• Title/Summary/Keyword: Design Character

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A Study on Analysis of Evaluation Method of resident using saju-myungrihak (사주명리학을 활용한 거주자 평가 방법 분석에 관한 연구)

  • Choi, Sung-Soo
    • Korean Institute of Interior Design Journal
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    • v.16 no.5
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    • pp.115-125
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    • 2007
  • As a part of "The method of suitable design for resident," the purpose of this study is to figure out the resident aptitude of client through "Saju-Myungrihak" more effectively and precisely. That is, the study is to find out the relations between individual character and environmental interior tendency through experimentingss to make Images based on one's individual inherent aptitude and character. For all these reasons, we proudly launch to develop the interior design program based on emotional inherent-aptitude technology for our clients with applying Nakamitch Mizuo's emotional technology thesis "the Expert System." However, a critical implication made by Nakamitch Mizuo's emotional technology, elucidates the fact that there was a problem for understanding the system of client's inherent aptitude. 1. Appearance of The inherent-aptitude in Saju-Myungrihak 2. MBTI (Myers Briggs Type Indicator) Form K 3. To strengthen and develop the tools of visual images through understanding clients' character and tendency by the result of his or her DNA (ACE, DRD4, DRD2, G-protein) test.

A Study on Design Concept of an App with Matching Enneagram and Character

  • Park, Jongjin
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.1
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    • pp.19-24
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    • 2022
  • "Know thyself" is one of the most famous ancient proverbs. We need to know ourselves to understand others and find true ourselves. Enneagram is one of the tools we can use to do it. It has drawn more and more attention from people by its effectiveness and spiritual depth. It has been widely promoted in both business management and spirituality contexts. It has many concepts to be understood. Holy ideas and virtues are understood to be restored to find our true self which is the purpose of using the Enneagram. Actually, holy ideas and virtues are similar with character qualities which comprise character. In this paper, holy ideas and virtues are matched with corresponding character qualities. To promote transformative process of character development through Enneagram, an app was designed. It has 2 levels. Level 1 is to find personality type and show corresponding character qualities of 9 personality types to users. Level 2 is to find subtypes and Enneagram Levels of Development for further purpose.

Analysis of use and satisfaction factors through Domestic Character Preference Survey - Focused on Storytelling and Design - (국내 캐릭터 선호도 조사를 통한 이용충족 분석연구 -스토리텔링과 디자인을 중심으로-)

  • Lee, Jong-yoon;Eune, Ju-hyun
    • Cartoon and Animation Studies
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    • s.47
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    • pp.381-412
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    • 2017
  • Character conveys rich storytelling and various design elements. Domestic characters are changing and developing in various forms through SNS and offline sources, which are being developed in the aspect of contents industry. The purpose of this study is to find out and discuss the factors that character users are using Korean characters as storytelling and color factor. In terms of storytelling, they prefer adventure, fantasy, absurd and humorous stories. In terms of color, it seems that they prefer a character with simple and simple color/ warm color and warm / cute color composition. On the other hand, characters with a simple story, which is the main subject of early childhood education, fashion, or toys in the aspect of storytelling, are not preferred. In terms of color, it was shown that 4 or more colors were combined without a main color. These main colorless characters gave complex feelings that are not preferred. In terms of storytelling, it is necessary to develop and develop the contents of OSMU(One-source Multi use) through story development with adventure and fantasy structure. In terms of color, it is necessary to configure the user with a simple and simple color which is preferred by the users. Also, the assembly robot toy character needs to increase the satisfaction of the character through simple color composition. As a result of this study, the factors that satisfy the users in terms of storytelling and color are derived. These results will contribute to the development of theoretical aspects, storytelling aspects, and character design industry aspects. Despite the significance of the above paper, it was inevitable to limit the research on the analysis of the storytelling of specific characters, the research through the color analysis framework, the accurate data analysis on the color analysis, and the simple comparative analysis of one.

A Study on Character Design through Successful Cases of OSMU in Early Childhood Educational Contents (유아 교육 콘텐츠에서 OSMU 성공사례를 통한 캐릭터 디자인 연구)

  • Lee, Yu-Seop;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.451-457
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    • 2019
  • Reflecting the current craze for early childhood education, the demand for learning contents has soared, kids content is emerging as a key topic of the contents industry. The industry developing digital content for young learners is called the 'angel industry', it is attracting a lot of attention because of the increased demand for early childhood education. This paper selects characters used in successful digital products to study character design for OSMU children's educational contents. Through advanced research, analysis criteria were prepared and analyzed to derive general success strategies for character design. As a result, common design features in the analyzed characters were found and confirmed the need for further research. Hopefully, this study will contribute to OSMU character design and lead to improved development of educational contents and commercialization of various characters.

The Relationship Between Trade Character Recognition and Attitude Toward Brand Category (상품카테고리에 대한 트레이드 캐릭터 인지와 태도간의 관계)

  • 김지애;조동민;오정화;홍찬석
    • Proceedings of the Korea Society of Design Studies Conference
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    • 1999.10a
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    • pp.58-59
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    • 1999
  • 성인전용 제품을 위한 광고가 아동들에게 미치는 영향에 대한 실험적 연구는 미비한 편이다. 대부분의 연구는 아동들이 어떻게 반응하는지에 대한 사례 설명이나 설문응답에 관한 것들이다. (중략)

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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.

A Study on the Visual Expression of the Characters for the Narrative in Animation - A Focus on Skeleton Character in "Coco(2017)" by Pixar - (장편 애니메이션 내러티브를 위한 캐릭터의 시각적 표현에 관한 연구 -픽사(PIXAR) "코코(2017)"의 해골 캐릭터를 중심으로-)

  • Kim, Soong-Hyun
    • Journal of Digital Convergence
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    • v.17 no.12
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    • pp.451-459
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    • 2019
  • This study is aims to examine how the skeleton character in Pixar's Animation is visualized for the narrative of the film and suggests the direction of attractive character development corresponding to the story. First of all, it was conducted the case studies on the narrative of animation, character design, character's emotion expression, and animations featuring skeleton character. Based on this study, it was derived the visual representation of the skeleton character featuring in and analyzed the role and function in the animation. As a result, the expressions by the skeleton's eyes, eyebrows, mouth, lips, and jaw played the most important role for the emotional expression and lines in , and the major characteristic for human facial expression was reflected in the design of the skeleton character. In addition, the various props were used to provide the detailed informations of the skeleton's character, and it was expressed the movement emphasizing its essential attribute. Finally, the skeleton's symbolic image was strengthened by composing and arranging the skeleton's image through Mise en scene. It is expected that this study will be used as a reference for the animation character related researchers and practitioners in the business and it helps develop attractive characters fir the narrative animation in the future.

Study on Competitive Fighting Game SSF4 Han Ju-Ri's Fashion (대전격투게임 SSF4의 한주리 (Han Ju-Ri, 韓蛛俐) 의상에 대한 연구)

  • Yoon, Kyoung Hee;Cho, Woo Hyun
    • Journal of the Korean Society of Costume
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    • v.63 no.7
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    • pp.121-133
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    • 2013
  • The globalization of the world, fueled by the Internet, made possible for individuals to access the cultures around the world, other than their own, easier than ever before. But among those rapidly sought out sub-cultures, the video gaming industry, once a niche market mostly for nerds and geeks, now has become one of the biggest entertainment businesses in the world. In a video game, one of the critical elements that could determine its success or failure is the characters featured in the game. And as the countless number of animated characters from many different video games from the past few years have become incredibly popular among the audiences around the world, the expectations from the fans also grow higher every time a new game comes out. Ultimately this has forced the video game developers to come up with more unique and interesting characters for their video games. And at this point, where a video game character is more than just fictional fantasy but a brand to be recognized, it is worth paying proper attention to the video game characters that represent Korea. Hence in this study, we will take a look at Han Ju-Ri, a Korean character featured in Super Street Fighter IV, a competitive fighting game developed by Capcom, one of the world's most recognized video game companies that started its life as an arcade video game, developer but eventually ventured its business into the online world. The study will propose a complete overhaul of the character by incorporating Korea's own traditional looks.

A Study on the Status of 3Dimension Character Animation Industry (3차원 캐릭터 애니메이션 산업현황에 관한 연구)

  • 백승만
    • Archives of design research
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    • v.14 no.2
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    • pp.87-94
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    • 2001
  • 3D character animation grow rapidly with the development of computer graphic technology and software. Nowadays 3D character animation holds a important position in the various industry fields including movie, advertisement, animation, and game. With the rapid growth of computer graphic, real time animation of complex characters as well as high quality rendering, which was impossible before, are now prevailing. What is remarkable in this growth is the appearance of virtual idol. The virtual idol plays a leading role in 3D character animation and has a synergy effect in the field of fancy and theme park industry. The aim of this inquiry is to examine the status of computer graphic skill and media related to the 3D character animation to search out the problems in the fields and to propose the solution of the problems

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Analysis of Male Character Design's Stereotype through Otome Game - Focusing on Ensemble Stars (오토메 게임을 통한 남성 캐릭터 디자인의 스테레오 타입 분석)

  • Lee, Kyung-Hwa;Paik, Chul-Ho
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.45-54
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    • 2017
  • This study is about stereotype analysis of male character design that can satisfy female gamer's preference. Based on Helen McCarthy's stereotype study of male characters released in 1998, we analyzed 33 characters in the Otome game ensemble stars for mobile. As a result, we were able to find one new type in addition to the six stereotypes of previous studies. Through the emergence of this new stereotype, we are able to find the development of male character design.