• Title/Summary/Keyword: Character Design

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Design and Implementation of Walking Motions Applied with Player's Emotion Factors According to Variable Statistics of RPG Game Character (RPG게임캐릭터의 능력치변화량에 따라 감정요소가 적용된 걷기동작 구현)

  • Kang, Hyun-Ah;Kim, Mi-Jin
    • The Journal of the Korea Contents Association
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    • v.7 no.5
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    • pp.63-71
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    • 2007
  • From several commercialized games the technique of changing facial expressions is imported, and a design method of a game character for the player's empathy is expected to be diversified in the future. In this paper, as a design method of a game character for the player's empathy, this makes walking motion for the game character applied with 'human-emotion' factors as statistics variation of a game character in RPG genre. After this paper implements analyzed emotions of human facial expression and walking motions applied with emotion in examples of character animation theory, this paper divides walking motion applied with human-emotion factors into 8 types through relationship to statistics factors in RPG genre. And then these are applied to a knight character, which has the most similarity with human's physical feature of the game characters in RPG genre, and makes walking motion as variable statistics. As a game player controls the game character applied with 'human-emotion' factors, the effect of the player's empathy about the game character becomes higher, and the level of immersion in game play is also expected to increase.

Design Development for Toddler Apparel Line using Animation Characters - Focusing on ″Little Dinosaur Dooly″ - (애니메이션 캐릭터를 이용한 토들러복 디자인 연구 - 아기공룡 둘리를 중심으로 -)

  • 하승연;이연희
    • The Research Journal of the Costume Culture
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    • v.12 no.1
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    • pp.104-120
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    • 2004
  • Animation character market in Korea has been dominated by licensed characters (e.g., Walt Disney′s) of which market share is 80%. While market share for Korean characters such as "Mashimaro" and "Little Dinosaur Dooly" is increasing, the application of such characters to fashion products is still limited. For the development of the Korean character market, application of original animation characters should be applied to various fashion products. The main purpose of this study was to design toddler apparel line using "Little Dinosaur Dooly," one of the most popular domestic animation characters. The design focus is the green color of Dooly because the color is the distinctive concept of the brand. Results of the study indicated that developing toddler apparel line with a Korean animation character was a meaningful attempt, as imported licensed characters were dominant in domestic fashion market. The key differentiating factor was the use of green color. In addition, use of various supporting characters, namely Dooly′s friends, demonstrated potential line extension forming animation character groups similar to Warner Brothers′"Looney Tunes."

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Extraction of Design Concepts of Light for the Architectural Interior Space - Focused on the plastic character of space as visual phenomenon by Light - (실내건축 공간 디자인을 위한 '빛' 관련 디자인개념 추출 - 빛에 의한 시지각적 현상(現象)으로서의 공간 조형성을 중심으로 -)

  • Yoo, Young-Heui
    • Korean Institute of Interior Design Journal
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    • v.16 no.2 s.61
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    • pp.115-122
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    • 2007
  • The purpose of this study is to extract design concepts, especially in relation to light, as a part of extracting design concepts in architectural interior design. This study consists of two steps. Firstly, appropriate design concepts are extracted from various design characteristics. Secondly, these concepts are classified in the frame of other components of architectural space, as well as in the frame of the plastic characteristics of light. Various design characteristics were analyzed, those of which relating to the plastic character of space, namely, visual phenomenon. As a result of the analysis, 32 concepts were extracted. These concepts, in the frame of other components of architectural space (space, form, structure, opening of space, material, color, inside & outside relationship), were classified, as well as In the frame of the plastic character of Light (transparency, perception, direction, ornament). As the results of this research, the suggested design concepts will be a study material, available to the interior designers as well as students who want to utilize the organized study concepts.

A Study on the Strategy of Character Marketing Based Marketing PR (Marketing PR을 응용한 캐릭터마케팅전략 연구)

  • 임창윤
    • Archives of design research
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    • v.16 no.4
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    • pp.59-68
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    • 2003
  • Character industry which introduces marketing techniques into cultural level and recreational tendency owned by man and which develops them to industrial aspects is not simple sale of goods, but knowledge-intensive industry which asks consumers intangible symbolic elements. In other words, it is a field of soft business which concretizes and maximizes ideas, goods and services which can satisfy pleasure and recreational tendency internal to human mind. For Korean character industry, forms or expressions proper to character not only have weak character, meaning or values as goods from the stage at which they are developed, but the absence of strategies about media by which to develop these or integrative character marketing strategies and tactics makes a ripple effect of character or strategies of merchandising it relatively inferior compared to the advanced countries in character such as the United States, Japan, England and so on. 1 want to contribute to developing Korean character industry to the levels of developed countries by applying the strategies and tactics of MPR, the strategic marketing method which worldwide famous enterprises or brands are positively utilizing in the condition of the lad(Eng study on character marketing with character as the subject, to character marketing strategies by which they can be grafted directly into fields of character business.

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A Study on the Spatial Planning of Elementary School in consideration of Creativity and Character Education (창의·인성 교육을 고려한 초등학교 공간계획 방향에 관한 연구)

  • Choi, Hyeong Ju;Cho, Jin Il
    • The Journal of Sustainable Design and Educational Environment Research
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    • v.17 no.1
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    • pp.12-22
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    • 2018
  • The purpose of this study is to suggest a space planning direction that can more effectively support creativity and character education in elementary school. In order to do this, we investigated the current state of space creation and the space utilization of schools that operate creativity and Character Education programs. In addition, we surveyed and analyzed the user satisfaction and demand for school space in terms of creativity and character education. The results of this study are as follows: First, 23 design criteria were drawn for each main space in which creative and character education programs are conducted. Second, we investigated the priority and satisfaction of the space that is frequently used in the school for creativity and personality education. Third, we surveyed the types and priorities of new spaces needed to cultivate students' creativity and character. Fourth, 14 concrete space planning directions for creating creativity and character education were suggested.

The Study on Positioning of Giant Characters of Sci-Fi Movies & Games in Media Convergence Ages (미디어융복합 시대에서 SF영화와 게임에 등장하는 거대캐릭터 포지셔닝 연구)

  • Joo, Jin-Su;Oh, Seung-Hwan
    • Journal of Digital Convergence
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    • v.13 no.7
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    • pp.349-357
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    • 2015
  • Giant character used various SF movies and games in media convergence ages, and is essential for giant character in success contents. It This study defined giant character of SF movies and games, it analysed the eight of external characteristics and internal characteristics of giant character in SF movies and games. The external characteristics defined shape, silhouette, size and color, the internal characteristics defined fear, satanism, image and story focus, playfulness. Above, it was structured positioning model of giant character based eight characteristics and analyzation of example of SF movies and games. The elements of positioning model of giant characters are darkness, huge, abnormal, human, animal, fear, satanism, story focused, image focused and playfulness, and this study was proposed these model of elements of eight in SF movies and games.

A study on the Expression Characteristics of Minimalism in Interior Design (실내디자인에서 미니멀리즘의 표현 특성에 관한 연구)

  • 민영진
    • Korean Institute of Interior Design Journal
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    • no.14
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    • pp.74-81
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    • 1998
  • It is character of Minimalism that representation as a simple shape extremely & objective acess that start from movement of visual art and part of music that began mainly at New York City in America at the end of 1960 period. Then in processing of development of Modernism Art it can be said that Minimalism reach the top of Modernism with that it carried out such character of formed Purity Doctrine of Modernism Art extremely and realized self-restorational character of Minimalism at the pictures that Minimalism is characterized by objectional clearness conceptual strictness reality and simplicity at the picture and by simplicity singularity uninterality and enviromentality at the sculpture. If we analyze Minimalic character in Interior design dividing into the density of space the principle of compound performance of touch and detail those are moderated and simple space simple and repeated compounding of geometrical line and shape the pure techniques of expression and the simplity of pure srtuctural -beauty in detail.

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