• Title/Summary/Keyword: styling game

Search Result 5, Processing Time 0.017 seconds

Fashion style and user response to interactive online dressing games - Analysis of Korean traditional attire - (온라인 스타일링 게임 컨텐츠의 패션과 사용자 반응 - 한국전통복식 분석 -)

  • Choi, Yeong-Hyeon;Lee, Kyu-Hye
    • The Research Journal of the Costume Culture
    • /
    • v.28 no.4
    • /
    • pp.420-428
    • /
    • 2020
  • This study analyzed the expression of hanbok in online fashion styling games, and examined the main themes of and user reactions to hanbok fashion styling games through semantic network analysis and sentiment analysis. KrKwic, Textom, and NodeXL were used for data collection and analysis. The findings of the study are as follows: First, depending on the designer's expressive method, hanbok fashion styling games provide typical traditional hanbok, modern hanbok, and dress-like fusion hanbok, demonstrating contents with various themes for different sexes, classes, and situations. Second, as a result of analyzing the themes of hanbok-related styling game contents, it turned out that the main themes are tradition, color, historical drama, fusion hanbok, holiday, and love. Most of them produce modernized hanbok that reflect the situation and utility rather than strictly traditional ones. Third, as a result of analyzing user reviews of hanbok styling game contents, positive factors mostly turned out to be the satisfaction of the hanbok contents, with the users also showing positive intent to wear hanbok. Through this, it was found out that hanboks portrayed in game contents could potentially cause the user's positive intent to wear hanbok. Negative factors turned out to be the discordance between the intrinsic image of hanbok and the game character's image.

Product Modeling Design and Evaluation Research Based on Affordance Theory (어포던스 이론에 기반한 제품 모델링 디자인 및 평가 연구)

  • Chen, Zizhu;Kim, Chee-Yong
    • Journal of Korea Multimedia Society
    • /
    • v.25 no.2
    • /
    • pp.390-397
    • /
    • 2022
  • Affordance is a kind of mental physiology, used by psychologist Donald A. Norman as a design idea, defined as "the property that something can directly and essentially provide something to a person or animal". This idea of returning to the essence and providing properties intuitively has a new guiding effect on product design. The purpose of this thesis is to take the theory of affordance as the basis of design concept, and redesign the shape of desktop lamps in small home appliances, so as to optimize the product shape. A product styling design method based on the concept of affordance is established through four major classifications of affordance, and a styling design scheme is completed using a tabletop luminaire in small home appliances as an example, and then a product styling design evaluation system is used to evaluate the new tabletop luminaire styling design scheme and the existing styling, and the evaluation results are analyzed. Finally, it is concluded that a new product styling design method based on affordance is constructed, and the feasibility and effectiveness of this method are verified, which provides ideas and theoretical basis for product styling design.

Analyzing Types of Styling through Character Customization Games (캐릭터 커스터마이징 게임에 나타난 유형별 스타일링 분석)

  • Seo, Mi-Ra
    • Journal of Digital Convergence
    • /
    • v.13 no.5
    • /
    • pp.309-316
    • /
    • 2015
  • The styles by character type in customizing systems were analyzed, being classified into creative style, attractive style, grotesque style, usual style, and suit style on the basis of the 'fashion style types of game characters' proposed in the previous research. The creative and convergent designs that couldn't be implemented in reality were expressed in various forms because those designs were created in virtual space, one feature of games. The analysis of the fashion styles of characters was focused on the RPG using the characters with exaggerated body proportions beyond the general body proportions in reality and the features on game characters that were identified by gamers. Thus, the creative style and attractive style showed a high frequency. The common features were identified because the costume designs and colors for characters are generally selected in accordance with the gamers' requests or by reflecting the view on the world. However, it was difficult to find out the representative cases for hair designs and colors because of excessively diverse expressions. The results of this paper will be a valuable reference for the research on the fashion item development manual satisfying the gamers' personalities and requests and relevant research.

The Research on the Comparison of Warrior Role with the Three Kingdoms an the Theme in the Korea-and-China Games - to GUAN YU as the Center (한중게임 중 삼국지를 배경으로 한 무장(武將) 캐릭터에 대한 비교 연구 -관우(關羽)를 중심으로)

  • Ping, Sun-Shu;Lee, Dong-Lyeor
    • Journal of Digital Convergence
    • /
    • v.12 no.4
    • /
    • pp.461-466
    • /
    • 2014
  • With the popularity of Japan's "Three Kingdoms" series of games, the Three Kingdoms became popular and gave birth to the Three Kingdoms game for the traditional cultural resources and cultural industries. At the same time generate economic benefits and promote the traditional culture of double effect. With Liu Bei, Guan Yu and other roles in the development of cultural industries in each particular historical figure internationalization appearance design to get attention in the digital arts industry. In this thesis, three kingdoms cultures and three kingdoms generals were analyzed based on classic novel Three Kingdoms (三国演义). Guan Yu, China and South Korea in appearing common in the game as the center. Take example of the role of Guan Yu's generals styling, clothing, weapons, color comparison, attempts to explore the international trend of historical figures game character.

A Study on Gameplay Narrative of Contemporary Animated Films (당대 애니메이션 영화의 게임플레이성 서사에 관한 연구)

  • Qin, Jianbo
    • Journal of Korea Entertainment Industry Association
    • /
    • v.13 no.4
    • /
    • pp.83-91
    • /
    • 2019
  • Gameplay exists not only in game activities, but also in other art forms. An animated film with strong gameplay whose gameplay narrative follows the presupposition principle, achieved through unimaginable sound effects, exaggerated visual styling, hypothetical time and space concepts, fictional storylines and character performances. The strength or the presence or absence of gameplay in animated films is reflected in the grasp and use of these gameplay elements in the process of animated film narratives. The gameplay narrative of animated films fully utilizes the characteristics of gameplay thinking. In the process of scriptwriting and narrative, it combines entertainment, action, adventure, competition and other elements to fully reflect the characteristics of "gameplay". Gameplay narratives often use the strategies of reverse setting, repetition and interaction, and rules and challenges setting, which not only enhances the fun of animated film narratives, but also attracts the attention of the audience, which then can enhance the audience's viewing experience.