• Title/Summary/Keyword: character creation

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Analysis on Pataphysics of Virtual Idol based on Game Character -Focus on K/DA (게임 캐릭터 기반 버추얼 아이돌의 파타피직스 연구 -K/DA를 중심으로)

  • Kim, Cho-Young;Han, Hye-Won
    • The Journal of the Korea Contents Association
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    • v.20 no.5
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    • pp.69-78
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    • 2020
  • K/DA is a K-pop virtual idol based on the game character. This study analyzed the creation process, characteristics and existential meaning of virtual idols from the perspective of Pataphysics. K/DA is a character with both characteristics of game character and K-pop girl group. Also, virtual character and real idol share the body through motion capture and augmented reality(AR). As a result, K/DA crosses virtual and reality, and at the same time becomes a pataphysical subject that does not belong to either virtual or reality. K/DA is suggested a third zone where digital subjects will be located in the future.

Suggestion of a Creative Character based on Cultural Archetype -focused on , Korean Classic Folktales- (문화원형을 기반으로 한 창의적 캐릭터 제안 한국 고전 설화 <불가살이(不可殺伊)>를 중심으로)

  • Shin, Shang-Ki;Lee, Chae-Ron
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.451-460
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    • 2013
  • Project to deal with cultural archetype as a material for creation to develop modern one has continued. But it would be meaningless if cultural archetype is simply reproduced into modern one with modern medium so that such contents cannot see through desire that the general public, that is, contemporary recipients want. This is because desire of people who lived in the past is not completely same as one of modern people. This study began to make convergence from Bulgasalee(不可殺伊) as a Korean cultural archetype to cultural contents fit to modern times. To develop creative character based on ground for existing Bulgasalee(不可殺伊), these were investigated - method and meaning of modern transformation for classics, economic value of the character, and examples to understand direction of future development. Bulgasalee(不可殺伊) as a Korean cultural archetype is Korean style monster where wish of contemporary people was reflected so that it has character of anti-war and hero. To eat iron and be related to fire is a unique character that only Bulgasalee(不可殺伊) has. Bulgasalee(不可殺伊) re-born in modern sense based on such characters is equipped with tool to treat iron as arms and to it, image of fireman is reflected. It is thought that this study not only suggested character for successful modern transformation of cultural archetype but also newly developed value that the character has.

Development of Character Goods Content Utilizing Marker-based Augmented Reality (마커기반 증강현실을 활용한 캐릭터 굿즈 콘텐츠 개발)

  • AHN CHAN JE
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.953-958
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    • 2024
  • Recently, there has been growing interest in the Fourth Industrial Revolution, with a particular focus on the advancement of augmented reality (AR) devices. However, there is a shortage of AR content. Augmented reality operates through marker-based and markerless methods. The marker-based approach involves using a camera to capture images that serve as markers, enhancing them through AR principles. To address the scarcity of AR content and improve the quality of character goods, this study proposes integrating AR technology into character goods. The character industry is expanding each year, leading to a diverse range of character goods. Character acrylic stands, among these goods, leverage game, webtoon, and animation character IPs for sales. To enhance the design process, we utilized the character image as a marker, allowing for the creation of content that aligns with the characteristics of the character IP. We selected a webtoon character and developed AR content, incorporating features such as voice, speech bubbles, and an introduction to the webtoon, tailored to the webtoon's characteristics. This study demonstrates the potential of AR to present visual and auditory information, paving the way for a variety of products, including diverse content. We anticipate that utilizing this research will lead to the emergence of products encompassing various contents.

Festival Character Creation Guidelines for the Region's Unique Cultural Forms (독창적인 지역문화 형성을 위한 축제캐릭터 제작 가이드라인)

  • Choi, Jung-Youn
    • The Journal of the Korea Contents Association
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    • v.15 no.2
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    • pp.208-222
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    • 2015
  • Competition among local governments in a competitive global festival and the festival is going to become the intensify regional strategies as enabled by the improved local image production and has been a symbol of the festival and each municipality is competitive. Is required as a symbol for the symbol can be passed to the consumer in this situation differentiated festive images efficient communication studies on the character. When viewed as a symbolic sign for the character representation of activities for the festival, Can provide a logical framework that is distinct from the idea of a character who relies on intuition and the creative semiotics. In this research paper a semiotic analysis of the character and the character string to enhance communication efficiency concept, Festival effect, we analyzed the correlation of the local culture. Empirical analysis of consumer images, Shared on the basis of empirical results to the consumer means, the paper shows that the influence of each of the other factors is reflected in the character according to the signifier local cultural characteristics and a character region on the concept of a character form culture semiotics interpretation element influences the guidelines of the characters that may be produced.

Analysis of Gesture Features on Character Expression of (캐릭터 성격표현에 의한 제스처 특징 분석 : 영화 <아바타>의 '나비족' 캐릭터를 중심으로)

  • Lee, Young-Sook;Choi, Eun-Jin
    • Cartoon and Animation Studies
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    • s.24
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    • pp.155-172
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    • 2011
  • The purpose of this study is to analyze the gesture features on the personalities of Navi characters in . In order to analyze the personality type of characters, the study applied the classification of Enneagram based on script of . The character features are classified according to character types, then the metaphorical character of the expression is obtained through gesture analysis in . Thus, it is possible to set up characters that fit its personalities in Contents of digital image. Also this study suggests creation of attractive characters and expression methods with gesture based personality.

Study on Brand Naming of Optical Shop through Creation of Alternative (대안의 창출을 통한 안경원 브랜드 네이밍 연구)

  • Hong, Sung-Il;Kwak, Ho-Weon
    • Journal of Korean Ophthalmic Optics Society
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    • v.21 no.3
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    • pp.181-189
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    • 2016
  • Purpose: This study aims to understand effective brand naming process of an optical shop brand by a research of brand naming process of optical shop through creation of alternative. Methods: It investigated brand naming process such as character abstraction, target grasp, naming direction set, naming development and etc of an optical shop. It also looked into characteristics of alternative creation patterns such as words mix, typifier, sentence making, part words mix and etc and then, it investigated brand naming examples. Results: Creation of alternative is a phase of brand naming which has to be refined on the basis of creation of abundant alternatives and then to be developed to a brand name. This study suggested examples of brand names of optical shops which were made and adopted by creation of alternative. Conclusions: Creation of alternative in brand naming complies with concept, and it has systemic process and objective selection as an effective way in association of brand and searching words. It is necessary to have brand naming works through creation of alternative for the purpose of individual and strong brand name with desirable association and differentiation of an optical shop.

A Study on the planning approach through the Actual Research of Complex Buildings in the New Town of Sangju (상주시 신도심의 복합건축물 실태조사를 통한 계획방향에 관한 연구)

  • 이근택;정용호
    • Journal of the Korean housing association
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    • v.15 no.1
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    • pp.85-93
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    • 2004
  • This study does try to proceed on the assumption that complex buildings can vitalize urban life of contemporary society from contemporary complexity and cases of past failure. The scope of investigation on complex buildings in Sangju built in 1990s' and 2000s' on this thesis is that site size is 400 square meter, total area 1500 square meter, and the number of stories on the ground below 5 floor. Method of investigation on twenty one buildings which have been built on new C.B.D. between the Namwon avenue and the Joongang 1th street in Sangju is through field investigation, field photographs, recordings and drawings on these buildings. Investigative contents have been divided and analysized into physical and functional elements in urban and architectural dimension. On the basis of these results, the future planning approach of complex buildings in medium and small cities has been considered into planning principles of convenience of building use and efficiency of site size, physical plans reflected on the traffic and pedestrian movings and the face of buildings, pedestrian resting space-creation like plazas and central gardens, regional character reflected with urban context, and separation and union of approached movings interrelated among the components.

Helper Classification via Three Dimensional Visualization of Character-net (Character-net의 3차원 시각화를 통한 조력자의 유형 분류)

  • Park, Seung-Bo;Jeon, Yoon Bae;Park, Juhyun;You, Eun Soon
    • Journal of Broadcast Engineering
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    • v.23 no.1
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    • pp.53-62
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    • 2018
  • It is necessary to analyze the character that are a key element of the story in order to analyze the story. Current character analysis methods such as Character-net and RoleNet are not sufficient to classify the roles of supporting characters by only analyzing the results of the final accumulated stories. It is necessary to study the time series analysis method according to the story progress in order to analyze the role of supporting characters rather than the accumulated story analysis method. In this paper, we propose a method to classify helpers as a mentor and a best friend through 3-D visualization of Character-net and evaluate the accuracy of the method. WebGL is used to configure the interface for 3D visualization so that anyone can see the results on the web browser. It is also proposed that rules to distinguish mentors and best friends and evaluated their performance. The results of the evaluation of 10 characters selected for 7 films confirms that they are 90% accurate.

An Analysis Study on Convergence type of Character's Subject Matter of Expression in Broadcasting Kids TV Animation on EBS (EBS 방영 TV 유아동 애니메이션 캐릭터 표현소재의 융합유형 분석연구)

  • Kim, Suk-Rae;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.13 no.4
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    • pp.319-328
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    • 2015
  • Domestic kids TV animation industry is settled well in domestic animation industry by adding both entertainment value and educational value. Specially, the character that represents various rolls in the kids TV animation is the core visual element. This study is the analysis for character's subject matter of expression. For this, I established the tool which could classify character's subject matter of expression, and apply the tool to the character which were selected in broadcasting kids TV animations on EBS. Through this procedure, I analyzed character's subject matter of expression with the distribution chart as the final step. In addition, I hope the result of this study could intend to provide the index of the character creation in the kids TV animation and also informed the current situation about the character's subject matter of expression in the kids TV animation.

A study of the relation between an animation character and personality trouble: Focus to the personality trouble on social isolation (애니메이션 캐릭터와 성격장애 상관 연구 : 사회 고립형 성격장애를 중심으로)

  • Kim, Eun-Ju;Kim, Jea-Woong
    • Cartoon and Animation Studies
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    • s.14
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    • pp.65-82
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    • 2008
  • The animation is expressed by fusing the character's aesthetic feature and action in the entire structure and such creation of the character is needed to approach with understanding its socio-cultural background and dramatic structure. This study has started for the reason that there is a need of making an animation character based on reality, as well as to develop a individual character and narrative skill at the same time. In this study, analyzing through the DSM-IV (Diagnostic and Statistical Manual of Mental Disorders) by the American Psychiatric Association, APA), I have been able to come to a conclusion in which the character's personality is presented more exaggeratingly than its ordinary tendency. So it is used as a means to occur a dramatic motive-induction and probability. Futhermore, applying the same condition of the personality disorders to the animation character has changed the narrative development and it showed a result that even the character is not having the problem of personality disorders, it shows the nature of personality disorders-like is being appeared exaggeratingly or increasingly.

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