• Title/Summary/Keyword: Digital Character Development

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A study on Classification of Book Trailers (북트레일러의 유형에 대한 연구)

  • Kim, Hyunhee
    • Design Convergence Study
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    • v.14 no.2
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    • pp.67-87
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    • 2015
  • With the development of cultural industries and technology, digital video marketing has grown immensely and 'Book Trailer' are now one of the main methods of promoting a title in publishing industry. The demands are growing, but the development lacks basic theoretical foundation and systematic structure. At this crucial moment, basic theoretical research on Book Trailer is necessary to establish a solid foundation for the medium to expand. In this study, I have focused on defining the basic concepts of Book Trailers and analyzing the classification of Book Trailers. In sorting the type of Book Trailers, content and formal appearance were used as standards. As a result, I was able to classify the content genre into message type, conflict type, character type using the elements of story. The formal appearance genre was classified into still photography type, motion typography type, interview type, story movie type and animation type.

A Study on the policy of activate Baekje Cultural goods -focus on Gongju-Buyeo national museum- (백제문화상품 활성화 정책에 관한 연구 -공주.부여 국립박물관 중심으로-)

  • Shin, Dae-Teak;Park, Seung-Chul
    • Journal of Digital Convergence
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    • v.10 no.5
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    • pp.333-338
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    • 2012
  • Cultural goods is carrying nature and value above-mentioned a commodity to what a cultural element was commercialized. And it produced for the purpose of manufacture for popular sales and supply, and holding commercial character. Specially, cultural goods of a museum keeps a good memory to a sightseer, and broaden an educational experience, and the source of profit becomes it to a seller a producer. This cultural goods as they all include the artistic historical figurative background that they are displayed directly and got twisted up to collection have background which became a motive. Cultural goods can acquire cultural difference in globalization and have to be based on the soil of cultural heritage, starting around various cultural materials through practical value to a modern life. Internationally, cultural goods using a culture material development have competitiveness of nation as in it. Therefore, Baekje cultural goods need national and positive aid from the government with the customer satisfaction index considering the modern design, an age group, an internal and external commodity as the difficulty of various commodity development and managing museum shop. Furthermore, like overseas museum shop, if we are practically using on-off line, continuous promoting our commodity, and marketing strategy such as a membership system when buy our cultural goods, a special discount event etc., we can contribute to activate local economy as a museum shop when we have responsibility of the function and the part.

Implication of policy on the evaluation and utilization of modern industrial inheritance of Daejeon (대전지역 근대산업유산의 가치와 활용에 관한 정책적 함의)

  • Choi, Jang-Nak;Lee, Sang-Hee
    • Journal of Digital Convergence
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    • v.11 no.11
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    • pp.107-115
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    • 2013
  • The Old Town of Daejeon has significantly gone down due to population decrease and vacancy of buildings. To resolve these problems, it is necessary to develop revitalization measures with unique features, but it is also important to use historical and cultural resources from a certain point for the regeneration of local community. The Old Town of Daejeon has a number of industrial structures and architectural heritages that give character to the spaces, but most of them are being impoverished without any use although they have universal value. This study examined the standards to evaluate the importance and value of modern industrial heritages as historical resources that contributed to the development of local community and discussed case studies to review the value and use of industrial heritages that laid the foundation of Daejeon's development as a modern city to address the needs for urban regeneration through preservation and use of modern industrial heritages. Also, the limitations of administrative efforts were identified and the solutions were sought to address the needs to gather efforts with local government offices and the private sector. In conclusion, this study suggests an active and open policies to use cultural heritages through the use of modern industrial heritages for the revitalization of local communities based on the study of policies for the communication of urban users and community cultural spaces, preservation of landscapes including industrial heritages, and preservation in connection to social organizations and social companies, and that it is necessary to provide policies followed by efforts, i.e., to arbitrate the owners.

A Study of the Narrative Features in Animation as an Art Form - Focusing on Brad Bird's "The Iron Giant(1999)", "The Incredibles(2004)", "Ratatouille(2007)" - (예술 형식으로서의 애니메이션의 서사적 특성 연구 - 브래드 버드 감독의 "아이언 자이언트(1999)", "인크레더블(2004)", "라따뚜이(2007)"를 중심으로 -)

  • Kim, Soong-Hyun;Lee, Tae-Hoon
    • Journal of Digital Convergence
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    • v.16 no.3
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    • pp.429-438
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    • 2018
  • Brad Bird, a screenwriter and animation director in the United States, criticized the situation in which most animations were produced and released for the children since the early 2000s. He said that animation is an art form capable of conveying messages not only to children but also to adults, and that their development potential is high. In this study, I analyzed overall components such as narrative structure, character, subplot, symbol, and foreshadow of Brad Bird's animated feature films , , and examined his narrative features and strategies. As a result, the narrative features of animation as an art form are as follows: First, conveying the message of a serious subject that will deeply sympathize with adults as well as children. Second, expressing the social agenda which criticizes the contradiction of the real world and the periodic mistakes. Third, solid narrative structure through a dense plot based on realistic situation setting. I hope that this study will be used as basic research material for various animation production in the future.

A Study on Media Property of Timelapse (타임랩스 영상의 미디어적 특성에 관한 연구)

  • Chung, Kue-Hyung
    • Cartoon and Animation Studies
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    • s.45
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    • pp.215-233
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    • 2016
  • Timelapse which was appeared Georges Mellieoseu in 1897 was not familiar to people and was not popular in film or broadcast industry in spite of long history. But about 5 years ago, timelapse has become distinguished in all around image art, because it show us aesthetic extraction of time and variation of color in Vimeo and Youtube which neve been seen before. So nowadays latest camera has come out with default menu which can shoot timelapse. But popularity of timelapse seem not development of cinematography technique or appearance of new function but production of image which reflects ages of present with fully accept digital media property. This study is approached from two formative characteristics. First it is strengthen of time which is showed timelapse and analog media from a comparison angle. Second, it is how to extend their sense and imitate images through resolution which can be possible high quality image and color especially with Raw data Through these methodology, this study defines correlation of character of digital media and artistic value of images in timelapse. And also it cleary assures the era of penetrating art has not only visual amusement as known but, also representative value of our ages and technology of media.

Application of Creative Design-inducing, Teaching-Learning Method for Improvement of Creativity (창의성 향상을 위한 창의적디자인도출 교수학습법 적용사례)

  • Seo, Mi-Ra;Kim, Ae-Kyung;Lee, Young-Woo
    • The Journal of the Korea Contents Association
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    • v.15 no.3
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    • pp.448-457
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    • 2015
  • This study aims to suggest a creative design-inducing, teaching-learning method which can enhance the efficiency of design education by helping learners improve their creative thinking and solve problems and apply it to diverse curriculums with a goal of having a positive effect on the development of learners' creativity. For this, it was actually applied to game character design from Department of Game Engineering, formative arts from Department of Beauty Care and Digital Graphics from Department of Visual Design using the action research method, and a teacher defined course topic, contents of the course and creative thinking tools and promoted the class. As a result, it was confirmed that it is effective in deriving creative design and increasing learners' interest and participation in class. When a creative thinking tool was used, however, the outcomes of creative learning slightly varied depending on learners' competence.

Analysis of Effects of Small School Space Innovation (소규모 학교공간혁신 효과성 분석)

  • Kwon, Soon-Chul;Lee, Yong-Hwan
    • The Journal of Sustainable Design and Educational Environment Research
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    • v.22 no.4
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    • pp.1-8
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    • 2023
  • The downsizing of schools is accelerating due to a rapid decline in the school-age population, and as the crisis over regional and school disappearance increases, the need for smaller schools to respond to future educational needs is increasing. Through flexible curricula and digital/artificial intelligence-based classroom teaching improvements, students' satisfaction with school life, student creativity and character development, improved academic achievement, and strengthened cooperative communication capabilities will be observed, and teachers' teaching and learning methods will change. Educational effects such as these are important, and transforming school facilities into future-oriented spaces, including school space innovation, is required to accomplish them. This study examined the future of education systems in small schools, focusing on analyzing the educational effects and awareness of the sustainability of spatial innovation, in terms of school space changes, school education correlation, and smart environment, to develop innovation projects in small schools. A desirable direction for implementation is presented.

Real-time Printed Text Detection System using Deep Learning Model (딥러닝 모델을 활용한 실시간 인쇄물 문자 탐지 시스템)

  • Ye-Jun Choi;Song-Won Kim;Mi-Kyeong Moon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.19 no.3
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    • pp.523-530
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    • 2024
  • Online, such as web pages and digital documents, have the ability to search for specific words or specific phrases that users want to search in real time. Printed materials such as printed books and reference books often have difficulty finding specific words or specific phrases in real time. This paper describes the development of a deep learning model for detecting text and a real-time character detection system using OCR for recognizing text. This study proposes a method of detecting text using the EAST model, a method of recognizing the detected text using EasyOCR, and a method of expressing the recognized text as a bounding box by comparing a specific word or specific phrase that the user wants to search for. Through this system, users expect to find specific words or phrases they want to search in real time in print, such as books and reference books, and find necessary information easily and quickly.

Study on 3D Printer Suitable for Character Merchandise Production Training (캐릭터 상품 제작 교육에 적합한 3D프린터 연구)

  • Kwon, Dong-Hyun
    • Cartoon and Animation Studies
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    • s.41
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    • pp.455-486
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    • 2015
  • The 3D printing technology, which started from the patent registration in 1986, was a technology that did not attract attention other than from some companies, due to the lack of awareness at the time. However, today, as expiring patents are appearing after the passage of 20 years, the price of 3D printers have decreased to the level of allowing purchase by individuals and the technology is attracting attention from industries, in addition to the general public, such as by naturally accepting 3D and to share 3D data, based on the generalization of online information exchange and improvement of computer performance. The production capability of 3D printers, which is based on digital data enabling digital transmission and revision and supplementation or production manufacturing not requiring molding, may provide a groundbreaking change to the process of manufacturing, and may attain the same effect in the character merchandise sector. Using a 3D printer is becoming a necessity in various figure merchandise productions which are in the forefront of the kidult culture that is recently gaining attention, and when predicting the demand by the industrial sites related to such character merchandise and when considering the more inexpensive price due to the expiration of patents and sharing of technology, expanding opportunities and sectors of employment and cultivating manpower that are able to engage in further creative work seems as a must, by introducing education courses cultivating manpower that can utilize 3D printers at the education field. However, there are limits in the information that can be obtained when seeking to introduce 3D printers in school education. Because the press or information media only mentions general information, such as the growth of the industrial size or prosperous future value of 3D printers, the research level of the academic world also remains at the level of organizing contents in an introductory level, such as by analyzing data on industrial size, analyzing the applicable scope in the industry, or introducing the printing technology. Such lack of information gives rise to problems at the education site. There would be no choice but to incur temporal and opportunity expenses, since the technology would only be able to be used after going through trials and errors, by first introducing the technology without examining the actual information, such as through comparing the strengths and weaknesses. In particular, if an expensive equipment introduced does not suit the features of school education, the loss costs would be significant. This research targeted general users without a technology-related basis, instead of specialists. By comparing the strengths and weaknesses and analyzing the problems and matters requiring notice upon use, pursuant to the representative technologies, instead of merely introducing the 3D printer technology as had been done previously, this research sought to explain the types of features that a 3D printer should have, in particular, when required in education relating to the development of figure merchandise as an optional cultural contents at cartoon-related departments, and sought to provide information that can be of practical help when seeking to provide education using 3D printers in the future. In the main body, the technologies were explained by making a classification based on a new perspective, such as the buttress method, types of materials, two-dimensional printing method, and three-dimensional printing method. The reason for selecting such different classification method was to easily allow mutual comparison of the practical problems upon use. In conclusion, the most suitable 3D printer was selected as the printer in the FDM method, which is comparatively cheap and requires low repair and maintenance cost and low materials expenses, although rather insufficient in the quality of outputs, and a recommendation was made, in addition, to select an entity that is supportive in providing technical support.

Emotion fusion video communication services for real-time avatar matching technology (영상통신 감성융합 서비스를 위한 실시간 아바타 정합기술)

  • Oh, Dong Sik;Kang, Jun Ku;Sin, Min Ho
    • Journal of Digital Convergence
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    • v.10 no.10
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    • pp.283-288
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    • 2012
  • 3D is the one of the current world in the spotlight as part of the future earnings of the business sector. Existing flat 2D and stereoscopic 3D to change the 3D shape and texture make walking along the dimension of the real world and the virtual reality world by making it feel contemporary reality of coexistence good show. 3D for the interest of the people has been spreading throughout the movie which is based on a 3D Avata. 3D TV market of the current conglomerate of changes in the market pioneer in the 3D market, further leap into the era of the upgrade was. At the same time, however, the modern man of the world, if becoming a necessity in the smartphone craze new innovation in the IT market mobile phone market and also has made. A small computer called a smartphone enough, the ripple velocity and the aftermath of the innovation of the telephone, the Internet as much as to leave many issues. Smartphone smart phone is a mobile phone that can be several functions. The current iPhone, Android. In addition to a large number of Windows Phone smartphones are released. Above the overall prospects of the future and a business service model for 3D facial expression as input avatar virtual 3D character on camera on your smartphone camera to recognize a user's emotional expressions on the face of the person is able to synthetic synthesized avatars in real-time to other mobile phone users matching, transmission, and be able to communicate in real-time sensibility fused video communication services to the development of applications.