• Title/Summary/Keyword: 하이브리드 캐릭터

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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.

An Analysis on the Formative Requirements for Hybrid Characters and Influencing Relationship with Consumer Preference (하이브리드 캐릭터의 조형 요건과 소비자 선호도와의 영향관계 분석)

  • Kim, Jun-Su
    • Journal of Digital Contents Society
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    • v.19 no.7
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    • pp.1389-1395
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    • 2018
  • Hybrid is explained based on the logic of combination such as cross, melding, permeation, fusion, convergence etc. Such combination shows that it is more creative and effective in case of heterogeneity as compared to homogeneity and the same kind, and hybrid character has its meaning as a mean to produce a new creative image. In the context, this study aims to analyze influencing relationship through a practical analysis on how formative requirements for hybrid characters affects consumer preference. For the foregoing, this study conducted multiple regression analysis having familiarity, originality, meaningfulness, diversity as independent variables for formative requirements for characters, and consumer preference as a dependent variable. Analysis results show that familiarity, originality, diversity have a positive effect on consumers, whereas, meaningfulness has no significant impact on the consumer preference.

A Study on 'Evolution' of Animation Images : Centered around Characters of Monster Animation and (애니메이션 이미지의 '진화'에 관한 연구 : 몬스터 애니메이션 <포켓몬스터>와 <디지몬>의 캐릭터를 중심으로)

  • Kim, Yoon-A
    • Cartoon and Animation Studies
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    • s.18
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    • pp.37-56
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    • 2010
  • This paper focalizes on the 'evolution' of monster animation and . Actually, Many characters' 'Evolution' is a very powerful convention of Japanese genre animation. Lots of young people feel a huge pleasure about character's evolution. It is a fantastic spectacle to boys and girls. The first characteristic point of characters' evolution is growing-up body to an adult. For example, magical girls genre shows a woman's sexy body. This scene gives a sexual fantasy to young girl spectators, a voyeuristic visual pleasure to young boy spectators. The second point is that a transforming-body gains some super power or magical power. The third point is that a great many characters is in one text. In , characters' numbers go on increasing through 6 ways-hybrid type, mutant-reiteration type, metamorphosis type, simple-grownup type, narrative type, multiple evolution type. The evolution of has to pay attention to only one transforming way. Most Digimon characters are becoming to a human-weapons cyborg. In my opinion, this is very dangerous phenomenon with a political ideology.

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Comparative study of monster characters in the games - Focused on South Korea and America's MMORPG (게임에서의 몬스터 캐릭터 표현 비교연구 -한국과 미국의 MMORPG게임을 중심으로)

  • YUAN, TIEPING;Kim, Maeng-Ho
    • Proceedings of the Korea Contents Association Conference
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    • 2013.05a
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    • pp.159-160
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    • 2013
  • 본고는 한국과 미국의 MMORPG 게임에 나타난 몬스터 캐릭터 각 100개를 뽑아서 비교연구를 진행하였다. 몬스터 캐릭터에 대한 이해부터 착수하여 몬스터 캐릭터의 비례, 색채, 하이브리드와 뮤트턴의 응용, 다자인 머티어리얼 등 여러 각도에서 비교연구를 해보았다.

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A study of a Japanese goblin character:Centered around the making method of goblins' image (요괴 캐릭터 연구:요괴 이미지의 생성원리를 중심으로)

  • Kim, Yoon-A
    • Cartoon and Animation Studies
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    • s.16
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    • pp.141-163
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    • 2009
  • This paper examined the goblin characters in Japan animation. The meaning of the goblin in this paper is not a just monster. They have a spirit. This concept is based on animism in japanese mind. I attempted a chase of goblin character's making methods. My theoretical approaches lean on the concepts "inter-textuality" of Julia Kristeva and "text" of Roland Barthes. First of all, I compared some beings of the old chinese myth-geographical book with some characters of Japan animation . The making method of goblin characters is two. One is 'Hybrid', the other is 'Mutant'. And than I appled to Japanese traditional image, "Baek-kuy-ya-hang-do"(hundreds of goblins' parade). The making method of goblins is combined to a inter-textual way as hybrid or mutant.

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Real Time Haptic Effect Display for Haptic Fighting Game (체감격투게임을 위한 실시간 체감효과 디스플레이)

  • 배희정;손욱호;장병태
    • Proceedings of the Korea Multimedia Society Conference
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    • 2002.11b
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    • pp.478-481
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    • 2002
  • 가상환경을 이용한 다양한 응용분야에서는 체감에 의한 실재감을 처리하는 것이 요구되고 있다. 체감의 효과를 표현하기 위한 일반적인 형태는, PhanTom에서 사용 가능한 햅틱 라이브러리를 사용하지만, 고비공과 처리 속도 문제 때문에 그 사용의 한계를 가진다. 본 논문에서는 햅틱 렌더링의 근본적인 문제인 실시간 렌더링 문제를 극복하기 위한 비선형 보간에 의한 근사 방법을 제안한다. 제안하는 방법은 하이브리드 접근 방식으로, 캐릭터에 작용하는 동역학적 움직임을 햅틱 효과 생성을 위하여 기하학적으로 재구성함으로써 체감효과 생성에 필요한 시간을 최소화 할 수 있다. 본 논문의 결과로는 캐릭터의 빈번한 제어에서 발생되는 체감 효과를 빠르게 생성할 수 있음을 보이며, 안정적이면서 그럴 듯한 효과를 생성할 수 있음을 보인다.

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Interactive Haptic System in Virtual Environment (가상 환경에서의 대화형 체감 시스템)

  • Bae, Hee-Jung;Son, Wook-Hom;Jang, Byung-Tae
    • Proceedings of the Korea Information Processing Society Conference
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    • 2002.11a
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    • pp.809-812
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    • 2002
  • 가상 현실이나 게임 제작 분야에서는 체감에 의한 실재감을 실시간으로 처리하는 것이 요구되고 있다. 체감 효과를 표현하기 위한 일반직인 형태는 PhanTom에서 사용 가능한 햅틱 라이브러리를 사용하지만, 처리 속도의 문제 때문에 대화형 시스템(interactive system)에는 그 사용의 한계를 가진다. 본 논문에서는 햅틱 렌더링의 근본적인 문제인 실시간 렌더링 문제를 극복하기 위한 비선형 보간에 의한 근사 방법을 제안한다. 제안하는 방법은 하이브리드 접근 방식으로, 캐릭터에 작용하는 동역학적 움직임을 햅틱 효과 생성을 위하여 기하학적으로 재구성함으로써 체감효과 생성에 필요한 시간을 최소화 할 수 있다. 본 논문의 결과로는 캐릭터의 빈번한 제어에서 발생되는 체감 효과를 빠르게 생성할 수 있음을 보이며, 안정적이면서 그럴 듯한 효과를 생성할 수 있음을 보인다.

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Replication and Consistency Control in Hybrid Architectures for Multiplayer Online Games (멀티플레이어 온라인 게임을 위한 하이브리드 구조의 복제와 일관성 제어 기법)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.16 no.4
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    • pp.73-80
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    • 2016
  • Multiplayer Online Games(MOG) using the Internet are typically organized based on a CS(client-server) or P2P(peer-to-peer) architecture. We then propose a method that combines a P2P architecture with a CS architecture in order to utilize their advantages. Most MOGs use a primary-copy replication approach that provides strong consistency control over an object. For each object and character there exists an authoritative copy, called primary copy and all other copies are secondary copies or replicas. Any update to the object has to be first performed on the primary copy. In the proposed hybrid architecture, primary copies may reside on the server or be held by clients. In this architecture, load balancing between a server and clients can be achieved by reducing the number of objects maintained by the server. Games consist of various types of actions with different consistency requirements. A multi-level approach to game consistency is sensible as it provides the best trade-off between consistency and performance. The performance for the hybrid game architecture with the primary-copy model is evaluated through simulation experiments and analysis in this paper.

Design and Implementation of Flocking System for Increasing System Capacity with Hybrid Technique (시스템 성능 향상을 위한 하이브리드 기법을 적용한 플로킹 시스템 설계 및 구현)

  • Ryu, Nam-Hoon;Ban, Kyeong-Jin;Oh, Kyeong-Sug;Song, Seung-Heon;Kim, Eung-Kon
    • The Journal of the Korea Contents Association
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    • v.8 no.7
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    • pp.26-34
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    • 2008
  • Due to spread of movies or online games which are applied with computer animation techniques, we can easily see scenes where numerous characters appear. In the case of large-scale crowd animation, if one were to increase reality of the scene, features of system would be lowered, and if one were to increase functioning of system, reality of the scene would be lowered. In realizing large-scale crowd animation with seafloor environment as background, the paper analyzed and applied elements that affect behavioral types of fishes; and by using concept of crowd, the paper enabled each group or object to control their behavioral type; by comparing and contrasting real-time calculation method as calculation method for animation and hybrid calculation method which is mixed calculation method, the paper seeks to find a method that increases functioning of the system while also expresses natural scenes.

A Case Study of Fluid Simulation in the Film 'Sector 7' (사례연구: 영화 '7광구'의 유체 시뮬레이션)

  • Kim, Sun-Tae;Lee, Jeong-Hyun;Kim, Dae-yeong;Park, Yeong-Su;Jang, Seong-Ho;Hong, Jeong-Mo
    • Journal of the Korea Computer Graphics Society
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    • v.18 no.3
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    • pp.17-27
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    • 2012
  • In this paper, we describe a case study of the film 'Sector 7' which was produced by technologies applied fluid simulation. For the CG scenes in the movie which include highly detailed fluid motions, we used smoothed particle hydrodynamics(SPH) technique to express subtle movements of seawater from a crashed huge tank, and used hybrid simulation method of particles and levelsets to describe bursting water from a submarine's broken canopy. We also used detonation shock dynamics(DSD) technique for detailed flame simulations to produce a burning monster, the film"s main character. At this point, the divergence-free vortex particle method was applied to conserve the incompressible property of fluids. In addition, we used an upsampling method to achieve more efficient video production. Consequently, we could produce the high-quality visual effects by using the domestic technologies.