• Title/Summary/Keyword: personification

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A Study on the Designing by the Personification Technique (의인화 기법으로 소구하는 디자인에 관한 연구)

  • Lee, Se Jung
    • Journal of the Korean Society of Floral Art and Design
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    • no.42
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    • pp.133-144
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    • 2020
  • Anthropomorphism is one of the commonly used appeal methods in the field of communication design. Almost all visual images that humans encounter are exposed to this anthropomorphism, and we are consciously or unconsciously utilizing or being used. In addition, anthropomorphism can be found in almost all cultures and arts rather than in a specific field of study. Therefore, in this paper, the personification is redefined based on the relationship formation structure based on the anthropomorphic cases observed in culture and art and the results of previous studies. In addition, the personification form is defined as two kinds of personification and inverse personification according to the subject of relationship formation based on the personification type and gesture list derived from the previous study on the personification technique. Through the application cases of anthropomorphic techniques, which are appealed across the design domain, the effective anthropomorphic application system was defined. The definition of anthropomorphic relationship formation and anthropomorphic application system provided a framework for anthropomorphic techniques that could lead to effective audience satisfaction in various media. In addition, through the personification application system that synchronizes the characteristics of the conceptual traits of the medium with the gesture list and the personification type classification, it was confirmed that a device for communicating with the owner can be provided with a powerful and effective personification technique.

A Study of Personified Character in Cartoon (카툰에서의 의인화 캐릭터 연구)

  • Choi, Hae-Sol;Yoon, Ki-Heon
    • The Journal of the Korea Contents Association
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    • v.15 no.8
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    • pp.141-148
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    • 2015
  • This study based on hypothesis essentiality of character developing is necessary in origin role of cartoons and concern the characteristic of modern society is great many products and consumptions. On contrary to this hypothesis, characters are not importantly utilized in work and planning. As a fundamental research for developing character in cartoon, this research study for personification. Comparative study personification in fable and cartoon. The common feature underlying personification in fable and cartoon are purified expression for object of satire, putting symbolical meaning to target of satire, presenting a diversity of view, reducing descriptions, supporting to understand context easily and playing a role as make interesting and laugh with irony and fantasy.

The Role of Brand Personification in Building Consumer-Brand Relationship (소비자-브랜드 관계형성에 있어 브랜드의인화의 역할)

  • Kim, Moontae
    • Management & Information Systems Review
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    • v.33 no.4
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    • pp.77-97
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    • 2014
  • The concept that human and brand can related to each other is referred to as 'brand relationship' or 'consumer-brand relationship'. By arguing that the concept of brand relationship is a readily understandable analogue, it appears that relationship thinking in the context of consumers and brands sometimes is taken for granted without thoroughly discussing its applicability. This study tried to investigated the role of brand personification in building consumer-brand relationship. In order to explain the consumer-brand relationship as a kind of partner relationship among human beings, we need to define brand as human not inanimate object. Research findings show that personification is not a important factor that affects consumer-brand relationship. And this study shows brand experience is much more important factor than brand personification in building consumer-brand relationship. In the past researches, brand personality and brand congruity were major variables that effect consumer-brand relationship, but they did not mean consumers think their brands as human whenever they contact them. As a result, this study conclude that the frequency of personification is not that high compared to past studies suggested before, even if it is possible to find partial characteristics of human from brands.

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Reserch on Adverse Anthropomorphic Characters that Observed in Short Animation "The Employment" (단편 애니메이션 "The Employment 고용" 에서 관찰되는 역의인화 캐릭터에 관한 연구)

  • Lee, Se-Jung;Park, Young-Won
    • The Journal of the Korea Contents Association
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    • v.14 no.4
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    • pp.58-66
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    • 2014
  • It is one of the representation technique very common to be used, such as visual communication, a variety of cultural content, anthropomorphic, is dependent on the anthropomorphic approach most content for children in particular. In addition, personification can see a variety of cases in the field of culture and art of many other operations, including literature and poetry. By analyzing the case of reverse personification and anthropomorphic when transmitting content and image of the language that was meant, of anthropomorphic elements, which can be reverse action and an equal effect between those non-human and human it is possible to confirm that. Therefore, in this paper, we redefine the concept and elements of anthropomorphic, it defines the concept of anthropomorphic station on the basis of this, and were analyzed for the case. In addition, among the cases of good quality that communicate with anthropomorphic approach the station, the character analysis short animation of "The Employment employment", be used as academic materials of anthropomorphic approach the station of visual culture content areas of future possible.

Storytelling Strategy of Visual-Image Contents base on Rhetoric Metaphors (수사학적 비유에 기반한 영상 콘텐츠의 스토리텔링 전략)

  • Kim, Kyoung-Soo;Kim, Hye-Suk
    • Journal of Digital Contents Society
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    • v.14 no.4
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    • pp.481-491
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    • 2013
  • This paper is introducing on a strategy of storytelling which is utilized as a core skill in developing cultural contents. The proposed storytelling method consists of three steps(planning, production, editing). The method of storytelling strategy is based on rhetoric metaphors and classifies rhetoric metaphors into three kinds of image metaphor, image personification and image simile. This thesis produced and studied 3 visual-image contents including 1 metaphor, 1 personification and 1 simile. As a result, visual-image contents can be a resonable method of the communicational act of visual-image contents with a rhetoric expression. This result will contribute to recognize the possibility of expressing visual-image contents by various figure. Recently, there are a lot of concernments on the expression by creative visual-image contents, but a theoretical study on creative idea for visual-image contents is insufficient. So, in the future, this thesis will be used for basic materials to express a creative visual-image contents, and also contribute to offering basic theories for visual-image contents study and teaching.

A Study on the Applicability of Consumer-Brand Relationship Theory (소비자-브랜드관계이론의 적용가능성에 대한 연구)

  • Kim, Moon-Tae
    • Management & Information Systems Review
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    • v.29 no.1
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    • pp.97-115
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    • 2010
  • The concept that human and brand can related to each other is referred to as 'brand relationship' or 'consumer-brand relationship. By arguing that the concept of brand relationship is a readily understandable analogue, it appears that relationship thinking in the context of consumers and brands sometimes is taken for granted without thoroughly discussing its applicability. In this perspective, this paper tests the limitations with the relationship metaphor and interpersonal relationship theory by comparing the differences among product categories. And research findings as follow like these. First, even if many companies seek to anthropomorphize their brands, consumers may still don't consider them as human. Second, the possibility of personification is much higher in product categories like lead higher interaction between consumers and brands and give higher enjoyment than those of lower. And finally, consumer's personification of products are not essential factors that lead higher brand relationship.

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User Preference for the Personification of Public Service Robot (공공서비스 로봇의 의인화에 관한 사용자 선호)

  • Kim, Ban-Seok;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.2
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    • pp.361-366
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    • 2020
  • The purpose of this study is to find out user preference on personification of the public service robot. Public service robot services in public places is increasing, which is expected to continue to increase. Proper anthropomorphism of robots has positive effect on user experience. On the other hand, when the level of likeness exceeds a certain point, it provokes strangeness and a sense of unease. Therefore, it is necessary to prepare standards for anthropomorphism required for public service robots. In order to find it, a survey and an in-depth interview were conducted. According to the analysis, people prefer verbal interaction with the robot, and the proper age for the voice is in their 20s and 30s. It is recommended that no biological signals appear on the robot and there is a need for personalized services. Through this research, it is expected that it will contribute to design of public service robots that enhance user experience.

A Study on The Step of Anthropomorphizing Animal Characters in Animations (애니메이션 동물캐릭터의 의인화단계 연구)

  • Lee, Young-Sook;Kim, Jae-Ho
    • Journal of Korea Multimedia Society
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    • v.12 no.11
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    • pp.1661-1670
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    • 2009
  • In this paper, by analyzing the nonverbal communication of personified animals and human animation characters, the differences of gesture and the amount of similarity between personified animal characters and human characters were studied. Accordingly, personified characters were classified into three categories: humanoid characters, animal-like characters and mixed-type characters which possess characteristics of both human and animals. Furthermore, we proposed a 7-step process for the personification of animal characters. Diverse information of personification was provided for animation designers in this paper. A DB system for animal character designing and automation for animation utilizing personified characters are expected to be constructed.

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The three Ontological Characteristics of the Person with Emmanuel Mounier (엠마누엘 무니에의 '인격(personne)'의 세 가지 존재론적인 특성)

  • Lee, Myung-Gon
    • Journal of Korean Philosophical Society
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    • v.137
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    • pp.249-276
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    • 2016
  • The thought of Emmanuel Mounier addresses the most important problems in human life. In this research we try to analyze the three ontological characteristics of 'Person'. First the person has an indefinable character and is not substitutable since he is the true self which is the inner and spiritual being constituting the self-consciousness of an individual. The person has his individuality precisely because he is an individual and his being sovereign in having his own world. Next, the person's individuality has an ontological solitude from his own perspective. Nevertheless, having essentially an existential openness since it receives the elements that compose his own world by relationship and communication between men, and being connected unremittedly, the person is paradoxical. Finally, the person appears as a dynamic thing that continues to create the new self-consciousness. And this dynamism of the person wants to proclaim its self identity while at the same time, aim for a "personification of society" based on the love of humanity. Because of this we can say that the thought of Emmanuel Mounier on the person may be a new type of "humanism" that can give light to the misery of modern society.

The Meaning of Guide System in Cyber University in the Era of Web 2.0 (Web 2.0시대 가이드 시스템의 변천이 가지는 정보디자인적 의미 -국내 사이버대학을 중심으로-)

  • Kim, Mi-Jung;Lee, Hae-Jin
    • Journal of Digital Contents Society
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    • v.9 no.1
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    • pp.117-124
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    • 2008
  • This study aims to propose the futuristic guide system in the Web 2.0 era based on the analysis of past changing guide system in the domestic cyber universities. Guide System is destined to transform its feature and form according to the fast shift of technology and people's way of thinking. The theoretical ground this study took is cognitive psychology, communication theory, especially information design theory.

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