• Title/Summary/Keyword: 2D character design

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Color Analysis of Disney Animation Villain Characters (디즈니 애니메이션 악당 캐릭터의 색채분석)

  • Sung, Rea;Kim, Hyesung
    • Journal of Information Technology Applications and Management
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    • v.28 no.6
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    • pp.69-85
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    • 2021
  • In the era of the 4th Industrial Revolution, not only artificial intelligence, big data, robots, and biotechnology, but also cultural industries that require human creativity will lead. Among the cultural industries, the animation industry has high industrial utilization value due to its high connection with other industries. Among them, animation characters play the most important role as the subject leading the story of animation. In particular, the villain character not only serves as a medium for the main character to lead the story, but also captivates the audience with a different presence from the main character, adding to the fun and completeness of the animation. These characters consist of visual elements such as form and color, of which color is a tool that effectively conveys the character's personality and role to the audience, and is the first visual element to be considered in delicately describing the character's emotions and the relationship between characters. Therefore, this study attempts to analyze the color of the villain character. To this end, we will select eight Disney animations to derive the characteristics of the villain character's color by analyzing the color, value, chroma, and color association of the colors used in the Disney villain character. As a result of the analysis, the colors mainly used by Disney to convey the villain's image were red (R) and Orange (YR), and there was no difference depending on the times or animation production methods. Second, the brightness of Disney villain characters appeared to be the same medium/famous regardless of the times and production methods, and the frequency of use of high brightness was very low. In terms of saturation, the frequency of use of high and low saturation was high. Third, blackish (Bk), Strong (S), dull (Dl), and deep (Dp) tones were mainly used for tones. In particular, in recent 3D animations than previously produced 2D animations, the use of low chroma and the high black mixing rate increased. Fourth, it can be seen that Disney uses color as a visual method to more clearly express the psychology of the villain character using color association. In conclusion, the color selection of animation characters should be carefully considered as a tool to convey the character's personality, role, and emotion beyond simply using color, and the color selection of characters using color associations and symbols strengthens the narrative structure. It is hoped that this study will help analyze and select the character color of animation.

Character Analysis by Visual Recognition Elements of Formativeness - focusing on the Characters of 3D Animations, and - (조형성의 시각인지요소를 통한 캐릭터 분석 -3D 애니메이션 <인사이드 아웃>와 <미니언즈>의 캐릭터를 중심으로-)

  • Kim, Hye-Sung
    • Cartoon and Animation Studies
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    • s.42
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    • pp.53-79
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    • 2016
  • The public interest and popularity of animation has already forecasted the value of animation as the leader of pop culture and cultural industry. The trend in animation changed from 2D to 3D animation, a new genre that appeared in the 1990s with the development of computer technology and innovative changes in media, and 3D animation secured its position in the 2000s. Researches on 3D animation are conducted in various ways. Integrating the area it shares with film and the area it shares with design, it is produced and consumed. This study focused on 'formativeness(design)', the basis of character design, and tried to find out how it is recognized by the audience, who actually watch and feel it. Also, it approached basic theory and tried to deduce logic that is easy to understand and can analyze design or formativeness which keeps changing. Lastly, this study regards the parts that viewers are not satisfied with as problems, and tries to find out a developmental direction. Among the animations for theaters that were big hits in 2015, this study focused on the characters of and . It reviewed errors and what was lacking in the previous studies, collected experts' opinions and made adjustment. Using the frame prepared through this process, it conducted a survey on study participants, the viewers, to see how it is perceived by them. Finally, it tried to find out the reasons why the audience felt that way through theoretical reviews and applications.

Design of Dynamic-Game Environment based on Behavior Patterns of Game Player (게임 플레이어의 행동 패턴을 이용한 동적인 게임 환경의 설계)

  • Yoon, Tae-Bok;Hong, Byung-Hoon;Lee, Jee-Hyong
    • Journal of Korea Game Society
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    • v.9 no.2
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    • pp.125-133
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    • 2009
  • Game artificial intelligence is usually used to provide intelligent and adjusted game environment for user. Previously, it was used for Non-player character(NPC) playing a role of a company or an enemy through collecting and analyzing a user's behaviour. However, it was just mimicking the user's behavior. This paper introduces a method to change game environment by analyzing a user's game behavior. Game behavior data has been used to understand user's game preference. Also, the user's preference was used to provide more active game environment by reflecting decision of geographical features, items and distribution of NPC. For experiment of the suggested method, we utilized a real 2D action game and confirmed the game environment which changing properly according to the user's game play.

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THE STUDY ON MODERN DESIGN REFLECTED NATIONAL DISPOSITION AND CULTURAL CHARACTER - Focused on the re-definition of Korean national disposition and cultural character for design Education - (민족적(民族的) 기질(氣質)과 문화적 성격이 반영되는 현대 디자인에 대한 고찰 - 디자인 교육을 위한 한국의 민족, 문화적 기질의 정의를 중심으로 -)

  • Choi, Sung-Woon;Cho, Eun-Hwan
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.129-138
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    • 2006
  • Design securing a dominant position currently in the global market has shown inherent culture of each country, i.d. national disposition. For instancess, there are Scandinavia emphasizing humanism, America adopting pragmatism, Germany reflecting the rational principle, Spain reflecting the daily an, Italian design being rationalism and impressionism. The members of society shall be under the control of the already formed social-cultural value and character. So culture shall restrict the internal manner of social behaviour and apply pressure to the action of main body. Also culture shall be under the control of social environment and each culture shall be materialized as per the disposition of the members of society. Now korean design has been attracted lots of interests and attention from global market because it is excellent in the aspect of application capability for new technology and also suggests the image of design produced through them. Now Korean design shall run side by side the application for formative element to be recognized by technical design as well as korean identity. So dear definition for national and cultural disposition shall be required to korean design education and design development. These prescribed efforts shall be a shortcut for globalization of korean design.

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Kinematic Motion Analysis for Automatic Hemming Unit Design of Car Panel (자동차 패널 헤밍유닛의 설계자동화를 위한 기구학적 해석)

  • Kim, D.J.;Chung, H.;Song, Y.J.;Hahn, Y.H.
    • Proceedings of the Korean Society for Technology of Plasticity Conference
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    • 2006.05a
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    • pp.438-445
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    • 2006
  • Due to the complicated character of the hemming process for automobile panels, it is very difficult to set up a consistent and reliable die design guide rule that does not require subtle decision of experienced experts during design stage and multiple trials during hemming die making. In this paper an automatic die design system of hemming units is pursued by presenting some algorithms, in which geometric data and constraints of the hemming units were converted to formula. two kinds of hemming units, 2-link type and 4-link type, were selected as examples and the geometries and kinematics of all parts were analyzed to build the design algorithm.

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Development of Automatic Drawing Program for Hemming Unit by AutoCAD (AutoCAD를 이용한 자동차용 헤밍 유닛의 자동작도 프로그램 개발)

  • Kim, D.S.;Song, Y.J.;Chung, H.;Kim, Y.B.;Hahn, Y.H.
    • Transactions of Materials Processing
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    • v.16 no.3 s.93
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    • pp.163-171
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    • 2007
  • Due to the complicated character of the hemming process for automobile panels, it is very difficult to setup a consistent and reliable die design guide rule that require subtle decision of experienced experts and multiple trials during hemming die design and making. In this paper an automatic die design system of hemming units is pursued by presenting some algorithms, in which geometric data and constraints of the hemming units were converted to formula. The geometries and kinematics of all part for two kinds of hemming units, 2-link type and 4-link type were analysed kinematically to build the design algorithm. The algorithms were verified by automatic drawing used AutoCAD VBA program in example for the hemming unit design of a bonnet.

Design of the 1.8V 6-bit 2GSPS CMOS ADC for the DVD PRML (DVD PRML을 위한 1.8V 6-bit 2GSPS CMOS ADC 설계)

  • Park Yu-Jin;Song Min-kyu
    • Proceedings of the IEEK Conference
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    • 2004.06b
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    • pp.537-540
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    • 2004
  • In this paper, CMOS A/D converter with 6bit 2GSPS Nyquist input at 1.8V is designed. In order to obtain the resolution of 6bit and the character of high-speed operation. we present an Interpolation type architecture. In order to overcome the problems of high speed operation further a novel encoder, a circuit for the Reference Fluctuation, an Averaging Resistor and a Track & Hold for the improved SNR are proposed. The proposed Interpolation ADC consists of Track & Holt four resistive ladders with 64 taps, 32 comparators and digital blocks. The proposed ADC is based on 0.18um 1-poly 3-metal N-well CMOS technology, and it consumes 145mW at 1.8V power supply.

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Design of an Alpine Skiing Game Using ActionScript 3.0

  • Bai-Tiantain, Bai-Tiantain;Park, Jong-Hoon;Kim, Chul-Won
    • Journal of information and communication convergence engineering
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    • v.10 no.2
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    • pp.168-174
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    • 2012
  • Flash is the most popular 2D animation and game development software, supporting vector and media technology at the core, which enables the development of small and pithy games. It is widely used in Web animation, courseware, TV commercials, game development, and other works of design. In this paper, we propose a control movement function and auxiliary functions for an alpine skiing game based on ActionScript 3.0. The control movement function is designed with moving phases (i.e., free fall, sliding, projectile, and landing). The auxiliary functions include drawing path, start/restart movement, and saving the highest score. In addition, for the visual design of our game, we designed animations in connection with a character and background. In order to facilitate testing the friction, users can input a chosen friction value. Without user input, the friction default is set at 0.97.

A Study on 1-D Bit-Serial Array Processor Design for Code-String Matching Using a MWLD Algorithm (MWLD 알고리즘을 이용한 문자열정합 1차원 Bit-Serial 어레이 프로세서의 설계)

  • 박종진;김은원;조원경
    • Journal of the Korean Institute of Telematics and Electronics B
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    • v.29B no.2
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    • pp.1-8
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    • 1992
  • This paper is proposed a Modified WLD (Weighted Levenshtein Distance) algorithm for processor desihn of code-string matching. A proposed MWLD (Modified Weighted Levenshtein Distance) algorithm is consist of 1-dimension bit-serial array processor to pattern matching using a Hamming Distance. The proposed processor is applied to recognition of character with real time input. The recognition rate of Hangul strokes is resulted to 98.65$\%$

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Analysis on designer's cognitive thinking process in 3D animation design (3D 애니메이션 제작을 위한 디자이너의 인지적 사고과정 분석)

  • Kim, Kie-Su
    • Cartoon and Animation Studies
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    • s.20
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    • pp.1-14
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    • 2010
  • The success of a three-dimensional blockbuster movie, AVARTA, brought an public attention on the expansion of three-dimensional computer applications, and it allows experts predict further hardware technology developments to support the such applications. Futhermore, an internet based infra structure and three-dimensional structure, third generation network community, advanced computer networks have influenced advancement in computer technology within the 3D game industry and the spread of 2D computer animation technologies. This advancement of computer technologies allow the industry to overcome a limitation of generating cultural design contexts existed within 2D network community. However, despite of the expansion of 2D and 3D computer technologies, a limitation of analysing designers' intentions on morphology of digital contents and user interface still exists. Therefore, the purpose of this study is to analyze (1) present conditions of the 3D industry and (2) protocols of designers' cognitive design processes based on their design communication, contents, and tools. Analysis was conducted based on literature reviews and case precedent analyses. For the analysis, a 2D Avarta sketch character was designed and then applied into a 3D game system. Observations how designers solve cultural problem within the structure via Avarta were conducted. Outcomes were then coded for further analysis.

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