• Title/Summary/Keyword: 캐릭터굿즈

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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.

The Consumption Value of Goods Effect on Purchase Intention of Corporate Brand Products: Study According to The Type of Goods (굿즈의 소비가치가 기업브랜드 제품 구매의도에 미치는 영향: 굿즈의 종류에 따른 연구)

  • Kim, Eun-Young;Lee, Sang-Yun;Chae, Myeong-Sin
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.321-334
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    • 2021
  • In this study, in order to analyze the effect of the consumption value of goods on the purchase intention of corporate brand products, the model was tested using SPSS 21.0 and Smart PLS 3.0 by receiving questionnaires from 457 men and women who have purchased goods. After examining the consumption values of goods, such as limited, functional, aesthetic, hedonistic, innovative, and social ego values, and product satisfaction, the effect on purchase intention of corporate brand products was analyzed. All were found to be significant except for innovative value, and product satisfaction had a significant effect on brand attachment and purchase intention of corporate brand products. We have recently redefine goods according to the trend of the times, and put an academic significance on the first classification of goods into four categories: human brand goods, brand goods, tourism goods, and character goods. It was confirmed that there was a partial difference in consumption value and satisfaction according to the type of goods. Through research, it is intended to broaden the understanding of goods and suggest the possibility of effective and useful marketing by suggesting planning and development directions according to the target.

3D Avatar Modeling through Composite Photograph for Smartphone Environment (스마트폰 사진 합성을 통한 3D 아바타 모델링)

  • Han, Je-Wan;Lee, Chang-Gyu;Song, In-Seok;Nam, Jae-Woo;Kwon, Gi-Hak;Moon, Hyeonjoon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2018.05a
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    • pp.476-478
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    • 2018
  • 현대 사회의 발전으로 인해 사람들의 삶의 질이 향상됨에 따라 사람들은 다양한 방식으로 자신 및 자신의 개성을 표출하려는 시도를 한다. 특히 IT 기술의 발전은 가상현실 및 3D 기술의 성장을 이끌어냈다. 본 논문은 다가올 4차 산업혁명에 발맞추어 사용자의 개성을 표출할 실용적이고 개성 있는 3D 모델링 아이디어를 제안하고자 한다. 스마트폰 사진 촬영과 동시에 사용자가 선택한 다른 캐릭터 사진과의 합성 사진을 Convolutional Neural Network (CNN)과 Generative Adversarial Network (GAN) 기반 딥러닝 기술을 통해 생성한다. 생성된 이미지는 사용자의 모습과 합성의 대상이 되는 캐릭터의 모습을 동시에 담고 있다. 본 연구의 결과물로 생성된 합성 사진을 3D 프린터를 이용하여 자신만의 모습이 담긴 굿즈를 생산 혹은 이모티콘을 생성하는 등 다양한 실용적인 응용분야에 적용 가능하다.