• Title/Summary/Keyword: Character making

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

  • Kim, Ki Hoon;Suh, Ji Sung
    • The Research Journal of the Costume Culture
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    • v.20 no.5
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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.

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

  • Kim, Eun-Mi
    • Journal of the Korea Convergence Society
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    • v.11 no.2
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    • pp.93-100
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    • 2020
  • The purpose of this study was to examine the relationship between career decision-making self-efficacy, character strength, and gratitude as a factor influencing the happy life of adults. Subjects were 89 adults in university and graduate school. SPSS 23.0 and PROCESS Macro were used for data analysis. Significant correlations were found between career decision-making self-efficacy, character strength, gratitude, and happy life. The direct effect of career decision-making self-efficacy, an independent variable, on happy life, a dependent variable, was not significant. Character strength and gratitude, which are mediators, were significant. Therefore, the indirect effect and the total effects showed significant results. Career decision-making self-efficacy does not directly predict a happy life, but if it mediates character strengths and gratitude, it means that a happy life can be predicted.

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

  • 최동혁;류성원;최성남;김학수;이용균;박규태
    • Journal of the Korean Institute of Telematics and Electronics B
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    • v.30B no.2
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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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A Study on the Property of Web Character (웹 캐릭터 특성과 선호도에 관한 연구)

  • Kwon Oh-Tack
    • Management & Information Systems Review
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    • v.13
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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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Influence Factors of Purchasing Decision Making of Industrial Buyer According to Purchasing Style (구매유형에 따른 산업재 구매의사결정에 미치는 영향요인)

  • Lee, Seong-hee;Lee, Young-Ha;Kim, Hye-Kyoung;Cho, Young-Jun
    • Journal of Digital Convergence
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    • v.6 no.3
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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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    • v.10 no.3
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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.

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

  • Kim, Hun-Hee;Choi, Yun-Hee
    • The Journal of the Korea Contents Association
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    • v.15 no.7
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    • pp.655-663
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    • 2015
  • The purpose of this study is to inquiry 'instructive fairy tale story making' teaching model developed in Russia to cultivate creativity and character and to present implementation idea in Korea. Fairy tale story is one of first tasks to spread his and her creativity and latent ability, and good genre to identify and express his and her feeling and to accomplish through these experience for children. In process of this teaching model, they are able to recognize and compare good literary works, to know 'instructive fairy tale story making' algorithm and to do 'instructive fairy tale story making' personally. As a result, students' imagination, creativity and linguistic performance would be developed more through 'instructive fairy tale story making', at the same time they will examine closely and apply moral and ethical contents in daily life and internalize.

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

  • Lee, Hyunah;Chin, Meejung
    • Journal of Families and Better Life
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    • v.31 no.4
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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.

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

  • 강민수;조동민
    • Archives of design research
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    • v.15 no.4
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    • pp.121-128
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    • 2002
  • It makes an appearance that multi-media of Avatar, Cyber-Character, Cyber-Pet, Emoticon caused by Web-Environment advancement. Internet-User was fascinated by anonymous name of Web in the past but a desire goes on increasing to express oneself using the multi-media characters. Therefore, this study investigates that the feature of avatar character different from the general characters as making a survey of preference of avatar characters type in the various multi-media characters and presenting an efficient method at the making avatar characters. Consequently, the most efficient avatar characters type have to be concerned about functional factors rather than feature, feeling. exactly, it must be make conspicuous to personality of user and must make suitableness type of personality.

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