• Title/Summary/Keyword: 디지털 캐릭터

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A Case Study on Character Package Design of Japan (일본의 캐릭터패키지디자인 사례분석)

  • You, Hyun-Bea
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.47-54
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    • 2017
  • In this research, I analyze cases of character packages in Japane, extract the concept of design that was loved by consumers and inmates and succeeded in marketing, and aim to establish the logic and principle. In addition, in the future, when introducing and utilizing the character package design in Korea, this research intends to make a guideline for the development of objective validity and empathic package design. After identifying the design concept and finding the principle by targeting package design of five character of Tohato which mixed various media and expanded sales, I want to find out the cause of success. Therefore, I have studied the theory and principles of enterprise and creative in product strategy through case analysis of character design concept and character package design. As a result, a design that leaving the functional side, having a story, making memories, and inducing a sense of closeness was as a successful case of renewal. In the package design, in some cases, package design execution is more important under the theoretical system according to consumer behavior analysis and Promotion of bold design concept of the design for the success of that concept, deviated from the existing principle.

A Study on Immersion Degree of Players Depending on Figurative Characteristics of Game Characters (게임 캐릭터의 조형적 특성에 따른 플레이어의 몰입도에 관한 연구)

  • Park, Chan-Ik
    • Journal of Digital Convergence
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    • v.18 no.1
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    • pp.271-276
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    • 2020
  • This study is intended to compare and analyze the figurative characteristics of game characters focusing on the MMO shooting game 'Battle Ground' and the MOVA game 'League of Legends,' which currently have the largest number of users in Korea, in order to assess how much effect the figurative shape of game characters has on the immersion of players. As a result, the shape of characters from MOVA or MMORPG games with storytelling as an important factor was revealed to have a greater effect on the immersion degree of players than that of the characters from fast-paced shooting games. In particular, it was found that in games where the level of each character is raised as items are added, the height of most characters is the same as their own eight or nine heads, which is longer than ordinary people.

Emotion Engine for Digital Character (디지털 캐릭터를 위한 감성엔진)

  • Kim Ji-Hwan;Cho Sung-Hyun;Choi Jong-Hak;Yang Jung-Jin
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.06b
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    • pp.208-210
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    • 2006
  • 최근 온라인 게임을 비롯하여 영화, 애니메이션 등 가상현실에서 캐릭터가 중심적인 역할을 하게 되었고 좀 더 능동적이고 사람에 가까운 캐릭터 개발이 필요하게 되었다. 이러한 요구 중에서 본 논문에서는 감성기반 캐릭터에 초점을 맞추었고 Emotion Al사의 Artificial Emotion Engine Model과 OCC Model를 바탕으로 각 캐릭터의 특성을 반영하고 캐릭터간의 상호 작용을 바탕으로 감성을 도출해 낼 수 있는 Emotion Engine의 Architecture를 제시한다.

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Digital Acting Method (디지털 연기 연구)

  • Park, Hoyoung
    • The Journal of the Korea Contents Association
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    • v.18 no.11
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    • pp.205-212
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    • 2018
  • Learning how to express and express the characteristics of acting expressions required by different media is easy to express the acting required in various mediums. The style of acting required by each medium is different depending on the characteristics of the medium. In particular, digital acting using computer graphics technology expresses actors as if they are in the space by imagining the imaginary space. Through computer graphics post-production, the actual space that will be visible on the final screen is completed and creates a story based on the actual situation. The role of digital actors in applying motion capture to movies is becoming increasingly important. Natural cross-reaction acting between live-action actors and digital character actors has become a trend in animation films where only digital actors appear. In animation films, a real actor plays a major role in connecting the characters of a digital actor. The core of a digital actor is the realization of a unique character performance. In the era of trans-media, the importance of digital acting is increasing day by day.

Digital Motion Capture for Types and Shapes of 3D Character Animation (디지털 모션 캡쳐(Motion Capture)를 위한 3D캐릭터 애니메이션의 종류별, 형태별 모델 분류)

  • Yun, Hwang-Rok;Ryu, Seuc-Ho;Lee, Dong-Lyeor
    • The Journal of the Korea Contents Association
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    • v.7 no.8
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    • pp.102-108
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    • 2007
  • Among culture industry that greet digital generation and is observed 21th century the most representative game industry latest is caught what and more interest degree is rising. 2D and 3D animation accomplish continuous growth and development depending action expression along with development of computer technology, and 2D and 3D animation practical use extent are trend that is widening the area in TV, movie, GAME industry etc. through computer hardware and fast change of software technology. The trend of latest game graphic is trend that the weight is changing from 2D to 3D by 3D game and activation of 3D game character that raise player's immersion stuff and Control in 2D's simplicity manufacturing game balance for one side. This treatise that is reality of 3D game character to classify kind of (Motion Capture) and 3D character animation, form model the sense put. Recognize that is overview and reality of 3D game character first for this about example, and is considered to efficiency is high game industry and digital contents industry hereafter by proposing kind model classification of 3D game character animation, form model classification data and character animation manufacture process that application is possible at fast time and effect in 3D character animation application are big.

A Study on the Visual Attention of Popular Animation Characters Utilizing Eye Tracking (아이트래킹을 활용한 인기 애니메이션 캐릭터의 시각적 주의에 관한 연구)

  • Hwang, Mi-Kyung;Kwon, Mahn-Woo;Park, Min-Hee;Yin, Shuo-Han
    • The Journal of the Korea Contents Association
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    • v.19 no.6
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    • pp.214-221
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    • 2019
  • Visual perception information acquired through human eyes contains much information on how to view visual stimuli using eye tracking technology, it is possible to acquire and analyze consumer visual information as quantitative data. These measurements can be used to measure emotions that customers feel unconsciously, and they can be directly collected by numerically quantifying the character's search response through eye tracking. In this study, we traced the character's area of interest (AOI) and found that the average of fixation duration, count, average of visit duration, count, and finally the time to first fixation was analyzed. As a result of analysis, it was found that there were many cognitive processing processes on the face than the character's body, and the visual attention was high. The visual attention of attraction factor has also been able to verify that attraction is being presented as an important factor in determining preferences for characters. Based on the results of this study, further studies of more characters will be conducted and quantitative interpretation methods can be used as basic data for character development and factors to be considered in determining character design.

Analysis of Ontological Representation of AOS Game Character - focused on - (AOS 게임 캐릭터의 존재론적 재현 양상 분석 - <리그 오브 레전드>를 중심으로 -)

  • Han, Hye-Won;Koo, Hye-In
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.185-198
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    • 2015
  • The purpose of this study is to analyze representation of characters of AOS online-game in order to find out the meanings of ontological game characters. This study selects characters of on-line game to analyze representations of game characters by Pierre L$\acute{e}$vy's ontological theory. The characters which represented in on-line games reproduced by costume play in off-line world reflect human desire and construct human existence. Online game character is an existing substance, which could expand human experiences by crossing virtual game world and reality in digital era.

Research Consisting of Comparison of Character Contents through Collaboration (콜라보레이션을 통한 캐릭터 콘텐츠 비교 연구)

  • Im, Ri-Na;Kim, Seung-in
    • Journal of Digital Convergence
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    • v.14 no.10
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    • pp.449-454
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    • 2016
  • Characters have been frequently used as a symbol or an icon in above the line advertising for generations. It has become an essential factor for companies to research about the experience that consumers have by engaging with the products that are partnered with famous or brand characters before introducing a product to the market. The character trademark has become more popular and interesting than the product itself. Therefore, products have become dependent on its character trademark. The ultimate purpose of this research is to find effective ways of increasing the value of the brand by observing various characters and how people interact with these characters, depending on the consumer's age, gender, and so forth. One would be able to collect data or information from documents as a method of this research and grasp different contents, components, concepts, and contexts of character collaboration and affiliate characters from well-known messengers, such as Kakaotalk and Line. In addition, by re-analyzing Peter Morville's Honeycomb tool, its method would set the scale of the user experience and one would be able to conduct interviews with those who are using collaboration products. This study reveals extensive guidelines for character partnership or collaboration that have been successful and creating effective marketing skills.

By Basic Plane Figure, An Analysis Study on Appearance Type of Character in Domestic Kids TV Animation -Focus on the Broadcasting Animation on EBS- (기본 평면도형을 활용한 국내 TV 유아동 애니메이션 캐릭터 형태 분석 -한국교육방송 방영작을 중심으로-)

  • Kim, Suk-Rae;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.14 no.4
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    • pp.397-405
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    • 2016
  • Specially, the character in the kids animation is the fundamental visual element, and also has the high value which is to connect to various related businesses. The main purpose of this study is the analysis for character's appearance by the basic plane figure, and it has studied on the authority of recognition capability which is to catch the simple shape rapidly and clearly rather than complex shape. For this study, I established the standard of analysis and then applied that to the characters which were selected in broadcasting domestic kids animation on EBS. Through this procedure, I analyzed character's appearance with the distribution chart. As the result, the circular and oval shapes are the most frequently used shapes for character's appearance. Finally, I expect the result of this study could be one of the design index for the character creation in practical environment.

Fashion Styles and Characteristics of Game Characters (게임캐릭터의 패션스타일 유형 및 특성)

  • Seo, Mi-Ra;Kim, Ae-Kyung
    • Journal of Digital Convergence
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    • v.13 no.2
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    • pp.343-349
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    • 2015
  • This paper aims to propose the typology suitable for games by analyzing the fashion styles of game characters and define the characteristics by type. The data collected was classified into the style groups with similarities, and the game character styles were named using representative terms. Then, five styles were identified and analyzed with the focus on clothing, hairstyle, and accessories: Creative Style, Attractive Style, Grotesque Style, Usual Style, and Suit Style. Creative Style was the unique style with partial addition or removal as the creative design. Attractive Style expressed the sexual attraction by design with significant exposure of body parts and skintight design. Grotesque Style showed grotesque, eerie, and dreary design. Usual Style was a plain and practical style. Finally, Suit Style was a kind of armor covering the whole body. The analysis results in this paper will bridge the difference of opinions between gamers and developers related to fashion style and, finally, help to enhance the competitiveness of game design.