• Title/Summary/Keyword: 패션 캐릭터

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A Study on Character Fashion - The Focus on Animation Character - (캐릭터 패션에 관(關)한 연구(硏究) - 애니메이션 캐릭터를 중심(中心)으로 -)

  • Lee, Jung-Im;Chun, Hae-Jung
    • Journal of Fashion Business
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    • v.5 no.1
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    • pp.97-116
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    • 2001
  • Character fashion was already turned up in Egyptian age and nowadays was worn to everybody as regardless of ages, level and sex of people. This paper reviewed character fashion and animation character based on USA and Japan that is outstanding more coming up today and compared and analyzed with our country's situation. Usually, character fashion would give imagnation of products and companies themselves for aesthetic sense and can show possessive feeling and personality. And that mean fashion used by character like pictures and signals(that include words figures and special signals) and these fashion using by animation character was come out in 1929. In spite of third producer, Korea, back from USA and Japan about character fashion, we faced many problems. In order to solve these problems, we must make our own pure character that do not need to pay royalty and must spread marketing strategy with character fashion of more various designs. Therefore we should concentrate for raising high quality works and avoid uneconomic investment and plagiarism and finally we must expand recognition concerning character fashion.

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A Study on Character Fashion - Concentrating on the Motive of the Character Appeared on Apparel - (캐릭터 패션에 관한 연구(硏究) - 캐릭터 모티프의 의복(衣服)을 중심(中心)으로 -)

  • Kim, Sung-Hee;Cho, Kyu-Hwa
    • Journal of Fashion Business
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    • v.1 no.2
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    • pp.31-45
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    • 1997
  • The purpose of this study is to examine the state of the character fashion which is worn everyday by people regardless of their sex, class, and age after the 1960's, and to look at its significance. Under the influence of mass media, TV, film, comic and popular music exercised its power over the modern living after the 1960's. Such culture has its character in youth, aspiration of wide spread and overflow of the visual image. While active life style and increase of time spent on sports and leisure created the casual trend in fashion. In addition to Pop Art leads to the usage of sign and symbol on clothes, and this created a trend called 'character fashion'. Character fashion can be divided into 'motive' and 'expression'. Motive then is segmented by the 'person' that includes an impersonated figure and 'symbol' of picture or figure with a special meaning. However, expression can be classified by 'one's belonging' which can be a sports team, school or a group. Also, by the 'message' of the phrase or letter. The meaning contained in character fashion by the various motive and expression can be classified as unisex, ego screaming, and escapism.

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An Intelligent Character Manipulation System Suitable for Wireless Broadband Network Environment (휴대인터넷에 활용 가능한 지능형 캐릭터 제작 시스템 개발에 대한 연구)

  • Ryu, Seuc-Ho;Yun, Hwang-Rok;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Lee, Wan-Bok;Lee, Kyoung-Jae
    • The Journal of the Korea Contents Association
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    • v.8 no.4
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    • pp.100-107
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    • 2008
  • The aim of this paper is to design an intelligent character manipulation system suitable for the wireless broadband network environment named as Wibro and for the recent social networking service (SNS). The main feature of our proposed system is an automatic synthesis of a character utilizing the meta data which is attached to each component stored in a character database. It is the second advantageous feature that a user can make or modify his or her own character by modifying the component animation clip of its character. Once the character database is created, it can be represented and utilized in several ways by utilizing the meta data which is related to personal properties including emotion, life style, favorite things, and so on. The system can be evolved to a more powerful one by adopting the more user-related information and the more intelligent synthesis module.

Analysis of use and satisfaction factors through Domestic Character Preference Survey - Focused on Storytelling and Design - (국내 캐릭터 선호도 조사를 통한 이용충족 분석연구 -스토리텔링과 디자인을 중심으로-)

  • Lee, Jong-yoon;Eune, Ju-hyun
    • Cartoon and Animation Studies
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    • s.47
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    • pp.381-412
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    • 2017
  • Character conveys rich storytelling and various design elements. Domestic characters are changing and developing in various forms through SNS and offline sources, which are being developed in the aspect of contents industry. The purpose of this study is to find out and discuss the factors that character users are using Korean characters as storytelling and color factor. In terms of storytelling, they prefer adventure, fantasy, absurd and humorous stories. In terms of color, it seems that they prefer a character with simple and simple color/ warm color and warm / cute color composition. On the other hand, characters with a simple story, which is the main subject of early childhood education, fashion, or toys in the aspect of storytelling, are not preferred. In terms of color, it was shown that 4 or more colors were combined without a main color. These main colorless characters gave complex feelings that are not preferred. In terms of storytelling, it is necessary to develop and develop the contents of OSMU(One-source Multi use) through story development with adventure and fantasy structure. In terms of color, it is necessary to configure the user with a simple and simple color which is preferred by the users. Also, the assembly robot toy character needs to increase the satisfaction of the character through simple color composition. As a result of this study, the factors that satisfy the users in terms of storytelling and color are derived. These results will contribute to the development of theoretical aspects, storytelling aspects, and character design industry aspects. Despite the significance of the above paper, it was inevitable to limit the research on the analysis of the storytelling of specific characters, the research through the color analysis framework, the accurate data analysis on the color analysis, and the simple comparative analysis of one.

The Ugliness Expressed in On-line Game Character's Fashion on Cyber-Space (가상공간의 온라인 개념 캐릭터 패션에 표현된 추[醜])

  • Seo Jung-Lip;Jin Kyung-Ok
    • Journal of the Korean Society of Costume
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    • v.56 no.1 s.100
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    • pp.106-120
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    • 2006
  • Using aesthetics of Rosencranz as the basis, this study contains the peculiarities of 'ugliness' and the obscured conceptual meaning of 'avant-garde', 'grotesque', and 'decadence' that are being utilized under ambiguous significance are defined through modern fashion and fashion of online game characters. Forms of 'ugliness' expressed in modern fashion and in games characters display distortion of form through incongruity, unbalance, disproportion and disharmony, and with this lack of form and expressional imprecision, both contain the elements of comical characteristics of vulgarity and repugnance. The difference in 'ugliness' between modern fashion and game character fashion is, the significance of 'ugliness' being expressed in modern fashion challenges new concepts by refusing tradition and recovering the human nature that has become turbid. On the other hand, 'ugliness' in game character fashion complements the story of the game that uses legends, fantasies or novels as its basis. Opposed to the significance of recovering human nature that is displayed in modern fashion, in order to terminate the opposing game character, the fashion of game characters exaggerates the form of modern fashion with added brutality. In addition, with the advantage of virtual reality that allows a more flexible expression than in the real word, images created are more sensational and excessive use of grotesque images are being expressed.

Analysis of Fashion and Consumer Sensibility on Character T-Shirt (캐릭터 티셔츠에 대한 패션감성과 소비감성 분석)

  • Son, Sei-Young;Lee, Kyoung-Hee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.31 no.9_10
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    • pp.1352-1363
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    • 2007
  • The purpose of this study is to understand consumer needs through fashion sensibilities on Character T-shirts. This study suggests the basis of planning effective design of Character T-Shirts by categorizing. The results were summarized as follows: 1. Fashion sensibility factors such as aestheticism, visibility, cutesiness, flexibility occupied 57.2% of the total. 2. The types of the Character T-Shirts were classified into four groups. The four types showed significant differences in all fashion sensibility. Aestheticism had its highest and lowest values in types 3 and 4, respectively; visibility in types 4 and 1, respectively; cutesiness in types 2 and 4, respectively; and flexibility in types 2 and 1. respectively. 3. As for the relation of consumer sensibility to fashion sensibilities, impulse related to eight adjectives; buying to nine adjectives; and recommendation to twelve adjectives. Impulse, buying and recommendation related to aestheticism and visibility.4. In the demographical aspect of fashion sensibilities and consumer sensibilities, significant differences found in age, gender, job and academic level. Therefore, the results of this study can be used as criteria of improving fashion sensibility consumer sensibility of Character T-Shirts. Especially, enhanced comsumer sensibility is expected by the elimination of texts and the choice of preferred character actions and vivid warm colors.

Comparative Analysis of On-Line Game Characters' Costumes and Fashion Trend Color (온라인 게임 캐릭터 복식 색채와 패션 트렌드 색채의 비교 분석)

  • Shin, Ha-Na;Lee, Min-Sun;Yu, Ji-Hun
    • The Research Journal of the Costume Culture
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    • v.18 no.3
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    • pp.436-451
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    • 2010
  • The purpose of this study is to come up with ways that cooperate between on-line game design and fashion design by analyzing trend color and on-line game character's costume color in on-line game. As for the research methodology, First, on-line games were selected with reference to www.ranky.com. Second, 2009 SS trend color palettes suggested by Copenhagen International Fashion Fair was used as a criterion of fashion trend. Third, on-line game character's costume colors were analyzed in relation to the degree of reflection of trend and the game character's type. The results are as follows. Each on-line game character costume's colors were made in accordance with typical character types. But we can find a one-to-one correspondence between fashion trend colors and game character costume's colors. That's because both trends and character types are the results of the continuing interactions between human-beings and societies. In comparison with fashion trend colors, game character costume colors are partly raw and inharmonious. Therefore, it is necessary to apply fashion trend color in game character costume design for enhancing competitiveness in the world market.

Application of Fashion Design to Mobile-Phone Game Character's Dress Design (모바일폰 게임 캐릭터 의상 디자인을 위한 패션 디자인 활용연구)

  • Lee, Min-Sun
    • Journal of the Korean Society of Costume
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    • v.57 no.3 s.112
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    • pp.63-77
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    • 2007
  • The purpose of this study is to apply fashion design to developing dress design of mobile-phone game characters. As for the research methodology, first, market research has been carried out to extract main images from dress designs of game characters and to understand their socio-cultural meanings. Second, the fashion design, which ran be compared to the extracted images of game characters were selected. Third, analyses were done to find out the gap between the game character's dress designs and the fashion designs. The main images of game characters are revealed as erotic, romantic, heroic, grotesque. These images have been formed by psychological and socio-cultural effects such as stimulation, empathy, compensation, increase of female game player. The differences between the game character's dresses and the fashion designs are as follows; With regard to style, game dresses have silhouette distinguished from background, but fashion collection have blurred silhouette. In the aspect of color, while strong colors are mainly used in game dress, neutral rotors are preferred in fashion collection. As for texture, the expression of 'textures in game character's dress is so far limited due to the insufficient level of the concerned technology. However, the fashion design applying drape of fabrics are well-developed. Mobile-phone game players want reality in game design. Therefore, the effort to overcome the gaps between game dress and fashion design can contribute to the growth of game character design.

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
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    • v.23 no.4
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    • pp.53-67
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    • 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.