• Title/Summary/Keyword: 캐릭터 산업

Search Result 277, Processing Time 0.03 seconds

A study on the revitalization of tourist industry integrated with culture contents industry : about the only area of cheju (문화콘텐츠산업과 접목을 통한 관광산업 활성화 방안 : 제주지역을 중심으로)

  • Lee, Chang-Hoon
    • Cartoon and Animation Studies
    • /
    • s.15
    • /
    • pp.267-281
    • /
    • 2009
  • This study was conducted in order to look for how to create added values by combining cultural contents with other industries effectively. For this purpose, we examined in what directions the tourist industry, which is the main industry of the Jeju Special Self-governing Province, should be combined with cultural contents. It is widely admitted that cultural contents can create various added values, but there have been insufficient efforts to develop cultural contents and link them to added values. In particular, local self-governing bodies' understanding of cultural contents is seriously poor. In order to improve this, we need to have appropriate perception of cultural contents and to change our idea for effective linking of cultural contents to added values. Thus, this study proposed that the development of cultural contents is achieved not simply through the development of contents but through the combination of various methods including the establishment of product development strategies, the establishment of tourist program development strategies, and the integration of slogans.

  • PDF

Factors Contributing to the Popularity of Virtual Idol 'PLAVE' in the South Korean Entertainment Industry: The Impact of Character Realism, 2D Webtoon Design, and Real-Time Communication (국내 엔터테인먼트 산업에서의 버추얼 아이돌 '플레이브'의 인기 요인: 캐릭터 리얼리즘, 2D 웹툰 디자인, 실시간 소통의 영향)

  • Mi Ji Park;Seung In Kim
    • Industry Promotion Research
    • /
    • v.9 no.3
    • /
    • pp.139-146
    • /
    • 2024
  • This study analyzed the popularity factors of the virtual idol 'PLAVE' to provide insights for future virtual idol production and content management in the domestic entertainment industry. Three hypotheses were established and tested through an online survey conducted from May 7 to May 20, 2024, with 73 participants. After excluding insincere responses, 67 responses were regression-analyzed. All three hypotheses, regarding character realism, 2D webtoon design, and real-time communication, were validated with P-values below 0.05. These findings offer strategic insights for the domestic entertainment industry and suggest a new paradigm for the virtual idol sector.

한국문화콘텐츠진흥원 정보자료실

  • Sin, Seung-Cheol
    • Digital Contents
    • /
    • no.3 s.142
    • /
    • pp.118-119
    • /
    • 2005
  • 목동 부영그린타운에 위치한 한국문화콘텐츠진흥원은 콘텐츠 산업종사자 및 학생, 연구자들에게 꼭 필요한 자료를 한데 모은 정보자료실을 지난 2002년부터 운영하고 있다. 애니메이션, 출판만화, 캐릭터, 음악, 모바일, 에듀테인먼트 등 국내외 문화콘텐츠 분야 약 3만종의 자료가 구비돼 있는 정보자료실을 방문해봤다.

  • PDF

Research about the Abstraction of Area Typicality of Emotions for Systematization of Human's Sensitivity Symbol (인간의 감성기호 체계화를 위한 감정영역범주화에 관한 연구)

  • Yun Bong-Shik
    • The Journal of the Korea Contents Association
    • /
    • v.5 no.2
    • /
    • pp.137-145
    • /
    • 2005
  • This study is a model of research for the developing 3D character contents about facial expression as a sort of non-linguistic signs, focusing on an expression of emotion factors of a person. It contributes a framework for symbolic analysis about Human's emotions along with a general review of expression. The human face is the most complex and versatile of all species. For humans, the face is a ich and versatile instrument serving many different functions. It serves as a window to display one's own motivational state. This makes one's behavior more predictable and understandable to others and improves communication. The face can be used to supplement verbal communication. A prompt facial display can reveal the speaker's attitude about the information being conveyed. Alternatively, the face can be used to complement verbal communication, such as lifting of eyebrows to lend additional emphasis to stressed word. The facial expression plays a important role under the digital visual context. This study will present a frame of facial expression categories for effective manufacture of cartoon and animation that appeal to the visual emotion of the human.

  • PDF

A study on program development for character web drama production (캐릭터 웹드라마 제작을 위한 프로그램 개발 연구)

  • Hyun-soo Lee;Min-Ha Kim;Ji-Won Seo;Sung-Jin Jo;Jong-Won Lee;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.5
    • /
    • pp.591-596
    • /
    • 2023
  • This study developed a program that can produce videos easily and conveniently, focusing on teenage media producers. Through user research, we identified the needs and problems of teenage producers, and implemented a character customization function desired by users and an emotion and action recommendation system using GPT. In the rendering process, the final image was created by combining audio and video using OpenCV and FFmpeg. Teenage users who do not have expertise in video production can customize web drama characters through a simple interface and receive recommendations for emotions and actions with the help of GPT. The program of this study is expected to be a tool that can help teenage users who do not have expertise in editing and directing to produce high-quality videos, lower the entry barrier to video production, and contribute to the development of the one-person media industry. do. In the future, we plan to provide a video production environment considering mobile or vertical resolution versions.

Study on the brand personality of animation character and the consumer's personality (애니메이션 캐릭터의 브랜드개성과 소비자개성 연구 - 브랜드개성과 소비자개성의 일치성이 브랜드태도에 미치는 영향에 관한 연구 -)

  • Lim, Byung-Woo
    • Archives of design research
    • /
    • v.19 no.1 s.63
    • /
    • pp.141-150
    • /
    • 2006
  • The animation should be produced to attract the audience's interests. Its characters will have the intended personalities through the interactions with the audiences, discarding the attributes of the nature. These personalities form the brand identity when they are exposed visually and will be powerful brand assets which lead the animation industry to the high-value added products. The brand identity of the character, the brand assets, can be used for various products in form of licensing and is noted to make an affirmative leverage effect. In this regard, the author has conducted an empirical research on the animation characters from the viewpoint of the brand, adopting, in particular, the Brand Personality Scale (BPS), which is the output of J. Aaker's (1997) study on brand personality defined as the human properties in relation with the brand. In addition, this study determines the correlation among the animation, brand and consumers based on the Sirgy's study (1982) resulting in that the better the brand and the consumer's personality are matched, the more the brand attitude is improved. In consequence, it is found that the animation characters have three personality levels such as refinement/ability, integrity and interests. The consumer's personality is divided into the 'practical ego-image' and the 'ideal ego-image' in the survey, and the survey result shows that the brand personality of the animation character exists between them.

  • PDF

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
    • /
    • s.27
    • /
    • pp.153-176
    • /
    • 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.

A Study on Lip Sync and Facial Expression Development in Low Polygon Character Animation (로우폴리곤 캐릭터 애니메이션에서 립싱크 및 표정 개발 연구)

  • Ji-Won Seo;Hyun-Soo Lee;Min-Ha Kim;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.4
    • /
    • pp.409-414
    • /
    • 2023
  • We described how to implement character expressions and animations that play an important role in expressing emotions and personalities in low-polygon character animation. With the development of the video industry, character expressions and mouth-shaped lip-syncing in animation can realize natural movements at a level close to real life. However, for non-experts, it is difficult to use expert-level advanced technology. Therefore, We aimed to present a guide for low-budget low-polygon character animators or non-experts to create mouth-shaped lip-syncing more naturally using accessible and highly usable features. A total of 8 mouth shapes were developed for mouth shape lip-sync animation: 'ㅏ', 'ㅔ', 'ㅣ', 'ㅗ', 'ㅜ', 'ㅡ', 'ㅓ' and a mouth shape that expresses a labial consonant. In the case of facial expression animation, a total of nine animations were produced by adding highly utilized interest, boredom, and pain to the six basic human emotions classified by Paul Ekman: surprise, fear, disgust, anger, happiness, and sadness. This study is meaningful in that it makes it easy to produce natural animation using the features built into the modeling program without using complex technologies or programs.

A Study on Development of the Digital Curture Contents Production (디지털 문화컨텐츠 제작을 위한 발전 방안 연구)

  • Park Man-Soo;Ro Heon-Jun;Bang Kee-Chun
    • Journal of Digital Contents Society
    • /
    • v.5 no.4
    • /
    • pp.300-305
    • /
    • 2004
  • The industry of digital culture contents has resulted in the high growth of added value at the area of game and movie in 2004 but the markets of animation character, and music disc have been weaken. Animation industries in Digital culture contents have attracted the attention of the people as the business of multi culture contents which has the possibility to expend and to enhance the added value nut only for the field of image and character business but also for the area of the copy right on. The stable structure of market, however, has not been settked down except a few of successful projects due to the rapid decline of 2D animation and the strong market of 3D in overseas. The purpose of this study is to analyze and research the basic logic of the market structure at the domestic business of 3D animation. In addition this paper is to suggest an alternative in terms of benchmarkin in overseas. It could be expected to achieve the effective production in this field, if the result of this study could be applied to the related world as a development model at the area of 3D animation in digital culture contents.

  • PDF

Realistic Human Avatar Creation and Its Applications (실사 인체 아바타 생성 및 활용 동향)

  • Kim, H.W.;Kim, D.H.;Lee, S.W.;Choi, J.S.;Koo, B.K.
    • Electronics and Telecommunications Trends
    • /
    • v.27 no.3
    • /
    • pp.1-11
    • /
    • 2012
  • 아바타(avatar)는 온라인 게임이나 채팅, 가상 공간 등에서 사용자의 역할을 대신하는 애니메이션 캐릭터를 뜻하는 말로 1990년대 인터넷 보급과 더불어 활발히 도입되기 시작하였으며 2000년대에 실제 사람의 사실성보다는 3D 그래픽 캐릭터의 관점에서 세컨드라이프(Second Life)나 리니지 등의 서비스에서 활용되었다. 또한 컴퓨터 그래픽스 기술의 발달로 인해 보다 사실적인 인체 표현이 가능한 아바타 기술이 영화나 CF를 중심으로 활발히 활용이 되었다. 최근 컴퓨터 그래픽 기술과 컴퓨터 비전 기술의 결합으로 인한 시너지 효과 및 센서 기술과 컴퓨팅 하드웨어의 발전으로 인해 실제 사용자의 외형이나 움직임을 사실적으로 표현할 수 있는 실사 인체 아바타에 대한 연구와 산업으로의 응용이 활발히 진행되고 있다. 본고에서는 이러한 실사 인체 아바타의 생성 기술과 아바타를 응용한 활용 기술에 대해 살펴보고자 한다.

  • PDF