• Title/Summary/Keyword: Digital Character Development

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A Study on the Analysis of Animation Characters on Abnormal Psychoanalysis (이상심리학에서 본 애니메이션캐릭터의 성격별 유형분석)

  • Lee Young-Sook;Kim Chee-Yong
    • Journal of Digital Contents Society
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    • v.6 no.4
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    • pp.223-227
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    • 2005
  • This paper analyzes patterns of various characters in an animation story. Animation characters are the important element in a story. They reflect social facts and work an element showing internal aspects of human-beings. At first we need enough scientific basis to understand the development of these characters. Therefore, this paper analyzes the characters of 19 Disney animation on the basis of character disorder in abnormal psychoanalysis and establishes database of animation characters. This database can be a help to the develoment of new characters. Also, I think that characters inclination can be applied to fostering Emotion and education of animation audiences.

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On-line Handwriting Chinese Character Recognition for PDA Using a Unit Reconstruction Method (유닛 재구성 방법을 이용한 PDA용 온라인 필기체 한자 인식)

  • Chin, Won;Kim, Ki-Doo
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.39 no.1
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    • pp.97-107
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    • 2002
  • In this paper, we propose the realization of on-line handwritten Chinese character recognition for mobile personal digital assistants (PDA). We focus on the development of an algorithm having a high recognition performance under the restriction that PDA requires small memory storage and less computational complexity in comparison with PC. Therefore, we use index matching method having computational advantage for fast recognition and we suggest a unit reconstruction method to minimize the memory size to store the character models and to accomodate the various changes in stroke order and stroke number of each person in handwriting Chinese characters. We set up standard model consisting of 1800 characters using a set of pre-defined units. Input data are measured by similarity among candidate characters selected on the basis of stroke numbers and region features after preprocessing and feature extracting. We consider 1800 Chinese characters adopted in the middle and high school in Korea. We take character sets of five person, written in printed style, irrespective of stroke ordering and stroke numbers. As experimental results, we obtained an average recognition time of 0.16 second per character and the successful recognition rate of 94.3% with MIPS R4000 CPU in PDA.

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.

A Study on Diversification of Hangul font classification system in digital environment (디지털 환경에서 한글 글꼴 분류체계 다양화 연구)

  • 이현주;홍윤미;손은미
    • Archives of design research
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    • v.16 no.1
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    • pp.5-14
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    • 2003
  • As the digital technology has improved, the numbers of Hangul font users have increased and their individual needs and taste are diversified. Therefore new and various Hangul fonts out of traditional form are developed and used. But under the present font classification system, it is hard to compare and analyze these various fonts. And the present classification system is hard to be the font user's guide for proper use of various Hangul fonts. For the better use of Hangul font, to diversify the font classification system is needed. So we propose the development of these thru classification standards. First, structural classification based on the structural character of Hangul. Second, image classification based on the visual images of each font. And third, usage classification based on the fonts proper usage in various media. For the development of various typographically balanced fonts and for the suitable and effective use of the various font, we must try to build the font classification system based on the diversified classification standards and build Hangul font database based on this classification system. Through these studies, we can expect the development of good quality fonts and the better use of these fonts.

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Development of Modeling Tool for Implicit Surface using Parametric Curve (매개변수 곡선을 이용한 음함수 곡면의 모델링 도구 개발)

  • Park, Sangho;Jho, Cheung Woon
    • Journal of Korea Multimedia Society
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    • v.19 no.11
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    • pp.1900-1908
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    • 2016
  • Recent times have seen the introduction of modeling technologies using implicit surface and marching cubes algorithm in the field of computer graphics. Implicit surface modeling is used to express characters or fluid. This study presents a calculation method for the density of curve skeletal primitives using parametric curve and implements an implicit surface modeling tool by utilizing Maya API. Skeletal primitives can be assembled and utilized in character modeling using the implemented modeling tool. Results could be obtained more effectively compared to existing particle-based methods.

Analysis on the Backgrounds Expression for 3D Animation (3D 애니메이션의 배경 표현에 관한 분석)

  • Park, Sung-Dae;Jung, Yee-Ji;Kim, Cheeyong
    • Journal of Korea Multimedia Society
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    • v.18 no.2
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    • pp.268-276
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    • 2015
  • This article analyzes the background representation of 3D animation and look at what its proper background expression. With the development of computer graphics technology, the background of the 3D animations can be expressed as The actual background. In contrast, "The Smurfs" which was released recently was created to take the actual background. However, 3D animation with real background is not appropriate in terms of creative expression space in the main role of the animation. In this Study, we analyze the character and background of the animation made in 3D graphics. Based on this, we propose a correct representation of 3D animation background.

Analysis of Korean and Foreign Special Effects Make-up in Representative Films by Period

  • Jung, Jeewon;Kim, Eun-Sil
    • Journal of Fashion Business
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    • v.22 no.3
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    • pp.57-66
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    • 2018
  • The purpose of this study is to gather basic data in the special effects make-up field and to provide a source of inspiration for creative make-up design by examining how special effects make-up is developed according to representative films. Two approaches are used in this study: a literature review and an empirical case analysis. In Korea, color TV was introduced in the 1980s, with the demand for a realistic image. Since the 2000s, 3D printing technology has been introduced to special effects make-up. Special effects make-up was first introduced in Hollywood films in the 1890s, and by the 1900s, artificial teeth and eyebrows were added and presented using general make-up techniques. Since then, 3D and 4D technologies and animation performance capture methods have been introduced and distributed due to the rapid development of computer technology.

Analysis of the History of the Game Based on the Historical Facts - Focusing on the game "The Mythology of a Thousand Years" - (역사 사실을 기반으로 한 게임의 역사 사실성 분석 -게임 천년의 신화를 중심으로-)

  • Choi, Min-Seok;Lee, Dong-Yeop
    • Journal of Digital Convergence
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    • v.15 no.6
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    • pp.361-368
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    • 2017
  • Recently, the historical displeasure of celebrities caused a problem that the people were scolded by the people. On the other hand, people's historical consciousness is rising for a series of broadcasts organized by a famous entertainment program. We are now in the idea of our country people like this in history when history will not be left unsaid thing about realism. Inmates because there is a powerful force that is, that media is the 'immersion' players are interested more in the game, it is important to do it. Therefore, the history of games are made based on players to attract attention and interest or historical fact and to make a feature of the game and character.Does not occur to production. So correct history can have a sense of history the players are in fact this study, based on the development called an 'the mythology of the millennium' in 'hq team', manufactured. Choose the game. Scenario is based on thorough historical facts of the game 'the mythology of the millennium' authority order to conduct verification of the historians made it. These production process to appear in the game 'King Gwanggaeto,', 'Geunchogo of Baekje' and 'muyeorwang' design and comparative analysis to the historical facts.

A study on the user experience of mobile Fintech service in Z generation -Focused on KakaoPay and Toss- (Z세대의 모바일 핀테크 서비스 사용자 경험 연구 -카카오페이와 토스를 중심으로-)

  • Chung, Seung-Jae;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.1
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    • pp.315-320
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    • 2020
  • This study is a study on the user experience of mobile Fintech service of the Z generation, and the past Finance was one of the industries that users felt difficult. However, the Z generation, who grew up in the digital environment, feels comfortable with mobile payment. This study is limited to Kakaopay and Toss, which are representative domestic Fintech services, and aims to suggest the direction of domestic Fintech services in the future. A total of 8 subjects were interviewed by the target group interview and the survey was conducted simultaneously. As a result of the study, Z generation was greatly influenced by various factors such as corporate brand, image, character, and event in addition to economic aspect. Also, it is considered most in the field of reliability and value, so a strategy is needed to secure it. In the future, we expect the development of Fintech service reflecting the needs of Z generation that will lead consumption in the future.

A Study on Constructing a Digital Archive System of the Modern Korean Christian Collections (근대 한국기독교 자료의 디지털 아카이브 시스템 구축에 관한 연구)

  • Yang, Ji-Ann
    • The Journal of the Korea Contents Association
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    • v.22 no.8
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    • pp.681-691
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    • 2022
  • The purpose of this study is to construct a digital archive system by analyzing the collections of the Korean Christian Museum at S University, which has a large number of materials related to Korean Christianity published in the modern period from the time of Korea's enlightenment until liberation. In order to construct a digital archive system, indexes and metadata for the collection are complied according to the pre-defined format. After digitizing the selected collection, a database is built using metadata information, and the actual system is divided into a web standard-based management system and a user service system. Also a content-based search system is constructed, which provides the matching value of retrieval results in units of one character and an automatic search term completion function to enhance user convenience. Therefore, collections in the museum, which are difficult to access the original text, are digitized and provided so that they can be easily used, laying the foundation for the long-term development of humanities contents for improving the accessibility and availability of collections for both researchers and the public.