• Title/Summary/Keyword: Character Expression Method

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Analysis and Design Development of Animal Expression Methods Applied in Kids' Wear (아동의류에 나타난 동물표현 분석과 디자인 개발)

  • Kim, Chanju;Ro, Mikyung
    • Journal of the Korean Society of Costume
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    • v.64 no.8
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    • pp.97-110
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    • 2014
  • Animals, as a part of nature, have much influence on children's emotional development and are one of children's favorite subjects of design. This study analyzes the differences in animal expression methods and types of animals, in relation to gender and item based on a collection of children's clothing and accessories that use animal as their theme. The collection consists of 148 clothing and 75 accessories (total of 223 items), which were collected from on-line shopping sites for children's clothes. Analysis results showed the following observations. Animal expression was categorized into four methods: emblem, illustration, character, and pattern.(The most common method was character, followed by pattern, illustration, and emblem. In relation to gender and clothing item, animal expression methods varied widely:(character was the most popular for) boys' t-shirts and accessories, while girls' bottoms and dresses. As for (animal) types, Mammalia was the most common, followed by birds and insects. Dogs and puppies were popular both genders.(However, differences in preferences existed as) boys liked big and wild animals such as bears, tigers, and foxes, while girls liked small and cute animals such as rabbits, cats, owls, and butterflies. Based on these results, six types of animals (rabbits, elephants, large-beaked bird Toco Toucans, fish, penguins, and bees) were selected as themes for kids' vest designs and, among them, three designs were made.

Consumers' Cognition and Buying Behavior of Sports Brand Character (스포츠 브랜드의 캐릭터에 대한 소비자 인식과 구매행동)

  • 이지연;안민영;박재옥
    • The Research Journal of the Costume Culture
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    • v.10 no.2
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    • pp.103-115
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    • 2002
  • The purpose of this study is to investigate the consumers′ cognition and buying behavior on sports brand character. Since the character industries are booming, this study focused on the source and the expression method of sports brand characters that are already known to consumers. Subjects of this study were university students who were interested in sports brand characters, living in Seoul and Kyenggi-do. The questionnaire were developed based on the previous studies. Data were analysed by Frequency analysis, ANOVA, Duncan Test, and Spearman′s Rho. The results were as follows: 1. The most preferred source of sports brands character was "illustrated human figure"(i.e. a famous athlete like Michael Jordan). And the most favorite expression method of character was the combination of letter and symbol as the character of ASICS and NIKE. 2. The important design factors of sports brand character were the symbolism and aesthetics. The consumer recognized NIKE as the most well-designed character design. 3. Consumers′ preference of sports brand was found to be NIKE, REEBOK, ADIDAS, and FILA, in order. The reasons for preference were the design, the brand image, and the quality. On the other hand, the most frequently purchased brand was NIKE, FILA, and ADIDAS in order. Most of the purchase took place in the brand outlet store, and the consumers usually came with their friends for purchase of sports brand. The display of store was the consumers′ major source of information. 4. The preference group of sports brand character recognized more importantly color, design, brand, and especially fashionability than the non-preference group. And the most important criteria for brand selection were design, price, and comfort orderly. 5. Female consumers recognized more importantly color, design, brand, and others′ recommendations than male consumers. The aged consumers recognized importantly durability, comfort, and quality.

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Implementation of Self-expression Tool with Interactive Hangeul

  • Lim, Sooyeon
    • International Journal of Internet, Broadcasting and Communication
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    • v.10 no.4
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    • pp.43-49
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    • 2018
  • Modern people communicate in a digital space without being limited by physical space and time. On the internet, people's desire for self-expression is getting bigger, and the most common self-expression tool is characters. Characters are visual materials to express human thoughts and desires. This study is a method to positively express the viewer's self in an interactive Hangeul system. The proposed system produces new formative shapes and meanings of Hangeul through the process of deconstructing and reconstructing the characters. Immediate character transformations that are synchronized with the motion of the viewer act as a tool of self-expression by inducing the viewer's active interaction repeatedly. Therefore, the proposed interactive Hangeul is more than enough to be used as a new graphic tool beyond the text to be read, and it is highly likely to develop into cultural contents using it.

Automatic Synchronization of Separately-Captured Facial Expression and Motion Data (표정과 동작 데이터의 자동 동기화 기술)

  • Jeong, Tae-Wan;Park, Sang-II
    • Journal of the Korea Computer Graphics Society
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    • v.18 no.1
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    • pp.23-28
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    • 2012
  • In this paper, we present a new method for automatically synchronize captured facial expression data with its corresponding motion data. In a usual optical motion capture set-up, a detailed facial expression can not be captured simultaneously in the motion capture session because its resolution requirement is higher than that of the motion capture. Therefore, those are captured in two separate sessions and need to be synchronized in the post-process to be used for generating a convincing character animation. Based on the patterns of the actor's neck movement extracted from those two data, we present a non-linear time warping method for the automatic synchronization. We justify our method with the actual examples to show the viability of the method.

Automatic facial expression generation system of vector graphic character by simple user interface (간단한 사용자 인터페이스에 의한 벡터 그래픽 캐릭터의 자동 표정 생성 시스템)

  • Park, Tae-Hee;Kim, Jae-Ho
    • Journal of Korea Multimedia Society
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    • v.12 no.8
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    • pp.1155-1163
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    • 2009
  • This paper proposes an automatic facial expression generation system of vector graphic character using gaussian process model. Proposed method extracts the main feature vectors from twenty-six facial data of character redefined based on Russell's internal emotion state. Also by using new gaussian process model, SGPLVM, we find low-dimensional feature data from extracted high-dimensional feature vectors, and learn probability distribution function (PDF). All parameters of PDF are estimated by maximization the likelihood of learned expression data, and these are used to select wanted facial expressions on two-dimensional space in real time. As a result of simulation, we confirm that proposed facial expression generation tool is working in the small facial expression datasets and can generate various facial expressions without prior knowledge about relation between facial expression and emotion.

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A Study on the Promotion Strategies of the Fashion Brands using Character - Focused on 5 Brands in 2005 -

  • Yu, Ji-Hun
    • The International Journal of Costume Culture
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    • v.9 no.1
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    • pp.1-14
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    • 2006
  • The purpose of this study were to analyze the character usage situation such as domestic and foreign character's type, expression method and items, and also to propose the character usage promotion strategies of future fashion brands to activate and merge the character business and fashion. Five brands are selected for this study. The future promotion strategies of the Fashion Brands with characters were as follows: 1) stimulating the customers to purchase by awakening the sweet reminisce, 2) promoting the reputation of the fashion company's brand, 3) gaining an opportunity to raise their sales amount by taking advantage of emotional marketing or experience marketing.

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Detection of Conflict Transition Scene Using Character Regions (인물 면적을 이용한 갈등 전환 장면 검출)

  • Park, Seung-Bo;Lee, Chang-Hyun
    • Journal of Broadcast Engineering
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    • v.26 no.5
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    • pp.543-552
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    • 2021
  • The story is formed by the flow of the development and resolution of the conflict between the characters. Namely, the story consists of conflict setting, development, and resolution. Character region is an important expression technique to describe the emotions or states of characters and the relationship between characters and the environment. The purpose of this paper is to propose a method for detecting the transition of conflict from the graph of character region's change. To this end, we present a method of generating a change graph of a character region in a movie by calculating the character region and a method of detecting a conflict transition scene from a graph of character region's change. To verify the performance of the proposed method, an experiment was conducted to extract conflict transition scenes for 7 movies, and performance evaluation results of 73.57% accuracy and 77.26% recall were obtained. This proves that it is possible to extract conflict transition scenes based on the character region.

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.

Development of Facial Animation Generator on CGS System (CGS 시스템의 페이셜 애니메이션 발상단계 개발)

  • Cho, Dong-Min
    • Journal of Korea Multimedia Society
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    • v.14 no.6
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    • pp.813-823
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    • 2011
  • This study is to suggest the facial animation methodology for that 3D character animators can use CGS system effectively during on their stage which they create ideas and use repeating a process of facial animation, it has suggested the CGS(Character Generation System) that is a creative idea generation methodology identified and complemented the problem of the existing computerized idea generation, in addition, this research being extended on the article vol.13, no.7, "CGS System based on Three-Dimensional Character Modeling II (Part2: About Digital Process)," on Korea Multimedia Society in July 2010 issue, Through the preceding study on 3D character facial expression according to character's feelings as an anatomical structure and the case study on character expressions of theatrical animation, this study is expected to have effectives as one method for maximization of facial animation and idea generation ability.

A Study on Chinese Character Expressions of Dynamic Poster Design Based on Kinetic Typography Principle - Focused on '24 Solar Terms' Theme Poster - (키네틱 타이포그래피 원리에 기반을 둔 다이나믹 포스터 디자인의 한자 표현방식에 관한 연구 - '24절기' 테마 포스터를 중심으로 -)

  • Chu, Ziyi;Park, Yong-Jin
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.195-212
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    • 2022
  • Based on the kinetic typography principle and the structure features of Chinese characters, this study took the Chinese'24 solar terms' theme dynamic poster as the research object, explored the visual expression of dynamic Chinese characters, and tried to summarize the visual expression law of Chinese characters in dynamic poster design. It can be found that, there could be 6 different types of Chinese character expressions in the 24 solar terms poster design. Among them, 'Drawing' design method has the meaning of text structure and form expression, and 'Assembling' design method has the meaning of text stroke and texture association, also, 'Forming' design method bring its meaning through stroke deformation, 'Transforming' design method conveys the content through text disintegration, 'Replacing' design method mainly bring the meaning through simulation, while 'Rotation' design method always express through visual three-dimensional and space. Finally, the findings could not only provide analytical logic and methods for the expression of Chinese characters in dynamic poster design, but also fill the lack of formative research on dynamic Chinese characters, which hopefully provide basic information for the research related to dynamic Chinese character structure, as well as the dynamic poster designers.