• Title/Summary/Keyword: Character contents

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Study on Effective Facial Rigging Process for Facial Expression of 3D Animation Character (3D 애니메이션 캐릭터의 표정연출을 위한 효율적인 페이셜 리깅 공정 연구)

  • Yu, Jiseon
    • Proceedings of the Korea Contents Association Conference
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    • 2014.11a
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    • pp.169-170
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    • 2014
  • 컴퓨터 그래픽의 발달로 3D 애니메이션은 시각적 리얼리티와 화려한 영상미로 애니메이션 특유의 비현실적인 상황과 허구적 캐릭터가 주는 재미를 관객에게 전한다. 특히 캐릭터의 얼굴 표정은 관객과의 감정 소통과 의사전달에 중요한 정보로서 디테일한 연기를 필요로 한다. 이에 3D 애니메이션 캐릭터의 경우 페이셜에 다양한 기능들이 요구되며, 일반적인 블렌드 쉐입과 클러스터 외에도 만화적 표현을 위한 다양한 기술들이 사용된다. 기존의 공정 과정에는 한 페이셜에 이러한 모든 기능들이 접목되어 복잡하며 까다로운 페이셜 리깅 공정이 이뤄진다. 본 연구에서는 기존의 공정들에서 한정되게 사용되었던 블렌드 쉐입을 이용하여 다양한 기능들을 타겟팅하는 레이어 방식을 통해 효율적인 페이셜 리깅 공정을 연구하고자 한다.

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Analysis of 2D Animation Scene Color Design - focused on "Uproar in Heaven" (2D 애니메션 장면에서 칼라디자인 분석 - 작품 "Uproar in Heaven" 중심으로)

  • Zhang, Ping;Kim, Hav-Yoon
    • Proceedings of the Korea Contents Association Conference
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    • 2014.11a
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    • pp.325-326
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    • 2014
  • With a history of over 100 years, animation is an art of film and television, and a diversified special form of art as well. Animation scene design is not just about scenic painting but also a time-space formative art that serves for film and television animation, presents story plots, unveils dramatic conflicts and depicts character personalities. Scene design requires both high creativity and artistry. Scene design shall cover the living places, social environment, natural environment and historical environment where the characters live. The use of color is an important part in animation creation. In terms of scene design, it plays a significant role in building up the scene atmosphere, promote the plot and enriching screen contents. Focused on Uproar in Heaven-a classic Chinese animation, this paper analyzes the traditional characteristics of Chinese animation scene color and discusses the application and development of color.

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A study on Insurance Indemnity of Salvage award. (해난구조비의 보험보상에 관한 연구)

  • 이학헌
    • Journal of the Korean Institute of Navigation
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    • v.18 no.2
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    • pp.129-149
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    • 1994
  • Sea casualties may happen in ship, cargo and the others concerned with sea transportation. : the shipo-wer, marine insurer and salvage company have been endeavored to compensate salvage award with some rule and regulation such as Marine Insurance Act, York Antwerp Rules and Average adjustment rules. Once sea casualties happened, the salvage contract is established between the owners, marine insurance and salvage company, the contract are divided into so many kinds of them. In this paper, we have an analysis on the character of the salvage contract whether the characteristic contents of them are in benefit to any party or not. In this connection with these positive or negative character of the contract, it is worthwhile to compare the actual salvage expenses contract with no cure no pay contract. LOF 1990 has been revised recently, which is based on no cure no pay, expecially, the special compensation, safety net clause of LOF 1990 could be understood in the view of the prevention of sea pollution and the preservation of sea circumstances in the world. Salvage has the complicated and quality, because the adjustment of almost salvage charges have been treated through the other sea casualties which is accompanied by and mixed with. Besides of the importance of salvage contracts, we are in need to understand that what the diversified character of salvage charges are. Furthermore the owners should carefully select the insured conditions on Hull Insurance according to the type of his company, operating ocean route, loading cargo and etc. In this paper, we would try to analyze the character of the salvage award such as General Average, Sue and Labour Charges and Particular charges. We would like to propose that the uniformed system of the salvage award. Compensation should be built up for the effective and efficient salvage operation and for reducing the claims and conflicts from the concerned parties. To this end, we could expect that the uniformed system for salvage award compensation will come to be the benefit of all owners, insurers, salvage company.

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A Study on practical use about Kinetic Typography of Ethics Character Picture of filial piety and brotherly love (효제문자도(孝悌文字圖)의 키네틱 타이포그래피 활용 연구)

  • Chung, Chi-Won
    • Cartoon and Animation Studies
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    • s.50
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    • pp.327-347
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    • 2018
  • From the end of the 18th century to the end of the 19th century, the late 19th century was a genre of a new art that was in contrast to the distribution between social class and low class, and it was also a popular culture that attempted to transform the late Joseon Dynasty's social class. It is no exaggeration to say that it is the origin of the Korean folk art, started as popular art concepts, use colorful techniques and decorations which doesn't yield to ordinary iconography. But, because of the attempt of this technique was used by lower class, the meaning of the idea was lowered from iconography to secular picture. Ethics character picture, passed on to the present from going through the upheaval cultural time, was started from secular picture and transformed into hyukpil time illustration, and it represented popular arts until now. This thesis aims to reflect the meaning, various visual expressions and the lifestyle of Ethics Character Picture of filial piety and brotherly love, which is a unique genre of popular arts. Also, propose to suggest about the kinetic typography using video media, and how the traditional ethics character picture, which are combined with video technology, effects to the advertisements. These kind of attempts will show the world about the korea's traditional contents, and through the various media information it can be recreated as national symbolic key words. Furthermore, its meaningful to pass down the noble and cultural Ethics Character Picture of filial piety and brotherly love to younger generations. And by realigning to modern expression, it is predicted that it will be significantly meaningful to pass down and make the younger generations to understand to spirit of the ancestors. This will allow various attempts to reconstruct various items of contents from Korea's traditional contents to new media content that merged with video media.

The Study on the Current Situation of Promotion Centers and Colleges Related with Contents, Focusing on Two Provinces, Gyeongsangnamdo and Jeollanamdo (콘텐츠 관련 진흥원과 대학 현황 연구:경남과 전남을 중심으로)

  • Park, Keong-Cheol
    • The Journal of the Korea Contents Association
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    • v.10 no.11
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    • pp.180-188
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    • 2010
  • Hanryu phenomenon, referring to the fad for "all things South Korean" from the late 1990s, gave us an opportunities to realize the value of contents and the potential in business. As the government established promotion center to boost the contents industry, the number of departments on contents in colleges increased rapidly despite short history. This time provided a great background for the development of contents industry and training students. Specifically, the training courses in colleges for the students who major in contents has been the solid foundation of the excellent results in contents industries such as game, drama, film, animation and character. As the development and production of contents have been proceeded mostly in Seoul metropolitan area. If local promotion centers and colleges cooperate with each other for training students in this field, a successful business model will be established in local community with the help of local government and businesses. The objective of this study is to make an investigation into the promotion centers and the colleges that have departments on contents in Gyeongsangnamdo and Jeollanamdo, far from Seoul metropolitan area. This study may help to make suggestions for the next study through the investigation of promotion centers and colleges related to "Contents" in Gyeongsangnamdo and Jeollanamdo including cities under the direct control of the government.

The Type of Cho(椒) and The Meaning of Gocho(고쵸) (초(椒)의 종류와 고쵸의 의미)

  • Chung, Kyung Rhan
    • The Journal of the Korea Contents Association
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    • v.14 no.12
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    • pp.1021-1036
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    • 2014
  • In this article, another literatures that original Korean own red pepper (Gochu) was cultivated from ancient years and there were many other varieties of Gocho in Korea were shown. The first book where Gochu was appeared as written in Hangul (Korean own character invented by King Sejong in 1433) was Hunmongjahoe (訓蒙字會) written by Choi Sejin in 1527. However, many books where cho(椒) indicating Korean red pepper (Gochu) was described before Hunmongjahoe. This is consistent with Hongjaejonso(弘齋全書, 1799). King Jungjo asked Kim Dalsun about the type of Cho(椒) in Hongjaejonso, Kim Dalsun answered to King Jungjo that there are many types of Cho such as Chokcho(蜀椒), Jincho(秦椒), Dancho(丹椒), Daecho(大椒) and Hocho(胡椒). When common characteristics in Chokcho, Jincho, Dancho, Daecho and Hocho in Hongjaejonso were studied, it was found that these Chos had one word in common "Gocho(고쵸)" in the Korean translation. Also several Chos such as Buncho(蕃椒), Nammancho(南蠻椒), Mancho(蔓椒) were characterized as Gocho in ancient books. In conclusion there were several Chos such as Chokcho, Jincho, Dancho, Daecho, Hocho, Buncho, Nammancho, Mancho, etc indicating the various types of Cho, and these were all written as Gocho(고쵸) in the Korean character. An original Korean Gocho should be cultivated in Korean peninsula. Several different types of Cho were imported during the course of trade with foreign countries, and these foreign Chos called as Buncho(蕃椒), Nammancho(南蠻椒), Mancho(蔓椒) by discriminating original Korean Gocho(고쵸). The original name of Gochu(고추) is Gocho. Later the Chinese character for Gocho(苦椒) invented in response to the Korean character of "Gocho(고쵸)" by necessity.

Development and Application of $21^{st}$ Century Scientific Literacy Evaluation Framework on Korean High School Science Text Books (21세기 과학적 소양 평가기준 개발 및 교과서 내용 분석에의 적용)

  • Mun, Kongju;Mun, Jiyeong;Cho, Miyoung;Chung, Yoonsook;Kim, Sung-Won;Krajcik, Joseph
    • Journal of The Korean Association For Science Education
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    • v.32 no.5
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    • pp.789-804
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    • 2012
  • We developed $21^{st}$ century scientific literacy assessment instrument and applied it to explore the contents of seven Korean science textbooks. The $21^{st}$ century scientific literacy assessment instrument involved three dimensions (habits of mind, character and values, science as human endeavor). Each dimension consists of three sub-dimensions. Five science education experts assessed the content of textbook using criteria. We discussed issues in which the examiners responses did not match and reached an agreement on initial disagreement. As a result, we found that most Korean textbook contained contents on habits of mind, especially, communication, collaboration, and information management. We also found that most materials lacked information about character and values and science as human endeavor. Based on the result, we suggest that researchers and science educators need to consider all dimensions of the $21^{st}$ century scientific literacy when they develop curriculum and teaching materials. In addition, the rubric for $21^{st}$ century scientific literacy can be adopted as an assessment tool for examining curriculum, teaching materials.

A Study on the Line of Action Shown in Characters' Poses of a Game 'Over Watch' (게임 '오버워치' 캐릭터의 Pose에 나타난 Line of Action 연구)

  • Lee, YuSeop;Chung, JeanHun
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.489-494
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    • 2017
  • In spite of lots of differences in the production process of film animation, the animating method through computer is not much different between game animation and film animation. It is because the principles of film animation are also emphasized for the production of game animation. This study aims to consider the line of action showing the direction of movement and flow of energy among many considerations for the character pose work in case when producing game animation. Starting from the basic theory of drawing, the line of action plays a role of bible in the pose work including cell animation and 3D animation. After examining the theoretical background through preceding researches in order to understand the application of the line of action to the pose work of game characters, the poses of hero characters of a 3D online game 'Over Watch' were collected and then lines were directly drawn to analyze them. And as a result, the pose of characters with simple and clear 'Line of action' was good. This study aimed to consider the expression techniques of character pose in the production of game animation, which is expected to be used as an important reference for game animators at work.

Study on the character design of monster in game - Focused on the comparison with Korea, China and Japan (게임 요괴 캐릭터 디자인에 관한 연구 - 한국, 중국, 일본 비교를 중심으로)

  • Ji, Xiao Ou;Seo, Gapyuel
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1649-1659
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    • 2017
  • China, Korea and Japan are all neighbors, but there are quite a few differences in monster culture. In this article, through studying of Korea games highest export countries--China and Japan, as well as analysis on their historical origin of development of "Monster culture", so as to explore the similarities and differences between development of monster culture. In addition, combining these differences and similarities, through the study of "monster culture" related game works, it aims to explore the impact of these countries' monster culture on modern life culture and the development characteristics of all kinds of monsters under the background of modern culture. Besides, based on above analysis, developed a monster character design that can form a bond of sympathy in three countries by comparing and combining the most popular parts of the monster characters in this three countries. The final aim is to create a game monster character that both in rich ancient culture charm and loved by all people, so as to being taken as an example to illustrate the significance and value of promoting the development of monster culture. The result of this research will help to design monster characters in game production in the future.

Investigation about Figure Industry by Extension of Image Media (Game, Animation, Motion Picture) (영상미디어(게임, 애니메이션, 영화 분야)의 확장에 따른 피규어 산업에 대한 고찰)

  • Sohn, Jong-Nam;Lee, Jong-Han
    • The Journal of the Korea Contents Association
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    • v.8 no.3
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    • pp.67-74
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    • 2008
  • Various image media such as game, animation, movie is developing. Goods called Figure as extension that use contents source of one kind in several forms were made, and is drawing a lot of popularity today. However, is handled as simple toy of children in the Korea. So, development of allied industry is slow. In case of overseas recognized the importance by means of marketing in contents industry. In this paper, explain meaning about figure and kinds of figure and through philosophical thought and theory, analyzed personality which figure has through scientific investigation(theory of Walter Benjamin, Freud and psychologists). Nowaday, figure industry of the Korea and other foreign country is continuing development. Especially the contents of Hanryu(Korea) star figure has lots of value and possibility of future growth.