• Title/Summary/Keyword: figure character

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Study on Contemporary Applications of Cultural Archetypes : focused on visualization of 'The Golden Pig' in Geuknakjeon of Bulguksa Temple (문화원형의 현대적 변용에 관한 연구: 불국사 극락전 '황금돼지'의 시각화를 중심으로)

  • Lee, Young-suk
    • Journal of Korea Multimedia Society
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    • v.19 no.2
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    • pp.487-494
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    • 2016
  • This study aimed to visualize a pig character targeting the golden pig in Geuknakjeon of Bulguksa Temple. As for a pig, it is included in this list of the 12 Chinese zodiac animals and controls Haeshinjang. Today, the characters market is enjoying rapid growth due to diversification of platforms. However, we do not see many characters made out of Korean traditional cultures and customs. This study first looks into significance of pigs that are often observed in Korean traditional culture and then offers possibilities of their being transformed into contemporary characters. In order to achieve the research goals, the study shed new light on the golden pig in Bulguksa Temple. As making contemporary applications to , the study proceeded with work of visualization. As for a face of a character, the study focused on that of the pig but regarding a body, the study applied a man's body. After all, the study came up with this SD character in a second-proportioned figure. This study discuses formative characteristics of existing Buddhist cultural assets and uses the character for improving understanding on Korean traditional culture. In the future, the study will propose ideas on animation contents development targeting infants and children.

Research on Design Character Female Shoes in 1990's (1990년대 여성구두의 디자인 특성 연구)

  • Cha Eun-Jin;Park Meeg-Nee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.30 no.6 s.154
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    • pp.840-850
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    • 2006
  • This thesis that is written by inquiring the shoes of 1990's, is written in order to propose the method of analyzing the changes of shoes design systematically. The picture to be gathered was a content analysis low at ARS and Accessory Collegioni since though the research method took shoes to $1990{\sim}1999$. I categorized the design factors into shape, material, color, decoration. by using those category, the result of analysis of design character. In 1,990's, boots, pumps and straps were the most popular in upper, point and rounded cuban and french were the most popular in toe, leather was the most popular in materiel, suede in F/W and patent in S/S. Black was the most popular color, brown in F/W and white/beige in S/S were the second. Re-created shape that was constructed through the reconstructions of structures and shapes of shoes, shape that was expanded to other genre were appeared in character of design factor. Material image was strengthened by varying patterns of unburned calf, leopard and zebra. Recognition of shoes color was expanded by using unique colorations and abstract, fresh figure colors. Post-modem tendency was appeared like using brassiere strap instead of back strap or using round string in elegant shoes.

The Study on the Symbol of Girl Characters Depicted in Hayao Miyazaki's Animation -Focused in the Girl Heroines of Studio Ghibli as the Central Figure- (미야자키 하야오 감독의 애니메이션에 나타난 소녀 캐릭터의 상징성에 관한 연구 -Studio Ghibli의 소녀 캐릭터를 중심으로-)

  • Choe, Bo-Young;Lee, In-Seong
    • Journal of the Korean Society of Costume
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    • v.57 no.1 s.110
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    • pp.66-82
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    • 2007
  • This study has analyzed the main works of Hayao Miyazaki, a great master of Japanese animation, and inquired into the internal and external feature of characters depicted in his works. The creation of animation character starts from non-being in the planning step and becomes an important medium which will contain the story and the subject of drama. Therefore it's possible to analogize what he intends to represent through the identity, role and external feature of characters appeared in Hayao Miyazaki's animation. As a result of analyzing these external features, the message pursued by Hayao Miyazaki shows diversified girl character unlike the existing one of Japanimation, the girl characters in his works are sometimes sexless, sometimes androgynous, but they take the role to show the intention of director and to settle matters through new femininity free from any frame. In addition, the story of drama and other components show that the Japanese-typed is being sublimated worldwide with fantasy world through oriental appearance of girl character and various color symbols.

A Study on the Formative Characteristics of Character Design : Focusing on Body Proportion (캐릭터 디자인의 조형적 특성에 관한 연구 -신체비례를 중심으로-)

  • Jung, Hye Kyungg
    • Journal of the Korean Society of Floral Art and Design
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    • no.41
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    • pp.45-59
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    • 2019
  • The characters that could be connected to diverse cultural contents have formed diverse platforms with the development of digital technology, and the size of the relevant industry and market is rapidly growing. Recently, the utilization of character emoticons for smartphone messenger has been rapidly increased, so that the characters are settled down as a tool for non-verbal communication, on top of drawing attention as an independent area. With the expansion of character market, the importance of design that could give interest and familiarity to consumers is more emphasized. The body proportion of characters includes the implicative and symbolic meanings that could express diverse personalities. Thus, this study examined the body proportion of the characters with the high consumers' preference, and then analyzed the characteristics of formative elements of character design in accordance with the body proportion. In the results of the analysis, the exaggerated form of SD characters in two or three-head figure, and the realistic Real characters in seven or eight-head figure were preferred. For the SD characters, the colors with a high chroma showing the cute and cheerful image were used. For the Real characters, the cubic effect was expressed through the colors with active images and the light and shade of color. Even though the SD characters have limited motions due to the omitted body parts, the facial movements of animation characters are exaggerated while the Real characters describe the realistic and dynamic motions.

Sintering Behavior, Dielectric and Pyroelectric Properties of $(Pb, La)TiO_3$ Ceramics ($(Pb, La)TiO_3$ 세라믹스의 소결 거동 및 유전.초전 특성)

  • 최동구;최시경
    • Journal of the Korean Ceramic Society
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    • v.31 no.8
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    • pp.841-848
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    • 1994
  • The sintering behavior of La-modified PbTiO3 ceramics was investigated in order to improve the poor sinterability of PbTiO3. Addition of La improved the sinterability. It was confirmed that this improvement was due to the decrease in tetragonality ratio c/a of crystal lattice. The variations of dielectric constant and pyroelectric coefficient were measured with temperature. It was observed that with the increase of La content, Curie temperature decreased and dielectric constant at room temperature increased. La-modified PbTiO3 ceramics had smaller pyroelectric figure of merits than those of pyroelectric materials in use. The effects of grain size on dielectric and pyroelectric properties were also investigated. The change of grain size had effect on maximum dielectric constant and pyroelectric coefficient, but is had little effect on pyroelectric figure of merit at room temperature. The closer examination near ferro-paraelectric phase transition temperature revealed that the behavior of phase transition approached a more relaxor character with the increase of La content and the decrease of grain size.

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Character of MongYong in Original ChunHyang Jun Films of Shin Sang-Ok directed in North and South Korea - Political Sociological Aspect of Characterization (신상옥 연출 남북한 『춘향전』 원작 영화 속 몽룡 '들' - 정치사회학적 관점에서 본 '캐릭터성격화')

  • Ahn, Soong-Beum
    • Cross-Cultural Studies
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    • v.42
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    • pp.343-369
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    • 2016
  • This is an attempt to analyze original films of ChunHyang Jun that Shin Sang-Ok filmed in North and South Korea, focusing on the character of MongYong. These films were made during political transition periods of North and South Korea. Sung ChunHyang was made during the second republic of South Korea, which was established after the collapse of Rhee SyngMan government; and Love, Love, My Love was made in North Korea during the period of power transfer from Kim Il-Sung to Kim Jong-Un. Considering these political changes, the character of MongYong seems to represent the figure of authority North and South Korean society of the time had in mind. First, MongYong in Sung ChunHyang has a strong image of a lover who repays ChunHyang's devotion and sacrifice with romantic affection. As an authoritative figure, he has the aspect of a democratic leader or mediator. On the other hand, MongYong's image in Love, Love, My Love is a heroic authority figure of the revolutionary class. He is a subversive reformer who shows love for the people and treats them favorably, gaining public desire. This research is expected to inspire more studies on the meanings of hit movies based on classic literature under synchronic terms.

An Elliptic Approach to Fuzzy Pattern Recognition

  • Karbou, Fatiha;Karbou, Fatima;Karbou, M.
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 1998.06a
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    • pp.272-277
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    • 1998
  • If we want to compare the form of two objects, the human vision takes into account the parameter's width/length/height at the same time. however, the machine needs to compare width then lengths and finally height. In each comparison the machine considers only one character. The goal of this paper is to imitate the human manner of comparison and recognition by using two or three characters instead of one during the comparison. The ellipse is a first approach of comparison because it provides us a general and a simple relation that can link two parameters that are the half axis of the ellipse. Indeed, we assimilate each character to a half axis of the ellipse and the result is a geometrical figure that varies according to values of the two characters.

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A Research of Character Graphic Design on Larger Television Screens -Based on Analysis of its Visual Perception- (TV화면 대형화에 따른 문자그래픽 표현 연구 -시각인지도 분석 기반-)

  • Lee, Kook-Se;Moon, Nam-Mee
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.4
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    • pp.129-138
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    • 2009
  • Character graphic design of TV screen, the major visual element, has become greatly important in its roles to help viewers understand visual information better and to enhance the qualities of the program. This research is to figure our a way of changing and improving the attributes of TV captions and graphics such as fonts, size, and caption speed appropriate to bigger and better qualified TV screen. Based on two Delphi surveys of graphics experts along with the theoretical studies, this article analyzes the relevance of visual perception to various visual elements of TV screen, and proposes a better plan in visual effects for various media under OSMU (One Source Multi Use).

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Development of Textile Pattern Design by Tessellation Technique using Iconography of Jeju's Hyojemunjado - Focused on characters - (제주도 효제문자도 도상을 활용한 테셀레이션 기법의 텍스타일 패턴디자인 개발 - 신(信)자도를 중심으로 -)

  • Jang, Ae Ran;Hyun, Myung Kwan
    • Journal of the Korean Society of Costume
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    • v.66 no.8
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    • pp.78-97
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    • 2016
  • The purpose of this study is to develop textile pattern designs by utilizing the prototype of traditional culture extracted from cultural resources in order to establish a specialty strategy for local cultural contents. To achieve this, the study selected the Hyojaemunjado as source of Jeju traditional culture. Jeju's Hyojaemunjado is characterized mainly by the creative and unique formativeness of Jeju's character paintings. Character paintings often contained images related to the characters featured inside characters, or composed stroke with symbolic iconography. The main subjects of Hyojaemunjado were stories that alluded to the Confucian virtues. Therefore, the purpose of this study was to remind people of the real meaning of Shin(truth) by developing textile pattern designs, which borrows the tessellation technique for design, and the dominant characteristic of geometric abstraction. This study used theoretical research and empirical analysis. First, the study did the theatrical research on Hyojaemunjado based on literature and precedent studies, and then analyzed the style of expression and formativeness on the Shin character paintings through real analysis of Jeju's Hyojaemunjado kept in Jeju National University Museum. Second, based on the analysis of the style(three-tier composition) and formativeness of Hyojaemunjado, it analyzed the formativeness of the iconography about Shin, i.e. character types(semi cursive style, square style) drawn according to the symbolic meaning, palace, unknown flower, pheasant, tile fish and constellation. Based on analysis of the iconography, it stylized the motives that became available on the Archimedean tiling of tessellation, and then developed the textile pattern designs by arranging the iconographic motives with Platonic tiling and Semi-tiling. The reason why this study borrowed tessellation was to create various visual effects using the size of angle, symmetry and change and joint with simple figure.

A Study about a Production of A Game Character Animation Using a Combining with a Motion-capture System (디지털기반 3D 게임캐릭터애니메이션 제작에 있어서 모션캡쳐 활용에 관한 연구)

  • Ryu Seuc-Ho;Kyung Byung-Pyo;Kim Tae-Yul
    • The Journal of the Korea Contents Association
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    • v.5 no.5
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    • pp.115-123
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    • 2005
  • Game industry will be one of the fastest developed industries in the 21st century. It is the outcome derived from the development of hardware such as the accumulated technology and computer in the 20th century. The development of computer graphics and hardware technique has let games have more realistic expression. The reality shown in games has influences over the movement of 3-dimensional game character as well as its background. The animation of character has been influenced by animator's level of skill, but it was problematic to have unnatural movement and long-term production time. In this regard, this study will compare the most widely used animation techniques such as Key-Frame method and Motion-Capture method each other and try to figure out which one is the most appropriate and effective method in 3 dimensional game character animation.

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