• Title/Summary/Keyword: character toys

Search Result 12, Processing Time 0.024 seconds

Guidelines of 2D Pattern Development Process for 3D Fitted Cover of Character Toys (캐릭터 인형용 밀착커버 패턴개발 프로세스의 가이드라인)

  • Lee, Heeran
    • Fashion & Textile Research Journal
    • /
    • v.19 no.5
    • /
    • pp.635-645
    • /
    • 2017
  • The industry of character toys is increasing and new characters are constantly being developed. However, the development of 2D cover patterns for toys is time-consuming due to frequent pattern modifications made through trial and error. Studies are now underway to obtain 2D clothing patterns from 3D body data, however, little research has been done on 2D pattern of character toys. This study suggests efficient guidelines to develop 2D cover patterns with a reasonable accuracy and processing time. Two 3D models of a dog and rabbit were used to develop 2D cover patterns. Independent variables of this study are set as 3 levels of triangle area (small, medium, and large) that influence the efficacy of 3D and 2D pattern development. The determination of the appropriate triangular area was based on the area and shape change of the 2D pattern. A medium or large triangle area was shown to be suitable for a character dog with a smooth curved surface. However, the appropriate triangle area was small if the characteristics of the curved surface are complicated as in the case of rabbit. The head of a dog (a double-curved surface) and the curved forepaw of a rabbit (a triangular area) should be small when the characteristics of the curved surface (such as the hind leg of a rabbit having a large convex surface and a small surface area) are complicated. Grouping by 3D surface characteristics could be a suitable guideline for the triangle area selection.

Designing Education Contents for Chinese Character Utilizing Internet of Things (IoT)

  • Jung, Sugkyu
    • Smart Media Journal
    • /
    • v.5 no.2
    • /
    • pp.24-32
    • /
    • 2016
  • Recently, the development of electronic teaching materials and the demand of digital learners have led the needs on the education contents that replace learning from character information and the change of an information design method for this. Chinese character education in the traditional schooling mainly focuses on writing and memorization (semantic memory). This way that the stories do not exist has brought the learners' recognition that Chinese character is difficult to learn. Meanwhile, for a language study such as English, cross-media development between printed materials and audio-visual materials has been actively introduced. The method that extends episode memories along with memorization through a story is widely used. Therefore, this content suggests a prototype, which is broken away from an existing way of learning Chinese character that mainly focuses on writing, one sided instruction and information cramming. This makes learners learn through a story from printed materials and animation. Furthermore, it suggests a method that extends episode memories through Chinese education contents based on IoT explaining the principle of Chinese character by combining IT technology (information and communications, IoT) and education contents on block toys.

Effects of Warning Labels of Consumption Goods on Consumer Behavior (공산품 소비제품의 경고표시가 소비자행동에 미치는 영향)

  • Yang Deok Soon;Song In Sook
    • Journal of the Korean Home Economics Association
    • /
    • v.43 no.4 s.206
    • /
    • pp.141-159
    • /
    • 2005
  • The purpose of this study is to examine the effects of warning labels of consumption goods on consumer behavior and the consumers' evaluation in order to suggest a policy of warning labels and the Product Liability Law. The following items which are somewhat risky but are used in everyday the were selected: cup noodles, one-touch can foods, washing machine, microwave range, dry cell, hydro-oxygen detergent, baby-walker, and block-toys. Data were collected from 345 respondents by internet survey with the following results. (1) The average score of the effects of warning labels on consumer behavior was so low that warning labels are not considered effective, especially in block-toys, dry cell, and baby-walker. (2) Consumers' evaluation scores on the character size, design and sticking place of warning labels were very low. Therefore an effort to make warning labels more effective is needed.

A study on 3D design and SNS developmenst using teddy bear character (테디베어 캐릭터를 응용한 3D 디자인 및 SNS 개발에 관한 연구)

  • Jeong, Yooseob
    • The Journal of the Convergence on Culture Technology
    • /
    • v.7 no.4
    • /
    • pp.123-136
    • /
    • 2021
  • Teddy bear is a typical rag doll which has been loved by people all over the world for more than 100 years based on its cute and friendly image. In addition, as it has been together for a long time with us, it is considered as a friend of people with memories of all ages and sexes, not just animal doll. Teddy bear has been developing its appearance and character continually playing a role as the symbol of society and issues of an era beyond toys, however it still remains in the image of stuffed toys. Therefore, more advanced teddy bear characters should be created in line with the current environment and market conditions that are undergoing major changes based on the Internet and smart phones. Thus, the concept of the character and the recent development of the market were reflected and the meaning and current image of teddy bears were analyzed to develop new teddy bear stories, worldviews, and characters through design process. And it was created 3D characters, videos, and SNS channels through the developed 3D character design and motion design. Furthermore, we want to take a look at the direction in which Korea's character business can develop in accordance with global changes and suggest the possibility of entering as a character powerhouse.

Tactile Type Hangul Identification System the Blind(1) (시각장애자용 촉각식 한글판독장치(1))

  • Kim, Hong-Oh;Min, Hong-Gi;Huh, Woong
    • Journal of Biomedical Engineering Research
    • /
    • v.12 no.2
    • /
    • pp.107-112
    • /
    • 1991
  • In this paper, we have developed page level input system of the character reading aid for the blind. Input toys)ems arse consisted with 512 pixels line image sensor, optical lento, digital interface for the computer and its control software. Input buffer size of the computer memory that for the single scanning of printed matters Image is 64kB. Image patterns of the reading characters which stored in system memory are converted to tactile character patterns that would be output to the bimorph tactile sensor by software control.

  • PDF

The Analysis of Economic Contribution of Beauty Industry by Input-Output Table (산업연관분석에 의한 캐릭터 산업의 경제적 효과 분석)

  • Lee, Yu-Bin;Jin, Yanjun;Bae, Ki-Hyung
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.12
    • /
    • pp.945-956
    • /
    • 2013
  • The character industry is a high value-added industry, and is one of the strategic industries to be fostered. However, the character industry is struggling due to the lack of national consensus on the importance and value of the character industry. Therefore, in order to resolve this issue, the study used the character Input-Output Table of year 2009 of korea to analyze how much the character industry(Toys and games, Models and decorations) contributes to the national economy by measuring economic spreading effects of character industry on national economy. The results shows that character industry shows that production inducement coefficient is column 1.602, row 1.007, index of the sensitivity of dispersion is 0.543, Index of the power of dispersion is 0.864, value-added coefficient is 0.620, income inducement coefficient is 0.334, tax inducement coefficient is 0.066, employment inducement coefficient is 0.008.

A Case Study on Digital Interactive Training Content <Tamagotchi> and <Peridot>

  • DongHee Choi;Jeanhun Chung
    • International journal of advanced smart convergence
    • /
    • v.12 no.4
    • /
    • pp.306-313
    • /
    • 2023
  • Having pet is one of the activities people living in modern society do to relieve stress and find peace of mind. Currently, the object of companion animals has moved beyond being a real 'living entity' and has developed to a stage where the animal's upbringing process can be enjoyed in a virtual space by being programmed in digital content. This paper studies detailed elements such as character design, interaction, and realism of 'Tamagotchi (1996)', which can be said to be the beginning of digital training content, and 'Peridot (2023)', a recently introduced augmented reality-based training content. The point was that it was training content using portable electronic devices. However, while the environment in the electronic device in which Tamagotchi's character exists was a simple black and white screen, the environment in which Peridot's character operates has been changed to the real world projected on the screen based on augmented reality. Mutual communication with characters in Tamagotchi remained a response to pressing buttons, but in Peridot, it has advanced to the point where you can pet the characters by touching the smartphone screen. In addition, through object and step recognition, it was confirmed that the sense of reality had become more realistic, with toys thrown by users on the screen bouncing off real objects. We hope that this research material will serve as a useful reference for the development of digital training content to be developed in the near future.

A Study on the Case and Preference of The Art-toy Body Ratio (아트토이 등신 비율 사례 및 선호도 분석 연구)

  • Yeon, Sang-Min;Jo, Seong-Hwan
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.1
    • /
    • pp.162-171
    • /
    • 2022
  • According to <2020 Industry character white paper> No.1 character products are toys, which are 58%, and every year. the Art-toy development is receiving attention. Because of this situation, the Art-toy market is growing, and the number of Art-toy artists and companies is also rising. As the Art-toy markets are growing variety of Art-toy needs to be created, and also need to analyze and researched about Art-toy. The Art-toy is primarily personified and is created based on a human proportion body figure. The research conducted a case analysis of Art-toys and a preference survey for general adult men and women through the head-to-head ratio, which is a measurement standard for human proportions. As a result, The Art-toy has an ideal shape ratio and crafting area according to the body ratio. As preference research from men and women, men show seven heads life-sized and women appeared to three heads life-sized figures are most popular. The two and three heads life-sized have a high preference, and the Art-toy case had a relationship. As the Art-toy case and research of preference help to develop the Art-toy design, and following this research will be used as basic data when creating or researching about the Art-toy in the future.

Analysis of use and satisfaction factors through Domestic Character Preference Survey - Focused on Storytelling and Design - (국내 캐릭터 선호도 조사를 통한 이용충족 분석연구 -스토리텔링과 디자인을 중심으로-)

  • Lee, Jong-yoon;Eune, Ju-hyun
    • Cartoon and Animation Studies
    • /
    • s.47
    • /
    • pp.381-412
    • /
    • 2017
  • Character conveys rich storytelling and various design elements. Domestic characters are changing and developing in various forms through SNS and offline sources, which are being developed in the aspect of contents industry. The purpose of this study is to find out and discuss the factors that character users are using Korean characters as storytelling and color factor. In terms of storytelling, they prefer adventure, fantasy, absurd and humorous stories. In terms of color, it seems that they prefer a character with simple and simple color/ warm color and warm / cute color composition. On the other hand, characters with a simple story, which is the main subject of early childhood education, fashion, or toys in the aspect of storytelling, are not preferred. In terms of color, it was shown that 4 or more colors were combined without a main color. These main colorless characters gave complex feelings that are not preferred. In terms of storytelling, it is necessary to develop and develop the contents of OSMU(One-source Multi use) through story development with adventure and fantasy structure. In terms of color, it is necessary to configure the user with a simple and simple color which is preferred by the users. Also, the assembly robot toy character needs to increase the satisfaction of the character through simple color composition. As a result of this study, the factors that satisfy the users in terms of storytelling and color are derived. These results will contribute to the development of theoretical aspects, storytelling aspects, and character design industry aspects. Despite the significance of the above paper, it was inevitable to limit the research on the analysis of the storytelling of specific characters, the research through the color analysis framework, the accurate data analysis on the color analysis, and the simple comparative analysis of one.

Use of Drones in the cultural industries (드론의 문화산업분야 활용방안에 관한 연구)

  • Yoon, Hongkeun
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.11 no.4
    • /
    • pp.99-112
    • /
    • 2015
  • Drones are more formally known as unmanned aerial vehicles without a human pilot aboard. Its flight is controlled either autonomously by onboard computers or by the remote control of a pilot on the ground. This research aims to analyze market trends and technological developments of drones, use cases and constraints of drones in the cultural industries take advantage of the possibility of future drones. Drones are looking for broadcasting, movie, theater, games, toys drones and racing games in a variety of cultural industry. The biggest problem of drone shall provide penalties for breaches of privacy and security issues in the debate. Drones performances are required such as battery capacity and compactness because of the technical limitations. The drones are expected to be used in various fields such as journalism drone, performance tools, augmented reality games, kidult culture. The drones can create a new cultural industry market such as the combination of robotics and drone journalism, drone crowded theater, utilizing drones character games, racing games etc. In conclusion, drones help reduce manpower, time and costs dramatically and will contribute to creating added value in the cultural industries.