• Title/Summary/Keyword: 캐릭터 가치

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의왕시 캐릭터 디자인

  • Chae, Yun-Gyeong
    • Cartoon and Animation Studies
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    • s.5
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    • pp.513-516
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    • 2001
  • 지방자치제도가 정착되면서 각 지방자치단체들은 자치주민들의 친숙도 제고와 자치단체의 특성화, 차별화를 위해 시 아이덴티티 프로그램 개발에 박차를 가하였다. 특히 캐릭터는 특유의 소프트한 측면과 생명력으로 시의 차별화 및 자치주민 들의 친숙도 제고는 물론 무한한 상업적 부가가치로 그 중요성이 더욱 부각되고 있다.

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The Analysis of Economic Contribution of Character Industry in China (산업연관분석에 의한 중국 캐릭터 산업의 경제적 효과 분석)

  • Zhang, Xin-Dan;Yao, Jin-Ge;Lee, Hyuck-Jin
    • The Journal of the Korea Contents Association
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    • v.21 no.9
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    • pp.125-135
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    • 2021
  • Due to the lack of national consensus on the importance and value of the character industry and the lack of recognition of value as a national strategic industry, the development of the character industry is experiencing great difficulties. The purpose of this study is to analyze the economic effects of character industry in China to help establish policies and strategies for the character industry in the future. To this end, this study utilized the China 2017 Industrial Association Table. The analysis results are as follows. China's character industry has a lower production inducement effect than other industries with a column total of 3.45514, and a row total of 1.30015. This shows that China's character industry is still being produced by small and medium-sized companies with a low equity ratio. Second, in the character industry, the index of the sensitivity of dispersion representing the forward linkage effect is 0.01426 and the impact factor is 0.03790, which are all less than 1. Therefore, it can be said to be the final demand manufacturing type.Third, in China character industry's income induction is 0.47690 and the production tax induction effect is -0.04912. It can be seen that the character industry has less income induction and tax burden generated every time the final demand increases by one unit in the entire industry than in other industries.Despite the quantitative growth of the character industry in China, the impact on other industries is low and it is not playing a role as an income-generating industry. Structural improvement is needed for the qualitative development of China's character industry.

A Study on the Change of Female Characters in Disney Animation Films - Focusing on (디즈니 애니메이션 영화의 여성 캐릭터 변화에 대한 연구 - <말레피센트, 2016>를 중심으로)

  • Zhao, wen-jiang;Choi, dong-hyuk
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.59-60
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    • 2019
  • 2016년 개봉한 <말레피센트>는 디즈니 애니메이션 영화 <잠자는 숲속의 공주>를 원작으로 한 판타지 영화이다. 원작 <잠자는 숲속의 공주> 이야기를 바탕으로, 기존의 전통적인 공주와 왕자의 사랑이야기를 벗어나지 않으면서, 마녀가 진정한 사랑을 깨닫는 이야기로 각본되었다. 이러한 각본의 특징은 최근 반복적인 이야기 구조에서 벗어나 시청자와 공감대를 형성하려는 스토리로써 크게 성공하고 있다. 때문에 디즈니 애니메이션의 캐릭터 변화에 대한 연구를 통해 최근 여성 가치관의 변화에 관한 연구가 필요하다. 이를 위해 본 연구에서 디즈니 애니메이션의 대표작품을 선정하고 주요 여성 캐릭터를 대상으로 외모측면, 권력 및 계급 측면, 젠더 측면 등의 캐릭터의 대비를 진행하였다. 연구결과 전통적인 여성 캐릭터 이미지와 의미는 능동적이고 주체적으로 변화되고 있는 것으로 확인되었고, 현 시대가 공감하는 여성의 가치를 중심으로 스토리를 더욱 현실감 있게 표현하여 영화를 성공으로 이끌 수 있었음을 알 수 있었다.

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Character Design Research for Local Brand Marketing -Focused on the package design for fastfood Bibimbob, 'Mix-bob' (지역브랜드 마케팅을 위한 캐릭터패키지 디자인 연구 -전주비빔밥 응용 패스트푸드 '믹스밥' 패키지 개발을 중심으로)

  • Joh, Yun-Sook
    • Cartoon and Animation Studies
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    • s.45
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    • pp.283-298
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    • 2016
  • Design is a fatal factor to differentiate and survive one product from the other in fierce competition of the market, when other conditions such as price or quality makes no much difference. Among many marketing tools, package design is known as a direct communication that visualizes and forms the very initial brand image of a product. Package design is not only for packing, transporting, storing and loading but for engraving the brand image in a consumers' mind and lead them to purchasing. One of recent package design trands is various ways of using character, not just as a printed image on the surface but as a part of three dimensional structure of package. If it succeed, the package design could give out the secondary fun and impact to the consumers. The package design with an effective character is itself a great marketing tool and valuable design asset, which can bring a further profit to the company. Especially, character-package can be a powerful and effective marketing method for various local products, in needs of further publication and sales with limited cost. It should motivate the sales of the products by grabbing their attention and taken as a souvenir. This research takes a character package as a useful marketing method for a local brand in Jeonju, South Korea, and tries to design a three dimensional package using its own character. Through the process, the research aims to propose an important design strategy for repositioning or enhancing an existing brand.

A Study on Formative Elements in 3D Animation Character -Focusing on Characters' Visual Recognition Elements of Form through Elements of Form and Formation Method of Form- (3D 애니메이션 캐릭터의 조형성 연구 -<겨울왕국> 캐릭터를 중심으로 조형의 구성요소와 원리를 통한 시각인지요소에 관한 연구-)

  • Kim, Hye Sung;Sung, Re-A
    • Cartoon and Animation Studies
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    • s.36
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    • pp.45-74
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    • 2014
  • We can anticipate that animations will form one of the axes and lead popular culture in our future visual age. Recently, research has been actively conducted, but it mainly focuses on their value in culture industry or technologies and methods of producing animations. Of course, research that deals with animation characters has constantly come out. This study focuses on the 'formative elements' of 3D animation characters and attempts differentiation from other research by inducing new logic theoretically. Being freed from the research on characters that has been merely focused on theoretical grounds, this study intends to figure out how audience that is consumers who actually get to watch and feel animations recognizes them and find out related problems and also solutions for them. In particular, this study intends to examine the formative characteristics of 3D animation characters with the characters appearing in , one of the animations that have achieved artistic value as well as commercial success. And for that, the study conducted not only literature review but various surveys and Delphi method as well. Also, the researcher devised an analysis frame to evaluate the formative elements through in-depth discussion with experts. And with this, the study created the forms such as the Elements of Form, Formation Methods of Form and Visual Recognition Elements of Form, examined how audience recognized 3D characters. The process of recognizing an image is influenced by socio-cultural environment or sex, age, and the level of knowledge differently. This was meant to investigate current visual culture and the public's perspective through characters in that represent the visual mode.

Research About Character Illustration Which the 3D Game Character Manufacture (3D 게임 캐릭터 제작에 있어서의 캐릭터 일러스트에 관한 연구)

  • Lee Dong-Lyeor
    • The Journal of the Korea Contents Association
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    • v.5 no.6
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    • pp.178-183
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    • 2005
  • It is said that today is an era of total cord characterized by the transition from the industrial society to the knowledge based and information one. In this age of total cord, the most complex media production is the game industry. In the game industry, game character as one of the elements of game production is the most important because it contains visual elements created through interaction with a user. Initial creation of characters in the game industry is considered having the most value-adding element. Character creation in game production begins with basic drawings, like a diffusive property of the production elements, and proceeds to complicated 2D game character illustration and 3D game character production. In addition, only when driving forces for game development such as individuality and virtual reality are based on different mind cord from existing one, foundation for it will be firmly established. Therefore, it is clear that understanding of the Importance of character illustration and original drawings in the game production is essential to successfully produce more perfect 3D game characters.

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A study of the pattern and the effect analysis of the characters on TV ads for the brand awareness (브랜드인지도 제고를 위한 TV광고의 캐릭터 사용패턴 및 효과분석)

  • Cho, Kyu-Chang
    • Archives of design research
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    • v.17 no.4
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    • pp.259-268
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    • 2004
  • Today is so-called brand war age. Brand equity has been a critical factor to evaluate the business value according to changes of competitive situation and consumer's choices under the 21 century market situation. Brand advertisement with character on TV commercial has long been common and effective ways for many years as useful methods of brand differentiation in the consumer mind. In this thesis, character's roles and possibilities are researched to enhance a brand awareness in marketing, and also the interrelation between the patterns of character and the involvement on TV commercials over several categories are analyzed through the grid model of FCB that is a advertising agency in U.S.A. The attitude of Character usage and technique are also examined by analyzing the materials and the expressive methods of characters in each category.

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Exploring the Possibility of using Game Character Maengseung (게임 캐릭터로서 맹승(盲僧)의 활용 가능성 모색)

  • Qiu, Tian
    • The Journal of the Korea Contents Association
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    • v.21 no.8
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    • pp.413-423
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    • 2021
  • The purpose of this study is to explore the possibility of using game character Maengseung in game content and to present the method. At first we made a study on the Maengseung's history and cultural status of Korean folklore. Based on this, we reviewed the value and utilization of the character as a cultural prototype in the game content and proposed the basic components of character creation according to the folk cultural characteristics of the character.

By Theory of Proportion the Human Body, An Analysis on Character's Proportion in Kids TV Animation on EBS (인체비례론에 근거한 EBS 유아동 애니메이션 캐릭터 등신비율 분석)

  • Suk-Rae, Kim;Jean-Hun, Chung
    • Journal of Digital Convergence
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    • v.13 no.10
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    • pp.491-499
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    • 2015
  • The potential competency from the animation industry, as known as a foundation which spawned a variety contents from the piece of work, has a high importance in the content development field. The pivotal role of the domestic animation industry has produced the term of convergence content which composed by both educational elements and entertainment features especially from the domestic kids TV animation industry. This study analysis the ideal indicator of the preferred characteristic design being broadcasted on EBS, not only presenting the status of the character proportion rates but also proposing the creative aesthetic indication where the substantial leverage would be available as the purpose of this research.

A study on constitution of Mania based on Character construction -Specially in Animation 'Fullmetal Alchemist'- (캐릭터 구조에 의한 매니아 형성에 관한 연구 -애니메이션 '강철의 연금술사'의 캐릭터를 중심으로-)

  • Lee, Ga-Young;Park, Yoon-Sung
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.54-58
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    • 2006
  • As media and product became variety, the propensity of the people are coming to be various. To search for some popularity in this various life, we can find the class called 'the maina.' Todays, worlds are changing so fast that the masses can only have short life but if the Mania takes shape, becomes longer as natural. Also the hundreds of animations are broadcasted in a day, almost of them are forgotten in memories. However, the animations could lasting its value which has the Mania. This thesis is a studies on the constitution of Mania from animation 'Fullmetal Alchemist's Character. We can know the audience were not just like it, but they get crazy for it by comparing Japanese animation industry in those days; before it has been shrinking. Also, various contents of Fullmetal Alchemist means had enough customers.

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