• Title/Summary/Keyword: Character Designer

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Low polygon game character modeling and Character Primitives manufacture (로우폴리곤 게임 캐릭터 모델링 및 Character Primitives 제작)

  • Kang, Sung-Jung;Kim, Sang-Jin;Lee, Seung-Hyun
    • Journal of the Korea Computer Industry Society
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    • v.7 no.5
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    • pp.573-582
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    • 2006
  • The game is in progress according to the game story with the text, graphic, animation, motion picture, music, etc. Also the result of the game varies depending on the strategy and tactics of the player. For the development of the game, this paper describes the task of the game planner, game programmer, and game graphic designer. Game graphic designers are classified into 4 parts such as the art director, original picture designer, 2D designer, and 3D designer. Among these, the 3D designer makes the 3D game characters with the use of 3D tools. This paper presents the method that 3D designers and beginners can develop 3D characters easily and quickly, Also, this paper shows the method for making preparations of SourceModel which includes 150 polygons. The SourceModel is made up of between five life size and eight life size. In addition, Character Primitives Interface is made to use SourceModel in MaxScript. Accordingly 3D designers have the free use of SourceModel and they will be able to save time.

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Influential Elements in Digital Character Casting Depending on the Traits of a Character (캐릭터 성격에 기반한 디지털캐릭터 캐스팅의 영향 요소)

  • Kim, Hyo-D.;Jin, Chang-Woo
    • The Journal of the Korea Contents Association
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    • v.10 no.9
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    • pp.190-200
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    • 2010
  • We wanted to search for the way to communicate smoothly among director, writer and character designer in process of digital character casting. First of all, we were concerned about what character factor tended to be expressed on character design when a character designer drew its sketch after analyzing the character. So we adopted HEXACO character model in order to sort out traits of a character, acquired related data from semi-quantitative method and found out how each respondent had completed the character design sketch through in-depth interview.

The differences in character design in China, Japan, and Korea : A can study of comic "The Monkey King" (만화<손오공>에 나타난 한·중·일 캐릭터디자인 특징)

  • Kim, Kang;Oh, Chigyu
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.235-238
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    • 2009
  • The character design is part of a culture. That is, it is not just an object but it reflects the cultural tendency and context where it is visualized. It's potential as a cultural medium of communication become pervasive in the field. One of good sources of characters is the classics which represent the nation's culture and history. The topic of this presentation is to show how a character in the Buddhist story, the Monkey King, designed differently in different context. For the purpose, the animation on the Monkey King in China, Japan and Korea are reviewed and analyzed. The result shows that the same animation character has been designed in different way in different context and it reflects the cultural tendency of the country. For example, Koreans tend to emphasize the global feature of the character. In case of Chinese, however, the character designer emphasizes traditional value. Finally, the designer in Japan tries to put their cultural element in detailed part of the character that makes it appeal to the public.

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Pre-visualization of Interaction on Game Character's Quest Play : Towards of Narrative Structure (내러티브 구조 관점에서 본 게임 캐릭터의 퀘스트 플레이에 대한 인터랙션 사전 시각화)

  • Kim, Mi-Jin;Woo, Kim-Sang
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.3-11
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    • 2011
  • A game designer is the initial design of the quest based on narrative. It is important that to predict game character of play experience to establish these static content. This paper deal with player's affective interaction distinguishing among game characters are perform quest-play based on their characteristic status. To achieve this, First of all, previous studies regarding pre-visualization of narrative structure for other visual media are reviewed. Secondly, it is specified that quest-play experience and player's cognitive behavior. At last, these features of status by character were pre-visualized with QUG(Quest Unit Graph), which could be represented differences in precess of quest-play through analysis on world of warcarft game. Previous research is about of numerical balance in terms of character's achievement, whereas this study is meaningful that is proposed that visual model of quest-play interaction focused on narrative structure to predict game designer's architecture of quest experience.

Improving Game Character Design Identity : Focus on Game Character Design Method through Semiotic Analysis (게임 캐릭터의 아이덴티티 개선방안 : 게임 캐릭터 제작방식의 기호학적 분석 중심으로)

  • Lee, Je;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Wan-Bok
    • The Journal of the Korea Contents Association
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    • v.11 no.2
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    • pp.162-169
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    • 2011
  • This paper proposed an efficient game character design method through semiotic analysis of character. It inquired into the characteristics of game character of various contents characters, added the concept of "Iconic abstraction" of Scott McCloud to its characteristics, and studied on the relation between the character and the semiotics. The semiotic character from the factual character, seized the strong and weak point of each character, and divided them in the designer's character production process and gamer's character recognition process step by step for its semiotic interpretation. As a result, two processes were reversely progressed, and the character designing process considering this gamer's semiotic recognition process is expected to be the efficient character design element that can deliver the whole characteristics of game contents.

A Study of Development a Curriculum for Character Designer -Focused on Two-Year Course Work of College Education (캐릭터디자이너 양성을 위한 교육과정 개발 -2년제 전문교육을 중심으로)

  • 김용우
    • Archives of design research
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    • v.17 no.3
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    • pp.231-244
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    • 2004
  • The curriculum in the vocational training shall be planed and operated on a basis what is the occupational category that the students can be employed after their graduation and the ability necessary to the engagement in their occupations. Accordingly, the course selecting the quality of education in the curriculum plan for the vocational training shall be developed continuously and gradually through the maintenance of dose relation by the participation of the persons in the industries related to the major field. If the curriculum in the vocational training is for the preparation of employment, the focus of curriculum shall be adjusted to the employment. It needs to collect and analyze the related data between the universities and industries, particularly regional industries synthetically in order to develop the curriculum in the vocational training. The curriculum shall be planned on a basis of the data. As for the data related to the local community, it needs to develop new programs considering the prospect of demand of manpower by the industry, necessary knowledge, technology and attitudes, particularly considering the occupational category available in the employment with a bright prospect hereafter. Also, the contents to improve in the existing curriculum(a change of technology, a form of facilities for experimentㆍpractice, and a type of continuing & further education) shall be investigated and analyzed objectively. Accordingly, this study is to develop the curriculum more systematically in order to foster the character designer specially who to engage in the character industry that increases its role and expectation all the more with the development of animation industries and the extension of markets now. The purpose of this study is to decrease the estrangement between the school education that has been problems and the practical affairs in the field, to foster the special manpower that can satisfy the industries demand.

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A Study on the Formative Character of Maximalism Shown in the Works of Alexander McQueen (알렉산더 맥퀸(Alexander McQueen) 작품에 나타난 맥시멀리즘(Maximalism))

  • Lee, Ji-Hyun;Roh, Youn-Sun
    • Journal of the Korean Society of Costume
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    • v.62 no.6
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    • pp.165-181
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    • 2012
  • Alexander McQueen is a typical designer of unconventional and experimental design who showed maximalism through outstanding tailoring. The purpose of this research is to study formative characteristics of maximalism that are expressed in modern fashion based on the works of Alexander McQueen, and to suggest boundless possibilities of development through his sense of design and the expressive ability of his works. Theoretical considerations will be made through literature research and precedent studies, and the collection data for case analysis will be used to select ready-to-wear women's collections from 2001 S/S to 2010 F/W by referring to internet sites. The study results are as follows. First, the most representative characteristic of formative characteristics of maximalism expressed in Alexander McQueen's works is expandability. Second, decorations used as a part of detail on clothes is used as decoration itself, and handcraft expression is shown through excessive use of decorations. The expandability of decoration that emphasizes splendid magnificence is expressed through flawless technique. Third, the fusion of each different image and the combination of ethnic image and modern image was most prevalent. Fourth, fantasy expresses a fictive image that could not be seen in reality by expressing an unrealistic and maximized image through the imagination of designer. Fifth, experimental element is expressed as an image that actively reflects the challenging spirit, which suggests a new direction of beauty through shocking and extraordinary images of the inner world of the designer and the root of new ideas about inhumane modern society.

A Comparative Analysis of Cognitive Thinking Process for Character Design Between Korea and China (한국과 중국의 캐릭터 디자인과정 인지적 사고특성 비교분석)

  • Zhang, Xiao Bo;Kim, KieSu
    • The Journal of the Korea Contents Association
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    • v.17 no.9
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    • pp.672-680
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    • 2017
  • Today the distribution of characters in the consumer market based on digital smart phones is expanding, and the characters themselves are sold with independent merchandise, also various application researches about character are being activated. However, depending on the style of worker 's work on the design process of Korea and China regarding characters, there are differences in design characteristics and the diversity of work. In this study, we attempted to investigate the implications of these designers on the development of creative character design through in-depth research and experiment. Therefore, previous researches of cognitive science were investigated and cognitive experiments were conducted on design process for experts. For this research experiment, the initial sketch stage in the character work of Korea and China was recorded by the method of the designer by the subject through the protocol analysis method which is the qualitative research method. We coded the collected language based on this recording experiment and analyzed the problem behavior. We examined how the cognitive acts are done by the designer to develop the characters. The behavior characteristics and the accidental characteristics. The differences of the behavioral characteristics and the accidental characteristics in each step of the character design process were identified. Through these cognitive experiments, we could examine the behavior analysis of the design thinking process in Korea and China. In the field of design practice, we can set the direction of the design work process of the two countries and help us to produce creative and individual results. I think. These studies are expected to contribute to practical application of product marketing and new cooperation development methods in terms of activation of character industry in the future.

A Study on Design Characteristic Shown in Movie Costume of Ishioka Eiko (이시오까 에이꼬 석강영자(石岡瑛子)의 영화 의상에 나타난 디자인 특성에 관한 고찰)

  • Kim, Hee-Jung
    • The Research Journal of the Costume Culture
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    • v.17 no.4
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    • pp.583-599
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    • 2009
  • The purpose of this study is to analyze movie costume of main character and find design characteristic and historical spirit focusing on the movie, in which Ishioka Eiko, Japanese movie costume designer constructing unique design world, participated. The study captured images of three movies such as , and with Digital Multimedia Converting System and analyzed them by focusing on the pictures showing designer's intention and design characteristic well among acquired 319 pictures. The costumes addressing movie costume designer's sense of values are recreated as future-oriented new works and are expressed as creative costumes by acquiring inspiration from past factors, dissolving them and applying up-to-date technology. Movie costume shall reflect historical spirit of our age as movie shows social cultural trend including fashion trend of manufactured age. Ishioka Eiko has searched for the design, which is proper for three principles such as 'be unique', 'be eternal' and 'be innovative' and from the result of analyzing movie costume, it is found that she showed characteristics of symbolism(transmission of the sensitivity), ornamentalism(effective representation as a decorative effect attention) and multiculturalism(harmony of time and culture) as well as uniqueness. The movie costume are different mutually and create new hybrid culture, in which different costume cultures are mixed with current costumes without the restriction to other culture. It is proper for the age of globalization and localization so it is expected that the multiculturalism will be enlarged more.

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A Study for agent-based Integration Framework in mobile environment (모바일 환경에서 에이전트를 이용한 설계자원의 통합)

  • 옥형석;이수홍
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 1997.10a
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    • pp.193-196
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    • 1997
  • A mobile computing environment has many difference in character from conventional communication over wired network. These include very presents distributed design system based the mobile agent for mobile computing environment. To integrate design resource, we presented ISA(Integration Service Agent, which allows a designer to build integrated application using distributed resources, and to collaborative by exchanging service. Also we propose ICM(XML based Intelligent Connection Manger) using mobile agent. And suggested new intelligent data and process transfer architecture using ICM to implement an agent based design system in mobile environment.

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