• Title/Summary/Keyword: Development Character

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A study of the relation between an animation character and personality trouble: Focus to the personality trouble on social isolation (애니메이션 캐릭터와 성격장애 상관 연구 : 사회 고립형 성격장애를 중심으로)

  • Kim, Eun-Ju;Kim, Jea-Woong
    • Cartoon and Animation Studies
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    • s.14
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    • pp.65-82
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    • 2008
  • The animation is expressed by fusing the character's aesthetic feature and action in the entire structure and such creation of the character is needed to approach with understanding its socio-cultural background and dramatic structure. This study has started for the reason that there is a need of making an animation character based on reality, as well as to develop a individual character and narrative skill at the same time. In this study, analyzing through the DSM-IV (Diagnostic and Statistical Manual of Mental Disorders) by the American Psychiatric Association, APA), I have been able to come to a conclusion in which the character's personality is presented more exaggeratingly than its ordinary tendency. So it is used as a means to occur a dramatic motive-induction and probability. Futhermore, applying the same condition of the personality disorders to the animation character has changed the narrative development and it showed a result that even the character is not having the problem of personality disorders, it shows the nature of personality disorders-like is being appeared exaggeratingly or increasingly.

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A Case Study on Character Package Design of Japan (일본의 캐릭터패키지디자인 사례분석)

  • You, Hyun-Bea
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.47-54
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    • 2017
  • In this research, I analyze cases of character packages in Japane, extract the concept of design that was loved by consumers and inmates and succeeded in marketing, and aim to establish the logic and principle. In addition, in the future, when introducing and utilizing the character package design in Korea, this research intends to make a guideline for the development of objective validity and empathic package design. After identifying the design concept and finding the principle by targeting package design of five character of Tohato which mixed various media and expanded sales, I want to find out the cause of success. Therefore, I have studied the theory and principles of enterprise and creative in product strategy through case analysis of character design concept and character package design. As a result, a design that leaving the functional side, having a story, making memories, and inducing a sense of closeness was as a successful case of renewal. In the package design, in some cases, package design execution is more important under the theoretical system according to consumer behavior analysis and Promotion of bold design concept of the design for the success of that concept, deviated from the existing principle.

Theory & developmental direction of Character Dance (캐릭터 댄스의 개념정립과 발전방향 모색)

  • Chang, SoJung
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.2
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    • pp.153-159
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    • 2020
  • Character dance not only improves the expressive power of ballet majors, dancer and choreographers but also breathes life into the performance. Character dance, which has comprehensive educational implications, was difficult to conduct research due to lack of materials and incompleteness in the field of ballet education. Even popular concepts were not established. In order to establish the meaning of the character dance, this research examined the history of character dance from the Middle Ages to the present and the meaning and the category were also schematized. Also, I tried to find out the direction of development. Character dance through systematic categories and meaning establishment can provide extended educational forms to infants and children as well as dance majors and non-majors. This research of character dance is expected to provide basic materials not only for the ballet education but also for the various educations. Lastly, the author of this research is expecting that detailed researches will be conducted in the future.

Media Mix for Webtoon Character Marketing : Focusing on (미디어믹스를 활용한 웹툰 캐릭터 마케팅 : <하마탱의 일편단심 하여가>를 중심으로)

  • Choi, In-Soo;Yoon, Ki-Heon
    • Cartoon and Animation Studies
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    • s.19
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    • pp.145-159
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    • 2010
  • Similar to the other cultural contents, the character industry is based on the media which acts as the technological background. In fact, the character industry is the process of that a created character accesses to the consumers via media, builds its value and becomes licensed as a brand in the market. Therefore, it is crucial to select the most effective media for the consistence of a character in the market, as well as for construction of a higher brand quality of the character. Today, "Webtoon" might be considered as one of the marketing means which utilizes the Internet media for raising the character as a brand. Webtoon has apparent strength because it can be produced in shorter period and with less expense than through other media. Furthermore, Webtoon can be simply featured by the easiness of two-way communication and transference to another media through it. For these reasons, and according to the result of analyzing some Korean Webtoons, it seems obvious that the most effective media in character marketing is the Internet. In addition to the Internet, the strategic development in the media-mix is also important for establishing a brand of a character. However, the effective media-mix is available only when the character's external identity meets with the trait of its media. For the purpose of learning how the media-mix works when a character reaches for the consumers, a character "Hamataeng" was born and used in the experiment. This study will explain the marketing process through the use of own-created Webtoon and other contents, and suggest the ways to build a brand of a character. In addition, it is also indicated that a media-mixing strategy for transformation and expansion of the character to other media.

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A Study on 3D Character Design for Games (About Improvement efficiency with 2D Graphics) (3D Game 제작을 위한 Character Design에 관한 연구 (3D와 2D Graphics의 결합효율성에 관하여))

  • Cho, Dong-Min;Jung, Sung-Hwan
    • Journal of Korea Multimedia Society
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    • v.10 no.10
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    • pp.1310-1318
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    • 2007
  • First of all, What was the modeling technique used to model 3D-Game character? It's a technique developed along several years, by experience... here is the bases Low polygons characters I always work in low polygon for two reasons -You can easily modify a low-poly character, change shapes, make morph for facial expressions etc -You can easily animate a low-poly character When the modeling is finished, Second, In these days, Computer hardware technologies have been bring about that expansion of various 3D digital motion pictured information and development. 3D digital techniques can be used to be diversity in Animation, Virtual-Reality, Movie, Advertisement, Game and so on. Besides, as computing power has been better and higher, the development of 3D Animations and Character are required gradually. In order to satisfy the requirement, Research about how to make 3D Game modeling that represents Character's emotions, sensibilities, is beginning to set its appearance. 3D characters in 3D Games are the core for the communications of emotion and the informations through their facial expression and characteristic motions, Sounds to Users. All concerning about 3D motion and facial expression are getting higher with extension of frequency in use. Therefore, in this study we suggest the effective method of modeling for 3D character and which are based on 2D Graphics.

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Digital Motion Capture for Types and Shapes of 3D Character Animation (디지털 모션 캡쳐(Motion Capture)를 위한 3D캐릭터 애니메이션의 종류별, 형태별 모델 분류)

  • Yun, Hwang-Rok;Ryu, Seuc-Ho;Lee, Dong-Lyeor
    • The Journal of the Korea Contents Association
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    • v.7 no.8
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    • pp.102-108
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    • 2007
  • Among culture industry that greet digital generation and is observed 21th century the most representative game industry latest is caught what and more interest degree is rising. 2D and 3D animation accomplish continuous growth and development depending action expression along with development of computer technology, and 2D and 3D animation practical use extent are trend that is widening the area in TV, movie, GAME industry etc. through computer hardware and fast change of software technology. The trend of latest game graphic is trend that the weight is changing from 2D to 3D by 3D game and activation of 3D game character that raise player's immersion stuff and Control in 2D's simplicity manufacturing game balance for one side. This treatise that is reality of 3D game character to classify kind of (Motion Capture) and 3D character animation, form model the sense put. Recognize that is overview and reality of 3D game character first for this about example, and is considered to efficiency is high game industry and digital contents industry hereafter by proposing kind model classification of 3D game character animation, form model classification data and character animation manufacture process that application is possible at fast time and effect in 3D character animation application are big.

The development method of youth character education through the traditional education : Focused on the learning model (전통교육을 통해 본 현대 청소년인성교육 학습모형 개발 방안)

  • Chin, Sung Su
    • The Journal of Korean Philosophical History
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    • no.30
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    • pp.283-310
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    • 2010
  • This paper attempted to solve the problem of contemporary youth character education through the traditional character education. For this purpose, to revaluate the educational contents of the Chosen Dynasty with current viewpoint and investigate there is what kind of meaning in current society. In other words, tried to observe about principles and methodology of youth education which based on the human being and education theory of the Confucianism. Specially analysis led about youth education theory of the Toegye and Yulgok who represents Korean studying abroad, to suggest learning model that can apply today and propose that will be able to succeed traditional education in modern ways in future. This paper reviewed that using a traditional education model for the development of youth character education as a basic task of character education program, and proposed its three kinds of components and learning model. First, Arranged character education by 10 kinds of core concept. Second, divided character education into 4 stages - recognition, reflection, application, expansion. Then suggested based on the will, emotion and mind- each of the key concept reapplied by the 4 stages.

Development of teaching-learning plans applying character education components and STAD cooperative learning strategy focusing on 'Housing and residential environment' unit of middle school Technology·Home Economics (중학교 기술·가정 '주거와 거주환경' 단원에 인성교육 요소와 STAD 협동학습 전략을 적용한 교수·학습 과정안 개발)

  • Park, Da On;Yu, Nan Sook
    • Journal of Korean Home Economics Education Association
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    • v.30 no.3
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    • pp.91-109
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    • 2018
  • This research aimed to develop teaching-learning plans applying character education components and STAD cooperative learning strategy focusing on the 'Housing and residential environment' unit in accordance with the 2009 revised Technology·Home Economics curriculum. In order to achieve the purpose of the research, this study was conducted in order of analysis, design, development, and evaluation. The results of this study is as follows. First, at the analysis stage, relevant literature, Technology·Home economics curriculum, and the contents of "housing and residential environment" unit from 12 textbooks published by 12 publishers were analyzed. Second, at the design stage, teaching-learning plans, teaching materials, and learning activity sheets applying character education components and STAD cooperative learning strategy were designed to increase the interest degree of the learner and character of middle school students. Third, at the development stage, a total of 8 classes of teaching-learning plan was developed. In the evaluation stage, the primary and secondary validity evaluation procedures were done by Home Economics education professors and Home Economics teachers. Teaching-learning plans and learning activity sheets were revised and complemented based on the feedback from the first validity evaluation. As a result of secondary validity evaluation, it can be seen that the teaching-learning plans and learning activity sheets developed in this research are reasonable and suitable for improving character of middle school students. It is expected that these teaching materials applying STAD and character education components will be utilized as a helpful source for curriculum developers and in-service teachers.

A study on the Expression Characteristics of Minimalism in Interior Design (실내디자인에서 미니멀리즘의 표현 특성에 관한 연구)

  • 민영진
    • Korean Institute of Interior Design Journal
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    • no.14
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    • pp.74-81
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    • 1998
  • It is character of Minimalism that representation as a simple shape extremely & objective acess that start from movement of visual art and part of music that began mainly at New York City in America at the end of 1960 period. Then in processing of development of Modernism Art it can be said that Minimalism reach the top of Modernism with that it carried out such character of formed Purity Doctrine of Modernism Art extremely and realized self-restorational character of Minimalism at the pictures that Minimalism is characterized by objectional clearness conceptual strictness reality and simplicity at the picture and by simplicity singularity uninterality and enviromentality at the sculpture. If we analyze Minimalic character in Interior design dividing into the density of space the principle of compound performance of touch and detail those are moderated and simple space simple and repeated compounding of geometrical line and shape the pure techniques of expression and the simplity of pure srtuctural -beauty in detail.

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The Temperament and Character Inventory for Integrative Medicine (기질 및 성격검사의 통합의학적 활용)

  • Lee, Soo-Jin;Cloninger, C. Robert;Cloninger, Kevin M.;Chae, Han
    • Journal of Oriental Neuropsychiatry
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    • v.25 no.3
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    • pp.213-224
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    • 2014
  • Objectives: The Temperament and Character Inventory (TCI), initially developed by Dr. Cloninger in 1986, has been studied from various perspectives in many countries; however, its application in Korea has been limited due to a lack of information regarding the clinical use of integrative medicine. Methods and Results: A systematic review of previous studies on the theoretical development, structure, and content of temperament and character scales, as well as their stability and variability, is presented. In addition, the distinctive features of TCI as a biopsychosocial model and its clinical application regarding well-being, coherence therapy, and person-centered medicine were systematically reviewed. Discussion and Conclusion: The promotion of well-being with Cloninger's personality model and its importance for integrative medicine were discussed. This study would contribute to the clinical application of TCI in Korea.