• 제목/요약/키워드: 캐릭터 가치

검색결과 158건 처리시간 0.022초

Introduction to 3D game character production skill for 3D on-line game (3D온라인게임을 위한 효율적인 3D게임캐릭터 제작기법)

  • 김미진;김재준
    • Journal of Korea Society of Industrial Information Systems
    • /
    • 제8권4호
    • /
    • pp.55-63
    • /
    • 2003
  • The game & multimedia industry is a high-valued industry comparing to any industry. Also, it has been shown the possibility as considerably bright future industry due to a development of the Internet, an explosive growth of on-line game market, and a union with virtual reality technology Since an on-line game having a clear profit model is expanding to PC and other platform, it brings to us a large change throughout the whole game industry. In order to develop a game, we need a number of elements. A game character among them delivers to a user the overall characteristics of a game as a visual representation and makes us access to a game directly and sensuously. A game character of on-line game is considerable in an operation in the volume of initial sales from a viewpoint of marketing. In addition, it affects to secure users and be immersed in a game. In this paper, we propose a production skill of an efficient 3D game character for 3D on-line game.

  • PDF

Suggestion of a Creative Character based on Cultural Archetype -focused on , Korean Classic Folktales- (문화원형을 기반으로 한 창의적 캐릭터 제안 한국 고전 설화 <불가살이(不可殺伊)>를 중심으로)

  • Shin, Shang-Ki;Lee, Chae-Ron
    • The Journal of the Korea Contents Association
    • /
    • 제13권11호
    • /
    • pp.451-460
    • /
    • 2013
  • Project to deal with cultural archetype as a material for creation to develop modern one has continued. But it would be meaningless if cultural archetype is simply reproduced into modern one with modern medium so that such contents cannot see through desire that the general public, that is, contemporary recipients want. This is because desire of people who lived in the past is not completely same as one of modern people. This study began to make convergence from Bulgasalee(不可殺伊) as a Korean cultural archetype to cultural contents fit to modern times. To develop creative character based on ground for existing Bulgasalee(不可殺伊), these were investigated - method and meaning of modern transformation for classics, economic value of the character, and examples to understand direction of future development. Bulgasalee(不可殺伊) as a Korean cultural archetype is Korean style monster where wish of contemporary people was reflected so that it has character of anti-war and hero. To eat iron and be related to fire is a unique character that only Bulgasalee(不可殺伊) has. Bulgasalee(不可殺伊) re-born in modern sense based on such characters is equipped with tool to treat iron as arms and to it, image of fireman is reflected. It is thought that this study not only suggested character for successful modern transformation of cultural archetype but also newly developed value that the character has.

By Basic Plane Figure, An Analysis Study on Appearance Type of Character in Domestic Kids TV Animation -Focus on the Broadcasting Animation on EBS- (기본 평면도형을 활용한 국내 TV 유아동 애니메이션 캐릭터 형태 분석 -한국교육방송 방영작을 중심으로-)

  • Kim, Suk-Rae;Chung, Jean-Hun
    • Journal of Digital Convergence
    • /
    • 제14권4호
    • /
    • pp.397-405
    • /
    • 2016
  • Specially, the character in the kids animation is the fundamental visual element, and also has the high value which is to connect to various related businesses. The main purpose of this study is the analysis for character's appearance by the basic plane figure, and it has studied on the authority of recognition capability which is to catch the simple shape rapidly and clearly rather than complex shape. For this study, I established the standard of analysis and then applied that to the characters which were selected in broadcasting domestic kids animation on EBS. Through this procedure, I analyzed character's appearance with the distribution chart. As the result, the circular and oval shapes are the most frequently used shapes for character's appearance. Finally, I expect the result of this study could be one of the design index for the character creation in practical environment.

A Study on GUI Design of Online Game Character Customizing (온라인 게임 캐릭터 커스터마이징의 GUI 디자인 분석 연구)

  • Kim, Eun-Ji;Park, Soo-Jin
    • Journal of Korea Multimedia Society
    • /
    • 제14권2호
    • /
    • pp.307-317
    • /
    • 2011
  • Game character customizing has evolved with the desires of users who want to enjoy the scarcity value; thereby, the category which is subjected to character customizing is extending. However, despite such a great interest, character customizing interface has been created for the sake of the convenience of each game developing company, without proven guidelines. The confusion of designers who create interface is caused by using independently created interface without testing the optimal form of interface according to manipulative activity which integrates game character customizing interface, and this confusion leads to the discomfort of users. All the more, studies on character customizing have been mostly concerned with the preference for certain characters according to user propensity or character producing methods. Therefore, basic research into interface relative to character customizing is insufficient. Accordingly, through the development of universal guidelines appropriate for game character customizing interface. the discomfort of users is to be removed. This paper conducted an investigative analysis of the current interface of games which support character customizing, and classified the type of interface. Then, the paper researched 16 types of games that support character customizing out of games ranked within top 50 in the on-line game ranking. As a result of the analysis, the characteristic feature of every game appeared in the offer of detailed optional factors. Those detailed optional factors could be classified, to some extent; however, their manipulative interfaces were discovered not to be classified into different types. The results of this paper will be used as an analytic system in the preparation of the guidelines of game character customizing interface, down the road.

A Study on AN-DONG Traditional Main Character Creative Processing Project in Content Development - with 'Mother Wonlee' Film Main Character (안동 전통 문화 콘텐츠 주인공 캐릭터 개발과정과 제작 고찰 - '원이엄마' 영상 남녀 주인공을 중심으로)

  • Cho, Hyun-Kyung
    • Cartoon and Animation Studies
    • /
    • 통권40호
    • /
    • pp.243-260
    • /
    • 2015
  • Being a symbolic image to let traditional 'mother wonlee' contents characters known widely, need to be made in a way that can deliver the powerful message of korea An-dong traditional local contents and the value of regent story. As for the contents character develope methods and the scope of the study, an theoretical study was conducted based on literature review, and, factor plus fiction field surveys, and the legend story and then an effect of character marketing on global contents with original identity. 'mother wonlee' pre-production plaining have been analysis with creative described based on the ancients features and the classification of ancient original characters, and the situation and the concept of An-dong local place. as a results this thesis is show up how to make up a main character develop processing and make a features design processing of the characters who different age and a scenes. as a conclusion is drawing about a 'Wonlee' and 'Eungtea' both main Character plaining processing and graphics; traditional face, all clothes, body proportion, etc. Also we trade to traditional patten with character planing. it will be a high value industry which facilitates a variety of industries in conjunction with marketing traditional source characters in global. Recognizing the value of traditional story main character design and graphics marketing and utilizing the value through various media will create infinite value, enabling the global marketing.

Analysis on elements of policy changes in character industry (캐릭터산업의 정책변인연구)

  • Han, Chang-Wan
    • Cartoon and Animation Studies
    • /
    • 통권33호
    • /
    • pp.597-616
    • /
    • 2013
  • Character industry is not only knowledge-based industry chiefly with copyrights but also motive power for creative economy to take a role functionally over the fields of industries because it has industrial characteristic as complement product to promote sale value in manufacturing industry and service industry and increase profit on sales. Since 2003, the national policy related to character has aimed to maximize effect among connected industries, extend its business abroad, enforce copyrights through the improvement of marketing system, develop industrial infrastructure through raising quality of character products. With the result of this policy, the successful cases of connected contents have been crystallized and domestic character industry has stepped up methodically since 2007. It is needed to reset the scales of character industry and industrial stats because there are more know-how of self industry promotion and more related characters through strategy of market departmentalization starting with cartoon, animation, games, novels, movies and musicals. Especially, The Korea government set our target for 'Global Top Five Character Power' since 2009 and has started to carry out to find global star characters, support to establish network among connected industries, diversify promotion channels, and develop licensing business. Particularly, since 2013, There have been prospered the indoor character theme park with time management just like character experimental marketing or Kids cafes using characters, the demand market of digital character focusing on SNS emoticon, and the performance market for character musical consistently. Moreover, The domestic and foreign illegal black markets on off-line have been enlarged, so we need another policy alternative. To prepare for the era of exploding character demand market and diversifying platform, it is needed to set up a solid strategy that is required the elements of policy changes in character industry to vitalize character industry and support new character design and connected contents. the following shows that the elements of policy changes related to the existing policy, the current position of market. Nowadays, the elements of policy changes in domestic character industry are that variety of consumers in the digital character market according to platform diversification, Convergence contents of character goods for the Korean waves, legalization of the illegal black contents market, and controling the tendency of consumers in departmentalized market. This can help find the policy issue entirely deferent with the existing character powers like US, Japan or Europe. In its final analysis, the alternatives are the promotion of models with contract copyrights of domestic and foreign connected contents, the diversification of profit models of platform economy, the additive development of target market related to enlarging the Korean waves, and the strategy of character market for the age-specific tendency according to developing character demand market.

A study on the chronology of children's cartoon focused on the character (캐릭터 중심으로 본 어린이 만화연대기 연구)

  • Kim, Byung-Soo
    • Cartoon and Animation Studies
    • /
    • 통권16호
    • /
    • pp.179-198
    • /
    • 2009
  • This study analyzed the chronology of children's cartoon through character while the children's cartoon section is planned at the Memorial Exhibition of 100th year of Korean Cartoon which will be held at the Contemporary Art Gallery in celebration of the 100th year after birth of Korean Cartoon. The approaching method based on character is regarded as the most proper and feasible in the identification of character and meaning of children's cartoon because the character in cartoon contains the bigger role and meaning than the descriptive structure of narration. The Committee of 100th Year of Korean Cartoon, Aicheorum which is a study association for children's cartoon and Cartoon My Love $Cafe^{42)}$ in Naver jointly selected the 70 cartoon characters. A brief history is established based on these characters through chronological classification in seven sectors of around 10 year session such as before 1950s of quickening period and liberation, 1950s, 1960s, 1970s, 1000s, 1900s and after 2000. It examined the historical meaning, its reflection and characteristics focused on the cartoon character and the cartoonist which were well-known to everybody not only the display according to chronological order. The study intented the stereoscopic illumination on the children's cartoon and character which were favored beyond the generations. In addition, the similarity and human relation among cartoonist to cartoonist and character to character were analyzed and traced to identity the fact that children cartoon character is not individualistic being but it lies on the extension of tradition and trend of eternal cartoon history Finally, hopefully it will make a contribution to activate the pure creative children's cartoon in Korea through reminding the importance of character in cartoon, affirming the industrial value and reflecting the direction and perspective of pure creative children's cartoon.

  • PDF

A Study on the Usefulness of Spot Animation Character of Television Stations (방송사 Spot animation 캐릭터의 유용성에 관한 연구)

  • Youm, Dong-Cheol
    • Cartoon and Animation Studies
    • /
    • 통권17호
    • /
    • pp.53-67
    • /
    • 2009
  • According to the changes of current regulation of media, the broadcasting environment has been loosened by market power, and came into competitive era for broadcasting industry with new technology of combined broadcasting and communication. To resolve these issues, the broadcasting provides are trying process of new channel brand identity to introduce their channels. The purpose of the research is to analyze Spot animation that has fast access to viewers among channel brand identity factors, review expandability and usage of Spot animation character to plan, manage character that can improve awareness and loyalty. Therefore it will study creation background and production, activities of each character representing KBS and MBC, compare the structure, color, material, expression of Spot animation character and summarize properties. To conclusion, three characters of KBS and MBC failed to apply structured and professional plan and management, only expressed image that each channel pursue on Station ID Spot animation and had issues of not deeply sighting expandability and usefulness as a character. The important factor to improve channel brand value of broadcasting provider is to have differentiated identity, and the core of it is to make image-responsible Station ID to be effective. Therefore, Spot animation and character of Station ID is a very important factor so there must be professional research and structural management from the early planning and production for character that represents the providers.

  • PDF

The Aspectual Theory of the Cybercharacter (사이버캐릭터의 위상론)

  • 이선교
    • Archives of design research
    • /
    • 제12권4호
    • /
    • pp.182-190
    • /
    • 1999
  • There has been the rapid change of paradigm with the overflow of terms related to computers such as information, digital, cyber, virtual world and the change of time concept on the ground that it is common to change the world into virtual time. This study is about cybercharacters working in air-broadcasting with rapidly-developing internet, The cybercharacters including 3D animation developed from 2D animation are know to be manufactured with use of electronic mediun and computers and to exist in electronics. Though the emergence of the cybercharacters has a lot of gflnetic roots according to their objectives, they have in common that they are made by 3D graphics and they work in the virtual space, The great traits of the cybercharaters lie in the extension of interfacial function and ecological growth. In the cyberspace the interface, the meeting point between a computer and its users is the most important, The cybercharacters as medium providing new ruman interface become effective with growing interest in virtual reality, The cybercharacters also keep the ecological traits, They can also bring about added value with infusion of image and development of the network, These cybercharacters can also play the important parts in the continually developing cyberspace, The successful birth of the cybercharacter are based on, the technological power. assistance of fund and the ctrltural background, The information-entertainment of the cybercharacters functions well with the accompinimene of these three things, The cybercharacters can make a subject which keeps single issue as a central point of the virtual realty, The cybercharacters can also be connected with equity of "Korean knowledge information society" in the cultural rule of the internet and sociocul tural identity, identity.

  • PDF

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

  • Seo, Mi-Ra
    • Journal of Digital Convergence
    • /
    • 제13권5호
    • /
    • 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.