• Title/Summary/Keyword: Character line

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Research Consisting of Comparison of Character Contents through Collaboration (콜라보레이션을 통한 캐릭터 콘텐츠 비교 연구)

  • Im, Ri-Na;Kim, Seung-in
    • Journal of Digital Convergence
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    • v.14 no.10
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    • pp.449-454
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    • 2016
  • Characters have been frequently used as a symbol or an icon in above the line advertising for generations. It has become an essential factor for companies to research about the experience that consumers have by engaging with the products that are partnered with famous or brand characters before introducing a product to the market. The character trademark has become more popular and interesting than the product itself. Therefore, products have become dependent on its character trademark. The ultimate purpose of this research is to find effective ways of increasing the value of the brand by observing various characters and how people interact with these characters, depending on the consumer's age, gender, and so forth. One would be able to collect data or information from documents as a method of this research and grasp different contents, components, concepts, and contexts of character collaboration and affiliate characters from well-known messengers, such as Kakaotalk and Line. In addition, by re-analyzing Peter Morville's Honeycomb tool, its method would set the scale of the user experience and one would be able to conduct interviews with those who are using collaboration products. This study reveals extensive guidelines for character partnership or collaboration that have been successful and creating effective marketing skills.

APP campaigning: How presidential candidates present themselves by LINE and the responses of voters in the 2016 Taiwanese presidential election

  • Chen, Chi-Ying;Chang, Shao-Liang
    • International Journal of Internet, Broadcasting and Communication
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    • v.9 no.1
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    • pp.51-55
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    • 2017
  • LINE, an instant message App with a powerful capability of transmitting various forms of data, has been overwhelmed in Asia since launched in 2011. Due to its popularity, LINE was first used in the 2016 Taiwanese presidential election. This research utilized a functional approach of campaign communication discourse and political visual images to analyze how candidates managed and presented themselves by textual and visual information on LINE. Regarding the textual information, results revealed their strategy inclined to reverse gender stereotype because the female candidate emphasized policy over character, while the male emphasized character over policy. Both candidates did not fully employ ten image functions because they utilized mostly the emotional and image building functions. The female candidate message achieved the largest total amount of 'like' and 'share'. This study probes into the App campaigning and improve the feasibility and practicability to share knowledge of political communication by new media.

Analysis of Ontological Representation of AOS Game Character - focused on - (AOS 게임 캐릭터의 존재론적 재현 양상 분석 - <리그 오브 레전드>를 중심으로 -)

  • Han, Hye-Won;Koo, Hye-In
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.185-198
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    • 2015
  • The purpose of this study is to analyze representation of characters of AOS online-game in order to find out the meanings of ontological game characters. This study selects characters of on-line game to analyze representations of game characters by Pierre L$\acute{e}$vy's ontological theory. The characters which represented in on-line games reproduced by costume play in off-line world reflect human desire and construct human existence. Online game character is an existing substance, which could expand human experiences by crossing virtual game world and reality in digital era.

'Master Character Set-up' for Effective Management of 3D Animation Pipe Line (애니메이션 효율적 공정관리를 위한 캐릭터 셋업)

  • Chae, Eel-Jin
    • The Journal of the Korea Contents Association
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    • v.7 no.4
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    • pp.133-140
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    • 2007
  • The current 3D CG animation pipe line, which is the production system, does not have an effective solution that all animation departments are able to start their jobs independently against other animation departments. It is generally acknowledged that we could not do animating task before the modeling and set-up task. This kind of process has caused loss of labour. We could expect lasting problems which is stopping marking animating process before the previous process done again in case of requiring editing the jobs which are modeling and set-up. We could solve these "bottleneck" situation with "master character" defined as standard, so that animate and retake the job independently against other departments. These new process could accelerate the animation pipe line system.

The Ugliness Expressed in On-line Game Character's Fashion on Cyber-Space (가상공간의 온라인 개념 캐릭터 패션에 표현된 추[醜])

  • Seo Jung-Lip;Jin Kyung-Ok
    • Journal of the Korean Society of Costume
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    • v.56 no.1 s.100
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    • pp.106-120
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    • 2006
  • Using aesthetics of Rosencranz as the basis, this study contains the peculiarities of 'ugliness' and the obscured conceptual meaning of 'avant-garde', 'grotesque', and 'decadence' that are being utilized under ambiguous significance are defined through modern fashion and fashion of online game characters. Forms of 'ugliness' expressed in modern fashion and in games characters display distortion of form through incongruity, unbalance, disproportion and disharmony, and with this lack of form and expressional imprecision, both contain the elements of comical characteristics of vulgarity and repugnance. The difference in 'ugliness' between modern fashion and game character fashion is, the significance of 'ugliness' being expressed in modern fashion challenges new concepts by refusing tradition and recovering the human nature that has become turbid. On the other hand, 'ugliness' in game character fashion complements the story of the game that uses legends, fantasies or novels as its basis. Opposed to the significance of recovering human nature that is displayed in modern fashion, in order to terminate the opposing game character, the fashion of game characters exaggerates the form of modern fashion with added brutality. In addition, with the advantage of virtual reality that allows a more flexible expression than in the real word, images created are more sensational and excessive use of grotesque images are being expressed.

On-line Recognition of Chinese Characters Based on ART-l Neural Network (ART-1 신경망을 이용한 온라인 한자 인식)

  • 김상균;정종화;김진욱;김행준
    • Journal of the Korean Institute of Telematics and Electronics B
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    • v.33B no.2
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    • pp.168-177
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    • 1996
  • In this paper, we propose an on-line recognition system of chinese characters using an adaptive resonance theory-1(ART-1) neural network. Strokes, primitive components of chinese characters are usually warped into a cursive form and classifying them is very difficult. To deal with such cursive strokes, we use an ART-1 neural network that has the following advantages: (1) it automatically assembles similar patterns together to form classes in a self-organized manner: (2) it directly accesses the recognition codes corresponding to binary input patterns after self-stabilizing; (3) it doesn't tends to get trapped in local minima, or globally incorrect solutions. A database for character recognition also dynamically constructed with generalized character lists, and a new character can be included simply by adding a new sequence to the list. Character recognition is achieved by traversing the chinese datbase with a sequence of recognized strokes and positional relations between the strokes. To verify the performance of the system. We tested it for 1800 daily-used basic chinese second per character. This results suggest that the proposed system is pertinent to be put into practical use.

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Estimation of emission rate for railroad rolling stock sources in Busan Metropolitan City (부산광역시에서 철도차량 배출원에 의한 오염물질 배출량 산정)

  • 이화운;김유근;김희만;박종길;장난심;이희령
    • Journal of Environmental Science International
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    • v.10 no.6
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    • pp.407-415
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    • 2001
  • A case of air pollution study of estimation of emission rate for source to railroad rolling stock and emissive character about is unusual. Recent emission rate of railroad rolling stock was estimated with emission factor of EPA in three region(Seoul, Incheon, and Gyeonggido). But this EPA factor could be incorrect because Korea and America have a different railroad environment in the variety of fuel and character of railroad rolling stock In this study, emission rate of each line, car and region(district) with omission factor of Korean case(National Railroad Administration, 1997) was estimated. In Busan Metropolitan City, railroad rolling stocks were divided accoding to, each line, car and service. Particularly, the Idle fuel rate omitted in the preceding study was included in calculation fuel rate. Total emission rate of Busan Metropolitan City was 887.41 t/year Each emission rates of Kyeongbu line, Donghaenambu line, Gaya line, Uam line, Bujeon line, and idle was 489.15t, 196.46t, 33.94t, 12.66t, 6.47t, and 48.75t, respectively.

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Analysis of Gender Identity of On-line Game Character - focused on - (온라인 게임 캐릭터에 나타난 젠더 정체성 분석 - <리그 오브 레전드>를 중심으로)

  • Han, Hye-Won;Kim, Seo-Yeon;Koo, Hye-In
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.147-160
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    • 2014
  • The purpose of this study is to analyze figurations of genders in on-line game character in order to find out the ways of building gender identity of on-line game characters. This study selects characters in on-line game to analyze figurations of genders in game systems, images, discourses of game characters by using gender identity theory and examine the reproducing process of players. As the result, the gender identity of on-line game characters which was pre-given by game developers follows the same conventions and stereotypes in real world and also the players follow it in the same manner. On-line game has the potential of text involvement and modification of the game players, and it has immanent possibilities of becoming alternative space of endless improvement and evolvement.

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.

A Study on an On-Line Il-Pa Shorthand Character Recognition Using Fuzzy Inference (Fuzzy 추론을 이용한 일파식 속기문자의 On-Line 인식에 관한 연구)

  • 김진우;장기흥;김도현
    • Journal of the Korean Institute of Telematics and Electronics B
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    • v.31B no.1
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    • pp.99-106
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    • 1994
  • In this paper, we develop an algorithm which recognizes Ilpa-style shorthand characters by on-line. It discriminates the structure of characters using coordinates which are measured by tablet board, then it outputs the recognized characters using the fuzzy inference rules. Shorthand characters have several forms, in which an initial or a middle sound depends on angle and length while a last sound is treated as a hook. We apply fuzzy inference rules to the discrimination of the length, the angle, the curve, and the straight line. We also built up a set of standard character codes in order to reduce the processing time.

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