• Title/Summary/Keyword: character creation

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A Study on Animation Cubic Character Modelling Based on Plasticity (조형성을 바탕으로 한 애니메이션 입체 캐릭터 모델링 연구)

  • Choi, Don-Ill
    • Cartoon and Animation Studies
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    • s.6
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    • pp.116-131
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    • 2002
  • Character plays an important role not merely in animation but also in the modern image industry. From this perspective a new academic approach to and an analysis of character seems of much significance. With this in view this study carried out an elucidation of the basic factors and concept of plasticity for the creation of animation character on the basis of animation structural elements. Furthermore, an inquiry was conducted into fundamental requirements and factors of animation characters, human anatomy serving as the basis of forms for animation character modelling, the characteristics and techniques for creating animation cubic character, and then suggested a method of creation. In this process it was revealed that integral cubic character was applied to diverse animations, that character of high density was prerequisite for the creation of creative and effective animations, and that cubic character plasticity played a catalytic role in activation popular sympathy and the character industry.

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Overseas Expansion Strategy of Korean Fashion Character through Sensitive Space Creation (감성적 공간창출을 통한 한국 패션 캐릭터의 해외진출전략)

  • Park, Hyun-Hee
    • Journal of the Korean Home Economics Association
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    • v.49 no.4
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    • pp.25-35
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    • 2011
  • This study was intended to suggest overseas expansion strategy of Korean fashion character through sensitive space creation. This study reviewed literature, and did internet searching and observation. For the research methods were the analysis of the main retail spaces utilizing character and case study for the classification of collaboration types between retail space and character. As a results, 8 collaboration types between space and character were extracted: collaboration between retail distribution space and character, collaboration between product space and character, collaboration between service space and character, collaboration between experience space and character, collaboration between moving space and character, collaboration between publicity & advertising space and character, and collaboration between exhibition space and character. This study suggested the necessity of consistent identity strategy between character and retail space for a new character brand and the effectiveness of collaboration strategy for enhancement of character brand awareness.

Implementation of Dynamic Character Art using Image Association

  • Lim, Sooyeon
    • International Journal of Advanced Culture Technology
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    • v.7 no.3
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    • pp.52-57
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    • 2019
  • This study is about the creation of a character art using the free association. Character in proposed artwork induces the viewer's unconscious experience associated with it and creates new meanings to invigorate the character. When a character that performs both a linguistic function and a visual image function goes through a free association process, the viewer can induce interest and convey the meaning of the character more effectively. We proposed two ways to express the dynamic movement of the character more actively. One is drawing using various colors and free lines, and the other is the movement of the character synchronized with the gesture of the viewer. As a result of implementing dynamic character art, we can see that the viewer was actively involved in the free association process and immersed in the artwork. The viewers participated in the creation of the artwork, changing the shape of the character according to their various gestures.

Game Character Image Generation Using GAN (GAN을 이용한 게임 캐릭터 이미지 생성)

  • Jeoung-Gi Kim;Myoung-Jun Jung;Kyung-Ae Cha
    • IEMEK Journal of Embedded Systems and Applications
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    • v.18 no.5
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    • pp.241-248
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    • 2023
  • GAN (Generative Adversarial Networks) creates highly sophisticated counterfeit products by learning real images or text and inferring commonalities. Therefore, it can be useful in fields that require the creation of large-scale images or graphics. In this paper, we implement GAN-based game character creation AI that can dramatically reduce illustration design work costs by providing expansion and automation of game character image creation. This is very efficient in game development as it allows mass production of various character images at low cost.

A Study on 'Character Creation' of Personality Actor - Focusing on Actor Jung Woo-sung and the Characters He Played - (퍼스낼리티 배우의 '인물창조' 연구 -배우 '정우성-캐릭터'들을 중심으로-)

  • Oh, Youn-Hong
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.8
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    • pp.141-152
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    • 2020
  • This thesis is a study on the creation of characters of "personality actors and character actors" among the concepts of "star persona" of S. Prince. This study selected 7 representative films of Jung Woo-sung, a representative personality actor in the Korean film industry, and analyzed how 'Jung Woo-sung-character' is embodied in the film as a character component suggested by R. Dyer. In the traditional sense, the actor's acting has been highly valued for transformation and impersonation in character creation, but discussing the method of creating a character focusing only on the actor's acting in a movie acting implemented in combination with advanced technology I don't think it's suitable for movie acting research. Theorists such as R.Dyer and Edgar Morin, who studied film actors and stars, also emphasize that 'movie actors are different from theater actors' (by the film medium). Therefore, in this thesis, a detailed analysis of the acting of a personality actor was avoided. As Morin pointed out that the character in the movie can be implemented through the actor's image and type, not playing the type of role. I tried to propose the significance of this character creation method of the personality actor by analyzing actor Jung Woo-sung and his character.

A Study on Character Creation Using Forms of Real Characters : Analyzed character and applied focusing on (실사인물의 조형성을 이용한 캐릭터 제작 연구 : <마법에 걸린 사랑>의 캐릭터 분석 후 적용)

  • Jo, Eun-Sung
    • Cartoon and Animation Studies
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    • s.15
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    • pp.165-178
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    • 2009
  • Everybody recognizes importance of characters in theater animation that directly influence audiences through narrative structure. However, it is very difficult to make one. This study is about this process that creates characters. This study derived what common points were involved in analysis data of major/supporting characters' formative characteristics in various studies related to animation characters. Then, based on the data, this study analyzed how major/supporting characters were transformed to animation characters in the scenes that were animated at the beginning and end of film that were released in 2007. Finally, this study investigated the process of character creation using portrait based on the analyzed data. Although this study tried to approach to character creation objectively using objective data rather than subjective judgment of the researcher, the researcher recognizes that subjective thoughts could not be completely excluded since it is done by man's hands. However, this author sincerely hopes that this research can be a great help in producing animation characters through understanding form factors of images that makes character for short film producers who suffered from slow work process due to difficulty in creating characters or authors who failed to complete satisfactory work as they could not find slight difference in character modification.

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Pose Creation of Character in Two-Dimensional Cartoon through Human Pose Estimation (인간자세 추정방법에 의한 2차원 웹툰 캐릭터 포즈 생성)

  • Jeong, Hieyong;Shin, Choonsung
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.718-727
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    • 2022
  • The Korean domestic cartoon industry has grown explosively by 65% compared to the previous year. Then the market size is expected to exceed KRW 1 trillion. However, excessive work results in health deterioration. Moreover, this working environment makes the production of human resources insufficient, repeating a vicious cycle. Although some tasks require creation activity during cartoon production, there are still a lot of simple repetitive tasks. Therefore, this study aimed to develop a method for creating a character pose through human pose estimation (HPE). The HPE is to detect key points for each joint of a user. The primary role of the proposed method was to make each joint of the character match that of the human. The proposed method enabled us to create the pose of the two-dimensional cartoon character through the results. Furthermore, it was possible to save the static image for one character pose and the video for continuous character pose.

A Study on Character Design Using [Midjourney] Application

  • Chen Xi;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • v.11 no.2
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    • pp.409-414
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    • 2023
  • In recent years, the emergence of a number of AI image generation software represented by [Midjourney] has brought great impetus to the development of the field of AI-assisted art creation. Compared with the traditional hand-painted digital painting with the aid of electronic equipment, broke the traditional sense of animation character creation logic.This paper analyzes the application of AI technology in the field of animation character design through the practice of two-dimensional animation character . This is having a significant impact on the productivity and innovation of animation design and character modeling. The key results of the analysis indicate that AI technology, particularly through the utilization of "Midjourney,"enables the automation of certain design tasks, provides innovative approaches, and generates visually appealing and realistic characters. In conclusion, the integration of AI technology, specifically the application of "Midjourney," brings a new dimension to animation character design. The utilization of AI image generation software facilitates streamlined workflows, sparks creativity, and improves the overall quality of animated characters. As the animation industry continues to evolve, AI-assisted tools like "Midjourney" hold great potential for further advancement and innovation.

Exploring the Possibility of using Game Character Maengseung (게임 캐릭터로서 맹승(盲僧)의 활용 가능성 모색)

  • Qiu, Tian
    • The Journal of the Korea Contents Association
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    • v.21 no.8
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    • pp.413-423
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    • 2021
  • The purpose of this study is to explore the possibility of using game character Maengseung in game content and to present the method. At first we made a study on the Maengseung's history and cultural status of Korean folklore. Based on this, we reviewed the value and utilization of the character as a cultural prototype in the game content and proposed the basic components of character creation according to the folk cultural characteristics of the character.

A Study on The Game Character Creation Using Genetic Algorithm in Football Simulation Games (축구 시뮬레이션 게임에서의 유전 알고리즘을 활용한 게임 캐릭터 생성 연구)

  • No, Hae-Sun;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.129-138
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    • 2017
  • In football simulation games, it is very important for the interest of the game to make the stats of the football players close to reality. As the management concept is introduced to the sports simulation game, when the user plays the game for a long time, the existing player character retires. Therefore, the game creates the environment of the game by creating a new player in the game. In this study, we propose a method to create a new player character by using genetic algorithm to have the optimal ability similar to existing players. We compare and evaluate the player character with the existing random generation method, the correction random method and the proposed algorithm, and verify the validity of the proposed method.