• 제목/요약/키워드: Character making

검색결과 395건 처리시간 0.026초

스톱모션 애니메이션 캐릭터 의상제작과정에 관한 사례 연구 (A case study on the costume making process of stop motion animation characters)

  • 김기훈;서지성
    • 복식문화연구
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    • 제20권5호
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    • pp.655-663
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    • 2012
  • Due to increased interest in character costumes, the field of animation character costume design is gradually developing into a specialized domain. The costume-making process for animation characters presents many differences from the costume-making process for regular apparel. However, there remains insufficient research on the actual process of making the character costumes used in stop motion videos both in Korea and abroad. The purpose of this study is to establish a costume design process for animation characters. Furthermore, this study presents a case study on the costume planning and making process for 3D stop motion animation characters. The character costume-making process was segmentalized into the following stages: character analysis stage, character modeling stage, and character costume making stage. In the character analysis stage, the investigator analyzed the character's movements, designed the character images, and analyzed the movements and motions of the animation characters. After completing character modeling, this study proposed a method for making the character costume. The style of the character costume was designed, and the structural design reflected the position and size of joints as well as the angle of movements. The patterns of the character costume were produced through dimensional tailoring after measuring the body size of the character. Afterward, the costume was completed after passing through the fitting and revision stages. The clothing material was selected to fit the colors and feelings shown in the illustration. To complete the costume after comparing it with the initial illustration, it was revised based on the assessment of its volume and overall atmosphere.

성인학습자의 진로결정 자기효능감이 행복한 삶에 미치는 영향: 성격강점과 감사의 매개효과 (The Effects of Career Decision Self-Efficacy on Happy Life in Adult Students: The Mediating Effect of Personality Strength and Gratitude)

  • 김은미
    • 한국융합학회논문지
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    • 제11권2호
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    • pp.93-100
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    • 2020
  • 본 연구는 성인의 행복한 삶에 영향을 미치는 요인으로 진로결정 자기효능감, 성격강점, 감사가 어떤 관련이 있는 지를 알아보고자 하였다. 조사대상자는 대학교와 대학원에 재학 중인 89명의 성인학습자를 대상으로 하였다. 자료분석을 위해 SPSS 23.0과 PROCESS Macro를 사용하였다. 본 연구에서 설정한 변인들인 진로결정 자기효능감, 성격강점, 감사, 행복한 삶 간에는 유의미한 상관이 나타났다. 또한 독립변인인 진로결정 자기효능감이 종속변인인 행복한 삶에 영향을 미치는 직접효과는 유의미 하지 않았다. 한편 매개변인인 성격강점과 감사는 유의미하여, 간접효과와 총효과는 유의한 결과가 나타났다. 진로결정 자기효능감이 행복한 삶을 직접적으로 예측하지 못하지만 성격강점과 감사를 매개한다면 행복한 삶을 예측할 수 있다는 것을 의미한다.

멀티 프로세서 시스템에 의한 고속 문자인식 (High Speed Character Recognition by Multiprocessor System)

  • 최동혁;류성원;최성남;김학수;이용균;박규태
    • 전자공학회논문지B
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    • 제30B권2호
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    • pp.8-18
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    • 1993
  • A multi-font, multi-size and high speed character recognition system is designed. The design principles are simpilcity of algorithm, adaptibility, learnability, hierachical data processing and attention by feed back. For the multi-size character recognition, the extracted character images are normalized. A hierachical classifier classifies the feature vectors. Feature is extracted by applying the directional receptive field after the directional dege filter processing. The hierachical classifier is consist of two pre-classifiers and one decision making classifier. The effect of two pre-classifiers is prediction to the final decision making classifier. With the pre-classifiers, the time to compute the distance of the final classifier is reduced. Recognition rate is 95% for the three documents printed in three kinds of fonts, total 1,700 characters. For high speed implemention, a multiprocessor system with the ring structure of four transputers is implemented, and the recognition speed of 30 characters per second is aquired.

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웹 캐릭터 특성과 선호도에 관한 연구 (A Study on the Property of Web Character)

  • 권오탁
    • 경영과정보연구
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    • 제13권
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    • pp.49-70
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    • 2003
  • Characters consist of non-digital characters and digital characters. Digital characters consist of general digital characters and web characters. The web characters is important in the rate of web site and web contents. But there is nothing about studies of web character. This study explain a definition, concept and property of the web character, suggest the correlation of web character preference and property of web character in korea web site. The properts of web character are simplicity, sympathy and originality. By results of this study, sympathy and originality of web character have relations with preference of web character. But simplicity of character has not relations with that. This study will do much for making the web character.

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구매유형에 따른 산업재 구매의사결정에 미치는 영향요인 (Influence Factors of Purchasing Decision Making of Industrial Buyer According to Purchasing Style)

  • 이승희;이영하;김혜경;조영준
    • 디지털융복합연구
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    • 제6권3호
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    • pp.121-129
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    • 2008
  • This paper aimed to exam the influence factor of purchasing decision making of industrial buyer and analyzed their effects on success. From the previous studies, we extracted influence factor which are buying center, character of Industrial goods provider. The result showed the difference in the purchasing decision-making process in accordance with the type of buying task(Hypothesis 1). And a test was made the difference in the mode of purchase decision-making(Hypothesis 2). A test was made the difference in supplier's evaluative criterion in accordance with the type of buying task(Hypothesis 3).

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A Study for analysis of Inverse Kinematics system to Character Animations & Motion Graphics education

  • Cho, Hyung-ik;Shin, Seung-Jung
    • International journal of advanced smart convergence
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    • 제10권3호
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    • pp.149-156
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    • 2021
  • Today, 3D softwares have become an essential tool in all areas of Video, including Movies, Animations, CFs, Motion Graphics and Games. One of the most commonly used fields is the 3D character video part. However, these 3D character animations and motion graphics softwares are difficult to learn and too much to learn, making it difficult to learn them all in a university education with a limited time of four years. In this paper, many Inverse kinematics tools, which are essential in the 3D character animations and motion graphics field, compare and analyze the strengths and weaknesses of each tool, focusing on Bone, Character Studio, and Character Animation Toolkit, which are most commonly used in work fields. And use Delphi techniques for 3D experts to secure objectivity. Therefore, for universities that require large amounts of teaching in a limited time, I propose an analysis of which of the above three Inverse Kinetics tools is advantageous for students to select and focus on for efficient education.

창의·인성 함양을 위한 '교훈적 동화 만들기' 수업 모형의 적용 방안 (Implementation of 'Instructive Fairy Tale Story Making' Model to Cultivate Creativity and Character)

  • 김훈희;최윤희
    • 한국콘텐츠학회논문지
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    • 제15권7호
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    • pp.655-663
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    • 2015
  • 본 연구는 아동들의 창의력 증진과 인성 함양을 위하여 러시아에서 개발된 '교훈적 동화 만들기' 수업 모형을 탐색하고 우리나라에서의 적용 방안을 제시하고자 한다. 동화는 아동들이 자신의 창의력을 펼쳐 보이고 자신의 잠재적 능력을 확인해 볼 수 있는 첫 관문 중 하나이며, 자신을 인식하고 성취감을 통한 자신의 감정을 체험할 수 있는 좋은 장르이다. 이 수업을 통해 아동들은 문학 작품의 장르를 인식하고 구별할 수 있으며, 동화를 만들기 위한 알고리듬을 익히고, 이러한 알고리듬을 바탕으로 해서 교훈적인 동화를 만들어 본다. 작품을 만들기 위해 상상하고, 분석하고, 만들어가는 과정 속에서 아동들의 상상력과 창의력 및 언어적 표현력이 더욱 개발될 것이며, 동시에 일상생활에서 삶의 도덕적이고 윤리적인 요소들을 좀 더 면밀하게 살피고 활용하며, 내면화하는 작업을 익히게 될 것이다.

가정내 인성교육을 위한 부모 역할 지원 방안 탐색 (Policy Study on Parents Support for Character Education within Family)

  • 이현아;진미정
    • 가정과삶의질연구
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    • 제31권4호
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    • pp.65-82
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    • 2013
  • This study focuses on the roles of family and parents as primary environments for character education of children and adolescents, examines surrounding micro and macro environments in a bioecological model, and explores parent support methods for restoring character education in family. For this study, we had interviews with 54 parents(44 mothers & 10 fathers). Through the interviews we found difficulties of character education in family and analyzed them in children and teenagers, parents, school, and social-cultural dimensions based on the bioecological model. On the basis of the parents' perception for these difficulties, we proposed how to support the roles of family and parents for recovering character education in family. The policy methods were propsed in family, school, and society dimensions. This study is meaningful in that it suggests evidence base for making the parent support policy.

Web환경에 따른 아바타 캐릭터의 사용자 선호 Type에 관한 연구 (A Study on the User Preference Type of Avatar Character in the Web Environment)

  • 강민수;조동민
    • 디자인학연구
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    • 제15권4호
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    • pp.121-128
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    • 2002
  • Web환경의 발달로 인해 아바타(Avatar), 사이버캐릭터(Cyber Character), 사이버 펫(Cyber Pet), 이모티콘(Emoticon)등의 멀티미디어 캐릭터들이 등장하게 되었다. 인터넷 사용자들은 과거에는 Web의 익명성에 매료되었다면 현재는 이러한 멀티미디어 캐릭터를 이용하여 자신을 표현하고 나타내고자하는 욕구들이 늘어나고 있다. 따라서 본 연구에서는 다양한 멀티미디어 캐릭터 중에 아바타 캐릭터 Type에 대한 사용자들의 선호도와 선호요인을 조사하여 일반 캐릭터와 상호비교 해봄으로써 기존의 일반 캐릭터와는 다른 아바타 캐릭터만의 특성에 대해 알아보고 아바타 캐릭터 제작시 가장 효율적인 접근 방법을 제시하고자 하였다. 그 결과 가장 효과적인 아바타 캐릭터 Type은 캐릭터의 형태나 성격, 느낌을 우선적으로 고려하기보다는 먼저 아바타 캐릭터의 기능적인 면을 고려한 즉 사용자의 개성이 좀더 어필 될수 있어야 하며 사용자의 개성 연출에 적합한 Type으로 제작되어야한다는 결론을 내릴 수 있었다.

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