• Title/Summary/Keyword: Domestic Character

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By Basic Plane Figure, An Analysis Study on Appearance Type of Character in Domestic Kids TV Animation -Focus on the Broadcasting Animation on EBS- (기본 평면도형을 활용한 국내 TV 유아동 애니메이션 캐릭터 형태 분석 -한국교육방송 방영작을 중심으로-)

  • Kim, Suk-Rae;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.14 no.4
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    • pp.397-405
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    • 2016
  • Specially, the character in the kids animation is the fundamental visual element, and also has the high value which is to connect to various related businesses. The main purpose of this study is the analysis for character's appearance by the basic plane figure, and it has studied on the authority of recognition capability which is to catch the simple shape rapidly and clearly rather than complex shape. For this study, I established the standard of analysis and then applied that to the characters which were selected in broadcasting domestic kids animation on EBS. Through this procedure, I analyzed character's appearance with the distribution chart. As the result, the circular and oval shapes are the most frequently used shapes for character's appearance. Finally, I expect the result of this study could be one of the design index for the character creation in practical environment.

A Study on the Character Fashion Designs - Focusing on the domestic fashion companies using characters - (캐릭터 패션 디자인 연구(硏究) - 국내(國內) 패션업체(業體) 캐릭터 활용(活用) 현황(現況)을 중심(中心)으로 -)

  • Chai, Sun-Joo;Cho, Kyu-Hwa
    • Journal of Fashion Business
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    • v.4 no.1
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    • pp.1-12
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    • 2000
  • The purposes of this thesis are to investigate characteristics, environment of characters through comprehensive approach to analyze its use and strategies in apparel brands. As a method to accomplish this research, fashion related articles, documents and magazines are used along with marketing references forecasting 21st century market changes. The character industry has diverse application to different medias and also intimacy and absorbtion beyond sex, age, generation, nationality. The cultural background of character fashion is based on casual clothing caused by wide spread pursuit of sports and leisure culture, indivisualization and diversification of clothing, customer-made marketing atmosphere and tendency of pursuit of fun and humor. In case of domestic young casual market, own characters are developed for creating differentiated it's own brand images. Characters are applied as an design details or cyber fashion models standing for the image of it's own brand and take a part in other events and visual parts as well. Characters not only limited to clothing items but also further usages of characters extended to stickers and other related stationary goods are necessary. A 'Character multi shop' can be one of good methods to maximize synergy effect.

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An Analysis of Character Image Used to Fashion Commodity (패션상품에 활용된 캐릭터의 이미지에 대한 분석)

  • Yoo, Tai-Soon;Baek, Kyung-Sil
    • Fashion & Textile Research Journal
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    • v.3 no.3
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    • pp.241-248
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    • 2001
  • The purpose of this study is to examine the preference according to the domestic fashion company use the character image of the inside and outside of the country, the recognition for the importance of the character by examining the purchasing behavior of high school girls and college women as the major consumer in the character fashion commodity (in the center of the clothe and accessory), and the aid for the self-development and the licensing of the character in the future. This study targeted 491 high school girls and college women in Daegu and Kyung-pook area. The character preference according to the character image applied the fashion commodity was used the scale of seven point modified the S D (Semantic Differential) method for Kim, Chun-Ae's image measure. The followings are the conclusions of this study; Both the group of high school girls and the group of college women almost represented the similar reaction result for the images of 9 characters. For the preference of the group of high school girls and the group of college women for 9 character, for characters Tweety, Bugs Bunny, the group of college women represented more preference than the group of high school girls. However, for characters of Hello Kitty, Pazama sister's and Dalki, the group of high school girls represented more preference than the group of college women.

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A Study on the Pattern of Domestic Literature Museum and the Space.Form Composition Characteristic - Focused on Gyeongsang-do region - (국내 문학관 건축의 유형과 공간.형태구성 특징에 관한 연구 - 경상도 지역을 중심으로 -)

  • Jang, Hoon-Ick
    • Journal of The Korean Digital Architecture Interior Association
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    • v.11 no.3
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    • pp.69-77
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    • 2011
  • This study considered the characteristic through the present state of domestic literature museum and grouping by type to help the understanding for domestic literature museum. And conducted a case study on Gyeongsang-do region literature museum to grasp the space form composition characteristic of literature museum. The result gained through these studies is as follows. First, grouping domestic literature museum by type, we can conduct the classification founded on location character, an exhibition writer, and the main body of erection and maintenance management. Second, the classification founded on location character of literature museum is able to be divided into the type of the house of writer's birth, a literary work, writing, and etc. Third, the classification founded on the number of exhibition writers can be divided into the type of independence, an individual pavilion, and integration. Fourthly, the classification founded on the main body of erection and management can be divided into the case in which a local self-governing body is wholly in charge of erection and management, a local government is in charge of erection but entrusts management to a corporate body, etc., a corporate body is in charge of erection and management, and a private person is in charge of erection and management. Fifthly, speaking of the characteristic by type of the Gyeongsang-do region literature museum, the classification founded on location has the type of the house of writer's birth the most, the classification founded on the number of exhibition writers has the type of independence the most, and the classification founded on the main body of erection and management has the most the type in which a local self-governing body is in charge of erection and management. Also, for the characteristic by space form, the case which expresses the character of Korean traditional architecture by form is many the most, and there are pieces of work to pursue shape beauty through the articulation of mass or molding manipulation and the change by space form through the proper combination of concreteness and abstraction as well.

Analysis of Domestic Woman Character Casual Brand Design for Party Wear Design Development (파티웨어 디자인 개발을 위한 국내 여성 캐릭터 캐주얼 브랜드 디자인 분석)

  • O, Ji-Hye;Lee, In-Seong
    • Journal of the Korean Society of Clothing and Textiles
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    • v.34 no.5
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    • pp.856-865
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    • 2010
  • Many efforts to develop the domestic fashion industry have continued under the influence of a rapidly changing fashion industry environment. The fashion industry has emerged as a future growth industry leading lifestyle and as a core industry for the culture biz. Since the 2000's the markets that combined party and fashion wear as a new cultural trend has grown and an in-depth study of design development for party wear is required. This study presents basic materials for design development for the future domestic woman character casual brand prior to the design development by analyzing design characteristics of domestic female character casual brands. In the research methods, nine brands were selected based on the discussion of ten fashion specialists and then the brand concept, target, configuration of items, price, and design characteristics were analyzed. The following conclusions were drawn from this study. First, each brand concentrated the main focus on establishing a clear and unique brand identity that meets the needs of consumers to enhance competitiveness in the woman's dress market. To enhance competitiveness, many character casual brands targeting women aged 20's and 30's (including BEART) held party wear goods exhibitions as the market for party wear has increased significantly. Second, according to study results of the selected nine brand designs, it was found that the style characteristic of each brand varies depending on concept. However, all nine brand designs developed various styles such as feminine and cute style making use of laces, ruffles, A line silhouette, colorful motifs, and a stylish style that used layers with various materials along with unique decorations based on romantic emotions. Third, seven hundred and thirty eight pictures of nine brands were analyzed by items without identifying brands. According to the result of the analysis, the percentage of items used by brands was as follows: a one-piece dress was 34.5%, jacket 25.7%, skirt and pants 15.5%, blouse and shirt 13.6%, and tops 10.6%. The result showed that one-piece dresses accounted for the highest percentage. Frill accounted for 16.6%, the highest percentage followed by ribbons at 16% in regards to detail and trimming.

Physical Feature, Physiological Character and Behavior Study of Gayal(Bos frontalis)

  • Giasuddin, M.;Islam, M.R.
    • Asian-Australasian Journal of Animal Sciences
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    • v.16 no.11
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    • pp.1599-1603
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    • 2003
  • The physical feature, physiological character and behavior studies were conducted with fifteen newly collected gayals in Bandarban hill tract area of Bangladesh. Their morphology is different from domestic cattle. The range of pulse rate, body temperature and respiration rate were 47 to 75 per minute, 37.78 to $38.88^{\circ}C$ and 20 to 40 per minute, respectively. These physiological values vary with different age group and seasonal variation. In hematological feature, the average findings were RBC $7.01{\pm}0.52$ million/cu.mm, WBC $14.3{\pm}3.69$ thousand/cu.mm, hemoglobin concentration $9.81{\pm}2.25gm%$, PCV $35.86{\pm}3.68%$. In differential WBC count neutrophils $28.23{\pm}1.75%$, lymphocytes $62{\pm}2.05%$, monocytes $4.4{\pm}1.34%$, eosinophils $5{\pm}2.49%$ and basophils $0.4{\pm}0.51%$. In behavior study, the animal shows browsing nature on hill slopes. They are watchful in new environment, become excited and nervous with strangers. Heated female gayals response for mating with domestic bull.

A Study on the Spectatorship through Character of (<심슨가족>의 캐릭터를 통한 관객성 연구)

  • Youm, Dong-Cheol
    • Cartoon and Animation Studies
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    • s.21
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    • pp.1-17
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    • 2010
  • As animation emerged as a high value-added content business, more studies are conducted focusing on the fact that the key to the success of animation is not a story but a character. This study aims to examine the characters of , the globally loved animation, and figure out its interactive way of attracting viewers based on Spectatorship Theory, so that it can help set the nation's TV animation series to be made on the right track. To achieve this goal, it will explore various aspects including the concept of animation character, the relations between ideology and character, and the changes in design according to a social phenomenon, then based on Spectatorship Theory will analyze and suggest how the characters of fulfill the required conditions to attract viewers. In addition, it will examine the wide application of the characters of . In conclusion, unlike theatrical animation, TV animation has a characteristic that it can easily and repeatedly deliver messages to viewers over a long time, however, domestic TV animation turned out to fail to utilize the advantage. In other words, while its character has distinct individuality, it is not supported by creative and solid story line, and the character is not attractive as much as the characters of which successfully evoke sympathy from viewers. In animation, arousing sympathy from its viewers or audiences is very important, so a character that well reflects social discourse is an integral part of it. Therefore, in-depth and specialized study on animation's character is highly required for the sustainable success and growth of domestic animation.

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A Study on Construction Plan for Character Archives (캐릭터 아카이브 구축 방안 연구)

  • Pyeon, Hyunchang;Rieh, Hae-young
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.29 no.2
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    • pp.149-168
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    • 2018
  • In modern society, the economic and cultural influence of characters is increasing day by day. However, there is no comprehensive records management system for characters in Korea. The purpose of this study is to identify the necessity of comprehensive character records management system and requirements for records producers and users, and suggest a construction plan for archives that reflects this idea. Related cases in domestic and overseas were identified and analyzed, survey was conducted of character designers and users participating in the '2017 Character Licensing Fair' in order to understand their needs on character archives, and it was followed by interviews of two character designers. From the implications of the related cases and the analysis results of the questionnaire survey and the interviews, plans for records collection, management, and services were suggested for constructing character archives. Specifically, preparation of collection policy, insertion of watermark to prevent pirating, online sales of characters, and one-stop service that can provide licensing for copyright protection and record utilization were suggested.

Study on Character Licensing in connection with Animation Gamification - Focus on (애니메이션의 게이미피케이션과 캐릭터 라이선싱 연계 연구 - <터닝메카드>를 중심으로)

  • Lee, Seon-Young;Lee, Seung-Jin
    • Cartoon and Animation Studies
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    • s.41
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    • pp.357-378
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    • 2015
  • The recent domestic toy market is filled with the fever of 'Turning Mecard' produced as a character product of units showing in . The toy market of the domestic character licensing industry has shown such rapidly changing trends during the period of broadcasting contents like animation or special films targeting children. Through these contents, the characters are cognized, and also the immersion and loyalty can be increased depending on the progress of the story, on top of marketing effect while the animation is broadcasted. This effect is called gamification meaning that consumers voluntarily participate in the contents after receiving fun. Through the purchase of character products, the immersion and loyalty participate in the animation. Thus, this study analyzed the gamification elements by examining the animation and toy products of currently gaining popularity in the toy market. In the results of the study, the story structure of has the sustainment just like game, which is connected to its character product. Therefore, the users who have watched build up the relationship with each other, and the competition and reward can be done through the game using the character products, which is connected to such high immersion and loyalty.

A Study on Implementation of Intelligent Character for MMORPG using Genetic Algorithm and Neural Networks (유전자 알고리즘과 신경망을 이용한 MMORPG의 지능캐릭터 구현에 관한 연구)

  • Kwon, Jang-Woo;Jang, Jang-Hoon
    • Journal of Korea Multimedia Society
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    • v.10 no.5
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    • pp.631-641
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    • 2007
  • The domestic game market is developmental in the form which is strange produces only the MMORPG. But the level of the intelligence elder brother character is coming to a standstill as ever. It uses a gene algorithm and the neural network from the dissertation which it sees and embodies the character which has a more superior intelligence the plan which to sleep and it presents it does. When also currently it is used complaring different artificial intelligence technologies and this algorism from the MMORPG, the efficiency proves is not turned over and explains the concrete algorithm it will be able to apply in the MMORPG and an embodiment method.

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