• 제목/요약/키워드: Character contents

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A study about the improvement plan in production processes of digital entertainment image using the motion capture system (모션캡쳐시스템을 활용한 디지털 엔터테인먼트 영상에서 제작과정상 개선 방안에 관한 연구)

  • Lee, Man-Woo;Yun, Deok-Un;Park, Jin-Seok;Kim, Soon-Gohn
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.824-828
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    • 2006
  • Introduction of motion capture system to the field of digital entertainment paved the way to accelerate the development of 3D character animation all the more. Motion capture system has been developed of the level that it can capture the fierce motions of character particularly in the digital game image and improve the dynamic characteristics by capturing the movement of human muscle or express the human's true emotion by capturing wrinkles and expression on face. Such an extension of realistic expression enables them to be used increasingly in movie, TV, advertisement, music video, etc centering around the game industry in the field of digital entertainment. The fact is, however, that many difficulties are held in the image production process compared with the competing countries such as USA and Japan, owing to inferiorities in technical expertise and capital in the image production process using the local motion capture, insufficient professional human resources of motion capture and small size of local motion capture image market. Hence, this study intends to suggest the plan to improve the technical problems in terms of integrated motion capture system, motion capture professional human resources and motion capture in-house program development in the production process of digital entertainment image using the motion capture system by surveying local and overseas examples of image production.

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The Symbolic Meaning of the Imaginary Characters in the Movie "Beautiful Mind" (영화 <뷰티플 마인드> 환상인물의 상징의미)

  • Kim, Seong-Hoon
    • The Journal of the Korea Contents Association
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    • v.13 no.10
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    • pp.113-122
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    • 2013
  • The movie "Beautiful Mind" directed by Ron Howard is about a genius global mathematician, John Nash's life. In the movie, the main actor, John Nash is a schizophrenic patient who suffers from hallucination and delusion, and his illusion appears as three distinct characters. Each researcher has had a different opinion on the interpretation of these three characters, but many parts of their opinions are losing consistency. Especially the girl is assumed to be a character from the main actor's hallucination because she is ageless or there is no interpretation of the girl. Although the director Ron Howard did not adopt Aldous Huxley's theory "the more you know the more you see" for the movie, he analyzed the characters in the way of his own with thinking that he can analyze them in accordance with the knowledge level of audience. The imaginary characters come out from John Nash's head and who he wants to be. They are the basic human needs, earthly desire, sexual desire and the desire for honor. John Nash minutely reflects these three kinds of desires in an imaginary world through the three characters. This thesis is to newly suggest the symbolic meaning of the imaginary characters in the movie by clearly analyzing the meaning of the controversial three characters.

Animation Character Preference According to Age and Gender of Children (유아의 연령과 성에 따른 애니메이션 캐릭터 선호도)

  • Ko, Young-Ja;Kim, Min-Jung
    • The Journal of the Korea Contents Association
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    • v.12 no.3
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    • pp.470-479
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    • 2012
  • This study was designed to investigate and analyze children's preference on animation characters according to age and gender of the subjects, by surveying 255 children aged from 3 to 5. The animation characters were represented in pictures, and the reasons of preference were collected through individual interview with the children. The $x^2$ verification of SPSS 18.0 Window statistic program was used to verify the difference in preference. As a result, children aged from 3 to 5 showed higher preference on animations produced in foreign countries than the ones produced in Korea, as Korean animations and foreign-country animations had preference rate of 35.7% and 64.3%, and Korean characters and foreign-country characters had preference rate of 22.4% and 77.6% respectively. Depending on the age of children, there was significant difference among animation characters that the children prefer ($x^2=302.474^{***}$, P<.001), and it was shown that children at the age of 3 showed preference on 'Pororo' of Pororo the Little Penguin, children at the age of 4 on 'Tayo' of Tayo the Little Bus and 'Amu' of Shugo Chara, and children at the age of 5 on 'Shin Chan' of Crayon Shin Chan. It was also revealed that there was significant difference among animation characters according to the gender of children ($x^2=120.864^{***}$, P<.001); boys preferred 'Pororo' of Pororo the Little Penguin the most, followed by 'Doraemon' of Doraemon, 'Thomas' of Thomas and Friends and 'Tayo' of Tayo the Little Bus, and girls preferred 'Pororo' of Pororo the Little Penguin the most, followed by 'Apple' of Little Princess, 'Amu' of Shugo Chara and 'Loopy' of Pororo the Little Penguin. Through this study, it is hoped that the development of children animation would advance further, and that this study could be used as the preliminary resource.

A Study on Participatory Culture of Korean Webtoon Focused on User-Generated Images - (한국 웹툰의 참여 문화 연구 - 사용자 생성 이미지를 중심으로 -)

  • Kim, Juna;Kim, Su-Jin
    • Cartoon and Animation Studies
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    • s.44
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    • pp.307-331
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    • 2016
  • Webtoon is the most popular cultural contents representing contemporary Korea. This study explores the cultural aspects of participatory culture surrounding Webtoon, and reveals the cultural implications of webtoon in contemporary Korea. Particularly, this study notes that the engagement of the participatory culture is formed from the user-generated images and analyzes the reproduction patterns of them. Chapter 2 analyzes the mimicking process of user-generated images based on the 'meme' concept. Especially based on the variation degree of text or image, the user-generated images could be classified into three types of 'completely variant', 'partly variant', and 'completely same'. Users use these images as one of the fun factor by transplanting them into daily messenger conversation. Chapter 3 reveals the cultural meaning which is derived from the process of user-generated images creation. In particular, this study notes that most of the user-generated images are mimicking the main character of the original webtoon, and analyzes the underlying desire of the mass based on the literary theory of Northrop Frye. The main readers of webtoon are petit-bourgeois living in Korean metropolitan, and the user-generated images also reflects the daily lives of these ordinary people. User-generated images of webtoon are imitating the original contents in a way of replicating or mutating the images or texts. Also, they are consumed and enjoyed as an amusing code among users. Especially by mimicking the appearance of the main character in a self-reflective way, they appeal to day-to-day sympathy of users. In that user-generated images reveal the desire of the public living in contemporary Korea, this study examines the cultural implication of webtoon.

Expression and Reader Cognition of Japanese Comics Character (일본 만화 캐릭터의 표정과 독자 인지)

  • Yoon, Jang-Won
    • The Journal of the Korea Contents Association
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    • v.7 no.2
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    • pp.246-254
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    • 2007
  • As for comics and animation, the specific gravity came to become still larger in all the art fields together with the importance in various image media now which is useful and goes the time of the 21st century new media. Especially the demand of users to the vision culture which develops day by day, Sensitivity Engineering Department is trying to realize the necessity for a sensitivity design acutely together. The influence of the comics which have toxicity most also in Japanese culture in a geographical position like South Korea on it, and animation is the actual condition in the reason which has reached from youth universally to the layer for years, to be inquired systematic to a Korean comics language. This research was conducted as we thought sufficient study on various situations are required, and among them for the research of expressions of cartoons's characters, we've divided the expressions of characters that comes out in Japanese cartoons into categories of 'happiness, anger, sadness, pleasure' and 'fear, astonishment and dislike' and based on these categories, we've drawn out the minimum elements to express emotions in cartoon and prepared image-map by relating them with languages that express emotions of people and based on this, we've made a calculating tools on how our readers would recognize the expression languages. Samples of Japanese cartoons of which we've chosen for the purpose of drawing out the elements of expressions were limited to only published cartoons and we've made a foot steps for expression analysis of animation characters in the future.

An Analysis of Empathy Represented in Students' Group Journal of Integrated English Class Using Literature (문학을 활용한 통합영어수업의 학습자 그룹저널에 나타난 공감성 분석)

  • Choi, Minju;Kim, Jeong-ryeol
    • The Journal of the Korea Contents Association
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    • v.18 no.3
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    • pp.228-234
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    • 2018
  • The aim of this study was to analyze the empathy represented in the learners' group journal of integrated English class using literature. 15 high school students participated in this class. In this study, integrated English class using literature was carried out by supplementing the point that amount of the English classes using literature had been focused on reading activities. In addition, not only communicative abilities but also learners' empathy to the main character in the literary was taught. In order to analyze the empathy expressed in learners' group journal, the integrated English class using literature was conducted in the second period and the class was recorded by video. The empathy was based on the community competence mentioned in the 2015 revised curriculum, and learners were asked to write the group journal. As a result of the research, the learners showed an understanding of the context in the novel and learners' group journal showed that their empathy to the main character in the novel. It is expected that the data on the empathy represented in the learner group journal of the integrated English class using literature will be used in English class.

Analysis on Oh, hein-kuhn's Portrait Photograph (오형근 초상사진 분석)

  • Kim, Ji-Young
    • The Journal of the Korea Contents Association
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    • v.14 no.3
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    • pp.103-112
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    • 2014
  • Oh, hein-kuhn is a representative portrait photographer in Korea. His works, , , , which treated portraits of women are a bit different from those of the past that described the appearance of characters. The artist expressed the figure of inner side that conflicts and feels uneasy between 'family and society' and 'child and woman' along with the look of character. That is, he included specific aura which the whole of aunts and girls' group radiates by showing similar photos repeatedly, that we can be aware of 'aunt' and 'girl' by seeing them. The important technique of Oh, hein-kuhn's Portrait Photograph is 'repetition' of image. The artist delivers the meaning of the photo by looking at the character upright in the front and showing photos with similar frame repeatedly. Such form and content of the work as this might feel a bit boring, since it's very simple just like identification picture. However, the photos in the frames which do not move in the fixed position can deliver the meaning of work more clearly rather than the image which expresses flowing time and moving space, we can grasp the message that the artist intends to deliver rather quickly. In the environment of photograph production mainly with image transformation, Oh, hein-kuhn's works of authentic original work method definitely stand forth. Through the portraits of aunts and girls, the artist tells an aspect of our society and we reconfirm the reality through the portraits made by him.

Study on Close-Up Shots in Film (2015) (영화 <사도>(2015)의 클로즈업 쇼트 연구)

  • Lee, A-Young
    • The Journal of the Korea Contents Association
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    • v.16 no.7
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    • pp.609-621
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    • 2016
  • A close-up shot, capturing all the fine details of an actor's face by filling up the frame, expresses an actor's performance more realistically than a stage where a living actor performs on. This is because a close-up generates an impact with its specific images and meanings seizing the attention of the audience and conjures up a psychological effect as if an actor's face is directly communicating with the audience at a minimum distance. Therefore, this study analyzed the film to examine the photographic effect and acting effect of close-up shots and recommend the need for acting training thereof. The film was selected since Song Kang-ho, to add more realism to his character acted going back and forth 20 years of age with a special makeup on face, his facial expressions, gestures, props in close-up successfully helped deliver the actor's performance by revealing the character's personality and emotions of the film, and generated an array of linguistic, visual and emotional meanings which are the key to film acting. This study is expected to contribute to helping actors to learn about the effect of close-ups and the key to film acting and find effective ways to express themselves in front of the camera.

Study on Trends and Characteristics of Infringement the Right to Likeness by the Press (언론보도에 의한 초상권 침해 소송의 경향과 특성)

  • Dong, Seho;Kim, Sungyong;Ahn, Horim
    • The Journal of the Korea Contents Association
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    • v.16 no.1
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    • pp.370-381
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    • 2016
  • This study was designed to examine the Trends and Characteristics of Infringement of right to likeness by the Press in Korea. We did an analysis of 81 cases of the court's rulings related to Infringement of right to likeness by the Press from 1990 to 2014. As a result, it shows that the first court's ruling of portrait rights violations by the press was made in 1990. The results showed that there were the increasing number of disputing cases over Infringement of right to likeness against Broadcasting media in the 2000s compared to monthly magazines in the 1990s, which were regarded as gonzo journalism. Since the 2000s, 71% of lawsuits regarding Infringement of right to likeness has been against the Broadcasting Media due to increasing the influence of the broadcasting and possibility of Infringement of right to likeness by visual images. Especially, the number of lawsuits on infringement of rights to likeness has increased rapidly by the Broadcasting Media. Only 23 cases(28.4%) of total 81 cases were decided in favor of the press. the press shows the low success in disputing the rights of likeness. this study shows the korean courts put more weight on the right to likeness and the breaking a balance between freedom of the press and right of person's character. However, 52.9% of the cases was decided in favor of The press against the plaintiff of public figures compared to 22% against the public. It can be difficult for public figures to win lawsuit against the press causing the Infringement of right to likeness. Judging from this fact, it seemed that the court recognized media watchdog for public figures.

The Humanistic Educational Implications of the Motif of Poverty in the Picture Books of Korean Fairy Tales (전래동화 그림책에 나타난 가난 모티프의 인성 교육적 함의)

  • Lee, Ran;Hyun, Eunja;Lee, Hyunjung
    • The Journal of the Korea Contents Association
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    • v.16 no.1
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    • pp.179-189
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    • 2016
  • The aim of this study was to find out the possibilities of humanistic education through text analysis of the picture books of Korean fairy tales dealing with poverty and to discuss the educational implications. For this, the two researchers drew the literal roles of poverty and property in the common narrative structure of seven subject books and discussed the humanistic educational implications. The results are as follows. Firstly, the poverty of a main character was related to good personalities rather than negative personalities such as indolent disposition and formed affirmative values. Secondly, divine existence or animal helpers offered property to the good man in a unrealistic manner so that it emphasized the meaning of reward on their good nature. Thirdly, the bad character of wicked men following the good men was focussed on and their greed for property was the evidence of their wickedness. Most of them were punished because of the wicked motive so that it apparently highlighted the lesson of the good triumphing over the evil by the binary opposition structure. Fourthly, all the fairy tales made the characters treated based on the each personality: punishment or reward. However, the reward was usually property so that the property itself was depicted as a kind of blessings. Based on those findings, some humanistic educational implications were discussed.