• Title/Summary/Keyword: Media Character

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Analysis of Villain Characters in Animation : Focusing on the Characteristics of Animation Characters in the U.S. and China (애니메이션에 나타난 악당 캐릭터 분석 : 미국과 중국 애니메이션 캐릭터 특징을 중심으로)

  • Zhao, Yue;Park, Sung-won
    • Journal of Information Technology Applications and Management
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    • v.27 no.6
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    • pp.1-14
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    • 2020
  • Since the birth of animation, the United States has created many classic characters. For example, Mickey Mouse and Minnie, Tom and Jerry, Lion King, and Nemo, which are imaged with animal images, include Snow White, Bell, Mulan, and Aladdin. In addition, there are villain characters designed with strong personality and personality design, such as Snow White's stepmother Grimheel, Ursula, Bad Girl Crew El Radville, Scar, Captain Hook, and so on. These animation characters have been remembered for a long time with stories in people's minds, and have also brought laughter and emotion to people all over the world, which has brought a lot of business value to animation companies. Recently, the villain of American animation works is becoming more and more suited to the taste of the audience. The villain is not a symbolic image of the brutality we have seen before. They are not only visual images with rich and diverse personalities, but are also designed to suit the tastes of the public with a multifaceted inconsistency. They appear as ordinary people in our lives in works, or as powerful people who are not realistic. The villain characters designed in this way are real human miniatures appearing in the relationships in our lives, and they cannot judge good or bad only by their appearance. Through the study of villains in American animation, many villains in American animation were summed up, and villains could be classified into three types: brutal, violent, and sneaky. Based on this, it was possible to analyze the appearance and attire of the villain character in American animation, and to create a vivid and popular image of the villain, it was found that the character of the character should be emphasized when constructing the shape and costume of the villain character. In conclusion, the attractive formation of villain characters is an important part for successful animation. The production of vivid and long-lasting villain characters must begin with detailed settings such as personality, shape, and dress from the planning stage, which is not only the intention of the producer, but also a reflection of the aesthetic psychology that society should pay attention to today.

The Transformation of Alternative Public Sphere and its Motive in Korea (한국 대안적 공론장의 변화과정과 추동 요인에 대한 고찰)

  • Kim, Eun-Gyoo
    • Korean journal of communication and information
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    • v.33
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    • pp.87-114
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    • 2006
  • The concept of alternative sphere is terminologically various; resistance media, counter media, minjung media, grassroots media, underground media, alternative media, civic media, etc. Each terminology reflect the feature of times and the emphasis of advocator. This article explore the transformation of alternative public sphere and its motive in Korea. In a world, Korea's alternative public sphere has changed as following: resistance media and liberty media in 70', counter media and minjung media in 80', alternative media in 90', and alternative media and civic media in 2000'. The motive of transformation is basically the expansion of civil society and extension of social movement in Korea. As social movement's character has changed, the feature of alternative public sphere has also changed. Minjung movement played key role of social movement in 1980', the alternative public sphere characterized as minjung media or counter media which was based on working class consciousness. After this, According as civil movement have initiative of social movement, the character of alternative public sphere changed by alternative media and civic media. Besides, this article argue that the alternative public sphere of Korea has changed dialectically with social movement.

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A study on the Revenue model of Character business on the Internet (인터넷상에서 캐릭터를 활용한 수익 모델에 관한 연구)

  • Kim, Joon-Young
    • Proceedings of the Korea Contents Association Conference
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    • 2004.11a
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    • pp.78-83
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    • 2004
  • In the early days, we could be provided almost internet contents without pay. It's been turning out the time we need to pay for getting some internet contents as it has become one of important media. It's already been a kind of big market. We need to develop the revenue model of character brand in the internet business. Character brand could make the internet contents on a position of advantage. We've made the revenue through using character brand and making commodities and services more valuable. We use the internet in a wide range of daily life communication. It's expected to extend. It's needed to study which kind of revenue model is existed at the moment.

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A Study on Improving Watching Digital-Broadcasting Devices Environment by Analyzing Visual Perception of Character Graphic (문자그래픽 시각인지도 분석 기반 디지털매체 시청환경 개선 연구)

  • Lee, Kook-Se;Moon, Nam-Mee
    • Journal of The Institute of Information and Telecommunication Facilities Engineering
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    • v.8 no.2
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    • pp.72-77
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    • 2009
  • A number of new DTV technologies have been introduced to provide crystal clear picture and enhanced sound. HDTV, in particular has four times resolution of conventional TV along with 16:9 aspect ratio. Also the introduction of the new technologies offered a valuable basis for character graphics which was only an assistant method to deliver visual images effectively. Various sizes of displays for different applications such as high definition TV and mobile multimedia services have created demands for additional features of character graphics including proper letter fonts, colors, moving effects as much. This article analyzes in what way the visual elements above can affect uses' visual perception. New CG formats designed for OSMU, one source multi use, are also suggested available to each media. For the research three groups of CG designers, art directors and productions/distribution groups are established according to production process by two Delphi surveys of TV production staff.

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Analysis of Ontological Representation of AOS Game Character - focused on - (AOS 게임 캐릭터의 존재론적 재현 양상 분석 - <리그 오브 레전드>를 중심으로 -)

  • Han, Hye-Won;Koo, Hye-In
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.185-198
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    • 2015
  • The purpose of this study is to analyze representation of characters of AOS online-game in order to find out the meanings of ontological game characters. This study selects characters of on-line game to analyze representations of game characters by Pierre L$\acute{e}$vy's ontological theory. The characters which represented in on-line games reproduced by costume play in off-line world reflect human desire and construct human existence. Online game character is an existing substance, which could expand human experiences by crossing virtual game world and reality in digital era.

Time-based Restructuring of Mobile Roleplaying Games (모바일 역할수행 게임의 시간 기반 재구조화)

  • Lee, Jin
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.39-50
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    • 2017
  • This paper explores the concept of mobile gaming platforms and changes in game play through mobile parameters, focusing on the role of role-playing mobile games through mobile parameters. As a move, the Player combines the mobile media with the game platform. The daily time of the mobile mid-dividualization is reconstructed with the principle of superposition, which affects play experience on the mobile gaming platform. The character of a mobile role-playing game plays a non-integrated play where the player is staying, rather than an avatar character, and exhibits a non-dwelling character as a residential space. Automatic battle also regenerates unused combat forces in the form of explicit integration. The experience of combat in overlapping hours serves as a visual spectacle, and the player inhabits the fighter jets.

Character Floating Hologram using Detection of User's Height and Motion by Depth Image (깊이 영상으로 사용자 키 검출 및 동작감지를 사용한 캐릭터 플로팅 홀로그램)

  • Oh, KyooJin;Han, DaeHyun;Kwon, SoonKak
    • Journal of Korea Society of Industrial Information Systems
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    • v.23 no.4
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    • pp.33-40
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    • 2018
  • With the development of computer and video technology, a lot of contents are being produced as digital media methods to provide are being diversified and the intrest in digital media increases. Such contents are actively researched using human motion and user's information through camera or controller. Contents using user's information can be exposed to various people in public places and used as an advertisement. This paper proposes the character floating hologram system that is implemented using detection of user's height and motion. The purposed system detects user's height and motion from depth images and creates corresponding character from the detected data. Then it is represented using a floating hologram device. This system can be used for marketing, advertising and exhibition events using user information.

Adaptive Character Segmentation to Improve Text Recognition Accuracy on Mobile Phones (모바일 시스템에서 텍스트 인식 위한 적응적 문자 분할)

  • Kim, Jeong Sik;Yang, Hyung Jeong;Kim, Soo Hyung;Lee, Guee Sang;Do, Luu Ngoc;Kim, Sun Hee
    • Smart Media Journal
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    • v.1 no.4
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    • pp.59-71
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    • 2012
  • Since mobile phones are used as common communication devices, their applications are increasingly important to human's life. Using smart-phones camera to collect daily life environment's information is one of targets for many applications such as text recognition, object recognition or context awareness. Studies have been conducted to provide important information through the recognition of texts, which are artificially or naturally included in images and movies acquired from mobile phones. In this study, a character segmentation method that improves character-recognition accuracy in images obtained from mobile phone cameras is proposed. The proposed method first classifies texts in a given image to printed letters and handwritten letters since segmentation approaches for them are different. For printed letters, rough segmentation process is conducted, then the segmented regions are integrated, deleted, and re-segmented. Segmentation for the handwritten letters is performed after skews are corrected and the characters are classified by integrating them. The experimental result shows our method achieves a successful performance for both printed and handwritten letters as 95.9% and 84.7%, respectively.

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Use of Emotion Rule for Game Characters Emotion Structure (게임 캐릭터의 감정구조를 위한 감정규칙의 활용)

  • Park, Jun-Hyoung;Ko, Il-Ju;Sung, Bo-Kyung
    • Journal of Korea Game Society
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    • v.16 no.1
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    • pp.23-32
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    • 2016
  • A recent emotion research has attracted attention as an element to enhance the interaction with the user to play the game. Emotion expressed in the previous game was using a simple structure. However, increasing the user's needs of emotions that have been used in the game is necessary to structure the emotions caused. In this paper, it was utilized for the character of emotion in the game rules of the proposed emotion based on the principle of biological feelings. And it was classified a game component that affects the emotions and character provides a structure for recognizing the emotion from the game. This paper provides a structural framework to be considered in order to analyze emotions used in existing game to the role of emotion, to express emotion in the game.

Character Extraction Using Wavelet Transform and Fuzzy Clustering (웨이브렛 변환과 퍼지 군집화를 활용한 문자추출)

  • Hwang, Jung-Won;Hwang, Jae-Ho
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.44 no.4 s.316
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    • pp.93-100
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    • 2007
  • In this paper, a novel approach based on wavelet transform is proposed to process the scraped character which is represented on digital image. The basis idea is that the scraped character is described by its textured neighborhood, and it is decomposed into multiresolution features at different levels with its background region. The image is first decomposed into sub bands by applying Daubechies wavelets. Character features are extracted from the low frequency sub-bands by partition, FCM clustering and area-based region process. High frequency ones are activated by applying local energy density over a moving mask. Features are synthesized in order to reconstruct the original image state through inverse wavelet transform Background region is eliminated and character is extracted. The experimental results demonstrate the effectiveness of the proposed method.