• Title/Summary/Keyword: Design Character

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A study on the Effect of Surface Processing and Expression Elements of Game Characters on the Uncanny Valley Phenomenon (게임 캐릭터의 표면처리와 표현요소가 Uncanny Valley 현상에 미치는 영향에 관한 연구)

  • Yin, Shuo Han;Kwon, Mahn Woo;Hwang, Mi Kyung
    • Journal of Korea Multimedia Society
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    • v.25 no.7
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    • pp.964-972
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    • 2022
  • The Uncanny Valley phenomenon has already been deemed as theoretical, and the characteristics of game character expression elements for the Uncanny Valley phenomenon were recognized through case analysis as well. By theoretical consideration and case studies, it was found out that the influential elements of the Uncanny Valley phenomenon can be classified as two primary factors: character surface treatment and facial expression animation. The prepared experimental materials and adjectives were measured to be Five-Point Likert Scale. The measured results were evaluated for both influence and comparative analysis through essential statistical analysis and Repeated Measuring ANOVA in SPSS. The conclusions which were drawn from this research are as follows: The surface treatment of characters did not substantially affect the Uncanny Valley phenomenon. Instead, character's expression animation had a significant impact on the Uncanny Valley phenomenon, which also led to another conclusion that the facial expression animation had an overall deeper impact on Uncanny Valley phenomenon compared with character's surface treatment. It was the unnatural facial expression animation that controlled all of the independent variables and also caused the Uncanny Valley phenomenon. In order for game characters to evade the Uncanny Valley phenomenon and enhance game immersion, the facial expression animation of the character must be done spontaneously.

A Study on the Formative Characteristics of Character Design : Focusing on Body Proportion (캐릭터 디자인의 조형적 특성에 관한 연구 -신체비례를 중심으로-)

  • Jung, Hye Kyungg
    • Journal of the Korean Society of Floral Art and Design
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    • no.41
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    • pp.45-59
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    • 2019
  • The characters that could be connected to diverse cultural contents have formed diverse platforms with the development of digital technology, and the size of the relevant industry and market is rapidly growing. Recently, the utilization of character emoticons for smartphone messenger has been rapidly increased, so that the characters are settled down as a tool for non-verbal communication, on top of drawing attention as an independent area. With the expansion of character market, the importance of design that could give interest and familiarity to consumers is more emphasized. The body proportion of characters includes the implicative and symbolic meanings that could express diverse personalities. Thus, this study examined the body proportion of the characters with the high consumers' preference, and then analyzed the characteristics of formative elements of character design in accordance with the body proportion. In the results of the analysis, the exaggerated form of SD characters in two or three-head figure, and the realistic Real characters in seven or eight-head figure were preferred. For the SD characters, the colors with a high chroma showing the cute and cheerful image were used. For the Real characters, the cubic effect was expressed through the colors with active images and the light and shade of color. Even though the SD characters have limited motions due to the omitted body parts, the facial movements of animation characters are exaggerated while the Real characters describe the realistic and dynamic motions.

Structural Design of a Cathode-ray Tube (CRT) to Improve its Mechanical Shockproof Character

  • Park, Sang-Hu;Kim, Won-Jin
    • Journal of Mechanical Science and Technology
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    • v.20 no.9
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    • pp.1361-1370
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    • 2006
  • An electronic beam mis-landing phenomenon on the RGB (red/green/blue) -fluorescent surface has been considered as one of serious problems to be solved in cathode-ray tube (CRT), which is generally caused by mechanical shock and vibration. In this work, structural design concepts on the major parts of the CRT, such as a frame, a shadow mask, and a spring, are studied to improve the mechanical shockproof character of a CRT by FEM-analyses and experimental approaches ; a frame is newly designed to have strength employing the double-corner-beads which reduces considerably the distortion of the frame and the shadow mask : the edge-bead of a shadow-mask is redesigned to maintain the wide curved surface of a shadow-mask after mechanical shock : finally, a spring supporting the frame and the shadow-mask is designed to have enough flexibility along drop-direction. As an example, a conventional type of a 15inch CRT was utilized to demonstrate the feasibility and usefulness of this work. Overall, some favorable information on the structural design of the CRT is achieved, and the mechanical shockproof character of a 15-inch CRT is improved in the degree of 3G $(1G=9.81m/s^2)$ as an average-value.

Aesthetic Characteristics of Traditional Korean Patterns Expressed on Contemporary Fashion Design - from 1990 to 2005 -

  • Hyun, Sun-Hee;Bae, Soo-Jeong
    • Journal of Fashion Business
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    • v.11 no.6
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    • pp.139-156
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    • 2007
  • The purpose of this study is to analyze the aesthetic characteristics of traditional Korean patterns appearing on fashion collections from 1990 to 2005. Traditional Korean patterns have been used as an important element to express a Korean image since the 1990s. Frequently used patterns included several kinds of geometric patterns, plant patterns(flower, peony, Four Gracious Plants), and Chinese character patterns. Specifically, since the 2000s, animal patterns such as tiger, Chinese phoenix, and giraffe which were not often used, plant patterns such as arabesque, peony, and flower, and a variety of Chinese character patterns appeared. For the expression techniques, while embroidery and printing was often used in the 1990s, they became varied into printing, beading, embroidery, gold and silver leaf, and hand painting after 2000 as a result of designers' active attempts. The aesthetic characteristics of fashion design with its focus on traditional patterns were analyzed. First, Chinese character patterns and phoenix pattern which were mainly used for a court suit, and show the excellence and unique originality of Korean culture. Second, traditional Korean patterns directly and indirectly imply symbolistic significance of lucky sign and illustrate the use of various lucky sign patterns. Third, traditional Korean patterns such as arabesque or peony were expressed by colorful embroidery to add decorative beauty. Finally, traditional Korean patterns reflect a naturalistic worldview and are completed finished as the design.

A Formal Study on Game Character Preference through Game User Classification (게임 이용자의 특성 분류를 통한 게임 캐릭터 선호도에 관한 조형 연구)

  • Noh, Kyung-Hee;Lee, Tae-Il;Cho, Sung-Hyun
    • Journal of Korea Game Society
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    • v.7 no.4
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    • pp.23-31
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    • 2007
  • The study is to explore the ways to design game characters according to the tendency of game users by classifying game users and analyzing the relation between user classes and their preferences towards game characters. The study examines various user classifications based on users' engagement levels, and designs a user questionnaire from them. Based on the result of questionnaire analysis, the study redefines user classes and applies the formal elements of character design to draw on the relationships between user classes and their preferences.

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Analysis of Visual Art Elements of Game Characters Illustrated by the Case of Glory of Kings

  • He, Yangyang;Choi, Chulyoung
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.3
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    • pp.213-219
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    • 2020
  • Visual art elements can most intuitively express the information expressed by a game character and play an important role in shaping a successful game character. We compares and analyzes the role design in the skins of the "Five Tiger-like Generals" series in Glory of Kings in terms of color, line, graphic and other visual elements. Different visual elements form different visual impacts and influences, which brings people different psychological feelings and presents different emotional colors. The reasonable use of visual elements gives people a refined visual experience and a comfortable psychological feeling, adding more influencing factors to the "immersion" of the game. It not only can strongly attract the attention and love of players, but also spreads traditional culture of the nation and the country. Therefore, whether the visual art elements of a game character can be appropriately used is an important part of the success of the game work. The analysis of visual art elements of game characters has important learning and research value.

A Semiotic Study of the Generative Trajectory in Animation 'My Neighbor Totoro' Character Works (애니메이션 캐릭터의 기호학적 생성구조에 관한 연구 -<이웃집 토토로>를 중심으로-)

  • Kim Yun-Bae
    • Journal of Science of Art and Design
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    • v.6
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    • pp.288-312
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    • 2004
  • Despite the government's efforts and excessive investments in the establishment of an infrastructure for animation, it can be said that the reasons for the inferiority in character licensing and weak performances compared to other leading countries is attributed to the fundamental factor tying within the piece of work itself. Therefore, this research is aimed at finding a counterproposal by assuming that the reason for the failure of our country's animation 'Oseam' was because of its narrative tactics. First, it is possible for a narrative structure to be participated by the audience's creative strategy Second, the audience's participation makes it possible to create the character into a multilateral and a complex personality. Third, this kindof creative strategy is possible when semiotic analyses are utilized. The sole objective for this is to provide a comprehensive viewpoint for the semiotic approach in the creation process of the character.

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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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The Effects of Character Distraction on Intravenous Injection Pain of Hospitalized Preschooler (캐릭터를 이용한 관심전환중재가 학령전기 아동의 정맥주사 시 통증과 주사공포에 미치는 효과)

  • Lim, Ok-Woo;Cho, Kyoul-Ja
    • Child Health Nursing Research
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    • v.12 no.2
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    • pp.215-222
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    • 2006
  • Purpose: This study was done to identify the effects of the distraction generated by character stamp and stickers on reduction of intravenous injection pain. Method: This study was conducted using a quasi experimental non-equivalent control group non-synchronized design. 60 preschool children who admitted to a Pediatric Department in a C University Hospital were selected as subjects. Convenience assignment was used. The two groups were homogeneous on characteristics. Results: In the experimental group, objective pain(t=3.666, p=.001), subjective pain (t=3.415, p=.001) and perceived pain by the mother(t=2.528, p=0.014) decreased after intravenous injections than the control group. There were no statistical significant differences in pulse rate or fear between the experimental and the control group. Conclusion: These findings indicate that using character stamp and stickers could be considered as an independent nursing intervention for intravenous injection pain reduction in preschooler.

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