• Title/Summary/Keyword: 동화캐릭터

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An Implementaion of Mobile e-storytelling Application for Creativity Development using Character Sticker Function (캐릭터스티커 기능을 활용한 창의력 증진용 모바일 e-동화 웹앱 구현)

  • Cho, Hee-Jung;Ahn, Da-Bin;Kim, Mung-Won;Park, Hwa-Jin
    • Journal of Digital Contents Society
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    • v.13 no.4
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    • pp.617-624
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    • 2012
  • The purpose of this paper is to plan and implement e-storytelling for improving children's creativity, which consists of e-storytelling, thinking questions, and character sticker canvas. Especially It makes children draw paintings feel easier by character sticker. This webapp shows the flash animation e-storytelling and gives the question to answer by painting with a fertile imagination on the canvas as transforming the character sticker. A user can input the title of painting and store it when finish the drawing. This is an educational tool which makes educatees think more and express their ideas through questions. Therefore, we can check how much children's imagination is changed and diversed by the stored paintings.

Development of an Action Game Using Fairy Tale Characters (동화를 소재로 한 캐릭터를 사용한 액션게임의 개발)

  • Jung, Yeon-June;Park, Se-Young;Im, Sa-ra;Bong, Won-Ju;Kim, Hye-Yeon;Jin, So-Ri;Park, Jin-Hee;Kwon, Hye-Jo;Baek, Eung-Boem;Kang, Myung-Ju;Park, Chan-Il;Kim, Sang-Jung;Lee, Jong-Won;Oh, Hyoun-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.281-283
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    • 2014
  • 본 논문에서는 동화를 소재로 제작된 캐릭터를 사용하는 액션게임의 개발에 대하여 기술하고 있다. 동화를 소재로 만들어진 캐릭터는 게임의 특징으로써 사람들의 관심을 높여주었고 액션게임에서 타격감을 부과하는 영상, 음향, 체감의 타격감 표현기법 적용하여 액션을 통한 재미요소를 갖춤으로써 독특한 캐릭터가 매력적인 차별화된 액션게임을 개발하였다.

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Me in a FairyTale (동화속의 나)

  • Kim, Young-Chul
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.643-646
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    • 2020
  • 본 작품은 학생들의 캡스톤디자인 작품이다. 본 작품은 지금까지 내려온 전래동화에 나와 엄마, 아빠가 등장할 수 있는 있도록 동화속의 캐릭터 대신 독서자의 얼굴을 교체한 작품이다. 즉, 아이와 부모가 전자기기(갤럭시탭 등)에 등록된 사진을 동화속 주인공 대신 삽입하면 동화를 읽으면서 가족간 서로의 역할을 수행하는 작품으로 아이가 동화속에 이입될 수 있고, 집중할 수 있도록 꾸민 작품이다. 본 작품의 개발은 플래시 기술을 활용하지만, 앱 형태로 제작되어 동화를 좋아하는 아이와 부모가 쉽게 접근하도록 개발되었다.

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Study of Animation Comicality, Characters in (<슈렉> 캐릭터에 나타난 애니메이션 희극성 연구)

  • Lee, Chae-Ron
    • Cartoon and Animation Studies
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    • s.38
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    • pp.145-176
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    • 2015
  • In animation, 'laughter' is an important factor for the fun. Dreamworks' animation is a successful popular animation. It has four series and spin-off animations, and settled as a successful case that created fun with strategic use of parody throughout the productions. Most preceding studies on this animation have focused on its humor, parody, and satire. However, not many studies have discussed its independent comedy as a piece of animation that satisfies the needs of public. This study considered that viewers' desire to watch an animation comes from their fantasies to discuss the comedy of based on its animated characters. Animated characters communicate with the public with wits that ignore the rules of reality. The characters that do not exist in reality are created and animated to turn the world of reality upside down. The comedy in comes from the entertaining deformation of the society's fixed ideas and prejudices. It is a fun variation of the ideology behind fairy tales created by the Disney animations to challenge Disney in the animation market in reality, and twisted the world of fairy tales in the story to quench the thirst of the public. 'Shrek', a monstrous character, stands in the center of the story. A monstrous character that always played an anti-role has become the main character to break the rule of fairy tales. This is the subjectivation of anti-character. Second, it is a new anti-character with an exaggerated and distorted body. Lord Farquad, who looks abject compared to the monstrous character for a person with so much power and ambition, brings laughter. Third, it is the variation of various characters from fairy tales. The conventional fairy tale characters, both animals and non-living things, come out of the box and appear as humorous characters that bring life to the story. uses comedy characters in the process of reinterpreting the fixed ideas, prejudices, and ideologies of the real world created by fairy tales. I hope that it helps Korean animations establish a successful format for creating characters that bring life to the stories.

The adaptation of Frozen from Morphology of the Folk Tale (민담형태론으로 바라본 겨울왕국의 각색기능 분석)

  • Xuhao, Xuhao;Park, Sung-won
    • Cartoon and Animation Studies
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    • s.51
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    • pp.107-127
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    • 2018
  • The methodology for adapting fairy tales has long been used in the making of cultural products. The downside of this methodology is to discover the modern value of fairy tales and to adapt it to the trend to deliver messages. In this paper, I believe that the universal idea of fairy tales will be a way to elicit sympathy from the audience. A story adapted from the story " Snow White and the Seven Dwarfs " in 1937 played an important role in the development of animation. Disney then continued to create animations that adapt to the original character. Since the beginning of 2013, Disney has changed the theme of the original book, story structure, character setting, and created its own adaptation system. " Morphology of the Folk Tale " is a system of analysis derived from many fairy tales that can be conducted accurately on most fairy tales. The purpose of this paper is to use Morphology of the Folk Tale to analyze the changed functions of and to analyze the system used by Disney in fairy tales. As a result, Disney found that when it was adapted to B, it chose a family that matched the modern history. He also changed the relationship of characters in the premise that the plot of the story has not changed. Disney's analysis of the changing system in the adaptation of can be traced to other similar works.

Research on How to Develop the Character Naming in Cultural Contents (문화콘텐츠 캐릭터의 네이밍 개발을 위한 방법 연구)

  • Park, Keong-Cheol
    • Cartoon and Animation Studies
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    • s.15
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    • pp.193-206
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    • 2009
  • This thesis is on the character naming which plays much of a role in the cultural contents, but it is beyond the research of character naming itself and is based on the needs of research for character naming in game, fairy tale, comic and animation. In fact, there are some books and theses showing us the way to create names of products and this area is known as brand naming. But it is not easy for people to find books on character naming which is only focused on the characters in all fictions. While a brand name is made to secure a brand identity which is fundamental to consumer recognition and symbolizes the brand's differentiation from competitors, a character name is the name of living thing in the fiction. So, people say that these two areas are similar to each other or not. This these is the consequence of the research on the character naming, especially how to figure it out and how to use it. I hope that my paper would be a little help for those who work for the creating of the characters involved in shape, personality, role and storytelling in the field of fictions through the interest and understanding of Character Naming.

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명작동화패러디…재기발랄캐릭터 '짱'

  • Jeong, Dong-Jin
    • Digital Contents
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    • no.12 s.151
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    • pp.84-91
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    • 2005
  • 국내 온라인 게임시장은 화려한 그래픽과 사실성을 강조한3D 온라인게임과 아기자기한 그래픽을 보면서 부담없이 즐길수 있는 2D 캐주얼게임으로 양분된다. 이번에 소개하는 <큐링>은 이처럼 양분된 온라인 게임시장에서 틈새를 공략하고 있는3D 횡스크롤 캐주얼게임이다. 개그액션RPG로 잘 알려진‘ 씰온라인’의 개발사인 그리곤엔터테인먼트가 게임을 개발했고 파란에서 서비스하고 있다.

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Design for Animated Storybooks based on Interactive Edutainment (인터렉티브 에듀테인먼트를 기반으로 한 전자동화 설계)

  • Song, Mi-Young;Choi, Da-In;Jo, Eun-Young
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.251-252
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    • 2017
  • 본 논문은 기존의 전자동화책과는 달리 유아들에게 보다 효율적이고 효과적인 전자동화책을 제작하기 위해 유아의 학습 능력을 강조하여 오프라인의 출판 원작동화의 내용과 그림을 안드로이드 기반으로 인터렉티브 에듀테인먼트 컨텐츠를 제안하고자 한다. 즉, 동화책 내용을 음성으로 듣기 기능은 물론 줄거리에 맞춰 캐릭터들이 살아 움직이도록 인터렉티브 액션을 통하여 기능을 구현하기 위한 프로토타입을 제안한다.

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Automatic Camera Control for Automated Digital Cinematography from Text (텍스트로부터의 자동 디지털 영상제작을 위한 카메라 자동제어)

  • 장세민;박종철
    • Proceedings of the Korean Information Science Society Conference
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    • 2004.04b
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    • pp.904-906
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    • 2004
  • 영화를 제작하는 과정에 필수적으로 사용되고 있는 대본에는 필요한 부분마다 영상기법이 명시되어 있어서 실제 장면을 구현하는 과정에 원작자가 의도하는 상황을 비교적 정확하게 재현하는 것이 가능하다. 이에 비하여 교통사고 사건보고서나 동화 등을 기반으로 디지털 영상을 자동으로 제작하려는 경우 이러한 영상기법이 명시되어 있지 않다. 그러므로 자연언어로 기술된 자료로부터 디지털 영상을 자동으로 제작하기 위해서는 작가의 의도를 파악하여 적절한 영상기법을 추출하는 방안이 있어야 한다. 본 논문의 선행 연구에서는 동화를 대상으로 하는 애니메이션 자동 생성을 위해서 시간 관리, 참조 해결, 위치 설정, 세부 명령 결정 및 다수 캐릭터 제어 등의 요소 기술이 필요하다는 것을 보이고 특히 시간 관리 중에서 적절한 장면전환이 필요한 경우를 자동으로 파악하는 방안을 제시하였다. 본 논문에서는 결합범주문법을 사용하여 동화 문장에 나타나는 작가의 의도를 분석하고, 이에 부합하는 다양한 카메라 운용기법을 자동으로 파악하여 적용한 디지털 영상 제작 방안을 제시하고 구현한 시스템을 보인다.

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A Study on Effects of the Convergence of Story Character Phonics on Preschoolers' Early Reading Development (영어동화와 융합한 스토리 캐릭터 파닉스 교육이 유아의 초기 읽기 발달에 미치는 영향에 관한 연구)

  • Lim, Eun-Kyeong;Sohng, Hae-Sung;Bae, Jiyoung
    • Journal of the Korea Convergence Society
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    • v.8 no.12
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    • pp.235-241
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    • 2017
  • The Effects of the Story Character Phonics on Preschoolers' Early Reading Abilities and Affective Domains The purpose of this study was to investigate the effects of the story character phonics on preschoolers' early reading abilities (phonemic awareness and phonics abilities) and their affective domains. 24 participants in the present study were seven years old, and they were divided into two different groups at S kindergarten in Chungnam. There were 12 preschoolers in the experimental group with the story character phonics, and 12 preschoolers in the control group learned English by the story phonics focusing on phonemic awareness and vocabulary for 6 weeks. The results were as follows: First, the story character phonics was more effective in improving the preschoolers' early reading abilities than using the story phonics. Secondly, the story character phonics had some positive effects on the preschoolers' affective domains. This study proved that practicing with the story character phonics is more effective for preschoolers to develop their early reading abilities of English and their affective domains.