• Title/Summary/Keyword: Digital Character Development

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A Study on the Establishment of Digital Character Archive - Case Study of Geum-nam Kim as the head of Christian Donggwangwon Monastery - (디지털 인물 아카이브 구축 방안 - 기독교 동광원 수도회 김금남 원장을 중심으로 -)

  • Kim, Hee-Sook;Chang, Woo-Kwon
    • Journal of Korean Library and Information Science Society
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    • v.50 no.4
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    • pp.469-491
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    • 2019
  • The purpose of the study is to establish a plan for the development of digital person archives with the case of Geum-nam Kim, the third-generation head of the Christian Donggwangwon Monastery Society. The step-by-step strategy for building digital character archives for Geum-nam Kim is as follows. 1)The reason and expected effect of the character selection are analyzed. Since he was a survivor, he has recorded and typed his life history through several interviews. Considering that the memory of Geum-nam Kim, who is over 90 years old, could be mixed up in the time of the incident, the advice of Sister Donggwangwon and Maj. Gen. Gyuillwon, the lower unit of Donggwangwon, was obtained and verified for accuracy. 2)The contents of the records and the place of collection were identified, and the total content composition(proposal) was presented by reclassifying and relocating the records identified records. The entire contents are divided into recorded contents and explanatory contents, so that they can be linked to each area and collection.

A Study on Education and Development of the Digital Cartoon and Animation (디지털 만화 애니메이션의 발전과 교육 방안)

  • Shon, Young-Woo
    • Journal of Digital Contents Society
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    • v.7 no.4
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    • pp.219-225
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    • 2006
  • The appearance of digital culture contents swiftly has changed the culture in domestic and international areas in recently and the digital cartoon and animation have become the most important expression media in contemporary age. The digital cartoon and animation industry have attracted the attention of the people as the business of the OSMU(One Source Multi User) which has the possibility to expand and to enhance the added value not only for the field of image and character business but also for the area of the advertising and tourist business. Therefore, in this paper, 1 study on education and development of the digital cartoon and animation. Firstly, I study on definition and type of the digital cartoon, and work flow of the cartoon contents production. Secondly, the purpose of this study is to analyze and research the domestic business trend of the digital cartoon and animation. Finally, 1 propose the plan of policy and education of the digital cartoon and animation.

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A study on the architectural design for Community welfare facilities through human knowledge/geographical place - Proposal design for Dochon welfare community center - (인문.지리적 장소성 반영을 통한 지역사회복지시설 설계연구 - 도촌종합사회복지관 현상설계 -)

  • Jeong, Hyeock-Jin;Oh, Sae-Won
    • Journal of The Korean Digital Architecture Interior Association
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    • v.9 no.3
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    • pp.37-45
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    • 2009
  • New city development policy caused many effects such as destruction of nature and area native culture extinction through fast development within short period. The architectural context is remains by post-modern most difficult problem had left to architects. We need to find the design method that communicate and contacts character of place, cultural context through the actual project. In this study, we propose the method of aspect of compose space and design elements to succeed the cultural place and context, desirable development through the design proposal for Dochon welfare center. In Dochon area, there is no original character of the place because of indiscreet development. Dochon synthesis society welfare facilities is openable to people by space that nature and human contacts and accomplishes relation, Made efforts to do so that can do part that causes human's ripple effect of contact with human and accomplishes traffic and recovers identity of Dochon area at the same time recovery of community consciousness.

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Efficacy Analysis of Developed Course for Promoting Character Education with Women's University Students (대학교의 인성교육진흥을 위한 교양교과 개발 및 효과성 연구)

  • Kim, Ji-Won
    • Journal of Digital Convergence
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    • v.13 no.11
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    • pp.481-491
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    • 2015
  • This research has verified the efficacy of character education course in Liberal Art Curriculum in accordance with the objective of K Women's University of which is the 'mind sharing through mindfulness, SMART human resources development'. Most of the content of character education is organized aiming to promote values of "appreciation". The subjects are experimental group and control group, of which are 229. Research methods were t-test of between groups. The effects of the course have shown that the experimental group students were higher on the level of connectedness sub-scale in Gestalt Contact Boundary Scale than those of the control group students(t=2.323, p = .021). Although the 'character education' course increased connectedness, but it no positive effect on mindfulness skill and self-esteem. This results showed that character education course is effective to promote mind sharing and connectedness in part. It was discussed about a way of further refining course contents and the need to reflect educational philosophy of the K Women's University.

Study on the Digital Character and Realism in the Digital Age -Focused on the CG Works of the ACM SIGGRAPH Asia- (디지털 시대: 디지털 캐릭터와 리얼리즘 -ACM 시그래프 아시아 출품작을 중심으로-)

  • Choo, Hye-Jin
    • Cartoon and Animation Studies
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    • s.37
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    • pp.439-461
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    • 2014
  • Art has evolved into remarkable changes in its art form maintaining a close link with the contemporary scientific technologies that gave birth to new tools of expression in each era. Animation is an art form in an inextricable connection with technological aspects because it was spawned by the technical background like movies. In this regard, animation is often viewed very strongly by technical advancements in terms of an aesthetic approach. John Whitney Sr., one of the pioneers in computer graphics arts, turned his attention to the new technology called computer graphics as a means to visualize images and movement. The advent of a new medium had a strong influence not only on tools and means for novel expression but also on the gradual shift in thinking about arts and even the audiences' taste. In the 1980s, animation was combined with computer technology and the rapid progress of computer graphic technology opened up the era of new visual aesthetics, Today, the development of digital technology presents a different dimension of realism, either advocating hyperrealism by digital actors or presenting new illusionism by classic cartoon characters emphasized in a distortion or metamorphosis from a real life in order to consolidate animation realism. Based on the two perspectives mentioned above, this study can identify methods of digital character appropriation focused on the works of the ACM SIGGRAPH Asia and find how the relationship between art and technology has changed the digital realism and evolved the digital character as the digital technology has developed.

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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A Study on Development of the Digital Curture Contents Production (디지털 문화컨텐츠 제작을 위한 발전 방안 연구)

  • Park Man-Soo;Ro Heon-Jun;Bang Kee-Chun
    • Journal of Digital Contents Society
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    • v.5 no.4
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    • pp.300-305
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    • 2004
  • The industry of digital culture contents has resulted in the high growth of added value at the area of game and movie in 2004 but the markets of animation character, and music disc have been weaken. Animation industries in Digital culture contents have attracted the attention of the people as the business of multi culture contents which has the possibility to expend and to enhance the added value nut only for the field of image and character business but also for the area of the copy right on. The stable structure of market, however, has not been settked down except a few of successful projects due to the rapid decline of 2D animation and the strong market of 3D in overseas. The purpose of this study is to analyze and research the basic logic of the market structure at the domestic business of 3D animation. In addition this paper is to suggest an alternative in terms of benchmarkin in overseas. It could be expected to achieve the effective production in this field, if the result of this study could be applied to the related world as a development model at the area of 3D animation in digital culture contents.

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A Case Study on Emotional Expression Technology of Interactive Character (인터랙티브 캐릭터의 감정표현 기술 사례분석)

  • Ahn, Seong-Hye;Song, Su-Mi;Sung, Min-Young;Paek, Sun-Wook
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.197-203
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    • 2009
  • The users need the communication that interaction is possible in digital communication environment. It is necessity to develop the Interactive Character that various emotional expression was possible while a user-centered emotional display tool was necessary. It is a fundamental research that is going to develop the Interactive Character that individualized emotional expression is possible. In other words, I have the purpose that is going to show the aromaticness of the technology development to express feelings. Therefore, I am going to analyze whether no matter how much technology to express feelings mainly on a face expression is incarnated through an example. And, I am going to show the development direction of the Interactive Character as an emotional display tool through this.

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Analysis of Emoticon-based Character Contents Utilization in Social Network Service Environment (사회 관계망 서비스 환경에서 이모티콘 기반 문자 콘텐츠 활용 분석)

  • Ko, Kwang-Man
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.231-238
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    • 2017
  • Today, as a means of online communication, the use of emoticons is activated in SNS. Emoticon is an important element to share impact effects and fun together with various content design attempts. In this paper, we analyze the expression patterns changed through development process of emoticons, and analyze characteristics and effects of emoticons which are combined with traditional culture among the types of emoticons currently used.

An Efficient Study of Expression with 2D Game Tool -Focused on Production of a Game "Shooting Monster" with Spine Tool (2D 게임 툴을 이용한 효율적인 표현 연구 - 스파인 툴을 이용한 "슈팅몬스터" 게임제작을 중심으로)

  • Lee, Heon-Woo
    • Journal of Korea Multimedia Society
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    • v.19 no.7
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    • pp.1208-1215
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    • 2016
  • This study suggests efficient production of game with spine tool that is 2D game tool. For this, the researcher studies process and efficiency of game development by focusing on production of a game "Shooting Monster" Version 1 in service of Google Store at present. Production tools in a contents field are sharply changed. In addition, these tools are automatized into new version and efficient product. These tools help manufacturers in increasing quality of contents and time efficiency. Therefore, the researcher examines understanding of development process of existing 2D game and problems in development stage of graphic character, and analyzes production stage of character animation using spine tool, so suggests effective process of production in terms of production. The purpose of this study is to suggest the direction about graphic efficiency of tool by accessing production process to train working-level talented people in 2D mobile game field.