• Title/Summary/Keyword: Character Industry

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A case study on the costume making process of stop motion animation characters (스톱모션 애니메이션 캐릭터 의상제작과정에 관한 사례 연구)

  • Kim, Ki Hoon;Suh, Ji Sung
    • The Research Journal of the Costume Culture
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    • v.20 no.5
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    • pp.655-663
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    • 2012
  • Due to increased interest in character costumes, the field of animation character costume design is gradually developing into a specialized domain. The costume-making process for animation characters presents many differences from the costume-making process for regular apparel. However, there remains insufficient research on the actual process of making the character costumes used in stop motion videos both in Korea and abroad. The purpose of this study is to establish a costume design process for animation characters. Furthermore, this study presents a case study on the costume planning and making process for 3D stop motion animation characters. The character costume-making process was segmentalized into the following stages: character analysis stage, character modeling stage, and character costume making stage. In the character analysis stage, the investigator analyzed the character's movements, designed the character images, and analyzed the movements and motions of the animation characters. After completing character modeling, this study proposed a method for making the character costume. The style of the character costume was designed, and the structural design reflected the position and size of joints as well as the angle of movements. The patterns of the character costume were produced through dimensional tailoring after measuring the body size of the character. Afterward, the costume was completed after passing through the fitting and revision stages. The clothing material was selected to fit the colors and feelings shown in the illustration. To complete the costume after comparing it with the initial illustration, it was revised based on the assessment of its volume and overall atmosphere.

3D game animation production pipeline and application instance proposal (3D게임 애니메이션 제작 파이프라인 및 적용 사례 제안)

  • Han, Dong Hoon;Ryu, Seuc-Ho;Lee, Dong-Lyeor;Che, Te-June;Lee, Hung-Woo
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.644-646
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    • 2007
  • On-line game industry had accomplished much growths and development. One in pain of the game enterprises according to quality of on-line comes to be short Game production pipeline and it is suitable in quick production schedule and to be easy to the standard research of form by of 3D game character animations which are various the game production at the time of application is possible, operation by and type by in necessity. Element by model classification of the digital base game character which is used in game it set from the research which it sees and research it analyzed and the fundamental data which is necessary to 3D game character animation productions escape it tried. And the digital motioncapture it applies a cap department system and real picture of the character animation which is various at real-time the control research moving and it advances at the time when the effectiveness is short highly in game industry and digital contents industry application the character animation production process which is possible and production pipeline escape the reporter to do it does.

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A Study on Character Design through Successful Cases of OSMU in Early Childhood Educational Contents (유아 교육 콘텐츠에서 OSMU 성공사례를 통한 캐릭터 디자인 연구)

  • Lee, Yu-Seop;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.451-457
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    • 2019
  • Reflecting the current craze for early childhood education, the demand for learning contents has soared, kids content is emerging as a key topic of the contents industry. The industry developing digital content for young learners is called the 'angel industry', it is attracting a lot of attention because of the increased demand for early childhood education. This paper selects characters used in successful digital products to study character design for OSMU children's educational contents. Through advanced research, analysis criteria were prepared and analyzed to derive general success strategies for character design. As a result, common design features in the analyzed characters were found and confirmed the need for further research. Hopefully, this study will contribute to OSMU character design and lead to improved development of educational contents and commercialization of various characters.

A 'Characterization' Study of a Character Actor - With a focus on the character building of Lee Sung-min's 'Ri Myung-un' in the film 'The Spy Gone North'- (캐릭터 배우의 '인물창조' 연구 - 영화 <공작>에서의 이성민의 '리명운' 성격구축을 중심으로 -)

  • Oh, Youn-Hong
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.5
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    • pp.85-98
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    • 2021
  • The present thesis is a study about a character actor's characterization from the concept of 'star persona'. Conducted in 2020, this is a follow-up study about a personality actor's characterization. Lee Sung-min was selected due to his wide acting spectrum among domestic actors and his brilliant expression of differing characters as a character actor. The study discusses characterization methods for character actors on the basis of his role of high-ranking North Korean bureaucrat 'Ri Myung-un' in the film 'The Spy Gone North'. Stanislavski claimed that character building or characterization was the pinnacle of the acting art. However, such an expression of personality requires hard work and devotion from an actor. The actor Lee Sung-min practiced the North Korean dialect in order to act the role, and added the way the elite speak in North Korea to this dialect. He achieves a style of acting that raises tensions within the drama by spitting out lines in one breath and by making the audience fixate their gaze within character solo shots for which the character's emotions and lines serve as the core, with the purpose of maximizing dramatic tension and situational reality. Continuity and angle also serve extremely important roles in terms of expressing a character's personality development, affect, and emotions. The present thesis discussed the character development methods for a character actor's role of 'Ri Myung-un' in the film 'The Spy Gone North'.

A study on Emotion Structure of Online Game Character (온라인 게임 내 캐릭터의 정서구조 연구)

  • Park, Yiseul;Ko, Ilju;Park, Junhyoung
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.12 no.3
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    • pp.167-179
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    • 2016
  • Online games, by a massive influx of many players, it has diverse situations in which emotion is generated. Emotion plays an important role that helps players to interact and immerse in game. In the previous games, simple structures are used to express emotion. By increasing the user's needs of emotion in the game, it is necessary to structure a various type of emotion. In this paper, the game components were classified as background, object, and character in order to analyze emotion structurally in game. We defined how to use the rule of emotion, and applied to League of legend, Cyphers and World of Warcraft which belong to the AOS genre. The AOS game is well-suited for analyzing emotion structure, because a various emotional changes and situations can arise in the game. Through this paper, it was discovered similarities emotion to be used in online games. It is expected to generalize the emotion in the game by analyzing the emotional structure of more games in future.

A Specific Character on the Urinary Hippuric Acid Excretions of Workers Exposed to Toluene in Specific Character of Manufacturing Industry (작업장 특성에 따른 톨루엔 노출 근로자의 마뇨산 배출 특성)

  • Park Heung-Jai;Kim Hyung-Joon;Jeong Seong-Wook;Lee Byung-Ho
    • Journal of Environmental Science International
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    • v.14 no.2
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    • pp.201-207
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    • 2005
  • This study was carried out to investigate the correlation between toluene in air and hippuric acid in human urine, which is based in the results of the health check-in and measure of working environment, was investigated for five years. Toluene in air and hippuric acid in urine were checked 116 workers who exposed to toluene in five type of industry. The Mean concentration of toluene in air by type of industry and every year and sex distinction, had positive correlation.(p<0.01) The Mean concentration of hippuric acid in urine by type of industry, every year, sex distinction, disparity of age and term of duty had positive correlation.(p<0.01).

Actor Gang Ho Song's Realistic Character and Acting ; Based on the film (2017) (배우 송강호의 사실적인 캐릭터와 연기 ; 영화 <택시운전사>(2017)를 중심으로)

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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The composition for Television visual character and characteristics of frame (텔레비전 영상 자막의 시각적 구성 형식과 특성)

  • Hahm, Hyun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.9 no.4
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    • pp.992-999
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    • 2008
  • The purpose of this study is to analyze the composition for visual character to make the process of television programs. The study can be classified as a visual communication methods into a target audiences. At the beginning of using visual character was communication method as an insufficiency of television programs. However, In recent years, television industry using visual character in many ways into television programs that it can be classified not only to developed the communication method as a function of effects, but also to changed substitute a variety of graphic pattern of visual character in television programs. As a matter of fact, this study have some implication in terms of using a visual character to making television program, therefore, the results show that different ways of using visual character into the diversity of television programs were discussed.

Character Classification with Triangular Distribution

  • Yoo, Suk Won
    • International Journal of Advanced Culture Technology
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    • v.7 no.2
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    • pp.209-217
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    • 2019
  • Due to the development of artificial intelligence and image recognition technology that play important roles in the field of 4th industry, office automation systems and unmanned automation systems are rapidly spreading in human society. The proposed algorithm first finds the variances of the differences between the tile values constituting the learning characters and the experimental character and then recognizes the experimental character according to the distribution of the three learning characters with the smallest variances. In more detail, for 100 learning data characters and 10 experimental data characters, each character is defined as the number of black pixels belonging to 15 tile areas. For each character constituting the experimental data, the variance of the differences of the tile values of 100 learning data characters is obtained and then arranged in the ascending order. After that, three learning data characters with the minimum variance values are selected, and the final recognition result for the given experimental character is selected according to the distribution of these character types. Moreover, we compare the recognition result with the result made by a neural network of basic structure. It is confirmed that satisfactory recognition results are obtained through the processes that subdivide the learning characters and experiment characters into tile sizes and then select the recognition result using variances.