• Title/Summary/Keyword: 전통 캐릭터

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Analysis of Oriental hero animation character that proved popularity : Chinese CG Animation (대중성을 증명한 동양인 히어로 애니메이션 캐릭터 분석 :중국 CG애니메이션 <백사>)

  • Li, Shu-Hang;Choi, Chul-Young
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.373-374
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    • 2019
  • 애니메이션 영웅 캐릭터는 캐릭터의 한 카테고리로서 캐릭터 특유의 특징과 함께 전통적 이데올로기를 암묵적으로 전달하고 있다. 이들 애니메이션 영웅이 전달하는 전통적 메시지는 문화적 개성에 대한 심벌을 재해석하여 관객들에게 전통문화가 거부감없이 쉽게 받아들여지도록 하는 것이다. 애니메이션 <백사(White Snake, 2019)>는 중국에서 잘 알려진 백소정과 허선의 사랑이야기를 소재로 한것으로서 전통사상과 전통의상을 살리면서도 스토리텔링과 이미지 컨셉, 애니메이팅등의 시각적 요소들을 글로벌한 공감대를 얻을 수 있도록 노력한 흔적들을 보여주고 있다. 본문에서는 동양 애니메이션에서의 히어로 캐릭터와 디즈니 캐릭터 간의 차이점과 그 가치를 애니메이션<백사>를 통해 분석해보고 이를 통해 애니메이션 창작에 미치는 영향과 역할을 도출해보려 하였다.

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The study of the Korean Traditional Hybrid Character Shape: for Jangseung and Dokkaebi (한국형 전통 하이브리드 캐릭터 형상 연구: 장승과 도깨비를 중심으로)

  • Lee, Chae Ron;Lee, Young-Suk
    • Cartoon and Animation Studies
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    • s.31
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    • pp.1-27
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    • 2013
  • The study looks a shape of hybrid character in animation and suggests extended discussion to develop the Korean creative characters and to repeat traditional culture that can reproduce in mass media. First, this study considers Jangseung and Dokkaebi that appear frequently in the Korean traditional culture, and prepares a way to try to develop the Korean hybrid characters. To do this, I analyze examples of hybrid characters direction in as-found animation characters, and grasp the meaning of it. Hybrid character is classified as a character produced by mix and combination of shape and a character produced by shape exaggeration. And I shed new light on characters and meanings of Jangseung and Dokkaebi remaining as cultural assets. Through this, the study wants to help handling measure about a problem of character that the Korean animation has. Therefore, this study looks characters of description about imaginary creatures expressed in existing animations, and wants to shed new light on the Korean Jangseung and Dokkaebi regarded as from an object of folk religion and custom, to an object that is possible to use in the Korean traditional character development.

A Study on AN-DONG Traditional Main Character Creative Processing Project in Content Development - with 'Mother Wonlee' Film Main Character (안동 전통 문화 콘텐츠 주인공 캐릭터 개발과정과 제작 고찰 - '원이엄마' 영상 남녀 주인공을 중심으로)

  • Cho, Hyun-Kyung
    • Cartoon and Animation Studies
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    • s.40
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    • pp.243-260
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    • 2015
  • Being a symbolic image to let traditional 'mother wonlee' contents characters known widely, need to be made in a way that can deliver the powerful message of korea An-dong traditional local contents and the value of regent story. As for the contents character develope methods and the scope of the study, an theoretical study was conducted based on literature review, and, factor plus fiction field surveys, and the legend story and then an effect of character marketing on global contents with original identity. 'mother wonlee' pre-production plaining have been analysis with creative described based on the ancients features and the classification of ancient original characters, and the situation and the concept of An-dong local place. as a results this thesis is show up how to make up a main character develop processing and make a features design processing of the characters who different age and a scenes. as a conclusion is drawing about a 'Wonlee' and 'Eungtea' both main Character plaining processing and graphics; traditional face, all clothes, body proportion, etc. Also we trade to traditional patten with character planing. it will be a high value industry which facilitates a variety of industries in conjunction with marketing traditional source characters in global. Recognizing the value of traditional story main character design and graphics marketing and utilizing the value through various media will create infinite value, enabling the global marketing.

A Study on Traditional Art Expression in Chinese Myth Martial MMORPG Character Design (중국 신화 무협 MMORPG 캐릭터 디자인에서 전통예술 표현에 관한 연구)

  • Jin, Chun-Ji;Kim, Kyu-Jung
    • Journal of Korea Game Society
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    • v.13 no.2
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    • pp.119-130
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    • 2013
  • The purpose of this study is to analyze the characteristics of traditional art expressions in recent Chinese online games, which are now most popular in Chinese game market. Designing the MMORPG game character reflecting users' psychological preferences for aesthetic characteristic of the traditional Chinese culture allows the users to feel more visual satisfaction while they are enjoying a game. The selected characters for this analysis were chosen from the traditional myth chivalry game to utilize the traditional art expressions that are peculiar in Chinese MMORPG. The analysis was conducted within the context of an ideal character figure and operation, and social nature reflecting a personal user. This analysis suggested the representation technique reflecting traditional clothing, color, and life style, and the reconstruction of subject matter, and the development of the characteristics of ideal group character. Even though Chinese MMORPG history is short, this study will help the user understand more effectively the identity of the myth martial MMORPG game in connection with the Chinese traditional culture and art. And this study will also increase the user's satisfaction of the Chinese online-game.

Automatic Anticipation Effect Generation for Character Animation (캐릭터 애니메이션을 위한 기대 효과의 자동 생성)

  • Kim, Jong-Hyuk;Choi, Jung-Ju
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.852-858
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    • 2006
  • 전통적으로 3차원 애니메이션에서 캐릭터의 동작에 관한 연구는 주로 동작의 사실적인 표현에 중점을 두고 있다. 그러나 이러한 사실적인 애니메이션은 전통적인 2차원 애니메이션에 익숙한 관객들이 어색함을 느끼는 원인이 되기도 한다 이로 인해 전통적인 2차원 애니메이션의 기법을 3차원 애니메이션에 적용하는 비사실적 (non photorealistic) 애니메이션 기법이 연구되고 있다. 본 논문에서는 전통적인 2차원 애니메이션기법 중 하나인 기대 효과(anticipation effect)를 3차원 애니메이션의 캐릭터 동작에 적용하는 자동화된 방법을 제시한다. 전통적인 2차원 애니메이션 기법에 따르면 기대 효과는 애니메이션을 더 설득력 있고 풍부하게 만드는 역할을 한다고 알려져 있다. 기대 효과는 주요한 동작이 일어나기 이전에 반대 방향의 동작이 이루어지는 것으로 나타난다. 3차원 애니메이션에서 캐릭터의 동작은 각 관절의 회전과 캐릭터 중심의 이동으로 표현되기 때문에, 주요한 동작에 대하여 각 관절의 회전과 캐릭터 중심의 이동에서 반대 방향의 움직임을 찾아 주요한 동작 이전에 연결하는 것으로 기대 효과의 동작을 표현할 수 있다. 모션 캡쳐나 키 프레임 방법을 통해 미리 제작된 애니메이션 파일로부터 기대효과를 생생하기 위해 동작 데이터를 분석하여, 기대 효과의 추가가 필요한 주요 동작의 각 관절별 회전을 외삽하여 반대 방향의 회전 움직임을 생생하고 무게 중심의 이동을 예측하여 주요 동작과 반대 방향의 움직임을 갖는 기대 동작을 생성한다. 이후, 생성된 기대 동작과 원래의 동작을 기대 효과의 타이밍을 고려하여 합성하는 것으로 기대효과가 포함된 자연스러운 애니메이션 동작을 얻을 수 있다.

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The Research and the Development Case of Smart phone based Serious Gamed Application with traditional cultural materials : Focused on the game "Find the wrong picture on Sacheonwang(四天王)" (문화원형을 활용한 모바일 기능성게임 개발에 관한 연구 : 사천왕(四天王)을 틀린그림찾기를 중심으로)

  • Lee, Young-Suk
    • Cartoon and Animation Studies
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    • s.35
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    • pp.271-289
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    • 2014
  • This study produced the serious game based of Sacheonwang for the smart phone. The popularization of smart phone has expanded the contents market. However the game content made of various Korean traditional cultures is just few. According to this problem, it considered Sacheonwang (Dongbang Jigukcheonwang, Bukbang Damuncheonwang, Namban jungcheonwang, Seobang Gwangmokchoenwang) and tried to develop the serious game application of smart phone based on the Korean traditional culture. It modernized the 4 types of Sacheonwang analyzed the characteristics, and it was created to super deformed characters. It suggested the production and development of game using Sacheonwang character and the Buddhist image. This study looked at the contents of the Buddhist and developed the Buddhist civilization and applied on the game contents to extend Korean traditional culture and interact Korean traditional culture. This study, therefore, will develop the Korean traditional characters and the game content using the research of the Buddhist cultural elements.

A Study on the Guideline for the Cultural Goods Design Based on the Characters of the Twelve Horary Signs of Gods (십이지신 캐릭터 소재 문화상품디자인 가이드라인)

  • Mun, Keum Hi
    • The Journal of the Korea Contents Association
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    • v.16 no.8
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    • pp.601-610
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    • 2016
  • The 21st century is as an age of culture, and cultural goods presenting the cultural spirit of one nation should reflect the tradition, culture, and techniques of that nation. The twelve horary signs of the gods are the creatures of our nation's native religion and thought have existed from the unified Silla period to today. Therefore, many things belong to the category of cultural goods, but in this study the guidelines for the design of cultural goods are limited to the characters of the twelve horary signs. For this study concept and classification of cultural goods, Korean traditional formative special qualities, concepts and composite elements, symbolic meanings and special qualities, personifications, and unique images of twelve horary signs of are researched. According to the results of the research guidelines for the design of cultural goods, images of cultural goods, classifications applying to each subject, the formative special qualities of Korean traditions, personifications, and concepts on the development of cultural goods are presented..

A Study on the Character Creation of Traditional Incantatory Pattern for Individual Character Industry (Individual Character 산업을 위한 전통 주술 문양의 캐릭터 개발 연구)

  • 신승택
    • Archives of design research
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    • v.16 no.1
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    • pp.127-136
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    • 2003
  • Each country, each organization and individual have pursued their own identity, which require a unique design discriminated from other countries, cultures and people. As character related industries including character, cartoon, animation and CF appeared everywhere, development of character of mascot concept which can highlight individual personality has been required. This study is to meet these requirements and develop character of Korean subject as the concept of mascot or guard angel in order to develop the unique design with discriminative features from individual identity. For this, this study named it "Individual Character", analyzes the Korean traditional incantatory patterns and develops three patterns such as line art character, five-color 2D character and letter '||'&'||' picture 3D character as a form having individual character with the twelve gods of the earth through examination of materials of traditional patterns home and aborad. These three-typed characters seek strategies by types and are applied to calender, ceramic, metal, animation source, living goods and accessories. Application to commodities include line art and the products of 20 and 3D types based on re-design and add metal, paper, web and ceramic. Therefore this study finds that "Individual Character' using traditional incantatory patterns can discover the cultural identity and originality through Korean design creation and application of "Individual Character" to character industry can develop the pluralistic characters with a material and it can be extended to consumption goods.onsumption goods.

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A study on the visual expression of Korean style character design through the visual analysis on traditional magic pattern (전통주술문양의 시각적 분석을 통한 한국적 캐릭터의 시각적 표현에 관한 연구)

  • 신승택;이현주
    • Archives of design research
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    • v.14 no.3
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    • pp.135-144
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    • 2001
  • What find the motive of new design from Korean traditional cultural inheritance and symbolize it visually is to create a new design of Korean style into the harmony of shape and aesthetics by harmonizing past design and modern one, to discover the value of the future, and to make a new traditional culture. This study is to find the motive of design from Korean traditional pattern and character of the twelve horary signs, to develop unique Korean style character by studying character to cause novel and refined sense and interest through the mix of traditional image and modern one, and to propose a plan to apply in various and practice the Korean style character to modern design. In addition, the purpose of this study is to discover the identity of Korean style from foreign culture by presenting identity and originality with our peculiar cultural elements as well as to develop the visual effect and character of traditional pattern, and to have national competitiveness with Korean style design from the world market of the future.

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Classification of Characters out of their Original Cultural Forms to Create Digital Contents : Focusing on Avalokitesvara (觀音菩薩) and Buddhist child (童子) (디지털콘텐츠 제작을 위한 전통문화원형의 캐릭터 분류 : 관음보살(觀音菩薩) 및 동자(童子)를 중심으로)

  • Lee, Young-Suk;Shin, Seung-Yun
    • Cartoon and Animation Studies
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    • s.27
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    • pp.153-176
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    • 2012
  • In the midst of the fusion era in digital contents, securing a variety of traditional cultural sources is important. Out of its long history, Korea has extensive spectrum of cultural contents in combination with conventional religions. Buddhist art has been a pillar of the traditional culture for a long time in Korea, by which we could secure new sources for cultural contents and classify them. This is aimed that we could bring the future brands into reality based on the traditional culture through Buddhist cultural contents. This study hired the original cultural forms in the viewpoints of traditional culture. Study on the implication through the symbols of Avalokitesvara (觀音菩薩) and Buddhist child (童子) in Buddhist art might allow to secure a foothold to create own characters. Thus, focusing on Avalokitesvara (觀音菩薩) and Buddhist child (童子) in the Buddhist sacred images as registered in Cultural Heritage Administration for national treasures, those traditional characters were reviewed through their own system of symbol. During the course, Buddhist characters were available to be classified into DB by their roles and materials지물. This study could help to exploit the complicated Buddhist culture of its symbolic meanings and to shape them into original forms of the culture. Also, through the meanings of the Buddhist sacred images, it could provide the digital contents pool with Korean traditional characters.