• Title/Summary/Keyword: 캐릭터의상

Search Result 48, Processing Time 0.024 seconds

Digital Hanbok Modeling for Virtual Characters : A Knowledge-driven Approach (가상캐릭터의 디지털 한복 모델링을 위한 지식기반 접근법)

  • Lee Bo-Ran;Oh Sue-Jung;Nam Yang-Hee
    • The KIPS Transactions:PartB
    • /
    • v.11B no.6
    • /
    • pp.683-690
    • /
    • 2004
  • Garment modeling and simulation is now one of the important elements in broad range of digital contents. Though there have been recent products on garment simulation, general users do not know well enough how to design a virtual costume that meets some requirements about its specific clothing pattern. In particular, Hanbok - the Korean traditional costume - has many different characteristics against western ones in the aspect of its pattern design and of draping. This paper presents a knowledge-driven approach for virtual Hanbok modeling without knowing how to make real Hanbok. First, parameterized knowledge for several fabric types art solicited using visual similarity assessment from simulated and real cloth. Secondly, based on the analysis of designer's knowledge, we defined multi-level adjustment processes of Hanbok measurements with regard to body shape features for different virtual actors. An experimental system is developed as the form of a Maya plug-in and the result shows the applicability of the proposed method.

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
    • /
    • s.40
    • /
    • pp.243-260
    • /
    • 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.

Analyzing Types of Styling through Character Customization Games (캐릭터 커스터마이징 게임에 나타난 유형별 스타일링 분석)

  • Seo, Mi-Ra
    • Journal of Digital Convergence
    • /
    • v.13 no.5
    • /
    • pp.309-316
    • /
    • 2015
  • The styles by character type in customizing systems were analyzed, being classified into creative style, attractive style, grotesque style, usual style, and suit style on the basis of the 'fashion style types of game characters' proposed in the previous research. The creative and convergent designs that couldn't be implemented in reality were expressed in various forms because those designs were created in virtual space, one feature of games. The analysis of the fashion styles of characters was focused on the RPG using the characters with exaggerated body proportions beyond the general body proportions in reality and the features on game characters that were identified by gamers. Thus, the creative style and attractive style showed a high frequency. The common features were identified because the costume designs and colors for characters are generally selected in accordance with the gamers' requests or by reflecting the view on the world. However, it was difficult to find out the representative cases for hair designs and colors because of excessively diverse expressions. The results of this paper will be a valuable reference for the research on the fashion item development manual satisfying the gamers' personalities and requests and relevant research.

Analysis of the female character and modeling design features of 'Frozen 2' ('겨울왕국 2' 여성 캐릭터의 성격과 조형 디자인 특징 분석)

  • JIANG, QIANQIAN;Chung, Jean-Hun
    • Journal of Digital Convergence
    • /
    • v.19 no.6
    • /
    • pp.309-314
    • /
    • 2021
  • Disney animation can be said to be part of American culture and art. With the changes in American society and culture, we can see the changes in the personality and social status of female characters in Disney animation. Especially in the Disney animation works published after 2000, many works showing equality in the social abilities and status of women and men have been published. In this study, the characteristics of female characters of the 20th century and the 21st century is compared and analyzed the characters of Elsa and Anna, who expressed the female image in a metaphorical way of 'Frozen 2'. And studied the characteristics and meanings of clothing and colorful shapes. This paper reveals the design elements needed to construct a gender-equality image of female characters, and hopes that it will become a useful research material for the animation industry and academia in the future.

An Usability Evaluation of the Pattern Making Software for Virtual Cloth of 3D Character: A Case Study of "Looks Tailor X" (3D 캐릭터 가상의상 제작을 위한 패턴제작 소프트웨어의 사용성 평가 : "Looks Tailor X"을 사례로)

  • Kim, Sook-Jin
    • Journal of the Korean Home Economics Association
    • /
    • v.47 no.2
    • /
    • pp.111-123
    • /
    • 2009
  • This study is to explore the usability of a pattern making software 'Looks tailor X' developed recently by the Digital Fashion in line with the cloth simulation software 'DressingSim'. When the software engineers develop software for clothes and clothing simulations, most often they lose touch of real-world craftsmanship of pattern making. As such, the software evaluation of the functionality and the usability is a crucial step in the field of virtual clothing. We carried out a detailed evaluation of the software via the process of making some basic types of pattern including tight skirts, pants, jackets, and one-piece dress. In this paper, we documented a step-by-step scenarios of making clothes using the Looks tailor X, and listed both the advantages and limitations of the software from the perspective of an enduser, i.e., a professional fashion designer. We also briefed suggestions on the refinement of the future software in the field.

A case study on the costume making process of stop motion animation characters (스톱모션 애니메이션 캐릭터 의상제작과정에 관한 사례 연구)

  • Kim, Ki Hoon;Suh, Ji Sung
    • The Research Journal of the Costume Culture
    • /
    • v.20 no.5
    • /
    • pp.655-663
    • /
    • 2012
  • Due to increased interest in character costumes, the field of animation character costume design is gradually developing into a specialized domain. The costume-making process for animation characters presents many differences from the costume-making process for regular apparel. However, there remains insufficient research on the actual process of making the character costumes used in stop motion videos both in Korea and abroad. The purpose of this study is to establish a costume design process for animation characters. Furthermore, this study presents a case study on the costume planning and making process for 3D stop motion animation characters. The character costume-making process was segmentalized into the following stages: character analysis stage, character modeling stage, and character costume making stage. In the character analysis stage, the investigator analyzed the character's movements, designed the character images, and analyzed the movements and motions of the animation characters. After completing character modeling, this study proposed a method for making the character costume. The style of the character costume was designed, and the structural design reflected the position and size of joints as well as the angle of movements. The patterns of the character costume were produced through dimensional tailoring after measuring the body size of the character. Afterward, the costume was completed after passing through the fitting and revision stages. The clothing material was selected to fit the colors and feelings shown in the illustration. To complete the costume after comparing it with the initial illustration, it was revised based on the assessment of its volume and overall atmosphere.

An Analysis of the Consumer's Behavior on the Fashion Brands Applying the Characters (캐릭터 활용 패션브랜드에 대한 소비자행동 분석)

  • Yu, Ji-Hun
    • Journal of the Korea Fashion and Costume Design Association
    • /
    • v.9 no.1
    • /
    • pp.173-187
    • /
    • 2007
  • The purposes of this study were to examine the consumer's behavior on the brands applying the characters by gender, age and residential district, and then to propose the future planning of brands applying the characters and distribution strategies. From Junior on middle school to forty-year olds were selected for this study and areas were grouped to five for comparing the residential distinction. The questionnaire was consisted with 25 questions. Nominal scale and 5-interval scale were used for analysis. The SPSS 12.0 was used to analyze the technical statistics such as average, frequency, t-test, ANOVA, and $x^2$. The results of this study were as follows : 1) The characters influenced on remembering the brand's name regardless gender, agen and residential district. 2) When consumer bought the brand with character, the most important factor is the brand name recognition. 3) It would be desirable to use the one or two mixed methods which express the characters on the clothes. 4) When they distribute the character brands, they would supply more feminine characters in 3rd district, more manly one in 4th district and less quantities in the 3rd and 4th district for lowering inventory. The next must be follow to succeed the character using strategy of fashion brands. It is needed to segment the target for new character creation of specific generation, and to grasp the point of the trend which oriented by the target, and to reflect what they like and what they feel sympathy on character image and brand concept.

  • PDF

A Study on the Mimesis Type of the Costume in MMORPG Diablo 3 (MMORPG 디아블로 III 캐릭터 의상에 나타난 미메시스 특성)

  • Yoo, Seon A;Ko, Hyun-Zin
    • Journal of the Korean Society of Costume
    • /
    • v.64 no.3
    • /
    • pp.126-141
    • /
    • 2014
  • The purpose of this study is to analyze the specific mimesis types of common character costumes in MMORPGs, which have stories that are very similar in structure to ancient myths and fantasy novels. As the subject of the research I have selected "Diablo 3" created by the American video game developer, Blizzard Entertainment Images of 5 characters, for both genders - Barbarian, Witch Doctor, Monk, Demon hunter, Wizard - were compiled for a total of 10 images, and these images were compared to popular archetypes in mythology, religion and literature. analyzed them separately according to the mimesis type. For this study, Articles and books containing the Aesthetics, Mimesis and Digital culture were researched in order to study the costume features and the Mimesis types and compare them to the costumes in the MMORPG. Firstly, the character Barbarian is a successor of the barbarian character of the previous product. The outfit worn by the game figure is based on the common images expressed in the movie . The makers created an analogous-imitation mimesis by replicating the image in an exaggerated and grand form. Second, the character Witch Doctor derived its motif from the Voodoo cult, and was expressed in analogous-imitation mimesis, using the very shades and patterns used in real life. Third, the character Monk, blending the image of a priest in Eastern Europe and images of its oriental counterparts, was expressed in transposition-diversion mimesis. Fourth, the Demon Hunter took the source of its inspiration from the image of a Witch hunter in the medieval times. The game character has a sharper sleeker figure than its model, and uses more acute shapes and darker gloomier colors expressed in an analogous-imitation mimesis. Finally, the character Magician took a formless character and expressed it in transposition-diversion mimesis taking as its basis some fantasy novels.

A Study on the Effects of Costume Styling, Color and Texture on Character Expression in Movies - Focusing on the Movie and - (영화에서 의상의 스타일링, 색채, 재질감이 캐릭터 표현에 미치는 영향에 대한 연구 -영화 <내 아내의 모든것>, <결혼전야>를 중심으로-)

  • Kim, Sojin
    • Journal of Fashion Business
    • /
    • v.23 no.4
    • /
    • pp.53-67
    • /
    • 2019
  • This study investigated the effects of costume styling, color and texture on character expression in the movies "All About My Wife" and "Marriage Blue". As a study method, the main scenes were captured from the DVD image and the costumes of the main characters were analyzed to examine how the costumes express the personality change according to the story development of the characters. The characters in "All About My Wife" and "Marriage Blue" were studied to see how their personality changes as the story develops and how the costume supports the personality change of those characters. It was checked that costume contributes to effectively deliver the emotion of the characters to audience. In the movies, costume plays an important role in completing the character, and styling, color, and texture of the costume are one of the important means of expression. In a movie, costumes, styling, color, and texture contribute towards development of each character's character. And these elements act synergistically by acting simultaneously rather than independently, thus defining the image of the costume and playing a role in building characters. Movie directors persuade the audience by expressing their intentions in various ways. Among them, movie costume is one of the most effective expression tools. The styling, color, and texture of the clothes are practical and effective methodology that will create a character, so I hope that the field of film art will be researched extensively in the future.

A Study on the Stage Costume of Pansori Ballet Theater 'Dokkaeba! Dokkaeba!' Based on Storytelling (스토리텔링에 의한 판소리 발레극 '도깨바! 도깨바!'의 무대의상 연구)

  • Ryu Jinyoung
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.3
    • /
    • pp.399-406
    • /
    • 2023
  • Due to the increasing influence of the Korean Wave, traditional themes are emerging to the forefront of performance content development, emphasizing the necessity of applying the art of storytelling to the creative process. The purpose of this research is to examine the differentiated costume design of the Pansori ballet "Dokkaeba! Dokkaeba!," developed through the implementation of storytelling in its performance creation process. Choreographers, writers, and costume designer collaborated throughout the storytelling process from planning to content creation. This resulted in a clarified depiction of the Dokkaebi as divine beings with transcendental powers who are simultaneously friendly and familiar entities, often appearing in the form of humans and objects. Accordingly, the costume design based on this collaborative storytelling deliberately avoided the appearance of Dokkaebi reminiscent of 'Kwimyeonwa' or Japanese 'Oni', typically expressed with horns or decorations, and instead implemented novel design elements, such as fusion Hanbok with a variety of dimensionally aesthetic accessories, meaningful color contrast in modern clothing, textural elements indirectly expressing character and transmogrification, and daily clothing attire to illustrate the humanized Dokkaebi. Therefore, this study seeks to contribute to the production of new performance art showcasing the Dokkaebi by identifying the diversity of expression and direction within costume design.