• Title/Summary/Keyword: Character contents

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A Study for properties of Subdivision to 3D game character education (3D 게임 캐릭터 교육을 위한 Subdivision 특성 연구 (3ds Max의 Open subdivision을 중심으로))

  • Cho, Hyung-ik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.210-212
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    • 2016
  • Today, video games created via 3D softwares become a core part of the essential the video game contents field because their properties that can produce more easier than 2D games and can save budget of contents makings. It is very important that reducing polygon counts of 3D characters and environments for Gaming optimization. We can formulate elaborate 3D game models with low polygon counting in virtue of technological advancements, and these technologies continue to evolve. In 2012, Pixar made public Open subdivision which is the new technology to make high quality 3D models with low polygons and distributed that via Open source verification. This paper will compare and analyze the characteristics, and merits and demerits of these various kinds of these skills(Mesh smooth, Turbo Smooth, Open subdivision) and will inquire which method is the most efficient one to make 3D video games.

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The Effects of both Social Class of Adolescents Formed in Online Game World and Gaming Time on the Acceptance of Moral Issues (온라인 게임세계에서 형성된 청소년의 사회적 지위와 게임 시간이 도덕적 문제 수용에 미치는 효과)

  • Lee, Guk-Hee
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.759-778
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    • 2021
  • This study was carried out to verify whether there were any differences in accepting moral issues between adolescents who played using characters of high status (either objectively or subjectively highly ranked within a game) in the online game world and those who played using characters of low status (either objectively or subjectively lowly ranked). It also investigated whether there were moderating interactional effects for the amount of time spent on playing games and the influence of adolescents' social statuses in games over accepting moral issues. Results showed that, overall, adolescents who played using a lower-ranking character in the game world displayed a higher acceptance of moral issues than those who played using characters of the two other categories (equal to average level or higher). Furthermore, interactional effects were observed for those who played using a low-ranking character and spent longer hours playing games, as they were more likely to accept moral issues. This study is significant in that it offers many implications, as a rare study that verified the effects of cyberspace status on moral judgements made in the real world.

Analysis of the female character and modeling design features of 'Frozen 2' ('겨울왕국 2' 여성 캐릭터의 성격과 조형 디자인 특징 분석)

  • JIANG, QIANQIAN;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.19 no.6
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    • pp.309-314
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    • 2021
  • Disney animation can be said to be part of American culture and art. With the changes in American society and culture, we can see the changes in the personality and social status of female characters in Disney animation. Especially in the Disney animation works published after 2000, many works showing equality in the social abilities and status of women and men have been published. In this study, the characteristics of female characters of the 20th century and the 21st century is compared and analyzed the characters of Elsa and Anna, who expressed the female image in a metaphorical way of 'Frozen 2'. And studied the characteristics and meanings of clothing and colorful shapes. This paper reveals the design elements needed to construct a gender-equality image of female characters, and hopes that it will become a useful research material for the animation industry and academia in the future.

A Study on the Essential Educational Elements and Educational Activities of Entrepreneurship Education (기업가정신 교육의 핵심교육요소와 교육활동에 관한 연구)

  • Choi, Mideum;Kim, Min Sung;Kim, Junghwan
    • The Journal of the Korea Contents Association
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    • v.22 no.6
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    • pp.104-115
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    • 2022
  • Recent companies that have grown to be the world's largest in the information technology industry and have a substantial impact on the global economy started as start-ups built on the founder's entrepreneurship. As a consequence, interest in entrepreneurship education has increased significantly. This research examined the essential elements and educational activities of the educational process among educators who undertake entrepreneurship-related education, using AHP methodologies. The study revealed that both educators rated competency education as more essential than character education. Within the character education dimension, habits were deemed more significant than attitudes, while within the competency education dimension, the technique education module was seen more important than the knowledge education module. This research is expected to contribute to the sustained expansion of domestic entrepreneurship education as well as to the response to opportunity entrepreneurship.

The Gender Representation of Online Educational Content - Centering on inamootoon (EBStoon) - (온라인 교육 콘텐츠의 젠더 재현 양상 - 아이나무툰(EBS툰)을 중심으로 -)

  • Choi, Bae-Eun
    • The Journal of the Korea Contents Association
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    • v.22 no.3
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    • pp.112-120
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    • 2022
  • In order to examine the cultural vicious cycle of gender representation in online educational content, this paper reviewed the top five popular webtoons of inamootoon (EBStoon), Korea's first children's webtoon platform. The patterns of appearance representation that distinguish character's gender, the desire and psychology of characters according to gender, and their functions in the work were critically analyzed from a feminist perspective. In most of the works, the appearance of characters often follows gender stereotypes. It appears that women have long hair and wear dresses while men have short hair. On the other hand, the gender characteristics in terms of psychology and function show the aspect of breaking gender's cliche. The gender proportion of the protagonists is almost the same. Regardless of gender, they function as solvers or rescuers, bravely and wisely overcoming the problem situation. By the way, it is interesting that in representing the main character's gender, the weaker the gender stereotypes, the more popular the work among the readers. This fact suggests that the critical acceptance and choice of young readers can break the cultural vicious cycle of gender representation.

Between Destruction and Rebirth: Transformation of Jesus into a Hillbilly of the Graphic Novel, Songy of Paradise (파괴와 부활 사이에서: 만화 『낙원의 쏭이』에 나타나는 예수의 촌뜨기로의 전환)

  • Kim, Hae-Yeon
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.628-633
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    • 2022
  • John Milton's 17th century epic poem, Paradise Regained, is deconstructed or re-birthed in Panter's new graphic novel, Songy of Paradise in 2017, and the most notable change comes from the main character, Jesus. In the original text, Jesus as an "anointed universal King" achieves his greatness in the progress of lonely journey, and is declared as Son of God. Therefore, Panter's description of Songy as hillbilly is quite stunning. Panter's Punk vagabond, however, shares common aspects with Milton's Jesus in terms of his stubborn resistance against Satan's temptation. Jesus and Songy succeeds in the battle against Satan leading their talk into the "failure of a conversation." This study examines how ironically this punk art embraces the original character of the grand epic while destroying it utterly.

A Study on the Aesthetic Motive in e-Card Design (e카드 디자인의 미적 동인에 대한 연구)

  • 박성완
    • Archives of design research
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    • v.16 no.3
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    • pp.401-410
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    • 2003
  • With increase of internet users, usage frequency of e-mail card is growing up. In addition to advantage of delivering message in real-time, e-mail card contains words, animation and sound. So users can enjoy it's multiple characters. For these reasons, there is a shift in preference from traditional card to e-mail card especially in young age. In character portal sites sewing users with e-mail card it is regarded as useful media for character promotion. After bizarre rabbit 'Mashimaro' wins a great success as Flash animation, Flash card has been treated as an important media in character business. As the study on the aesthetic motive in Flash card, this thesis analyzes what is the meaning existing in characteristic expression of Flash card and proposes that the meaning is related to tension reduction from the viewpoint of entropy principle. We can summarize that contents of animation are based on striving toward simplicity and expressions of animation are based on catabolism. Both lead to pleasure of tension reduction. We can draw conclusion that pleasure of tension reduction becomes one of major factors of the aesthetic motive felt in Flash card.

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Dragging Body Parts in 3D Space to Direct Animated Characters (3차원 공간 상의 신체 부위 드래깅을 통한 캐릭터 애니메이션 제어)

  • Lee, Kang Hoon;Choi, Myung Geol
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.2
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    • pp.11-20
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    • 2015
  • We present a new interactive technique for directing the motion sequences of an animated character by dragging its specific body part to a desired location in the three-dimensional virtual environment via a hand motion tracking device. The motion sequences of our character is synthesized by reordering subsequences of captured motion data based on a well-known graph representation. For each new input location, our system samples the space of possible future states by unrolling the graph into a spatial search tree, and retrieves one of the states at which the dragged body part of the character gets closer to the input location. We minimize the difference between each pair of successively retrieved states, so that the user is able to anticipate which states will be found by varying the input location, and resultantly, to quickly reach the desired states. The usefulness of our method is demonstrated through experiments with breakdance, boxing, and basketball motion data.

A philological Study on Qingwujing(靑烏經) (청오경(靑烏經)의 문헌적 연구)

  • Chang, Sung-Kyu
    • Journal of architectural history
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    • v.18 no.2
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    • pp.27-45
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    • 2009
  • This study was to analyze the philological character of Qingwujing(靑烏經). Qingwujing is the oldest and representative documents of FengShui, especially famous for FengShui XingQi(形氣) theories. In spite of is fame, a systematic research for Qingwujing was not yet fulfilled up to now in Korea. In is the main reason why have to research the philological character of Qingwujing. The results from this research were described as following. Qingwujing(靑烏經) as knows of Qingwujing's writer is very famous already in Han 한(漢) dynasty for his accurate FengShui methods. His FengShui thories getting more powerfyl from WeiChen(魏晉) to Tang(唐) dynasty. In Tang(唐) dynasty Qingwujing was abolished by government rulers, but it recovered and retouched by some scholars from Tang(唐) and Song(宋) dynasty. In the process, the block book of Qingwujing were changed for four or five kinds. Qingwujing's block books of Ming(明) dynasty are Yimenguangdu(夷門廣牘), Xiaoshisanjing(小十三經), Jujiabibei(居家必備), and Shuofu(說郛). It's block books of Qing(淸) dynasty are Gujintushujicheng(古今圖書集成), Sikuquanshu(四庫全書), Xuejintaoyuan(學津討原), and Ershierziquanji(二十二子全集). It's block book of Choson(朝鮮) dynasty is KyujangKak(奎章閣). Among them distinctive characters been founded, but the basic contents and theories are almost same. In Korea, Qingwuzi's FengShui theories were confirmed in Silla(新羅) dynasty, and it recoreded in Soongboksa inscription written by Choi-CheeWon. Qingwu(靑烏) or Qingwuzi were known for a great FengShui master of a FengShui standing theories in Koryeo(高麗) and Choson dynasty among royal families and the aristocratic classes. And Qingwujing was a representative FengShui theory book in wh0.1ole period of Choson dynasty. Now for understanding traditional FengShui theories, we have to understand the main FengShui theories on Choson dynasty at first. For understanding Choson FengShui, the study on philological character of Qingwujing is the basic works. If those works fulfilled successfully, we can understand FengShui theories and FengShu itself more correctly.

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Creating Stick Figure Animations Based on Captured Motion Data (모션 캡쳐 데이터에 기초한 스틱 피규어애니메이션 제작)

  • Choi, Myung Geol;Lee, Kang Hoon
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.1
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    • pp.23-31
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    • 2015
  • We present a method for creating realistic 2D stick figure animations easily and rapidly using captured motion data. Stick figure animations are typically created by drawing a single pose for each frame manually for the entire time interval. In contrast, our method allows the user to summarize an action (e.g. kick, jump) for an extended period of time into a single image in which one or more action lines are drawn over a stick figure to represent the moving directions of body parts. In order to synthesize a series of time-varying poses automatically from the given image, our system first builds a deformable character model that can make arbitrary deformations of the user's stick figure drawing in 2D plane. Then, the system searches for an optimal motion segment that best fits the given pose and action lines from pre-recorded motion database. Deforming the character model to imitate the retrieved motion segment produces the final stick figure animation. We demonstrate the usefulness of our method in creating interesting stick figure animations with little effort through experiments using a variety of stick figure styles and captured motion data.