• Title/Summary/Keyword: Visual Characters

Search Result 352, Processing Time 0.032 seconds

A Study on the Performance Factors of Cute Characters Center Around a Two-Headed Character (애니메이션 캐릭터의 귀여움 표현 요소 연구 : 이등신 캐릭터를 중심으로)

  • He, Shan;Park, Sung-Won
    • Journal of Information Technology Applications and Management
    • /
    • v.27 no.4
    • /
    • pp.85-91
    • /
    • 2020
  • Animation is a field of popular visual art that is established in human life, and the form of characters appearing is an important factor that is highly anticipated by the public. Designing animation characters according to aesthetic characteristics not only satisfies people's aesthetic needs but can also increase their artistic immersion in animation works. In addition, animation storytelling is delivered around characters and enhances the value of the work by encouraging more public to focus on it. In this paper, we tried to analyze the design elements of Minions characters to derive the reason why they are loved by the public. Among the morphological characteristics of bicepsin characters, a study was conducted on the fact that bicepsin characters visually express 'cute' through the study of infantile eating and color. The visual cuteness elements of a bisung character will soon be linked to the psychological satisfaction of the audience's work and will be a factor in the appreciation of the value of the work. By studying the elements of expression that represent isosin characters, I would like to discuss the factors that help the audience to immerse and get satisfaction with the characters. This will be used as an important factor for an animation character to have for the audience and will reveal its value. Second-class animation images belong to the art of small pieces, suitable for all the audience to enjoy. The two-size animated image has a strong appeal and entertainment, is a confusing visual attribute, can stimulate the audience's five senses. Compared with the actors in the movie, the visual form of the animation is more important.

Analysis of Visual Art Elements of Game Characters Illustrated by the Case of Glory of Kings

  • He, Yangyang;Choi, Chulyoung
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.12 no.3
    • /
    • pp.213-219
    • /
    • 2020
  • Visual art elements can most intuitively express the information expressed by a game character and play an important role in shaping a successful game character. We compares and analyzes the role design in the skins of the "Five Tiger-like Generals" series in Glory of Kings in terms of color, line, graphic and other visual elements. Different visual elements form different visual impacts and influences, which brings people different psychological feelings and presents different emotional colors. The reasonable use of visual elements gives people a refined visual experience and a comfortable psychological feeling, adding more influencing factors to the "immersion" of the game. It not only can strongly attract the attention and love of players, but also spreads traditional culture of the nation and the country. Therefore, whether the visual art elements of a game character can be appropriately used is an important part of the success of the game work. The analysis of visual art elements of game characters has important learning and research value.

The Influence on Readability by the Visual Characters Layout at the TV Home Shopping Broadcasting (TV홈쇼핑 방송영상 자막화면 구성이 가독성에 미치는 영향)

  • Shin, Moon Kyu;Seo, In Ho;Choi, Seong Jhin
    • Journal of Broadcast Engineering
    • /
    • v.23 no.1
    • /
    • pp.126-137
    • /
    • 2018
  • Visual characters used in television affect the viewers in a different way from printed media. This paper analyzed the visual characters presented in each home shopping channel and their year-by-year characteristics in terms of layouts. Based on the results, the readability was analyzed according to different layouts, suggesting optimal layouts that allows for better communication with the viewers. The purpose of this study is thus to focus on the visual character layouts, which have not been fully explored to date, in order to identify the most effective one among basic locations of visual characters. The results indicate that the bottom location shows higher readability than top. The right side showed higher preference than left, while readability did not demonstrate a significant difference. As for the L-bar and reverse L-bar, the L-bar arrangement was shown preferable in terms of readability. Finally, the layout should be determined considering the readability by location.

A Study on the Realization of Virtual Simulation Face Based on Artificial Intelligence

  • Zheng-Dong Hou;Ki-Hong Kim;Gao-He Zhang;Peng-Hui Li
    • Journal of information and communication convergence engineering
    • /
    • v.21 no.2
    • /
    • pp.152-158
    • /
    • 2023
  • In recent years, as computer-generated imagery has been applied to more industries, realistic facial animation is one of the important research topics. The current solution for realistic facial animation is to create realistic rendered 3D characters, but the 3D characters created by traditional methods are always different from the actual characters and require high cost in terms of staff and time. Deepfake technology can achieve the effect of realistic faces and replicate facial animation. The facial details and animations are automatically done by the computer after the AI model is trained, and the AI model can be reused, thus reducing the human and time costs of realistic face animation. In addition, this study summarizes the way human face information is captured and proposes a new workflow for video to image conversion and demonstrates that the new work scheme can obtain higher quality images and exchange effects by evaluating the quality of No Reference Image Quality Assessment.

A Study of Web based Screening for Visual Stress Syndrome (웹 기반의 시각적 스트레스 증후군 선별에 관한 연구)

  • Jang, Young-Gun
    • Journal of the Ergonomics Society of Korea
    • /
    • v.28 no.4
    • /
    • pp.91-99
    • /
    • 2009
  • A visual stress may provoke migraine, cephalalgia, intervene a long term reading and learning capability and reduce the productivity of a laborer who uses computer for a good while. In this study, a web based screening tool for visual stress was developed, it applied to 72 visually normal young persons in parallel with traditional questionnaire about symptoms of visual stress. To estimate visual stress, It is proposed to measure difference of visual search time of Han Gul characters as targets between visual stressful pattern and non-visual stressful pattern as global background of characters. As a result of test, 5 subjects were screened whose mean visual search time in the stressful pattern with 6 CPD spatial frequency increase significantly more than in none stressful pattern(t-test, one-tailed, p=$1.0407\times10^{-11}$). 2 of them were diagnosed as mild visual stress syndrome in the clinic. None had visual distortion and 50% of subjects had visual discomfort in results of the questionnaire. Correlation between visual search time increase rate and normalized number of visual discomfort may be slight(C. coefficient=0.1355). This study may contribute as a basic research for screening person with migraine, visual reading disabilities and VDT syndrome. It is required to apply the test to visual reading disabilities, migraine with visual distortion and/or visual discomfort as well as normal person for higher reliability of the screening tool.

3D Spatial Interaction Method using Visual Dynamics and Meaning Production of Character

  • Lim, Sooyeon
    • International journal of advanced smart convergence
    • /
    • v.7 no.3
    • /
    • pp.130-139
    • /
    • 2018
  • This study is to analyze the relationship between character and human semantic production through research on character visualization artworks and to develop a creative platform that visually expresses the formative and semantic dynamics of characters using the results will be. The 3D spatial interaction system using the character visualization proposed generates the transformation of the character in real time using the interaction with user and the deconstruction of the character structure. Transformations of characters including the intentions of the viewers provide a dynamic visual representation to the viewer and maximize the efficiency of meaning transfer by producing various related meanings. The method of dynamic deconstruction and reconstruction of the characters provided by this system creates special shapes that viewers cannot imagine until now and further extends the interpretation range of the meaning of the characters. Therefore, the proposed system not only induces an active viewing attitude from viewers, but also gives them an opportunity to enjoy watching the artwork and demonstrate creativity as a creator. This system induces new gestures of the viewer in real time through the transformation of characters in accordance with the viewer''s gesture, and has the feature of exchanging emotions with viewers.

A Study on Formative Elements in 3D Animation Character -Focusing on Characters' Visual Recognition Elements of Form through Elements of Form and Formation Method of Form- (3D 애니메이션 캐릭터의 조형성 연구 -<겨울왕국> 캐릭터를 중심으로 조형의 구성요소와 원리를 통한 시각인지요소에 관한 연구-)

  • Kim, Hye Sung;Sung, Re-A
    • Cartoon and Animation Studies
    • /
    • s.36
    • /
    • pp.45-74
    • /
    • 2014
  • We can anticipate that animations will form one of the axes and lead popular culture in our future visual age. Recently, research has been actively conducted, but it mainly focuses on their value in culture industry or technologies and methods of producing animations. Of course, research that deals with animation characters has constantly come out. This study focuses on the 'formative elements' of 3D animation characters and attempts differentiation from other research by inducing new logic theoretically. Being freed from the research on characters that has been merely focused on theoretical grounds, this study intends to figure out how audience that is consumers who actually get to watch and feel animations recognizes them and find out related problems and also solutions for them. In particular, this study intends to examine the formative characteristics of 3D animation characters with the characters appearing in , one of the animations that have achieved artistic value as well as commercial success. And for that, the study conducted not only literature review but various surveys and Delphi method as well. Also, the researcher devised an analysis frame to evaluate the formative elements through in-depth discussion with experts. And with this, the study created the forms such as the Elements of Form, Formation Methods of Form and Visual Recognition Elements of Form, examined how audience recognized 3D characters. The process of recognizing an image is influenced by socio-cultural environment or sex, age, and the level of knowledge differently. This was meant to investigate current visual culture and the public's perspective through characters in that represent the visual mode.

A Study on the Visual Character and Preference of Roadscape -In Case of the Main Entrance Road in Chongju- (도로경관의 시각적 특성 및 선호도에 관한 연구 -청주시 주진입로를 대상으로-)

  • 정대영;심상렬;문석기
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.24 no.1
    • /
    • pp.15-31
    • /
    • 1996
  • The purpose of this study was to figure out visual character and preference of roadscape for the main entrance road in Chongju. We took 9.6km which was from the Chongju interchange of Kyungbu expressway to Sangdang park and was thought to have a peculiar characteristics. This main entrance road was seperated into 4 parts according to arranging patterns of roadside trees and buildings. To investigate the visual characters, the sementic differential scale experiment was used. The visual characters, the sementic differential scale experiment was used. The visual preference was examined by analyzing visual volume of 4 factors. The results of the study based on these analyses were as below : 1. Factors that compose the visual characters of roadscape were classified by the emotional factor, the individual factor and the physical factor. These 3 factors showed a64.14% total variance. Among 3 factors the emotional factor which represented psychological reaction was appreciated to be the highest and the physical factor was assessed to be the lowest. 2. 24 items in total 14 adjectives showed the following ranking of mean values in sementic differential experiment : Road I -->RoadIII-->RoadII-->RoadIV. The mean values between Road I and RoadIV showed a significant difference, which can be explained to be a contrast between the natural factor and the artificial factor. 3. The mean value of the visual preference was the highest at Road I and the lowest at Road IV. While Road II and Road III showed 3.51 and 4.71, respectively. 4. The effect of 4 factors on visual preference was analyzed by regression as follows : Visual preference =1.2983+0.0627 + 0.0230+0.0203, R-Square=0.5

  • PDF

Analysis of Dynamic Chinese character Typography Design in Motion Graphics (모션그래픽에서 다이내한 중국문자의 타이포그래되에 대한분석)

  • Fujialun, Fujialun;Kim, Hav-Yoon
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2014.11a
    • /
    • pp.329-330
    • /
    • 2014
  • The continuous development of information technology had led people into the era of new media. New technologies, in its rapid development, have also produced impacts on traditional visual communication design. As an integral element in traditional visual communication design, Chinese characters have no longer confined to traditional paper media but turned to dynamic video space. In light of the changing globalization tendency, dynamic Chinese characters are producing increasing influences in motion graphics. It is an inevitable trend in character typography design that visual communication will make a breakthrough in the traditional expression boundary. This paper analyzes the influence of dynamic Chinese characters upon motion graphics in view of typography and style, and puts forward with the typography design that can conform to the development of the time, spread information and express emotions in a better way.

  • PDF

The Analysis of Mix & Match Visual Image of One-Point Graphic Appeared in T-shirt (티셔츠 원 포인트 그래픽에 나타난 Mix & Match 시각 이미지 분석)

  • Lee, Mi-Yoen
    • The Research Journal of the Costume Culture
    • /
    • v.13 no.5 s.58
    • /
    • pp.777-789
    • /
    • 2005
  • Mix & Match Visual Image, appearing in T-shirt one-point graphics, is a new visual image emerged as a result of several trends: development of cutting-edge machinery and computer programs, various needs of consumers, and an international trend of fusion concept. Thus, a concrete research of Mix & Match Visual Images is demanding. This paper studies one-point graphic, which appeared in the SamsungDesignNet, Interfashion Planning, and firstviewkorea, with a focus on apparel T-shirt of women's wear and casual wear from 2001 to 2004. The study shows that the most preferred independent visual image in Mix & Match Visual Images is a typography, and next is in the order of marks, symbols, geometric diagrams and abstract shapes, animals and plants, characters, materials, and collages. As Mix & Match of independent visual images was mainly combined typography with other independent visual images, we need to develop more Mix & Match Visual Images using various independent visual images's mix and match. Then, T-shirt will be one of the most representative items in Korean fashion trend that enable consumers to express their characters, escaping from the old-fashioned concept that T-shirt is just a T-shirt.

  • PDF