• Title/Summary/Keyword: Character contents

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A Study on the Visual Attention of Popular Animation Characters Utilizing Eye Tracking (아이트래킹을 활용한 인기 애니메이션 캐릭터의 시각적 주의에 관한 연구)

  • Hwang, Mi-Kyung;Kwon, Mahn-Woo;Park, Min-Hee;Yin, Shuo-Han
    • The Journal of the Korea Contents Association
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    • v.19 no.6
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    • pp.214-221
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    • 2019
  • Visual perception information acquired through human eyes contains much information on how to view visual stimuli using eye tracking technology, it is possible to acquire and analyze consumer visual information as quantitative data. These measurements can be used to measure emotions that customers feel unconsciously, and they can be directly collected by numerically quantifying the character's search response through eye tracking. In this study, we traced the character's area of interest (AOI) and found that the average of fixation duration, count, average of visit duration, count, and finally the time to first fixation was analyzed. As a result of analysis, it was found that there were many cognitive processing processes on the face than the character's body, and the visual attention was high. The visual attention of attraction factor has also been able to verify that attraction is being presented as an important factor in determining preferences for characters. Based on the results of this study, further studies of more characters will be conducted and quantitative interpretation methods can be used as basic data for character development and factors to be considered in determining character design.

Effect Analysis of OSMU on Entertainment Contents Export in East-Asia Market (아시아 시장에서 엔터테인먼트 콘텐츠 수출의 One Source Multi-Use(OSMU) 효과분석 - 일본.중국.대만.홍콩 시장을 중심으로 -)

  • Lee, Chan-Do
    • International Commerce and Information Review
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    • v.9 no.1
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    • pp.427-449
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    • 2007
  • The question of what our cultural goods might have known in a major exporting market, has intrigued investigators since 2000 year. Actually, Maybe Korean cultural assets just didn't have time to get to know International or Asia market. But now, a new euphoria can be tasted, on the lips of the small but growing Korean Contents Mania, as New Korean Wave-Crust begin to welcome the priciest contents from korea. Given Asian's surging population for our entertainment contents-drama, movie, music, character, etc., and the sense of a positive response its newly international market, it is hardly surprising. Now, Korea Wave must play an important roles in our country- economy, business, specially. This paper is seeking in OSMU on Korean Contents in East-North Asian Market, and is developing about Korean Wave study model. and It also points to a different strategy for exporting cultural contents, suggesting it should be effected for model to OSMU.

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The Prospects of Game Industries in Emerging Contents Economy System (게임산업의 위상과 전망에 대한 일고찰)

  • Sung, Jae-Whan
    • Journal of Korea Game Society
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    • v.1 no.1
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    • pp.5-16
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    • 2001
  • Recently, Transition to the epoch of world has put an emphasis on the contents that has been emerging as the value of world economy. Consequently the core of industry is moving from IT industry to culture contents industry. Especially Game Industry among the culture contents industry is estimated that it will be the biggest power of influence in size and social influence. Game Industry is one of the high value-added, knowledge-based industries whose market is increasing faster than any other cultural industries. And game industry includes the technology, culture, cultural science and industry. It effectively symbolizes the character of synthetic entertainment industry in comparison with another industry. Also Game Industry is embedding as the superpower industry that competent to draw the whole development of culture industry because game development is intensifying into One-Source Multi-Use. It is important finding of this paper that it is necessary to ensure the competitive power and understand value and character of contents and to project the policy of human power and technology of Game Industry.

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A Comparative Study on contents of the book of an Introduction to Oriental Medicine (중의학(中醫學) 개론서(槪論書)의 구성내용(構成內容)에 대한 비교(比較) 연구(硏究))

  • Choi, Hwan-Soo
    • Korean Journal of Oriental Medicine
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    • v.1 no.1
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    • pp.29-46
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    • 1995
  • In the literature study by the comparative method was carried out on the book of an Introduction to oriental medicine, which was published in China, recently. The results were as follows: The contents of the book was divided by Introduction, Um-Yang-O-Hang(陰陽五行), Qi-Hyul-Chinec(氣血津液), Jang-Bu(臟腑學說), Meridian(經絡), Etiology, Diagnosis, and treatment. This study did not treat the Ancient Chineses character hard to understnad, methodlolgy of traditional literature, and comparison to the western medicine.

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A Study on the Transition of Characters in Korean On-line Games (한국 온라인게임 캐릭터의 변천과정에 관한 분석)

  • Kim Moon-Kyum
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.25-28
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    • 2005
  • For Korean game development technology, recently acknowledged as world-class, being aware of the importance of characters in the games, this paper will intend to contribute to the improvement of game character development quality by analysis of Korean on-line game transition focusing on the expressive quality of characters.

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Study on the theme melody of main character in the animation (애니메이션<알라딘>에서 주인공의 주제선율 연구)

  • Lee, Mi-ru;Lee, Seungyon-seny
    • Proceedings of the Korea Contents Association Conference
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    • 2017.05a
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    • pp.55-56
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    • 2017
  • 애니메이션은 여러 세대와 인종을 아우르는 문화예술로서, 애니메이션의 중요한 구성요소 중 하나로 음악이 인식되고 연구되어야 한다. 애니메이션 산업으로 큰 성공을 거둔 디즈니사의 <알라딘>을 연구작품으로 선택하였으며 스토리진행과 상황에 따른 캐릭터의 주제선율의 변화의 상관관계를 연구한다. 주인공 '알라딘'의 주제선율은 총 49개의 곡 중 22개의 곡에서 나타나며 리듬, 템포, 조성, 선율, 화성, 악기구성 등으로 변주를 하여 캐릭터가 처한 상황이나 심리상태를 대변하고 대응한다.

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A Study on a Character for the Sleep Induction of Infants (영유아 수면 유도 캐릭터에 관한 연구)

  • Oh, Jeong-seok;Youn, Ho-chang;Jeon, Hyun-joo;Kim, Tae-heon
    • Proceedings of the Korea Contents Association Conference
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    • 2017.05a
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    • pp.387-388
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    • 2017
  • 영유아의 경우 심리적 안정과 어머니 품의 대용품으로 애착 인형을 갖고 자는 경우가 있다. 수면 유도 제품들의 특징과 ICT와 융합을 통한 캐릭터 개발을 하고자 한다. 이를 위하여 기존의 캐릭터의 분석과 아이의 수면의 형태에 대한 관찰일지를 바탕으로 캐릭터 구현의 개요를 제안하고자 한다.

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Multi-joint Design and 3D Printing for the Linear Control for Character (캐릭터 선형 제어를 위한 다관절 구조 설계와 3D 프린팅)

  • Jeon, Seung-jin;Kim, Byoung-chul
    • Proceedings of the Korea Contents Association Conference
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    • 2017.05a
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    • pp.5-6
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    • 2017
  • 본 연구는 소형 캐릭터의 다양한 관절운동을 선형제어를 통해 재현하기 위한 다관절 구조를 논의한다. 최소 동력원으로 복수 관절부를 제어하여 다양한 동세를 표현하기 위해 개별 관절구조를 설계하고 3D 프린팅을 통해 제작한다. 형상 변형 및 다자유도 확보를 위한 볼 조인트 형식을 적용하여 캐릭터의 다양한 운동성을 논의한다. 3D 프린팅 적용 시 구동 특성을 재현하기 위해 구조별 설계와 소재별 프린팅 운영 특성을 기술함으로써 효과적인 관절구조 설계와 3D 프린팅의 연계 방법을 찾고자한다.

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