• Title/Summary/Keyword: 디지털캐릭터 개발

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A Study on the Visual Perception of Characters Using Eye Tracking (시선추적장치를 활용한 캐릭터의 시지각 집중도에 관한 연구)

  • Yin, Shuo-Han;Park, Min-Hee;Hwang, Mi-Kyung;Nam, Ga-Young;Kwon, Mahn-Woo
    • The Journal of the Korea Contents Association
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    • v.19 no.6
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    • pp.105-113
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    • 2019
  • This study is to analyze the concentration of visual perception of the subject through the eye-tracking experiments targeting popular characters and to investigate it is effective to highlight which part of the character in inducing consumers' interest and curiosity. As a result of the study, the subjects paid more attention to the face than the character's body, and also noted a little attention to auxiliary elements such as pants, tees, shoes, and whiskers. These results mean there is clearly different factor in which the subject's gaze on the character frequently stays and does for a long time. Therefore, the designers should recognize the differences of the concentration of visual perception by character components as a differentiating factor to feel the emotional satisfaction such as the user's interest, empathy, and immersion in the character and actively reflect it when developing the character design. In addition, there was a difference in the visual perception concentration of each of the auxiliary elements, and if careful research is done on whether the influence factors are also due to individual characteristics or another influential factors, it will be a wider study on character design.

Management System of Characters for Storytelling by using Ontology (온톨로지를 이용한 스토리텔링 캐릭터 관리 시스템)

  • Ha, Yan
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.3
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    • pp.107-114
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    • 2008
  • In this paper, a management system of characters and roles for storytelling that is used for drama is proposed with ontology which is a key factor of semantic web. While there are few tools domestically, usage for storytelling with authoring tools is increasing outside. Especially, a study for the management system of characters. roles and casting is not performed. This study proposes a system to control a series of works related with them. It contributes to poor domestic environment of writing, which makes it systematically. Also, it applies semantic web technology by defining ontology.

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SoMA: A System of Making Avatars based on a Commercial Game Engine (SoMA: 상용 게임엔진 기반의 아바타 생성 시스템)

  • Kim, Byung-Cheol;Roh, Chang Hyun
    • Journal of Digital Convergence
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    • v.15 no.1
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    • pp.373-380
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    • 2017
  • We propose the SoMA(System of Making Avatars) based on a commercial 3D game engine. It first decomposes a given character into assemblable pieces, then gives the user them as prefab components so that he or she can reassemble and/or customize them to be plenty of characters. To accomplish this, it implements the character assembly structure as an hierarchy, the upper levels of which are categorized for gross assembly, and the lower levels of which are parameterized for detailed customization. It also defines a hierarchical naming convention for ease of access to the structure. Finally, it provides body, clothes, and attachment systems to make relevant characters.

Analysis on elements of policy changes in character industry (캐릭터산업의 정책변인연구)

  • Han, Chang-Wan
    • Cartoon and Animation Studies
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    • s.33
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    • pp.597-616
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    • 2013
  • Character industry is not only knowledge-based industry chiefly with copyrights but also motive power for creative economy to take a role functionally over the fields of industries because it has industrial characteristic as complement product to promote sale value in manufacturing industry and service industry and increase profit on sales. Since 2003, the national policy related to character has aimed to maximize effect among connected industries, extend its business abroad, enforce copyrights through the improvement of marketing system, develop industrial infrastructure through raising quality of character products. With the result of this policy, the successful cases of connected contents have been crystallized and domestic character industry has stepped up methodically since 2007. It is needed to reset the scales of character industry and industrial stats because there are more know-how of self industry promotion and more related characters through strategy of market departmentalization starting with cartoon, animation, games, novels, movies and musicals. Especially, The Korea government set our target for 'Global Top Five Character Power' since 2009 and has started to carry out to find global star characters, support to establish network among connected industries, diversify promotion channels, and develop licensing business. Particularly, since 2013, There have been prospered the indoor character theme park with time management just like character experimental marketing or Kids cafes using characters, the demand market of digital character focusing on SNS emoticon, and the performance market for character musical consistently. Moreover, The domestic and foreign illegal black markets on off-line have been enlarged, so we need another policy alternative. To prepare for the era of exploding character demand market and diversifying platform, it is needed to set up a solid strategy that is required the elements of policy changes in character industry to vitalize character industry and support new character design and connected contents. the following shows that the elements of policy changes related to the existing policy, the current position of market. Nowadays, the elements of policy changes in domestic character industry are that variety of consumers in the digital character market according to platform diversification, Convergence contents of character goods for the Korean waves, legalization of the illegal black contents market, and controling the tendency of consumers in departmentalized market. This can help find the policy issue entirely deferent with the existing character powers like US, Japan or Europe. In its final analysis, the alternatives are the promotion of models with contract copyrights of domestic and foreign connected contents, the diversification of profit models of platform economy, the additive development of target market related to enlarging the Korean waves, and the strategy of character market for the age-specific tendency according to developing character demand market.

A Study on Character Design through Successful Cases of OSMU in Early Childhood Educational Contents (유아 교육 콘텐츠에서 OSMU 성공사례를 통한 캐릭터 디자인 연구)

  • Lee, Yu-Seop;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.451-457
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    • 2019
  • Reflecting the current craze for early childhood education, the demand for learning contents has soared, kids content is emerging as a key topic of the contents industry. The industry developing digital content for young learners is called the 'angel industry', it is attracting a lot of attention because of the increased demand for early childhood education. This paper selects characters used in successful digital products to study character design for OSMU children's educational contents. Through advanced research, analysis criteria were prepared and analyzed to derive general success strategies for character design. As a result, common design features in the analyzed characters were found and confirmed the need for further research. Hopefully, this study will contribute to OSMU character design and lead to improved development of educational contents and commercialization of various characters.

A Study on Transmedia Storytelling Strategy of Local Government Character (지방자치단체 캐릭터의 트랜스미디어 스토리텔링 전략 연구)

  • Kim, Soong-Hyun
    • Journal of Digital Convergence
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    • v.19 no.12
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    • pp.427-433
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    • 2021
  • With the support of the government and public institutions, local government characters achieved a lot of quantitative growth. However, there are very few successful cases such as strengthening local identity and revitalizing the local economy using characters. This paper presents a transmedia storytelling strategy as a way to solve the problem of local government characters. To do so, I identify the problems of the current local government characters, and analyze the preceding studies on the features and components of transmedia contents, and the principles of transmedia storytelling, to develop strategies and yielded the expected effect. The transmedia strategy of local government characters consists of a total of three stages. In the first step, the local identity is established through the development of a unique story to the region. The second step, improve attractivity by renewing character design for various individual media platforms. And lastly the third step, enhance usability by expanding interactivity based on communication and participation of development actors and the public. This paper is meaningful in that it derives a transmedia storytelling strategy from the perspective of brand marketing as a way to revitalize local government characters. Based on the conclusions drawn from this study, a follow-up study is needed to apply it to specific cases of local government characters.

A Study on the Visual Expression of the Characters for the Narrative in Animation - A Focus on Skeleton Character in "Coco(2017)" by Pixar - (장편 애니메이션 내러티브를 위한 캐릭터의 시각적 표현에 관한 연구 -픽사(PIXAR) "코코(2017)"의 해골 캐릭터를 중심으로-)

  • Kim, Soong-Hyun
    • Journal of Digital Convergence
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    • v.17 no.12
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    • pp.451-459
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    • 2019
  • This study is aims to examine how the skeleton character in Pixar's Animation is visualized for the narrative of the film and suggests the direction of attractive character development corresponding to the story. First of all, it was conducted the case studies on the narrative of animation, character design, character's emotion expression, and animations featuring skeleton character. Based on this study, it was derived the visual representation of the skeleton character featuring in and analyzed the role and function in the animation. As a result, the expressions by the skeleton's eyes, eyebrows, mouth, lips, and jaw played the most important role for the emotional expression and lines in , and the major characteristic for human facial expression was reflected in the design of the skeleton character. In addition, the various props were used to provide the detailed informations of the skeleton's character, and it was expressed the movement emphasizing its essential attribute. Finally, the skeleton's symbolic image was strengthened by composing and arranging the skeleton's image through Mise en scene. It is expected that this study will be used as a reference for the animation character related researchers and practitioners in the business and it helps develop attractive characters fir the narrative animation in the future.

A Study on the Promotion of the Characters in the Local Governments, Japan (일본 지방자치단체 캐릭터의 프로모션 연구)

  • Lee, Hwa-ja;Kim, Gun
    • Journal of Digital Contents Society
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    • v.16 no.5
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    • pp.849-869
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    • 2015
  • Since South Korean government pushed ahead with decentralization system in 1990s, each local government has developed 'local government's character' so that communication between local residents and between local government and residents could be going well for rural solidarity. Local governments have designed their sole symbolic characters, applied the characters to local specialities and tourist goods, and used the designed characters for the promotion of area. There is no difference between South Korea and Japan in the function of local government's character as above-mentioned details. However, 'Yuru-chara' characters which are designed by local governments in Japan are rising dramatically in the field of Japanese major characters. 'Yuru-chara' characters' name awareness is expanded to the entire area of Japan as well as the designed area. A remarkable difference in how to promote character rather than character design caused such a successful outcome. The local governments in Japan carried out a promotion for local residents in various, friendly, and active ways, utilized local government's character as a way to publicize the image of area, and turned the character into products to bring additional effects. In the above process, there was a remarkable difference between Japan and South Korea. The purpose of this study was to research detail data related to the characters of the local governments in Japan, to analyze the promotion of the characters, and to suggest a strategy for promoting the characters of the local governments in South Korea.

The Research on the Comparison of Warrior Role with the Three Kingdoms an the Theme in the Korea-and-China Games - to GUAN YU as the Center (한중게임 중 삼국지를 배경으로 한 무장(武將) 캐릭터에 대한 비교 연구 -관우(關羽)를 중심으로)

  • Ping, Sun-Shu;Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.12 no.4
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    • pp.461-466
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    • 2014
  • With the popularity of Japan's "Three Kingdoms" series of games, the Three Kingdoms became popular and gave birth to the Three Kingdoms game for the traditional cultural resources and cultural industries. At the same time generate economic benefits and promote the traditional culture of double effect. With Liu Bei, Guan Yu and other roles in the development of cultural industries in each particular historical figure internationalization appearance design to get attention in the digital arts industry. In this thesis, three kingdoms cultures and three kingdoms generals were analyzed based on classic novel Three Kingdoms (三国演义). Guan Yu, China and South Korea in appearing common in the game as the center. Take example of the role of Guan Yu's generals styling, clothing, weapons, color comparison, attempts to explore the international trend of historical figures game character.

AR-Based Character Tracking Navigation System Development (AR기반 캐릭터 트래킹 네비게이션 시스템 개발)

  • Lee, SeokHwan;Lee, JungKeum;Sim, Hyun
    • The Journal of the Korea institute of electronic communication sciences
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    • v.17 no.2
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    • pp.325-332
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    • 2022
  • In this study, real-time character navigation using AR lens developed by Nreal is developed. Real-time character navigation is not possible with general marker-based AR because NPC characters must guide while moving in an unspecified space. To replace this, a markerless AR system was developed using Digital Twin technology. Existing markerless AR is operated based on hardware such as GPS, gyroscope, and magnetic sensor, so location accuracy is low and processing time in the system is long, which results low reliability in real-time AR environment. In order to solve this problem, using the SLAM technique to construct a space into a 3D object and to construct a markerless AR based on point location, AR can be implemented without any hardware intervention in a real-time AR environment. This real-time AR environment configuration made it possible to implement a navigation system using characters in tourist attractions such as Suncheon Bay Garden and Suncheon Drama Filming Site.