• Title/Summary/Keyword: 캐릭터

Search Result 1,824, Processing Time 0.026 seconds

Character Animation Based on Emotional Model (정서모델을 이용한 캐릭터 애니메이션)

  • Shim, Youn-Sook;Byun, Hye-Ran
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2001.10a
    • /
    • pp.229-232
    • /
    • 2001
  • 최근 컴퓨터를 이용하여 사용자와 상호작용 하는 과정에서 사용자의 정서 상태를 파악하고, 이에 대응하여 적절한 행동을 할 수 있는 감성 캐릭터 생성에 대한 연구가 요구되고 있다. 특히 캐릭터 애니메이션에 있어서도 애니메이터의 수작업이나 외부 장비를 이용하지 않고, 캐릭터의 감성 상태에 따라 애니메이션을 자동으로 생성할 수 있다. 본 논문은 이러한 감성 시스템을 설계하고 캐릭터의 감성에 따라 애니메이션 하는 방법을 제안한다. 본 연구에서는 캐릭터에 감성을 부여하기 위하여 Ortony의 인지적 정서 모델을 바탕으로 하여 새로운 감성 모델을 제안하였고 이를 바탕으로 물고기 캐릭터에 적용하여 시스템을 구현하였다.

  • PDF

Emotional character animation system (감성 캐릭터 애니메이션 시스템 설계)

  • 심연숙;변혜란
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 2000.10b
    • /
    • pp.293-295
    • /
    • 2000
  • 그래픽스 기술의 발전에 따라 캐릭터 애니메이션에 대한 연구가 활발히 이루어지고 있다. 이에 사용자의 환경이나 실세계 환경에 상호작용 하면서 지능적으로 동작하는 캐릭터 애니메이션이 요구되고 있다. 본 논문은 사용자와 상호작용 하는 과정에서 사용자의 감정상태를 파악하고, 이에 대응하는 적절한 행동을 할 수 있는 캐릭터의 생성에 대한 연구이다. 본 논문에서는 캐릭터에 대하여 자동적(autonomous)이고 상호적인(interactive) 애니메이션을 전제로 하는 감성 캐릭터 애니메이션 시스템을 설계한다. 특히 캐릭터에 감성을 부여하기 위하여 OCC모델을 바탕으로 하여 시스템을 설계하였다.

  • PDF

A Research on the Character Modification in Animation Storytelling : Comparative Analysis on (스토리텔링 내부의 캐릭터 변용에 관한 연구 : )

  • Kwon, Jae-Woong
    • Cartoon and Animation Studies
    • /
    • s.25
    • /
    • pp.1-39
    • /
    • 2011
  • It is important to create animation storytelling because it is the most critical factor to make animation successful at the box-office. As such, lots of researchers have paid attention to Disney's animations because the Walt Disney company has produced the largest number of interesting animations. One of Disney's strategies to make story interesting is the application of original works that were already open to public. On this point, this article explores how Disney deals with characters in its animation that is based on an original work. Drawing a comparison between characters of and those of "Hua Mulan", which is its original work, this article focuses on how characters are created and used for the purpose of managing animation storytelling. Significant differences between two works exist. That is to say, actively makes the use of characters. First, it creates several new characters that are not seen in "Hua Mulan." Those characters can be divided into three groups by their roles; realistic characters, unrealistic characters, and realistic characters of unrealistic personalities. Second, Mulan in has both masculine initiative and feminine adaptability, and each one is used as necessary through the whole narrative. Last, it sets up a relationship between characters either in a blood-based family category or in a social category. Through these results, it is possible to confirm that this modification of characters is solely to manage the narrative with more flexibility.

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

  • Han, Chang-Wan
    • Cartoon and Animation Studies
    • /
    • s.33
    • /
    • pp.597-616
    • /
    • 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 of 'Greimas' Semiological Approach in Animation Character (그레마스 기호학적 접근을 통한 애니메이선 캐릭터 분석 -장편 애니메이션 "슈렉" 을 중심으로-)

  • Lim, Woon-Joo
    • The Journal of the Korea Contents Association
    • /
    • v.9 no.5
    • /
    • pp.99-106
    • /
    • 2009
  • The purpose of this study is to analyze character of animation, , on the basis of Greimas' semiotic theory. Animation consists of activities between characters shown in narrative. The characters' activities show their value system and meaning. Hierarchical value system is created in the process that unrevealed, latent value is generated and character's thought and activity enlarge their meanings by creating various relationships with other character. Form this viewpoint, the study tried to analyze systematic characteristic shown in animation character and meaning structure shown in correlation through Greimas' model actant and semiotic square model.

A Study on the he Application of FIFA Online3 Characters' Personalities regarding positions based on HEXACO (HEXACO를 기반으로 한 FIFA Online3 캐릭터의 포지션별 성격 적용 방안 연구)

  • Kim, Mi-Sun;Park, Jun-Hyung;Ko, Il-Ju
    • Journal of Korea Game Society
    • /
    • v.16 no.3
    • /
    • pp.139-150
    • /
    • 2016
  • The purpose of this paper is to study the internal side of game character for realistic characters, applying the HEXACO theory. To achieve this, we analyzed FIFA Online3 character's HEXACO based on the chaTacter features in game. The character does not have the all of the attributes of the present player. Therefore we reference the actual external evaluation keyword of players and analyzed HEXACO of actual players. The HEXACO of the character was complemented, comparing with the player's HEXACO. In order to apply to the game the character's HEXACO was simplified and divided by each position. Finally, we suggested a method of applying the character's HEXACO.

To analyze character's personality by using Enneagram (에니어그램을 통한 만화 캐릭터 성격연구)

  • Kim, Dae-Kweun
    • Cartoon and Animation Studies
    • /
    • s.23
    • /
    • pp.35-50
    • /
    • 2011
  • In a "Culture Content" industry, the character takes an important role to make a strong storyline. Especially in the field of cartoon which is composed with script and pictures, the role of character is more significant. There are few ways to analyze the character, and "Enneagram" is one of them. In this thesis paper, the author uses this Enneagram to analyze the character. Enneagram is a tool that divides characters into 9 categories of personality. In the year of 2001, South Korea published the standardized Enneagram test called KEPTI. By using the division chart of Enneagram, it is much easier to analyze the character's personality type in the cartoon. Also, this tool makes it possible to understand which character type is suitable for certain role and genre. Although it is hard to say the Enneagram tool represents all existing personalities, it would be definitely helpful for someone who tries to create or to set up a new character.

The Proportion of Game Character and Game Image (게임캐릭터의 등신비율과 게임이미지)

  • Choi, Woo-Seok
    • Journal of Digital Convergence
    • /
    • v.14 no.12
    • /
    • pp.165-172
    • /
    • 2016
  • Since the advent of digital games with hardware development a key component of the game characters are changed to retard the rate at which types of users based on their favorite theory of human proportion. Many popular to gamers in the game according to the change in the retard rate in a unique image of the character. Studies on the head and body proportion are thought that up to now been insufficient. The purpose of this study is to examine a fundamental human proportion that has importance as a molding factor in the game character development, it investigated the characteristics of the game character, and classifying the retard rate of the game character, through the research method of analyzing the results, into the retard rate look for and investigate studying the effect on future game images. Five types of game characters that make up the analysis were analyzed with a unique image, and the more specialized users prefer retard rate, the figurative exaggeration to retard rate than the actual main body. Utilizing a bit exaggerated the difficulties of the character looks relatively small proportion character in the graphic wallpaper increased visibility. The proportion of a game character through the study is considered as a very important factor as the game image in the game development.

A Study on FIFA Online3 Characters' Behavior and Transaction Method based on Transactional Analysis (교류분석을 기반으로 한 FIFA Online3 캐릭터 행동과 교류방식 연구)

  • Kim, Mi-Sun;Ko, Il-Ju
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.7 no.3
    • /
    • pp.65-75
    • /
    • 2017
  • This research studies the behavior patterns of a character in FIFA Online3, and the transaction patterns between the characters to present a character that acts like a real person and has social interaction with other characters. A character interacts with others mediated by balls in FIFA Online3, we analysis character's behavior and interactions more cleary. Providing the realistic behavior patterns of a character and the relation in the transaction patterns between the characters based on psychology theory, we can give a player the sense of reality. To define the behavior pattern of a character, this study applied the Ego-state as defined by Transactional Analysis(TA). Based on the Transactions in TA, this study then defined the transaction patterns between the characters, which are produced by the actions that a character in the game. This study also presented how to apply a character's transaction patterns with the examples. It showed that a character can act in the game like a real person by defining how a character acts and interacts in the game.

애니메이션의 매력캐릭터

  • Bae, Ju-Yeong
    • Digital Contents
    • /
    • no.4 s.143
    • /
    • pp.64-69
    • /
    • 2005
  • 소설의 세계에서 인물, 즉 캐릭터의 성격을 규정하는 것은‘심리’이다. 즉 그 혹은 그녀의 정신세계, 심리상태가 캐릭터를 규정하는 핵심이었다. 그래서 스토리 구조를 결정하는 데에도, 캐릭터의 심리가 중요한 것이 됐다. 그러나 소설과 달리, 디지털콘텐츠에서 인물의 특성을 규정하는 가장 중요한 축은‘행동’과‘외양’이다. 게임에서 인물의 심리라는 것이 도대체 무슨 소용이 있단 말인가. 웹에 등장하는 캐릭터(이를테면 미니홈피의 미니미)의 정신세계에 도대체 누가 관심을 가진단 말인가.

  • PDF