출 수 있다는 가능성을 보여주었다는 점에서 이러한 시도는 주목할 만하다. 더욱이 새로운 미디어 환경에서 애니메이션 작품 내의 노출된 상품을 판매로 연결해 바이럴 마케팅(viral marketing)의 광고 효과를 적절히 활용하였다는 점에서도 국내 애니메이션제작 산업에서의 새로운 시도라 하겠다.

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한국 고령자의 일상생활 중 다양한 높이에서의 STS(sit-to-stand) 시 관절운동 특성 및 근길이 변화 분석 (Analysis of Joint Movements and Changes of Muscle Length During STS(sit-to-stand) at Various Sitting Heights in the Korean Elderly's daily life)

  • 황성재;손종상;김정윤;김현동;임도형;김영호
    • 대한의용생체공학회:의공학회지
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    • 제29권6호
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    • pp.484-492
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    • 2008
  • Sit to stand(STS) movement is one of the most common activity in daily life. In addition, Korean traditionally stand up from various sitting heights in one's daily life compared to other foreigners. As Korea enter rapidly to the aging society, needs of the elderly's independent life are increasing. Therefore the importance of research about the analysis of elderly's activity in daily life is rapidly increasing. In this study, we analyzed joint movements and changes of muscle length during STS(sit-to-stand) at various sitting heights(table seat, bath seat, bottom) in the Korean elderly's daily life by using the motion analysis and musculoskeletal modeling. Ten Korean elderly and young were participated in this experiment. Three heights of sitting posture which could represent typical sitting in Korean daily life were chosen as table seat(42cm), bath seat(21cm) and bottom(0cm). As the results, the elderly showed both smaller knee/hip flexion and larger trunk flexion relatively in comparison to the young during table seat STS. The elderly also showed larger dorsiflexion and smaller ROM of knee, hip, trunk compared to the young during bath seat STS. Additionally, the elderly showed larger plantarflexion, hip flexion, smaller knee flexion and trunk flexion during the first half of bottom STS and larger knee flexion, hip flexion and trunk flexion during the second half of bottom STS. In addition, we could know contraction and relaxation characters of major muscles in lower limb during various STS through the analysis of changes in muscle length by musculoskeltal modeling.

잣나무림(林)의 제벌시험(除伐試驗)(제7보(第七報)) (Cleaning-cutting Experiment in Korean pine (Pinus koraiensis) Stand (VII))

  • 김광륜;이재선
    • Journal of Forest and Environmental Science
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    • 제3권1호
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    • pp.17-20
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    • 1983
  • 제벌(除伐) 및 그 간단년수(間斷年數)가 잣나무림(林)의 성장(成長)에 미치는 영향(影響)을 조사(調査)하기 위해 1975년(年)에 설정(設定)한 시험림(試驗林)에 있어 각형질(各形質)의 성장(成長)을 처리별(處理別)로 비교(比較)한 결과(結果) 다음과 같은 결과(結果)를 얻었다. 1. 총재적량(總材積量)에 있어서는 설정시(設定時)부터 2위(位)이던 무처리구(無處理區)가 5년후(年後)인 1980년(年)부터 가장 많은 재적(材積)을 보여 1982년(年) 현재(現在) $83.27m^2/ha$를 보이고 있다. 2. 수고(樹高), 흉고직경(胸高直徑), 단목재적(單木材積)에 있어 설정(設定) 당시(當時)의 그 값과 비교(比較)한 성장율(成長率)에 있어서는 3년(年)마다 제벌구(除伐區)가 가장 높은 값을 나타내고 있다.

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벼 직파재배(直播栽培) 입묘율향상(立苗率向上)과 도복경감(倒伏輕減) (Improvement of Seedling Stand and Lodging Prevention in Direct Seeded Rice)

  • 오윤진;김정곤
    • 한국잡초학회지
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    • 제12권3호
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    • pp.200-222
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    • 1992
  • The results of recent researches for improvement of seedling stand in direct seeded rice on the dry paddy in Korea were summarized as the following ; a variety to be cultivated should be chosen the characteristics of high percentage germination under low temperature, shorter period of shoot emergence, and better growth of the mesocotyl and shoots. Meanwhile, there was 40% increase in seedling stand at the treatment of removal of the seed awn under using the drill seeder. After seeding the rice seed covered with soil of 3cm depth was better seedling emergence and also there was the hightest seedling emergence at the 70% of moisture content of the soil. In addition, the application of the Release containing GA 10% enabled to increase the seedling stand and furthermore it was effective under deep seeding depth. The optimum seeding date should be seeded around May 10 when mean air temperature is above 12-13$^{\circ}C$ so that may establish more less 70% in seedling stand. Based on an appropriate seedling stand of 150/$m^2$, the optimum seeding rate was 5kg/10a. It was the best in seeding method using drill seeder and the most desirable recommended seeding method was the drill seeder in terms of seedling stand. In order to improve seedling stand water management was more effective in canal irrigation and in drainage at 6hr after irrigation following by the seeding process. On the other hand, for the increase of seedling stand under flooded condition a variety might have characters being better germination at low concentration of dissolved oxygen and vertically deeper growing of the crown root. Also, seedling stand was able to increase with the seed coating of $CaO_2$in the flooded soil. It was possible to be seeded on the early part of May being mean air temperature of avove 10$^{\circ}C$ and the optimum seeding rate was 5kg/10a. For an effective water management water would be flooded up to 3cm depth for 2-3 weeks after seeding. The rice plant grown under the direct seeded cultivation might be not so much strong in lodging resistance compared to that grown under the transplanting and moreover direct seeded rice cultivation under flooded condition would be more weak growth of the rice plant than that on dry paddy. Meanwhile, the lodging would be affected by the seeding rate, the soil depth after seeding. and seeding method even in the same variety. In particular, roots in the lodging pattern of direct seeded rice cultivation under flooded condition were largely distributed on the soil surface so that resulted easily in the lodging. In general, the lodging resistance would be greater as seeding rate and amount of N fertilizer application are lower and soil depth after seeding is higher. Among the introduction of different seeding method the high ridged drill seeding method on dry paddy soil resulted in the lowest in the lodging index and also it was lower in the drill seeding method than in the scattering seeding method under flooded condition. In case of more than 150 seedlings per $m^2$ there was a severe lodging due to high lodging index at the 3rd and 4th internodes. The effective lodging prevention was able to at the treatment of the Inabenfide at 45 days before heading and the Uniconazol at 15 days before heading which caused the shortage by 10-15cm in culm length. Also, fertilizer management using split application of nitrogen would be contributed the reduction of lodging at the rate of 20-30-20-20-10%(basal-5th leaf stage-7th leaf stage-panicle initiation stage-heading stage) on the dry paddy soil.

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한국 코스프레 집단의 문화기술지적 연구 I -한국의 코스프레 집단의 분석 - (An Ethnographic Study on CosPlay Group in Korea I - Analysis on CosPlay Groups in Korea -)

  • 고애란;신미란
    • 복식문화연구
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    • 제13권6호통권59호
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    • pp.919-933
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    • 2005
  • This study goes into the field of CosPlay that takes place in Korea, and directly observes the people who engage in CosPlays. Based on in-depth interviews, this research identified the reasons why the CosPlay aficionados participate in this practice and their cultural preferences. Ethnography methodology was used to understand the behavior of the cultural entities of CosPlays. Moreover, this research attempted to understand their daily formalities through their own perspective and language instead of superficial language. In general, CosPlay form that they manifest is classified into two main categories: those who enjoy posing by becoming their favorite characters and those like to wear the clothes of their favorite characters and go up on the stage to perform an act of animation or game where the applicable character appears. Some of these groups are: 1) 'Bishojo CosPlay' that CosPlays mostly Bishojo cartoon characters and wants to just stand out, 2) 'Aekyo' group that CosPlays merely for the sake of the enjoyment of wearing costumes instead of having the mania-like characteristics, 3) 'CosPlayer Group' who enjoy doing organized team CosPlay in order to present a performance, 4) 'J-Rock CosPlay' group that CosPlay Japanese visual rock groups and prepare to be among a professional CosPlay team, and 5) 'People related to Cospre.com' who try to make CosPlay rooted in as one of new cultures.

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DEVELOPING THE REFORESTRATION SIMULATION SYSTEM USING 3D GIS

  • Jo Myung-Hee;Jo Yun-Won
    • 대한원격탐사학회:학술대회논문집
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    • 대한원격탐사학회 2005년도 Proceedings of ISRS 2005
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    • pp.721-724
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    • 2005
  • In this study the spatial distribution characters of forest in forest damaged area were first considered by analyzing spatial data and monitoring forest landscape. Then suitable tree species on each site were selected through the weighted score analysis of GIS analysis methods. Finally, the best forest stand arrangement method could be presented on the 3D based simulation system for the advanced reforestation technology in Korea. For this purpose, the virtual reforestation system was implemented by using the concept of virtual GIS and CBD (Component Based Development) method. By use of this system the change offorest landscape of burnt forest area some years after reforestation practice could be detected and monitored by applying the site index and 3D modeling method.

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Implementation of the virtual reforestation system using spatial data

  • Kim Sung-Jae;Jo Myung-Hee;Kim Joon-Bum;Lee Myung-Bo;Lim Joo-Hoon
    • 대한원격탐사학회:학술대회논문집
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    • 대한원격탐사학회 2004년도 Proceedings of ISRS 2004
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    • pp.77-80
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    • 2004
  • In this study the spatial distribution characters of burnt forest site was first considered by analyzing spatial data and monitoring forest landscape before/after lire to restore the site. Then suitable tree species on each forest site should be selected through the weighted score analysis of GIS analysis methods. Finally. the best forest stand arrangement method could be simulated on the system for the advanced reforestation technology in Korea. For this purpose, the virtual reforestation system was implemented by using the concept of virtual GIS and CBD (Component Based Development) method. By use of this system the change of forest landscape of burnt forest area some years after reforestation practice could be detected and monitored by applying the site index and 3D modeling method.

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