• Title/Summary/Keyword: Character Design

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A study on RPG game character Design using Tang Dynasty Warrior cultural Prototype (당대(唐代) 무사 원형을 이용한 롤플레잉 게임 캐릭터 디자인 연구)

  • Yi, Sixiang;Lee, Dong Hun
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.685-688
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    • 2008
  • Use the collection of Tang Dynasty warrior's image as a basic, and find the element to use. Analyse the RPG game character image's element, then put the warrior image's element into the game character design's process, in order to find a way to create a new game character.

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Classification of Behavioral Lexicon and Definition of Upper, Lower Body Structures in Animation Character

  • Hongsik Pak;Suhyeon Choi;Taegu Lee
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.3
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    • pp.103-117
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    • 2023
  • This study focuses on the behavioural lexical classification for extracting animation character actions and the analysis of the character's upper and lower body movements. The behaviour and state of characters in the animation industry are crucial, and digital technology is enhancing the industry's value. However, research on animation motion application technology and behavioural lexical classification is still lacking. Therefore, this study aims to classify the predicates enabling animation motion, differentiate the upper and lower body movements of characters, and apply the behavioural lexicon's motion data. The necessity of this research lies in the potential contributions of advanced character motion technology to various industrial fields, and the use of the behavioural lexicon to elucidate and repurpose character motion. The research method applies a grammatical, behavioural, and semantic predicate classification and behavioural motion analysis based on the character's upper and lower body movements.

Research on Design Character Female Shoes in 1990's (1990년대 여성구두의 디자인 특성 연구)

  • Cha Eun-Jin;Park Meeg-Nee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.30 no.6 s.154
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    • pp.840-850
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    • 2006
  • This thesis that is written by inquiring the shoes of 1990's, is written in order to propose the method of analyzing the changes of shoes design systematically. The picture to be gathered was a content analysis low at ARS and Accessory Collegioni since though the research method took shoes to $1990{\sim}1999$. I categorized the design factors into shape, material, color, decoration. by using those category, the result of analysis of design character. In 1,990's, boots, pumps and straps were the most popular in upper, point and rounded cuban and french were the most popular in toe, leather was the most popular in materiel, suede in F/W and patent in S/S. Black was the most popular color, brown in F/W and white/beige in S/S were the second. Re-created shape that was constructed through the reconstructions of structures and shapes of shoes, shape that was expanded to other genre were appeared in character of design factor. Material image was strengthened by varying patterns of unburned calf, leopard and zebra. Recognition of shoes color was expanded by using unique colorations and abstract, fresh figure colors. Post-modem tendency was appeared like using brassiere strap instead of back strap or using round string in elegant shoes.

Korean Character processing: Part II. Terminal Design and History (한글문자의 컴퓨터 처리: II. 터미날 설계와 역사)

  • 정원량
    • Journal of the Korean Institute of Telematics and Electronics
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    • v.16 no.4
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    • pp.1-12
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    • 1979
  • This article is a sequel to " Korean Character Processing: Part I. Theoretical Foundation " and deals with the practical and historical aspects of the same subject. We discuss , in the first half, the functional design of Korean I/O terminals, Korean character generators based on the conversion algorithm and dot matrix fonts, input keyboard configuration ( trade -offs between a key set and the number of key -strokes ), and the conditions to be considered for binary code design. The second half of the article is devoted to the history of Korean Character processing which is seen from the personal viewpoints. The recorded works are classified into 4 groups according to their maj or contents. Then we bring up each problematic issue to give a critical review of articles . Issues related to output (conversion process) and input ( character recognition) are separated. The bibliography is given in a chronological order.cal order.

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Character Design of North Korean Puppet Animation : focused on Change of Distinct Feature Around 1985 (북한 인형영화의 캐릭터 디자인 : 1985년경 특징적 변화를 중심으로)

  • Moon, Jae-Cheol;Hong, Joo-Ok
    • The Journal of the Korea Contents Association
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    • v.10 no.11
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    • pp.113-124
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    • 2010
  • This article studies on the character design of North Korea's puppet animation around 1985. At that time North Korea's puppet animation are improved glaringly in quantitative side and qualitative side of modeling. There has been constant support nationalistically to puppet animation from the initial period of animation production in North Korea unlike South Korea, and North Korea communicated lively with European socialist countries where tradition of puppet animation is strong. We can discover structural and figurative change of distinct feature in character design in 1985. Structurally, experimental forms and correct movement of joint were possible, because they used ball and socket armature. Expressively, they established own esthetics of character design in puppet animation applying technique of korean traditional painting to character design: laconism, perspicuity, delicacy.

A Study on 3D Character Animation Production Based on Human Body Anatomy (인체 해부학을 바탕으로 한 3D 캐릭터 애니메이션 제작방법에 관한 연구)

  • 백승만
    • Archives of design research
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    • v.17 no.2
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    • pp.87-94
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    • 2004
  • 3D character animation uses the various entertainment factors such as movie, advertisement, game and cyber idol and occupies an important position in video industry. Although character animation makes various productions and real expressions possible, it is difficult to make character like human body without anatomical understanding of human body. Human body anatomy is the basic knowledge which analyzes physical structure anatomically, gives a lot of helps to make character modeling and make physical movement and facial expression delicately when character animation is produced. Therefore this study examines structure and proportion of human body and focuses on character modeling and animation production based on anatomical understanding of human body.

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A Study on Character Consistency Generated in [Midjourney V6] Technology

  • Xi Chen;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.13 no.2
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    • pp.142-147
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    • 2024
  • The emergence of programs like Midjourney, particularly known for its text-to-image capability, has significantly impacted design and creative industries. Midjourney continually updates its database and algorithms to enhance user experience, with a focus on character consistency. This paper's examination of the latest V6 version of Midjourney reveals notable advancements in its characteristics and design principles, especially in the realm of character generation. By comparing V6 with its predecessors, this study underscores the significant strides made in ensuring consistent character portrayal across different plots and timelines.Such improvements in AI-driven character consistency are pivotal for storytelling. They ensure coherent and reliable character representation, which is essential for narrative clarity, emotional resonance, and overall effectiveness. This coherence supports a more immersive and engaging storytelling experience, fostering deeper audience connection and enhancing creative expression.The findings of this study encourage further exploration of Midjourney's capabilities for artistic innovation. By leveraging its advanced character consistency, creators can push the boundaries of storytelling, leading to new and exciting developments in the fusion of technology and art.