• 제목/요약/키워드: 디지털 캐릭터

Search Result 312, Processing Time 0.023 seconds

아바타형 캐릭터와 인물의 운명

  • Lee, Jeong-Yeop
    • Digital Contents
    • /
    • no.5 s.144
    • /
    • pp.70-73
    • /
    • 2005
  • 사이버 공간은 현실을 충실히 반영하지 않으며, 현실과 완전히 분리돼 있지도 않다. 하지만 사람들은 이 공간에서 자신의 행동과 생각이 증폭되고 확장되는 경험을 한다. 이뿐 아니라 상상만 했던 행동이 실제로 일어나기도 한다. 사이버 공간이 컴퓨터로 연결된기계의 공간이 아니라 인간의 심리적 공간이 되기 때문이다. 이는 사이버 공간에 있는 캐릭터가 인간의 심리를 대변, 인간에게 사이버의 매력에 빠지도록 유도하기 때문이다. 이에 연재를 통해‘디지털콘텐츠 매력, 캐릭터의 원형을 찾아서’라는 주제로 어떻게 매력적인 캐릭터가 탄생하고 변천했는가를 살펴보고자 한다.

  • PDF

The Effect of the Character Attribute of Charged Mobile Messenger Emoticons on the Purchase Intention (모바일 메신저 유료 이모티콘의 캐릭터 속성요인이 구매의도에 미치는 영향)

  • Kim, Jun-Su
    • Journal of Digital Contents Society
    • /
    • v.18 no.1
    • /
    • pp.209-215
    • /
    • 2017
  • Character of emoticon is considered suitable for expressivity in the digital era mixing and using contents of conversation with images in the course of having a talk with the other party in the mobile space. For the foregoing, this study carried out multiple regression analysis having factors of character attribute such as awareness, friendliness, self-expressivity and image differentiation as independent variables, and purchase intention of purchasers as a dependent variable. Analysis results show that awareness and image differentiation had a positive influence on the purchase intention, whereas friendliness and self-expressivity exerted no significant influence on the purchase intention.

An Analysis of Posthuman Characters in Digital Games (디지털 게임에 나타난 포스트휴먼 캐릭터 분석)

  • Seo, Jane;Han, Hye-Won
    • Journal of Korea Game Society
    • /
    • v.21 no.1
    • /
    • pp.125-138
    • /
    • 2021
  • This paper analyzed the body images of the posthuman characters in digital games and the nomadic subjects formed through gameplay. Nomadic Subject is the subject with a complex and non-single identity that appears as a posthuman identity. The player experiences posthuman subject directly in the process of controlling characters. Body images of posthuman characters are categorized into three types that imitate idealized bodies, deform the bodies through articulation, and extend the bodies through equipment. The player builds ethical identity by making choices under the constraints of the game.

Analysis of MMORPG Character for The OSMU (OSMU를 위한 MMORPG 캐릭터 특성 분석)

  • Kim, Nam-Jae;Lee, Dong-Yeor
    • Journal of Digital Convergence
    • /
    • v.10 no.1
    • /
    • pp.429-434
    • /
    • 2012
  • The Korea Convergence Society. In this paper, we were writing about the difficulties of the online game character OSMU. The character has special properties. that is Avatar Properties. To understand the difference between game characters and Successful Characters We analyzed them for each element. Through this analysis, We sought a method for online game character OSMU.

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
    • /
    • v.17 no.9
    • /
    • pp.337-342
    • /
    • 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.

Smartphone-based casual games, character development practices through the development of business models - In the case of developing games(Craze Monkey) (스마트폰 기반 캐쥬얼게임 개발 사례를 통한 캐릭터 수익모델 개발 연구 -크레이지 몽키 개발사례 분석)

  • Lee, Jong-Ho;Lee, Dong-Lyeor;Lee, Wan-Bok;Ryu, Seuc-Ho;Kyung, Byung Pyo
    • Journal of Digital Convergence
    • /
    • v.11 no.4
    • /
    • pp.391-396
    • /
    • 2013
  • Character industry is fundamentally based on a technical environment, a media, like any other cultural content industry. In order to extend a life of a character and increase the brand value, a choice and utilization of a more efficient way is necessary. Analyzing why game characters are less worth as a value of commodities than other media contents is presented and suggests complementary methods for the matter. In this study, an approach to increase a brand value of a game character, as well as, linking to develop profitable models afterward is suggested presenting a case of game development.

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
    • /
    • v.19 no.6
    • /
    • pp.105-113
    • /
    • 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.

국내 캐릭터·애니메이션 산업 이끌 피콤엔터테인먼트ㆍ은아트ㆍ스튜디오 짜박

  • O, Suk-Hyeon
    • Digital Contents
    • /
    • no.9 s.148
    • /
    • pp.112-115
    • /
    • 2005
  • 한국데이터베이스진흥센터가 운영하고 있는 온엑스포(www.onexpo.or.kr)에서는 9월과 10월 두 달 동안‘2005 캐릭터·애니메이션 온엑스포’를 개최한다. 온엑스포는 국내 디지털콘텐츠 기업의 제품을 온라인상에서 상설 전시하고 해당 기업의 홍보와 마케팅을 지원하는 국내 최대 규모의 사이버 전시장으로, 전시 기업의 홍보를 효과적으로 지원하기 위해 분기별로 주제를 정해 테마전시회를 개최하고 있다. 지난 3월과 4월에는‘이러닝 온엑스포’를, 5월과 6월에는‘게임 온엑스포’를 개최한 바 있으며, 이번에는 국내의 캐릭터·애니메이션의 트랜드를 알아보고 대표적인 기업을 소개하기 위해 ‘2005 캐릭터·애니메이션 온엑스포’를 개최한다. 이번 호에서는‘2005 캐릭터·애니메이션 온엑스포’참가 기업 중 우리나라의 캐릭터·애니메이션 사업을 이끌어 갈 피콤엔터테인 먼트·은아트·스튜디오 짜박을 소개한다.

  • PDF

A nonvocal communication system for emotional expression of characters in 2D games (2D 게임 캐릭터의 감정표현을 위한 비언어적 커뮤니케이션 시스템 제안)

  • Hong, Soo-Hyeon;Lee, Young-Suk;Lee, Mi-Young
    • Journal of Digital Contents Society
    • /
    • v.12 no.3
    • /
    • pp.397-407
    • /
    • 2011
  • Characters' nonvocal communication plays an essential role in delivering lines and expressing emotions. A character in a game is represented with its nonvocal behavior combined with a large number of lines. In this paper, characters' nonvocal communication behaviors are categorized and analyzed. Furthermore, characters' gestures and movements are designed with bones for character gesture generation in 2D games. Besides, characters' movements are visualized. In brief, a nonvocal communication system for emotional expression of characters in 2D games is proposed.

A Study on the Analysis of Animation Characters on Abnormal Psychoanalysis (이상심리학에서 본 애니메이션캐릭터의 성격별 유형분석)

  • Lee Young-Sook;Kim Chee-Yong
    • Journal of Digital Contents Society
    • /
    • v.6 no.4
    • /
    • pp.223-227
    • /
    • 2005
  • This paper analyzes patterns of various characters in an animation story. Animation characters are the important element in a story. They reflect social facts and work an element showing internal aspects of human-beings. At first we need enough scientific basis to understand the development of these characters. Therefore, this paper analyzes the characters of 19 Disney animation on the basis of character disorder in abnormal psychoanalysis and establishes database of animation characters. This database can be a help to the develoment of new characters. Also, I think that characters inclination can be applied to fostering Emotion and education of animation audiences.

  • PDF