• Title/Summary/Keyword: Design Character

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The differences in character design in China, Japan, and Korea : A can study of comic "The Monkey King" (만화<손오공>에 나타난 한·중·일 캐릭터디자인 특징)

  • Kim, Kang;Oh, Chigyu
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.235-238
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    • 2009
  • The character design is part of a culture. That is, it is not just an object but it reflects the cultural tendency and context where it is visualized. It's potential as a cultural medium of communication become pervasive in the field. One of good sources of characters is the classics which represent the nation's culture and history. The topic of this presentation is to show how a character in the Buddhist story, the Monkey King, designed differently in different context. For the purpose, the animation on the Monkey King in China, Japan and Korea are reviewed and analyzed. The result shows that the same animation character has been designed in different way in different context and it reflects the cultural tendency of the country. For example, Koreans tend to emphasize the global feature of the character. In case of Chinese, however, the character designer emphasizes traditional value. Finally, the designer in Japan tries to put their cultural element in detailed part of the character that makes it appeal to the public.

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By Basic Plane Figure, An Analysis Study on Appearance Type of Character in Domestic Kids TV Animation -Focus on the Broadcasting Animation on EBS- (기본 평면도형을 활용한 국내 TV 유아동 애니메이션 캐릭터 형태 분석 -한국교육방송 방영작을 중심으로-)

  • Kim, Suk-Rae;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.14 no.4
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    • pp.397-405
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    • 2016
  • Specially, the character in the kids animation is the fundamental visual element, and also has the high value which is to connect to various related businesses. The main purpose of this study is the analysis for character's appearance by the basic plane figure, and it has studied on the authority of recognition capability which is to catch the simple shape rapidly and clearly rather than complex shape. For this study, I established the standard of analysis and then applied that to the characters which were selected in broadcasting domestic kids animation on EBS. Through this procedure, I analyzed character's appearance with the distribution chart. As the result, the circular and oval shapes are the most frequently used shapes for character's appearance. Finally, I expect the result of this study could be one of the design index for the character creation in practical environment.

Research about the Factors of Styles according to the Characteristics of Characters in the Movie - Focusing on the Movie that was with Actor Kang Ho Song and Keong Ku Seol - (영화 속 캐릭터 특징에 따른 스타일 요소 연구 - 영화배우 송강호, 설경구가 출연한 작품을 중심으로 -)

  • Kang, Eun-Mi;O, In-young
    • The Research Journal of the Costume Culture
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    • v.18 no.2
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    • pp.290-303
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    • 2010
  • In this research, I compared and analyzed the 'factors of style' that expresses and visualizes the 'characteristics of characters' and the characters from three movies each that was filmed with Kang Ho Song and Keong Ku Seol who acted in many movies both. As the result, for the factors for actors' makeup design, since they have limited choices of textures, colors, and the range of changes, changing the tone of skin to light to dark implied the images of characteristics. Somewhat dark skin tone that was like tanned skin expressed the life style of the character who works for an active profession not for an intellectual position. For the factors of hair style, medium sized wavy hair that goes straight down forehead expressed the character's familiar and informal personality while short cut sized all back style hair expressed confidence, sociality, and logical personality of the character. The actors' costume was important to express the characteristics of characters such as changes of their mind, especially the costumes delivered symbolic meanings of the role of their social class, profession, and their financial state. In addition, there were common factors to create and design a character in terms of the changes of the actors' body shape; when the actor acted the character who has conflicts inside and sarcastic personality, they lost weight on purpose while they gained weight and made a barrel shaped body to act the character who is positive in every occasion and does not realize the real world or who is greed.

A Study on the Clothing Design of Giacomo Balls (발라(Giacomo Balla)의 복식디자인 연구)

  • 이금희
    • Journal of the Korean Society of Clothing and Textiles
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    • v.21 no.6
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    • pp.1094-1105
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    • 1997
  • Balla within Italian art is characterized by the irreducibility of proteiforme work. He was aware of the possibility of abolishing all the barriers between major arts and minor arts and he placed dissemination of art in life: He applied his idea of a lively, joyous art to the world around him. His irruption of art into life appeared in futurist clothing. As a father of Futurist fashion he designed the futurist dress for men and women. It was invented a new type of dress. It was conceived as the realisation of his art-life-festivity and created with an mimic funtion of modern city. In futurist men's out-fit, he eliminated static lines, forms and colors and he used asymmetrical cuts and various strong bright colors. The colors was the determinent of factor of use of clothing. Women's dress was secondary to his reevaluation of the male dress but it was current with other European trend. He made dynamic patterns in textile design, which were the key point in the futurist design. The factors of the futurist textile design were abstract character, dynamic character and asymmetrical character. But the patterns was not related to the dynamic forms. His invention of the new style was simple form with dynamic patterns as a modernizing factor in clothing design.

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Research on Character Collaboration Expression in Cushion Cosmetic Products (쿠션화장품에 나타난 캐릭터컬래버레이션 표현분석)

  • Shang, Cun;Lim, Kyung-Ho
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.5
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    • pp.111-117
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    • 2019
  • This paper analyzes the unique consume psychology characteristics of the youth consumer groups, analyzes art collaboration in the cosmetics products design, and takes the cushion cosmetic product as example, and study the expression of art collaboration between the character image and the cosmetic products. The purpose of research is to improve the product value and brand image by analyzes the art collaboration of cosmetics product, In order to provide consumers with novel and personalized product experiences, and to make products more attractive to the youth consumer groups. It can be provided some reference and inspiration for the future direction of cosmetic packaging design for the youth consumer groups.

A Comparative Study on Female Character Design in Disney Animation

  • DaYun Kang;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.314-320
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    • 2023
  • This paper examines how the design of female characters in Disney animations is evolving over time, and explores whether these changes are related to the social status of women in modern society. We analyze in detail how Disney's female character design has undergone changes in form, characteristics, and personality with the transition from 2D animation to 3D animation, and show that the change in perception of women in modern society is behind this change. It shows. It deals with changes in the design and personality of female characters, focusing on major Disney animation works before and after 2010. Starting with the movie <Rapunzel>, released in 2010, female characters showed stronger and more active characteristics and changed from traditional Disney princesses. Disney is bringing about this social change by breaking away from the image of an independent woman and showing the growth process of overcoming hardships based on one's abilities and the support of one's family, as well as the increasing number of female characters of various races and appearances. The conclusion was reached that it shows a conscious and active willingness to accept it.

Generation of Emergent Game Character′s Behavior with Evolution Engine

  • Hong, Jin-Hyuk;Cho, Sung-Bae
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2003.09a
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    • pp.698-701
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    • 2003
  • In recent years, various digital characters, which are automatic and intelligent, are attempted with the introduction of artificial intelligence or artificial life. Since the style of a character's behavior is usually designed by a developer, the style is very static and simple. So such a simple pattern of the character cannot satisfy various users and easily makes them feel tedious. A game should maintain various and complex styles of a character's behavior, but it is very difficult for a developer to design various and complex behaviors of it. In this paper, we adopt the genetic algorithm to produce various and excellent behavior-styles of a character especially focusing on Robocode which is one of promising simulators for artificial intelligence.

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An Analysis on Learning Effects of Character Animation Based-Mobile Foreign Language Vocabulary Learning App (캐릭터 애니메이션 기반 모바일 외국어 어휘 학습 앱 효과 분석)

  • Kim, Insook;Choi, Minsuh;Ko, Hyeyoung
    • Journal of Korea Multimedia Society
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    • v.21 no.12
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    • pp.1526-1533
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    • 2018
  • This study aims to provide implications for mobile foreign language vocabulary learning app by analyzing the effects of mobile vocabulary learning app based on character animation. For this purpose, we applied the learning application designed with character animation and text, and the application designed with text only to two groups of learners, and analyzed the effect. As a result, we found that application designed with character animation and text was useful in recognition frequency and duration concerning learning. Regarding learning outcomes, we found that it is useful not only in memory but also in learning interest and motivation. This study provides implications for learning method and design development of mobile-based foreign language vocabulary learning application which actively using recently.

Game Character Image Generation Using GAN (GAN을 이용한 게임 캐릭터 이미지 생성)

  • Jeoung-Gi Kim;Myoung-Jun Jung;Kyung-Ae Cha
    • IEMEK Journal of Embedded Systems and Applications
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    • v.18 no.5
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    • pp.241-248
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    • 2023
  • GAN (Generative Adversarial Networks) creates highly sophisticated counterfeit products by learning real images or text and inferring commonalities. Therefore, it can be useful in fields that require the creation of large-scale images or graphics. In this paper, we implement GAN-based game character creation AI that can dramatically reduce illustration design work costs by providing expansion and automation of game character image creation. This is very efficient in game development as it allows mass production of various character images at low cost.