• Title/Summary/Keyword: Character contents

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Study on Effect of Hotel Place Marketing Using Media PPL (영상물 PPL을 이용한 Hotel 장소 마케팅 효과 연구)

  • Lee, Jong-Joo;Yun, Ji-Hyun
    • The Journal of the Korea Contents Association
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    • v.12 no.11
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    • pp.398-411
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    • 2012
  • Recently, the hotel business requires to secure various client bases and accompany proper marketing and advertising activities for survival and development. Media PPL has been popular as an effective method to meet these requirements. Many studies have been practiced about the effect of media PPL marketing. This study was practiced to confirm the effect of the hotel place marketing using media PPL and the involvement for character in PPL. The following 4 assumptions are established for these purposes. The first confirms the impact relation between media PPL and hotel image. The second confirms whether the involvement for characters in media PPL influences the impact relation between media PPL and hotel image. The third confirms the impact relation between hotel image and purchasing behaviors. And the last confirms whether the involvement for characters in media PPL influences the impact relation between hotel image and purchasing behaviors. In order to analyze the assumptions established for this study, A questionnaires is carried out and factor analysis, reliability analysis and regression analysis are performed with them. According to the results of these analyses, all of 4 established assumptions are partly accepted.

Comparison of the Character Movements from Key-frame and Motion Capture Animation (키 프레임과 모션캡처 애니메이션의 캐릭터 움직임 비교)

  • Yoo, Mi-Ohk;Park, Kyoung-Ju
    • The Journal of the Korea Contents Association
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    • v.8 no.9
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    • pp.74-83
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    • 2008
  • In animation films, the movements of characters are exaggerated and comical. Traditional key-frame animation techniques allow to control exaggeration and comicality of characters at animators' wills. But, recently introduced motion capture techniques have limits on representing comicality and exaggeration although it is convenient to capture subjects' natural looks. This paper chooses two animations from key-frame and motion capture techniques and looks into comicality and exaggeration of characters by analyzing movements and motion of them Movements are classified as four fundamental motion elements - running, jump, gesture and walking - and are analyzed to compare the way of representation from two films. By studying similarity and differentiation of movements of two films, this paper discusses the advantages and disadvantages of key-frame and motion capture techniques in terms of exaggeration and comicality. Comparison of the character movements from two techniques shows that there are common differentiations of those movements.

Visual Attention on Subtitles of CATV Entertainment Program : Focused on tvN (케이블방송 예능프로그램 자막의 시각적 주의 : tvN <꽃보다 할배>를 중심으로)

  • Kang, Mi-Young;Kang, Seung-Mook
    • The Journal of the Korea Contents Association
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    • v.14 no.9
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    • pp.64-75
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    • 2014
  • This study has attempted to explore the audience's visual attention about the subtitles types of CATV entertainment program. To achieve this, this research has measured the dwell time and average fixation data through the eye-tracking test and analysed the reason of particular visual attention by in-depth interview. According to the eye-tracking research findings, four types of subtitles(character metaphor, character metonymy, event metaphor, event metonymy) were measured the highest dwell time and average fixation time. Also, according to in-depth interview, visual attention was clearly turned up that event metonymy constructs the conflicts between characters and overstates the trip place romantically. This results means that staffs of intensify the reality and visual pleasure through event metonymic subtitles.

Development of Customized 3D Characters for Growth Management and Prediction of Adolescents Using Big Data (빅데이터를 활용한 청소년 성장관리와 예측을 위한 맞춤형 3D 캐릭터 개발 연구)

  • Choo, Hye-Jin;Ha, Seo-Ho
    • The Journal of the Korea Contents Association
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    • v.18 no.1
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    • pp.250-257
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    • 2018
  • Today, the integration of the rapid development of ICT and the smart devices moves our lives quickly into an online community environment through not only quick and easy information search but also various social media. Accordingly, individual activities in the smart media environment are pouring out vast quantities of data in many fields, accumulating a tremendous amount of data. The everyday data of individuals is reproducing different values from the previous ones, while suggesting new customized services that utilize them in various fields. Recently, big data utilization has attracted a great attention in the field of healthcare. Especially, development of healthcare service linked with mobile is expected to bring a new paradigm in this field. In this study, creation of a 3D avatar character model as a means to transfer information to individuals more efficiently is proposed in the development of mobile customized service for health promotion and growth prediction of children and adolescents, at the same time, an effective visual expression method to have a sense of immersion and unity is searched.

Directional effects of close-up shot in Development of Narrative - Focusing on Animation - (내러티브 전개에서의 클로즈업 쇼트의 연출 효과 - 애니메이션을 중심으로-)

  • Lee, Tae-Gu
    • Journal of Digital Contents Society
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    • v.15 no.1
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    • pp.53-60
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    • 2014
  • Even if shots in frames may be variable in both movies and animations, close-up reveals the significance of the subject in the focus. Because directors and animators take the place the actor as character in animation while performance of actor plays an important role in the close-up in the movies, it is significant to understand the close-up in the animation. In the present study we investigate the dramatic effect of close-up in the animation narrative in animations for theaters. Among the various dramatic effects of the close-up, the natural flow of the narrative and the induction of immersing in emotion are focused. Descriptive close-up is analyzed as a dramatic effect of inducing the natural flow of the narrative. Psychological close-up is analyzed as the induction of immersing emotion by effective delivery of internal mental state of a character. By analyzing symbolic close-up as the induction of immersing in the play by producing a dramatic effect, we expect that the close-up contribute to the advance of animation narrative structure.

Facial Color Control based on Emotion-Color Theory (정서-색채 이론에 기반한 게임 캐릭터의 동적 얼굴 색 제어)

  • Park, Kyu-Ho;Kim, Tae-Yong
    • Journal of Korea Multimedia Society
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    • v.12 no.8
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    • pp.1128-1141
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    • 2009
  • Graphical expressions are continuously improving, spurred by the astonishing growth of the game technology industry. Despite such improvements, users are still demanding a more natural gaming environment and true reflections of human emotions. In real life, people can read a person's moods from facial color and expression. Hence, interactive facial colors in game characters provide a deeper level of reality. In this paper we propose a facial color adaptive technique, which is a combination of an emotional model based on human emotion theory, emotional expression pattern using colors of animation contents, and emotional reaction speed function based on human personality theory, as opposed to past methods that expressed emotion through blood flow, pulse, or skin temperature. Experiments show this of expression of the Facial Color Model based on facial color adoptive technique and expression of the animation contents is effective in conveying character emotions. Moreover, the proposed Facial Color Adaptive Technique can be applied not only to 2D games, but to 3D games as well.

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Porosity the Male Adornments Conjugation Plan which Uses the Metal (다공성 금속을 이용한 남성 신변장신구 활용 방안)

  • Kim, Min-Ho
    • The Journal of the Korea Contents Association
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    • v.9 no.9
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    • pp.191-198
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    • 2009
  • Advancement of technique in the $21^{st}$ century has enabled us to combine designs through diversification of materials and academic liaison, which has brought about alteration of variety of desires in our lives. Consequently, visual concern along with harmony of functional roles allows development of design that matches one's own Individuality, in which case is becoming the subject of interest. Currently, designs are being developed using various materials. This trend respects personal sensitivity and taste and thus becoming diversified. As a result of elevated standard of living, health and individuality are becoming highly concerned and accordingly, fragrance is being developed in various forms to match personal taste and character, such as one's own memory and sensitivity. Hence, I am to propose a conjugation plan about men's adornments that deviates from women's secondary design and expresses only men's character and sensitivity. First, I will engraft porosity metal with adornments and use materials that has aroma and direction of way of wearing it. Then, I will engraft visual design with the olfactory sensation to apply to ornaments, using mechanical traits and materials with aesthetic elements, which will meet the customers' sensuous demand

Digital Acting Method (디지털 연기 연구)

  • Park, Hoyoung
    • The Journal of the Korea Contents Association
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    • v.18 no.11
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    • pp.205-212
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    • 2018
  • Learning how to express and express the characteristics of acting expressions required by different media is easy to express the acting required in various mediums. The style of acting required by each medium is different depending on the characteristics of the medium. In particular, digital acting using computer graphics technology expresses actors as if they are in the space by imagining the imaginary space. Through computer graphics post-production, the actual space that will be visible on the final screen is completed and creates a story based on the actual situation. The role of digital actors in applying motion capture to movies is becoming increasingly important. Natural cross-reaction acting between live-action actors and digital character actors has become a trend in animation films where only digital actors appear. In animation films, a real actor plays a major role in connecting the characters of a digital actor. The core of a digital actor is the realization of a unique character performance. In the era of trans-media, the importance of digital acting is increasing day by day.

Character Analysis of the Movie "THE HANDMAIDEN" (영화 [아가씨]의 악인형 분석)

  • Jeong, Moun-Kwon
    • The Journal of the Korea Contents Association
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    • v.19 no.1
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    • pp.413-420
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    • 2019
  • The purpose of this study is to analyze the main character characters of the movie [THE HANDMAIDEN]. All four characters in the movie [THE HANDMAIDEN] have in common is that they all have seen 'the Existence' and have the factors behind the villainous figure. Kozuki and Hideko had clear and typical symptoms, have been diagnosed as a structural layer of perversion and neurosis by Lacan's psychoanalysis Methodology. On the other hand, since Sook-hee and Ko-pandol have the nature of being a criminal, they have long been faced up to the existence. It was difficult to approach to the structural layer of psychoanlysis Methodology. Therefore, the PCL-R diagnosis used to analyze the personality type of Sook-hee and Ko-pandol and add structural analysis again. As a result, Kouzuki had an Sadist, Hideko had an obsessive compulsive and Sook-hee had an anti-social lifestyle, but she was in a normal emotional category. It was noted that the Ko-pandol was a potential Sadist and part of a sociopath.

A Study on People Directly Involved in Resolution to Bullying Problems and Conflict-Coping Method in Picture Books Regarding Bullying (또래 괴롭힘 그림책에서 나타난 갈등 해결의 주체와 갈등 상황에 대처하는 방식 분석)

  • Jeong, Eun-Ah;Hyun, Eunja
    • The Journal of the Korea Contents Association
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    • v.19 no.1
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    • pp.373-384
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    • 2019
  • This study aims to look closely picture books regarding bullying and to analyze people directly involved in resolution to bullying problems and conflict-coping method in those picture books. 71 picture books on bullying were examined in this study. Results are as follows: (1) As person directly involved in resolution to bullying problems, 'victim by himself' settles a conflict situation over half of the books, followed by 'victim and other character' and 'other character alone'. (2) various types are described relatively evenly such as 'getting positive mind or building confidence', 'distancing bullies group or making new friends', 'gaining recognition by showing one's competence off', 'helping bullies or being nice to bullies' for conflict-coping method to bullying problems. In conclusion, the necessity of community effort rather than an individual's own effort to solve bullying problems and possibilities of teaching of language use in those books were discussed.