• Title/Summary/Keyword: National Character

Search Result 1,705, Processing Time 0.024 seconds

A Study on the production of A 3D Game Character animation using Motion Capture System (Motion Capture 시스템을 이용한 3D 게임 Character 애니메이션 제작에 관한 연구)

  • Kim Tae-Yul;Ryu Seuc-Ho;Kyung Byung-Pyo;Lee Dong-Lyeor
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2005.05a
    • /
    • pp.59-63
    • /
    • 2005
  • 2D And 3D the animation joins in and with development of computer technique it accomplishes a continuous growth and a development. The computer hardware and software technique quick change(evolution) it leads and 2D and 3D the animation is the tendency which provides the growth which is infinite. 3D Present time in the technique which produces the animation it uses the Motion Capture System which and it is using plentifully 3D the process which produces the animation of game Character it leads and against a Motion Capture technique it examines and against the animation production which it follows in quality of the Character it researches.

  • PDF

The Analysis of Economic Contribution of Character Industry in China (산업연관분석에 의한 중국 캐릭터 산업의 경제적 효과 분석)

  • Zhang, Xin-Dan;Yao, Jin-Ge;Lee, Hyuck-Jin
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.9
    • /
    • pp.125-135
    • /
    • 2021
  • Due to the lack of national consensus on the importance and value of the character industry and the lack of recognition of value as a national strategic industry, the development of the character industry is experiencing great difficulties. The purpose of this study is to analyze the economic effects of character industry in China to help establish policies and strategies for the character industry in the future. To this end, this study utilized the China 2017 Industrial Association Table. The analysis results are as follows. China's character industry has a lower production inducement effect than other industries with a column total of 3.45514, and a row total of 1.30015. This shows that China's character industry is still being produced by small and medium-sized companies with a low equity ratio. Second, in the character industry, the index of the sensitivity of dispersion representing the forward linkage effect is 0.01426 and the impact factor is 0.03790, which are all less than 1. Therefore, it can be said to be the final demand manufacturing type.Third, in China character industry's income induction is 0.47690 and the production tax induction effect is -0.04912. It can be seen that the character industry has less income induction and tax burden generated every time the final demand increases by one unit in the entire industry than in other industries.Despite the quantitative growth of the character industry in China, the impact on other industries is low and it is not playing a role as an income-generating industry. Structural improvement is needed for the qualitative development of China's character industry.

A study on the Character Correction of the Wrongly Recognized Sentence Marks, Japanese, English, and Chinese Character in the Off-line printed Character Recognition (오프라인 인쇄체 문장부호, 일본 문자, 영문자, 한자 인식에서의 오인식 문자 교 정에 관한 연구)

  • Lee, Byeong-Hui;Kim, Tae-Gyun
    • The Transactions of the Korea Information Processing Society
    • /
    • v.4 no.1
    • /
    • pp.184-194
    • /
    • 1997
  • In the recent years number of commercial off-line character recognition systems have been appeared in the Korean market. This paper describes a "self -organizing" data structure for representing a large dictionary which can be searched in real time and uses a practical amount of memory, and presents a study on the character correction for off-line printed sentence marks, Japanese, English, and Chinese character recognition. Self-organizing algorithm can be recommenced as particularly appropriate when we have reasons to suspect that the accessing probabilities for individual words will change with time and theme. The wrongly recognized characters generated by OCR systems are collected and analyzed Error types of English characters are reclassified and 0.5% errors are corrected using an English character confusion table with a self-organizing dictionary containing 25,145 English words. And also error types of Chinese characters are classified and 6.1% errors are corrected using a Chinese character confusion table with a self-organizing dictionary carrying 34,593 Chinese words.ese words.

  • PDF

An Agent-based System for Character Motion Animation Control (캐릭터 동작 애니메이션 제어를 위한 에이전트 시스템)

  • Kim, Ki-Hyun;Kim, Sang-Wook
    • Journal of KIISE:Computing Practices and Letters
    • /
    • v.7 no.5
    • /
    • pp.467-474
    • /
    • 2001
  • When user wants to animate more than one character, some unexpected motion animation like a collision between characters may occur. Therefore, this problem must be resolved using a proper control mechanism. Therefore, this problem must be resolved using a proper control mechanism. This paper proposes an agent-based system that controls the motion animation of the character for representing animation scenario reflecting user\`s intention. This system provides a method that coordinates a type of motion and avoids collision between characters according to the moving path of a character in three-dimensional space. Agent communicates with others for motion synchronization. Agent is extended into several intelligent agents that coordinate character\`s motion. Agent system enables not only an intended motion animation, but also the scheduling of motion to an entire character animation. It designs automata model using Petri-net analysis tool for the agent\`s interaction as a method that passes the agent\`s information and infers the current state of agents. We implement this agent system to control the motion of character using agent technology and show an example of controlling the motion of human character model to prove the possiblity of motion control.

  • PDF

Analysis of RPG Characters' Personality Performance (RPG게임 캐릭터에서 개성 표현 요소에 관한 연구)

  • Shang, Jiong-Li;Ryu, Seuc-Ho
    • Journal of Digital Convergence
    • /
    • v.19 no.2
    • /
    • pp.403-408
    • /
    • 2021
  • From the perspective that RPG games give players a sense of reality, the characterization of game characters can be said to be at the heart of design behavior. The personality of a unique character enhances the player's concern and commitment, allowing players to experience a variety of experiences. Through theoretical research and case analysis, this paper analyzes the expression of individuality in RPG game character design. In the RPG game, the way to express the character's individuality is first based on the game's time-space background, plot, task, etc. to inform the character's general gender, race, occupation, and skills. In line with the application and use of the characters, the roles will be developed in a concrete and rich way, and the shapes, movements, colors, costumes and weapons will be more refined. The purpose of this study is to obtain the main factors that influence RPG character's personality design from the viewpoint of perceptual design theory. In addition, it is proposed that the RPG game character personality design method should be adopted.

Character Region Detection Using Structural Features of Hangul Vowel (한글 모음의 구조적 특징을 이용한 문자영역 검출 기법)

  • Park, Jong-Cheon;Lee, Keun-Wang;Park, Hyoung-Keun
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.13 no.2
    • /
    • pp.872-877
    • /
    • 2012
  • We proposes the method to detect the Hangul character region from natural image using topological structural feature of Hangul grapheme. First, we transform a natural image to a gray-scale image. Second, feature extraction performed with edge and connected component based method, Edge-based method use a Canny-edge detector and connected component based method applied the local range filtering. Next, if features are not corresponding to the heuristic rule of Hangul character, extracted features filtered out and select candidates of character region. Next, candidates of Hangul character region are merged into one Hangul character using Hangul character merging algorithm. Finally, we detect the final character region by Hangul character class decision algorithm. Experimental result, proposed method could detect a character region effectively in images that contains a complex background and various environments. As a result of the performance evaluation, A proposed method showed advanced results about detection of Hangul character region from mobile image.

Character Region Detection Using Structural Features of Hangul & English Characters in Natural Image (자연영상에서 한글 및 영문자의 구조적 특징을 이용한 문자영역 검출)

  • Oh, Myoung-Kwan;Park, Jong-Cheon
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.15 no.3
    • /
    • pp.1718-1723
    • /
    • 2014
  • We proposes the method to detect the Hangul and English character region from natural image using structural feature of Hangul and English Characters. First, we extract edge features from natural image, Next, if features are not corresponding to the heuristic rule of character features, extracted features filtered out and select candidates of character region. Next, candidates of Hangul character region are merged into one Hangul character using Hangul character merging algorithm. Finally, we detect the final character region by Hangul character class decision algorithm. English character region detected by edge features of English characters. Experimental result, proposed method could detect a character region effectively in images that contains a complex background and various environments. As a result of the performance evaluation, A proposed method showed advanced results about detection of Hangul and English characters region from natural image.

A Study on Perceptions of Virtual Influencers through YouTube Comments -Focusing on Positive and Negative Emotional Responses Toward Character Design- (유튜브 댓글을 통해 살펴본 버추얼 인플루언서에 대한 인식 연구 -캐릭터 디자인에 대한 긍부정 감성 반응을 중심으로-)

  • Hyosun An;Jiyoung Kim
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.47 no.5
    • /
    • pp.873-890
    • /
    • 2023
  • This study analyzed users' emotional responses to VI character design through YouTube comments. The researchers applied text-mining to analyze 116,375 comments, focusing on terms related to character design and characteristics of VI. Using the BERT model in sentiment analysis, we classified comments into extremely negative, negative, neutral, positive, or extremely positive sentiments. Next, we conducted a co-occurrence frequency analysis on comments with extremely negative and extremely positive responses to examine the semantic relationships between character design and emotional characteristic terms. We also performed a content analysis of comments about Miquela and Shudu to analyze the perception differences regarding the two character designs. The results indicate that form elements (e.g., voice, face, and skin) and behavioral elements (e.g., speaking, interviewing, and reacting) are vital in eliciting users' emotional responses. Notably, in the negative responses, users focused on the humanization aspect of voice and the authenticity aspect of behavior in speaking, interviewing, and reacting. Furthermore, we found differences in the character design elements and characteristics that users expect based on the VI's field of activity. As a result, this study suggests applications to character design to accommodate these variations.

[Review] The Impact of Character Collaboration Product Characteristics on Brand Awareness and Purchase Intention: Focusing on F&B Products

  • Kyung Tae JANG;Senghyeon LEE;Seong-Soo CHA
    • The Korean Journal of Food & Health Convergence
    • /
    • v.10 no.2
    • /
    • pp.1-5
    • /
    • 2024
  • This study aims to investigate the impact of character collaboration product characteristics on brand awareness and purchase intention within the food and beverage (F&B) industry, with a special focus on Generation MZ's growing interest in such products. The methodology involves a comprehensive review of existing literature on character marketing, brand awareness, and consumer purchase intention, supplemented by case studies of successful character collaborations in the F&B sector. The findings reveal that character collaborations significantly impact brand awareness and purchase intentions, particularly among younger consumers like Generation MZ. These collaborations not only rekindle nostalgia but also introduce new and exciting consumer experiences, effectively attracting a wide demographic. The success of character-themed products, from Pokémon bread to Coca-Cola's League of Legends collaboration, underscores the strategy's effectiveness in boosting brand recognition and consumer engagement. The implications of this research are manifold for the F&B industry. Firstly, it highlights the importance of leveraging popular characters to forge emotional connections with consumers. Secondly, it suggests that product development should closely align with consumer preferences and market trends to maximize appeal. Lastly, it positions character collaboration as a strategic marketing tool that not only enhances product sales but also strengthens brand loyalty and facilitates sustained brand growth.

A Study on the real motion capture of 3D Game character and classificatory proposal the type, the shapes of 3D character animation (3D 게임캐릭터의 실사 움직임(Real working)과 3D 캐릭터 애니메이션의 종류별, 형태별 모델 분류 제안)

  • Yun, Hwang-Rok;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Shon, Jong-Nam
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2006.11a
    • /
    • pp.269-272
    • /
    • 2006
  • Game industry is one of the most popular sector in the world cultural industries in the digital era. 2D and 3D Animation with development of computer technology it. Because Animation needs to show real motion image. The computer hardware and software technique quick change it leads and 2D and 3D the animation is the tendency which provides the growth which is infinite. But recently Game graphic design have a trend 3D Game that is absorbed and easy handling. 2D Game Character is changing to 3D Game Character more and more. This thesis have significant the real motion capture of 3D Game Character and the types, the shapes of 3D Game Character animation. First of all this thesis will define about 3D Game Character as well it will be show examples of real motion capture also it will proposal data of real motion capture. Therefore it will be bring the high technology Animation industry with Digital Contents industry. also hope for the growth of Game Character Animation process and 3D Game Character Animation in Game industry as well contents industry.

  • PDF