• Title/Summary/Keyword: Design Character

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An Adaptive Slicing Method Using both Contour Lines and Vertical Character Lines (등고선 간격과 수직 방향 특징선을 이용한 RP파트의 Adaptive 단면화 방법)

  • 최광일;이관행
    • Korean Journal of Computational Design and Engineering
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    • v.3 no.1
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    • pp.15-21
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    • 1998
  • Several adaptive and direct slicing methods have been developed to make the slice data for RP parts with better accuracy and speed. This research deals with a new adaptive slicing algorithm that shows drastic improvement in computing time for calculating the slices of a part. First, it uses less number of sampling points fur each slice in determining the thickness of the next slice. Secondly, the idea of contour map is utilized to determine the optimal sampling point on each slice. Thirdly, the calculation efficiency is further improved by introducing vertical character lines of the given part. The results in terms of accuracy and speed are compared with the existing methods.

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A study on Characteristics of Installation object Appeared in Interior of contemporary Commercial Space (현대 상업공간 실내에 나타난 설치적 오브제의 표현특성에 관한 연구)

  • Kim, Ki-Young;Kim, Moon-Duck
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2008.05a
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    • pp.203-208
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    • 2008
  • Installation art in 20th century shows an expanded trend as a result of material, time, or spatial expansion of subject, therefore subjects could be either materials or non-materials. This trend says that three elements-objet, space, and spectator-is inseparable essence of installation art. Nowadays, the borderline between installation art and everyday human life is getting indistinctive, and both Installation art and human life are becoming a part of another. By adapting the flexibility of installation art into the interior space, more interaction could happen, therefore, people will recognize spatial and visual character of Interior space as a visually satisfying Installed object. The main goal of this study is to understand changing of spatial composition in consequence of expressional variety as a result of dispersion of spatial elements. Especially, this study gives a fundamental ideas about private character of installations art in commercial spaces and expressional character of modern installations.

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The Study on Body Language in Animation as Functional Aspects -Focusing on Mulan, Beauty and the beast, Aladdin, Sinbad- (기능론적 관점에서 본 애니메이션의 신체언어 연구 - 뮬란, 미녀와 야수, 알라딘, 신밧드를 중심으로-)

  • Chung, Mi-Ghang;Lee, Mi-Young;Kim, Sung-Hee;Kim, Jae-Ho
    • Archives of design research
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    • v.20 no.1 s.69
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    • pp.55-64
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    • 2007
  • Non-verbal communications are important because they support and replace verbal communication. Body language of various non-verbal communications is the communication using the body. In animation, expression of body language is very important because characters play an important role in communicating the scenario. Animation has a dual communication structure, different from general communication. One is the communication between the speaker character and the hearer character, the other is the image and the audience, which includes the communication between the speaker character and the hearer character. In this study, we divide the body language from the characters into the discourse-in act and discourse-out act according to this dual structure and classify it into adaptors, emblem, illustrator, regulator, affect display by a functional approach method. Especially, the illustrator is subdivided into pragmatic speech act. Finally, this study analyzes the features of body language in animation and represents animation character's body language for an effective expression of the communications in animation.

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3D Animation Character Development Pipeline using 3D Printing (3차원 프린팅을 활용한 3차원 애니메이션 캐릭터 개발 파이프라인)

  • Kim, Kyoung-Ho;Lee, Jeongjin
    • The Journal of the Korea Contents Association
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    • v.13 no.8
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    • pp.52-59
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    • 2013
  • Recently, the importance of the efficient production pipeline design has been increased for 3D animation, which becomes more delicate. In this paper, we propose 3D animation character development pipeline using 3D printing technology. We introduce 3D printing procedure into each step of the classical 3D animation and character development pipeline to incorporate the feed-back from the designer immediately. Specially, during the production step, we can find the design errors and minimize the period of production by using 3D printing of approximate shape of designed character. Using proposed method, eight DreaMegg characters were developed and their quality was very high with respect to 3D virtual graphics and real product. Using our method, high-quality 3D animation character can be developed with the minimized time and cost for development by reflecting the feed-back into production line from designers and researchers immediately.

CGS System based on Three-Dimensional Character Modeling II (Part 2: About Digital Process) (3차원 캐릭터 모델기반 CGS System 구축 II (Part 2 : Digital Process에 관하여))

  • Cho, Dong-Min;Cho, Kwang-Soo
    • Journal of Korea Multimedia Society
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    • v.13 no.7
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    • pp.1095-1104
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    • 2010
  • This study is to suggest the design generation methodology for the maximization of idea generation ability and to overcome restriction of thinking out of existing idea generation methodology, it has suggested the CGS(Character Generation System) that is a creative idea generation methodology identified and complemented the problem of the existing computerized idea generation(PDS with Proportion) method out of the preceded studies on the creative idea generation methodologies. In addition, this research being extended on the article vol.11,no.11, "CGS System based on Three-Dimensional Character Modeling Ⅰ(Part1: about Non-Digital Process )," on Korea Multimedia Society in November 2008 issue and this study is expected to have effectives as one method for idea generation or creative image generation assistance during the 3D character development process with practical implementation of system, research directions and present the results.

An Analysis of the Consumer's Behavior on the Fashion Brands Applying the Characters (캐릭터 활용 패션브랜드에 대한 소비자행동 분석)

  • Yu, Ji-Hun
    • Journal of the Korea Fashion and Costume Design Association
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    • v.9 no.1
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    • pp.173-187
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    • 2007
  • The purposes of this study were to examine the consumer's behavior on the brands applying the characters by gender, age and residential district, and then to propose the future planning of brands applying the characters and distribution strategies. From Junior on middle school to forty-year olds were selected for this study and areas were grouped to five for comparing the residential distinction. The questionnaire was consisted with 25 questions. Nominal scale and 5-interval scale were used for analysis. The SPSS 12.0 was used to analyze the technical statistics such as average, frequency, t-test, ANOVA, and $x^2$. The results of this study were as follows : 1) The characters influenced on remembering the brand's name regardless gender, agen and residential district. 2) When consumer bought the brand with character, the most important factor is the brand name recognition. 3) It would be desirable to use the one or two mixed methods which express the characters on the clothes. 4) When they distribute the character brands, they would supply more feminine characters in 3rd district, more manly one in 4th district and less quantities in the 3rd and 4th district for lowering inventory. The next must be follow to succeed the character using strategy of fashion brands. It is needed to segment the target for new character creation of specific generation, and to grasp the point of the trend which oriented by the target, and to reflect what they like and what they feel sympathy on character image and brand concept.

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A Case Study of Intellectual Property Rights Using Animation Characters (애니메이션 캐릭터를 활용한 Intellectual Property 사례 연구)

  • JIANG, QIANQIAN;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.361-366
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    • 2022
  • Recently, with the development of convergent media, the digital animation industry has developed a variety of content centered on the role of Intellectal Property. The excellent IP role image has created huge economic benefits in business. This paper selects three representative Intellectual Property animation cases from Japan, the United States and China. Analyzed of the reuse of IP animation character images and combined with the era technology and the style of culture and art, the traditional cultural IP roles are reconstituted into modern character design two aspects. Through the research of this paper, can understand the expansion possibility of IP animation according to the use of character image. It is expected that when making digital animation, can recognize the importance of intellectual property and use it as a reference for role development.