• Title/Summary/Keyword: Character Industry

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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.

The Play World Structure of EBS Character "Pengsu" (EBS 캐릭터 '펭수'의 놀이세계 구조)

  • Kim, Jeong-Seob
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.267-275
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    • 2020
  • Even ordinary-looking plays can have a profound meaning. Based on this assumption, Eugene Pink (1960) has established an analytical model of play with five elements, namely "delight", "meaning", "community", "rules" and "tools." It was an effort to reflect on the true meaning of play beyond the cortical entertaining nature of play. In this study, it was carried out that all the texts containing images and performance from the EBS character "Pengsu" were selected, since he emerged as a new star in 2019. And also his play structure was analyzed by applying the Pink's model. As a result, Pengsu's play structure was confirmed to be systematic and complete as a play prototype because it was well-organized with five elements of play. It was regarded as a successful character that skillfully attracts participants to the play world. Among the components of the play, "fun" was found to be his funny appearance, sudden and unconventional behavior, "meaning" was the elimination of authoritarianism, self-esteeming and energizing, "community" was a multi-platform media user who crossed off-on-line, analog-digital-line, "rules" was to set his concept fixed as a young stranger with an ego to unreveal his identity, and "tools" was shown as his character itself and continual discourse. It shows that until now, Pengsu has a social net function of quite spreading the positive meaning of encouragement and comfort, advice and guide, consideration and forgiveness, introspection and nirvana to all members of our society, including the youth who are struggling with uncertainty and anxiety by showing rather exaggerated and stimulating performance that precisely combines these play elements.

By Theory of Proportion the Human Body, An Analysis on Character's Proportion in Kids TV Animation on EBS (인체비례론에 근거한 EBS 유아동 애니메이션 캐릭터 등신비율 분석)

  • Suk-Rae, Kim;Jean-Hun, Chung
    • Journal of Digital Convergence
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    • v.13 no.10
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    • pp.491-499
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    • 2015
  • The potential competency from the animation industry, as known as a foundation which spawned a variety contents from the piece of work, has a high importance in the content development field. The pivotal role of the domestic animation industry has produced the term of convergence content which composed by both educational elements and entertainment features especially from the domestic kids TV animation industry. This study analysis the ideal indicator of the preferred characteristic design being broadcasted on EBS, not only presenting the status of the character proportion rates but also proposing the creative aesthetic indication where the substantial leverage would be available as the purpose of this research.

A Study on The Proposal for Game Contents and The Game Factor's Abstraction Suited to The Character by Kid Age (아동의 연령별 특징에 적합한 게임요소의 추출과 새로운 게임 컨텐츠 제안에 관한 연구)

  • 김기영;정재욱
    • Archives of design research
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    • v.16 no.4
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    • pp.141-150
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    • 2003
  • In 21 century, Game industry became one field of the cultural content industries. Also, It is one of the most important technologies as a Multimedia, 3-D sound, virtual reality field, and character industry and its scale and effect are getting big. But Korea still lags behind America and Japan in developing game. For that, many support business progressed. However, Special importance〔emphasis〕 is attached to the developing of software engines. In the mean time, The game market of children(under 8) is the biggest one, which form over 30% of all the markets in the PC game market of America. The Children's game, which has both entertaining and educating, is a content-concerned industry. So with a short period of the developing time, they make a high value added. In this paper, 1 study the existing computer games and propose for game contents and the game factor's abstraction suited to the character by kid age. It is concluded that 'Asports', 'Asim,' 'U.J RPG', 'S+RPG' are beneficial to the child growth on each stage, through serveys analysis of protocol, and research of the cjaracters of the growth on the each age.

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Effects of Brief Character Strength Workshop for Enhancement of Positivity (긍정성 증진을 위한 단기 성격 강점 워크샵의 효과)

  • Kim, Sun-Young;Lee, Ji-Eun;Choi, Jeong-Woo;Han, You;Beak, Kung-Hee;Huh, Hyu-Jung;Chae, Jeong-Ho
    • Anxiety and mood
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    • v.10 no.1
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    • pp.52-58
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    • 2014
  • Objective : The purpose of this study is to develop the one-session positive psychology based strength enhancing workshop and verify effect of this program. This program is composed of lecture based on positive psychology and activities for identifying and utilizing personal character strengths. Methods : Total 81 participants were participated in this study. Positive Resources Test was assessed the change of personal positive resources at pre-, post program and subjective satisfaction for the workshop was measured at the post program. Repeated-t test was performed to identify the effect of this program. Results : Among the positive resources, satisfaction with life, positive affect, gratitude, acceptance, personal growth, efficacy, flow, resilience, hope, spirituality are significantly increased after program. Conclusion : Although this study is a single-session program without control group for comparison, it is meaningful to try a short-term intervention concise the program consisting of more than 8 sessions. This study will be based on the future development a variety of positive interventions.

A Study On the Formative Of The Game Character (게임 캐릭터의 조형성에 관한 연구)

  • Oh, Hyun-Ju
    • Proceedings of the Korea Contents Association Conference
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    • 2004.11a
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    • pp.91-100
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    • 2004
  • Game industry has emerged as one of the most popular sector among the cultural industries in the digital era. The role of game characters has evolved with the times and today, the characters can even determine the fate and success of the game itself. In early stage, game character nearly didn't contain the character itself because it was for only game, however its importance has been considered more than the contents and scenario of game as game business has been changing gradually. Therefore, the "Formation" of the character that is the core of game, is an important factor that can make different products, is playing an essential role for the improvement in work and productivity of game.

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A study on the analysis Characters in the game Three Kingdoms through Physiognomy (관상학을 운용한 삼국지 게임 캐릭터 분석 연구)

  • Zhang, lei;Lee, dong hun
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.1015-1019
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    • 2009
  • With the rapid development of game industry, game has become an important leisure style in people's life. The character is the spirit of a game, and a good character design can make game more attractive. Nowadays, most characters design only can grasp the general image of the character well without depicting or outlining the detail characteristic and features. Because these characters are designed only by designers' own wills. This paper will choose Three Kingdoms as an example, and analyze the status, social positions and characteristics of the character comprehensively by researching on physiognomy. This study will be a good reference for the designers.

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A Study on the Character Fashion Designs - Focusing on the domestic fashion companies using characters - (캐릭터 패션 디자인 연구(硏究) - 국내(國內) 패션업체(業體) 캐릭터 활용(活用) 현황(現況)을 중심(中心)으로 -)

  • Chai, Sun-Joo;Cho, Kyu-Hwa
    • Journal of Fashion Business
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    • v.4 no.1
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    • pp.1-12
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    • 2000
  • The purposes of this thesis are to investigate characteristics, environment of characters through comprehensive approach to analyze its use and strategies in apparel brands. As a method to accomplish this research, fashion related articles, documents and magazines are used along with marketing references forecasting 21st century market changes. The character industry has diverse application to different medias and also intimacy and absorbtion beyond sex, age, generation, nationality. The cultural background of character fashion is based on casual clothing caused by wide spread pursuit of sports and leisure culture, indivisualization and diversification of clothing, customer-made marketing atmosphere and tendency of pursuit of fun and humor. In case of domestic young casual market, own characters are developed for creating differentiated it's own brand images. Characters are applied as an design details or cyber fashion models standing for the image of it's own brand and take a part in other events and visual parts as well. Characters not only limited to clothing items but also further usages of characters extended to stickers and other related stationary goods are necessary. A 'Character multi shop' can be one of good methods to maximize synergy effect.

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Character Generation and Storytelling using Modeling Tool and Game Engine (모델링 툴과 게임엔진을 이용한 캐릭터 구현 및 스토리텔링)

  • Lee, Sola;Jun, Suin;Park, Mihye;Park, Sui;Choi, Jongin
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.620-622
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    • 2021
  • With the rise of the game industry, the importance of the game's storytelling is also increasing. Delivering a specific world view of a game has a tremendous effect on the immersion of the game, so the method of delivering a story needs to be studied continuously. In this study, the character was implemented using 3D modelling tool, and the initial story of the game was delivered through a dialogue window using a game engine. Through the research, we were able to establish a workflow for telling stories using a character and understand each process in depth, which we expect to be the basis for more sophisticated game character development and smooth storytelling in the future.

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An analysis of Chinese national character from the perspective of Jung's archetypal theory (从荣格的原型理论视角解析中国人的国民性格)

  • FULAN, JIA;Shin, Dong-Yeol
    • Industry Promotion Research
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    • v.5 no.4
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    • pp.101-108
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    • 2020
  • In recent years, with the rapid development of China's economy and the increasing degree of opening to the outside world, many Chinese people go abroad and many foreign friends come to China. In addition, the exchanges between China and foreign countries are also increasing. Therefore, Chinese culture often conflicts with the culture of other countries and nations. Many foreigners are confused about the psychology and way of thinking of Chinese people. Based on the archetypal theory of Carl Gustav Jung, a famous Swiss psychoanalyst, this paper analyzes the national character of Chinese people, including the common characteristics of Chinese people and the causes of these characteristics. This is a new research angle in the academic field of China. This paper includes the following parts: the first chapter describes the research background and significance of this paper; the second chapter describes Carl Jung's collective unconsciousness theory, including the concept of archetype, shadow, persona, anima and animus, and self; the third chapter explains that the research method adopted in this paper is the literature method; the fourth chapter analyzes the common character of contemporary Chinese from the perspectives of China's political and economic system and modern Chinese history, deeply analyzes how the shadow in collective unconsciousness has a negative impact on Chinese character, analyzes the unique persona of Chinese people on the basis of Chinese culture, and the performance of anima and animus in Chinese character. Finally, it explains how Chinese people seek the balance between inside and outside world from the perspective of self.