• Title/Summary/Keyword: 캐릭터 개발

Search Result 434, Processing Time 0.025 seconds

A Study of VR Interactive Storytelling for Empathy (공감을 위한 VR 인터랙티브 스토리텔링 연구)

  • Bae, Byung-Chull;Kim, Dong Gyun;Seo, Gapyuel
    • Journal of Digital Contents Society
    • /
    • v.18 no.8
    • /
    • pp.1481-1487
    • /
    • 2017
  • In this article we describe our preliminary work to create VR interactive storytelling particularly for building empathic relationships between the reader (or the player) and story characters. As a practical guideline for developing empathy-based VR interactive story, we propose four key factors: first, narrativity considering narrative theories and concepts including the notion of focalization by Gerald Genette; second, interactivity for balancing between narrative and player control in interactive storytelling domain; third, consideration of virtual reality in human computer interaction domain; fourth, empathy in narrative from the viewpoint of psychology and cognitive science. We also introduce an example interactive storytelling scenario based on Little Red Riding Hood story. Finally we conclude with our VR implementation using Unreal game engine and HTC Vive.

Analysis and Design Development of Animal Expression Methods Applied in Kids' Wear (아동의류에 나타난 동물표현 분석과 디자인 개발)

  • Kim, Chanju;Ro, Mikyung
    • Journal of the Korean Society of Costume
    • /
    • v.64 no.8
    • /
    • pp.97-110
    • /
    • 2014
  • Animals, as a part of nature, have much influence on children's emotional development and are one of children's favorite subjects of design. This study analyzes the differences in animal expression methods and types of animals, in relation to gender and item based on a collection of children's clothing and accessories that use animal as their theme. The collection consists of 148 clothing and 75 accessories (total of 223 items), which were collected from on-line shopping sites for children's clothes. Analysis results showed the following observations. Animal expression was categorized into four methods: emblem, illustration, character, and pattern.(The most common method was character, followed by pattern, illustration, and emblem. In relation to gender and clothing item, animal expression methods varied widely:(character was the most popular for) boys' t-shirts and accessories, while girls' bottoms and dresses. As for (animal) types, Mammalia was the most common, followed by birds and insects. Dogs and puppies were popular both genders.(However, differences in preferences existed as) boys liked big and wild animals such as bears, tigers, and foxes, while girls liked small and cute animals such as rabbits, cats, owls, and butterflies. Based on these results, six types of animals (rabbits, elephants, large-beaked bird Toco Toucans, fish, penguins, and bees) were selected as themes for kids' vest designs and, among them, three designs were made.

A study on the improvement of 3D animation production productivity (3D 애니메이션 제작 생산성 향상에 관한 연구)

  • Park, Hunjin
    • Journal of Software Assessment and Valuation
    • /
    • v.17 no.2
    • /
    • pp.101-107
    • /
    • 2021
  • Animation production is collaborated by many experts and gives many ideas for new and interesting video production. Interesting video production is a problem directly related to the success of the project, so it can be said that it is better to create an environment that is not burdened with technical aspects in expressing ideas. In the actual keyframe animation production environment, ideas are frequently modified to obtain better results, and techniques that are re-used so that the animation key pose data developed at the early stage of the possible stage can be rewritten without abandoning it, and functions that can temporarily change the center of gravity contribute to the productivity of animation work and greatly help the creator to improve the creative atmosphere. This study analyzes action animations implemented in computer animation software to examine the factors that hinder actual productivity, and derives the technical concepts that can contribute to the improvement of animation production productivity and the necessity of developing related tools.

A Case Study on Performance Development Based on Local Folk Tale in Gangneung - Focusing on the Musical <Wolhwajeon> - (강릉지역 설화 중심으로 한 공연 개발사례연구 - 뮤지컬 <월화전>을 중심으로 -)

  • Park, Chul-Hyun
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.2
    • /
    • pp.367-372
    • /
    • 2023
  • This study analyzed the use of scriptwriting and hologram technology for storytelling in the production of locally-centered cultural and artistic content. The musical <WolhwaJeon>, produced in the Gangneung area, was examined as a case study. The process of creating the script for the performance was used to establish the self-identity of the character "carp" and the stage visualization of the folktale "Yeonhwa." Furthermore, the use of hologram technology to actualize the inner expressions of the characters, deliver information, enhance spatiality, and visualize fantasy elements was examined. Through this approach, educational information about local folktales was provided to the local residents, and their pride in their region was heightened. This locally-centered content requires continuous development in a modern society that pursues cultural diversity, and future research is needed to produce and develop traditional and cultural content in other regions.

A Study on the Design Creation of NPC Hanbok in Josun Dynasty Game Using DALL-E API (DALL-E API를 사용한 조선시대 배경의 게임 캐릭터 한복 디자인 생성 연구)

  • Jun-Seok Kyung;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
    • /
    • v.10 no.5
    • /
    • pp.673-679
    • /
    • 2024
  • Recently, various contents set in the Josun Dynasty have emerged. However, there is a growing number of hanboks that do not preserve the basic original form of hanbok, such as hanboks that deviate significantly from the form of hanboks. Therefore, in this study, a system was created and implemented in the game to express various colors and patterns of hanbok using the DALL-E API in this game by examining the basic hanbok form of hanbok through literature review. However, despite the fact that the results are inconsistent depending on the quality of the Generative AI service and the limitations of not passing through the historical evidence of traditional hanbok experts, it is meaningful to present a system that uses the creativity of users to create a design that can enhance the aesthetics of traditional hanbok. In future research, we want to investigate users' preferences and develop a system that can create an image that fits them when clicking the interface.

A Study on the Development of Design for Travel Souvenir Connected with a Local Festival - Focusing on the Wood-Craft Industry of Inje-county in Gangwon-province - (지역축제와 연계한 관광문화상품 디자인 개발에 관한 연구 - 강원도 인제군 목공예산업을 중심으로 -)

  • Choi, Ki;Shin, Soo-Khil;Park, Jeong-Soon
    • Archives of design research
    • /
    • v.18 no.2 s.60
    • /
    • pp.303-314
    • /
    • 2005
  • This study is intended to promote local woodcraft industry with revitalization of local festival in Inje-county. To do so, we propose the travel souvenir design with local identity and the plan for production and marketing based on the management of 'Design Hospital' and the building of production method through 'laser wood inlaying technique like puzzle style'. Research method is benchmarking analysis of successful cases of travel souvenir which is developed for cultural contents of local festival. The result of this study is the following. First, design outsourcing is done one of support in industry focused on old boy network, Through it, Special brain of design can be supplied without compensation. Also the difficulty of manpower problem is lessened and the ability of product development in short term can be guaranteed. On the basis of this, we are able to apply Mass Customization production by up to date digital production method. This enables us to maintain the production flexibility of cultural goods fit for the traits of local festival. This study is intended to present the best model guananteeing both profit of wood technological industry and the possibility of local cultural.

  • PDF

A Study on How Reference Groups, Convenience and Pursuit of Information Affect Subscription-Based Webtoon Service Usage through Reliability and Curiosity (준거집단, 편의성, 정보추구가 신뢰성 및 궁금증을 통해 유료웹툰이용에 미치는 영향에 관한 연구)

  • Lee, Ji-Hun
    • Journal of Convergence for Information Technology
    • /
    • v.7 no.2
    • /
    • pp.101-109
    • /
    • 2017
  • This study was undertaken to understand how reference groups, convenience and pursuit of information affect subscription-based Webtoon service usage through reliability and curiosity, through which this study provides some suggestions for developing Webtoons and increasing profitability of service providers. Therefore, the reliability and feasibility analysis were conducted for 449 readers who used the paid webtoon more than once. In addition, the causality test was conducted to verify the research model. As a result of the research, this study shows the following implications: First, it is recommended that webtoon service providers produce webtoons with the webtoonists who have more expertise developing new webtoons. Second, webtoon service providers should focus on advertising during the episodes that are currently being subscribed to, or in the next episodes in order to stimulate the usage needs of readers rather than focusing on advertising the products related to the characters and their development and sales. Third, webtoon service providers are supposed to develop webtoons by using materials that can appear in everyday life. Fourth, webtoon service providers should continue their research in order to develop high quality products and express the unique characteristics of their advertisements by increasing investment in the development of products and advertising.

Development of the optical cases which have many functions by injection molding. (사출성형에 의한 다기능 안경집 개발)

  • 한두희
    • Proceedings of the KAIS Fall Conference
    • /
    • 2000.10a
    • /
    • pp.226-229
    • /
    • 2000
  • 일반적으로 안경집은 일회적으로 사용하고 버리는 것이라 생각하는 사람이 많다. 안경집을 주로 생산하고 있는 대동사출금형과의 공동 노력으로 다기능성 안경집을 개발한 것을 소개한다. 일상적인 고정관념을 버리면 편리하고 기능성이 높은 제품을 만들 수 있다는 신념으로 개발한 결과 어린이나 젊은이들이 졸아할 문방구 겸용 안경집을 개발할 수 있었다. 완구는 소비자가 일상적으로 많이 접촉하기 때문에 곰팡이나 세균이 서식하지 않도록 항균 세라믹을 이용하여 항균처리하였다. 또한 상온에서 인체에 이로운 원적외선이 방출될 수 있도록 고안하였다. 단순한 색상의 무료함을 줄이기 위하여 어린이나 젊은이들이 좋아하는 상용화된 캐릭터를 사용하여 제품의 다양화를 꾀하였고, 4개의 조각으로 만들어 어린이들이나 젊은이들이 조립할 수 있도록 하여 흥미를 더할 수 있도록 하였다. 또한 소비자들이 선호하는 색을 알아보기 위하여 기존의 안경집을 활용하여 색상성호도 조사를 실시하였다. 젊은층은 자극적이고 화려한 색깔을 선호하는 한편 기성세대는 무난한 색깔을 선호하였다. 또한 콘택트 렌즈를 착용하는 경우에도 안경을 사용하는 경우가 많다. 이 경우 콘택트 렌즈와 안경을 따로 가지고 다녀야 하는 불편이 있다. 이에 착안하여 안경과 콘택트 렌즈를 겸용으로 사용하는 소비자를 위하여 안경과 콘택트 렌즈를 동시에 담을 수 있는 안경집을 개발(실용신안 출원번호:8928)하였다. 이 고안은 콘택트 렌즈를 안경집에 보관하기 위한 것으로 콘택트렌즈가 식염수에 잠겨 보관된 렌즈캡을 안경집내에 별도로 삽입되는 케이스에 수납하도록 구성하여 안경과 함께 콘택트 렌즈를 보관해 휴대하는 안경집 보관용 콘택트 렌즈 케이스에 관한 것으로 이것의 특징은 뚜껑이 열리고 닫히도록 구성된 안경집에 있어서 뚜껑 안쪽에 거울이 마련되고 뚜껑이 연결되는 선단부 안쪽에 끼움홈과 체결홈이 형성된 체결부를 갖는 안경집과 이것에 결합되는 체결구가 마련되어 개폐되는 커버가 형성된 케이스로 구성된다.로 금형설계 및 제작기간을 단축하고자 한다.ere demonstrated in rats after i.c.v., intraperitoneally and orally administration, respectively. The antiepileptical effects by the combination of compounds from ginseng; were compared with the iuluence of Rg1, Rb1, Rc and with the well known antiepileptical drugs such as carbamazepine, valproic acid. The base for the research is obtained by using the WAG/Rij strain (Luijtelaar, Coenen, Kuznetcova), an excellent genetic model for human generalized absence epilepsy. The improving action of gensinosides was effectively demonstrated on the model of electrical kindling of amygdala of WAG/Rij rats with genetically determined absences, and the influences of ginsenosides on the slow wave discharges have also been being investigated. The different characteristics of a kindling process exerted in the sex-different region of the amygdala and demonstrated that the level of sex steroids and content of neurosteroids in amygdaloid tissue ca

Contents Analysis on Hangul-learning Applications for Preschoolers - Comparative Analysis by Teaching Methods (유아대상 한글학습용 애플리케이션 평가 및 내용 분석 -언어 교수방법에 따른 비교 분석)

  • Suh, Joo Hyun
    • Korean Journal of Childcare and Education
    • /
    • v.11 no.2
    • /
    • pp.21-37
    • /
    • 2015
  • The purpose of this study was to evaluate the contents of Korean-learning applications by comparing two teaching methods(Phonics Instruction/Whole Language Approach). For this purpose, a total of 51 Korean-learning applications were analysed. The instruments used in this study were developed based on Applications for preschoolers Evaluation Criteria and Vocabulary Game Applications for preschoolers Evaluation Criteria. The collected data were analyzed by using a t-test. The main results are as follows. First, 'Developmental appropriateness' had the highest scores whereas 'Amusement' had the lowest scores in general. Second, there was a significant difference in 'Interaction' by teaching method. Implications for the development of more systematic Korean-learning applications for preschoolers are discussed.

Analyses on Characteristics and Usage of Digital Game Viewpoint: Why do Games use Third-person Viewpoint more often than First-person Viewpoint? (디지털 게임 시점의 특징과 사용 이유 분석: 왜 게임들은 1인칭 시점보다 3인칭 시점을 더 많이 사용하는가?)

  • Ryu, YeSeul;O.Li, Hyung-Chul;Kim, ShinWoo
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.7
    • /
    • pp.75-83
    • /
    • 2015
  • The viewpoint of a digital game is a prime factor that determines user immersion, and first-person viewpoint is known to produce greatest immersion. However, most games adopt third-person viewpoint rather than first-person viewpoint. This study analyzed the reason for the preference of third-person viewpoint. First, six viewpoints were defined by combining three viewpoints (first-, third-person, omniscient viewpoints) and two distances (proximal, distal) between camera and game character. Then 100 games which received high ratings during the past 10 years were sampled, and the frequencies of viewpoint choices and genres were analyzed. Overall, the results showed that games have strong preference for third-person viewpoint. However, preferred viewpoints differed depending on genres, for example, most shooting games used first-person, proximal viewpoint. This result could have arisen because both characteristics of a game and field of view have influenced choice of viewpoint. That is, many games adopt third-person viewpoint because developers consider not only user immersion but also scene visibility.