• Title/Summary/Keyword: 동물캐릭터

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A Case Study on Corporate Character Designs: A focus on Korean and the U.S. Cases (기업 캐릭터 디자인 사례 분석: 한국과 미국의 사례를 중심으로)

  • Jun, Jong Woo;Lee, Jong Yoon
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.162-172
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    • 2022
  • Using content analysis, this study explored design differences between Korean and the U.S. corporate characters. Top 100 corporate logs are collected from Korea and the United States. The results showed that Korean characters appear a group of or friends than the ones of the U.S. This result stems from the collective nature of Korea. Korea used more motif of things than the U.S., and Korean personalized characters more often that those of the U.S. Uses of human and animals did not showed statistical differences. In addition, it is found that Korea used blue as main color, and the U.S. used red as main color more often. The number of colors used in character design is not statistically different. These findings could provide academic implications that cultural differences could be adapted to corporate character marketing, and also provide managerial implications.

Analysis of Preference by Mobile Game Character Type -Focused on Dragon Village, Cookie Run, Ani Pang- (모바일 게임캐릭터 유형별 선호도 분석 -드래곤 빌리지, 쿠키런, 애니팡을 중심으로-)

  • Chi, Se-Eun;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.337-342
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    • 2019
  • This study is a study on the factors of preference for mobile game characters whose intellectual property rights (IP) influence is great. There have been many cases in which user-side research has been conducted on the character's preference factors. However, it is largely macro-divided. Detailed analytical studies are needed because details are overlooked. By classifying the elements of the character, the five-point scale of the recorder also obtains the data through the survey. Detailed factors were analyzed according to the results. Prior studies and results were compared and factors consistent with prior studies were analyzed. Because this study analyzed detailed factors, unlike previous studies of macro view. It is expected to help develop characters in the future.

The Study on Positioning of Giant Characters of Sci-Fi Movies & Games in Media Convergence Ages (미디어융복합 시대에서 SF영화와 게임에 등장하는 거대캐릭터 포지셔닝 연구)

  • Joo, Jin-Su;Oh, Seung-Hwan
    • Journal of Digital Convergence
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    • v.13 no.7
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    • pp.349-357
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    • 2015
  • Giant character used various SF movies and games in media convergence ages, and is essential for giant character in success contents. It This study defined giant character of SF movies and games, it analysed the eight of external characteristics and internal characteristics of giant character in SF movies and games. The external characteristics defined shape, silhouette, size and color, the internal characteristics defined fear, satanism, image and story focus, playfulness. Above, it was structured positioning model of giant character based eight characteristics and analyzation of example of SF movies and games. The elements of positioning model of giant characters are darkness, huge, abnormal, human, animal, fear, satanism, story focused, image focused and playfulness, and this study was proposed these model of elements of eight in SF movies and games.

Analysis of Expression Types of Character Animation TV Advertisements (캐릭터애니메이션 TV광고의 표현유형 분석 연구)

  • Lee, Yong-Woo
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.85-94
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    • 2006
  • In the 2000s, character animation technique is used at domestic TV character animation ads of diverse items displaying new character patterns and expression techniques of a high level. This study intends to identify the characteristics of TV character animation ads based ell character aesthetic theory and advertising rhetoric theory, and based on these findings, analyze trend and stream of expression in TV character animation ads by examining and classifying advertisements released in the past four years by items, character patterns and expression techniques. The results showed that TV character animation ads have been concentrated on confectionery, beverages and foods in the past, but the items have been diversified through the years. With reference to character patterns, personal and animal characters had made the main pattern, but recently product, virtual and composite characters are on the increase. In expression techniques, cell animation technique was found to be the most frequently used technique, which was followed by full-3D, cell and live action, cell and 3D and the clay animation technique. A trend like this suggests that TV character animation advertising items will continue to increase in line with the participation level of targets. In the meantime, personal and animal characters will continue to make the leading character pattern, while virtual and composite character patterns emerge in new forms. In expression techniques, live action combined with 30 technique and techniques using new expression materials will appear with cell animation technique as a central figure. As a whole, Korean character animation advertisement is expected to keep on growing to a new dimension in the aspect of items, character patterns and expression technique.

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Symbolic Meaning and Expression Techniques of Cat Characters in Picture Books by Yoko Sano (사노 요코 그림책에 나타난 고양이 캐릭터의 상징적 의미와 표현기법)

  • Hwang, Soonsun
    • Cartoon and Animation Studies
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    • s.49
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    • pp.563-588
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    • 2017
  • Cats used to be long avoided in Korean culture due to prejudices on their negative implications, yet they are increasingly being favoured by domestic readers along with a growing number of cat lovers, picture books, essays and webtoons. In the case of Yoko Sano's work, half of her published books in Korea depicts cats. Among those is 'The Cat That Lived a Million Times' which is a worldwide million seller. The research analyses five picture books on cats published in Korea, focusing on finding out symbolic representation of cats other than merely being the protagonist of the book. Sano asserts that we respect our own free well and love ourselves just as cats do in her books. In conclusion, cats in Sano's work mostly represent the author herself, which are sometimes depicted as mother and son. The colours and thick outlines of her cats, unlike tender characteristics, describes self-righteous strong personality, while emphasising both static and dynamic movements.

A Study on Satirical Expression of Animal Cartoon & Animated Cartoon (동물 만화영상의 풍자적 표현 연구)

  • Lee, Hwa-Ja
    • Cartoon and Animation Studies
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    • s.9
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    • pp.266-282
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    • 2005
  • Cartoon & Animated cartoon is consists of imaginal attributes and linguistic attributes, and it is closely connected with humor and satirical contents. And then various expressions using animals as matter communicate satirical attributes of a satire strongly and easily. On this article, techniques of satirical expression using animals in Cartoon & Animated cartoon media are studied and analyzed. By the method, it looks around briefly beginning from primitive cave paintings of the prehistoric age to various contemporary Cartoon & Animated cartoon character industries as historical background of Cartoon & Animated cartoon, and also arranges various types that literary expression and representation for visual expression techniques - metaphorical expressions, emblematic expressions, figure of speech and so forth - on literature. This attempt aims for presenting a basic analysis method that connecting and combining Cartoon & Animated cartoon media with humanistic classification and making database of existing data. These accumulated data will indicate cartoon and the action of meaning.

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Analysis on Characteristics of Representation of Surrealism on Fantasy Online Game's Character (판타지 온라인 게임의 캐릭터에 관한 초현실주의의 표현 특징 분석)

  • Kim, Kyoung-Nam;Lee, Myoun-Jae
    • Journal of Korea Game Society
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    • v.5 no.4
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    • pp.3-12
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    • 2005
  • Many works have been published with using surrealism techniques among the representation characteristics of media space of video and art. It has begun to research on these work. But many of these researches have not cover surrealism techniques in game graphic. So, in this paper, we have analyzed representation characteristics of fantasy online game's character using surrealism techniques in surrealism. In result, there are means to express nonexistent image in real world in surrealism by using such as collage of parts of body, animals, and other object, deformation, and distortion. Also, these methods have been used in game characters of online game based on fantasy. We analyzed on characteristics of fantasy game's character in aesthetic point view. It should be profitable for making creative and favorable game characters and making creative game graphic by increasing the possibility of art techniques usage.

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A study of storytelling character development based on Asia culture - Focusing on ACC Children developing characters - (아시아문화 기반의 스토리텔링 캐릭터 개발에 관한 연구 -국립아시아문화전당 어린이문화원 캐릭터 개발 사례를 중심으로-)

  • Lee, Tae-eun
    • Cartoon and Animation Studies
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    • s.47
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    • pp.357-380
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    • 2017
  • From the 21st century, characters have been developed and managed by many companies, organizations and groups due to public-friendly elements, Community Identity Program, value of utilization for OSMU, etc. This study was carried out according to a plan of developing a character and making an application in ACC Children based on Asia Culture, which was implemented as ACC Children contents R&D project from 2014 to 2016. This R&D and purpose is significant because of laying the groundwork for identity system making it possible to increase the brand value of ACC Children and symbolize ACC Children by developing a character, application and name suitable for the philosophy and function of ACC Children that will be used together with CI of Asia Culture Center. With regard to the research method and scope, Asia is divided into 5 regions, and 100 representative stories in Asia are selected, and a storytelling-based character, application and name with connotative symbol and meaning pursued by ACC Children is developed by choosing and analyzing symbolic animals according to consulting and survey. The characters of ACC Children give publicity to the symbolism of ACC Children, and are actively utilized for OSMU.

A study on 3D design and SNS developmenst using teddy bear character (테디베어 캐릭터를 응용한 3D 디자인 및 SNS 개발에 관한 연구)

  • Jeong, Yooseob
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.123-136
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    • 2021
  • Teddy bear is a typical rag doll which has been loved by people all over the world for more than 100 years based on its cute and friendly image. In addition, as it has been together for a long time with us, it is considered as a friend of people with memories of all ages and sexes, not just animal doll. Teddy bear has been developing its appearance and character continually playing a role as the symbol of society and issues of an era beyond toys, however it still remains in the image of stuffed toys. Therefore, more advanced teddy bear characters should be created in line with the current environment and market conditions that are undergoing major changes based on the Internet and smart phones. Thus, the concept of the character and the recent development of the market were reflected and the meaning and current image of teddy bears were analyzed to develop new teddy bear stories, worldviews, and characters through design process. And it was created 3D characters, videos, and SNS channels through the developed 3D character design and motion design. Furthermore, we want to take a look at the direction in which Korea's character business can develop in accordance with global changes and suggest the possibility of entering as a character powerhouse.