• Title/Summary/Keyword: Avatar Design

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Color Analysis of Avatar fashion style from on-line portal sites

  • Kim, Ri-Ra;Kim, Young-In
    • International Journal of Costume and Fashion
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    • v.8 no.2
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    • pp.50-64
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    • 2008
  • The purpose of this study is to classify Avatar fashion style through analysis of on-line Avatar Mall and to propose color pallette and fashion contents from fashion color analysis. The literature research focused on investigating the notion, characters and types of Avatar and relation of Avatar and self-image, clothing image and color image. In data research, 4 on-line portal sites Avatar Malls were analyzed and Avatar fashion style was classified. In addition, Avatar clothing color was analyzed. The research of this study are as follows: Firstly, Avatar in the cyber space represents 'me' of the real states. Avatar fashion helps to represent Avatar Image and clothing makes human image and identity as a social sign. Color helps to constitute clothing impression and human image, therefore clothing and color are the important elements to express self-image through Avatar in the cyber space. Secondly, Avatar Malls of 4 on-line portal sites are very similar and confuse Avatar users because of no standard of fashion style classification. Accordingly, the standard of fashion style classification should be made by a fashion expert, and the specific characters of every on-line portal site should be emphasized. Thirdly, as a result of the analysis of Avatar's clothing, the clothing is divided into a real world clothing and an imaginary world clothing. There are daily clothes, uniform, event clothes, story clothes and fantasy clothes. As a result of the color analysis of Avatar clothing, White, Red, Red Purple colors and bright and vivid tone are generally used for Avatar clothing. This study is significant to classify Avatar fashion style systematically, to notify sensitive and delicate users' sign and to make Avatar fashion image emotional and high-quality.

Usability verification of virtual clothing system for the production of a 3D avatar reproduced from 3D human body scan shape data - Focusing on the CLO 3D program - (3차원 인체스캔형상을 재현한 3D 아바타 제작을 위한 가상착의 시스템의 활용성 검증 -CLO 3D 프로그램을 중심으로-)

  • Hong, Eun-Hee
    • Journal of the Korea Fashion and Costume Design Association
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    • v.22 no.1
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    • pp.1-13
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    • 2020
  • The purpose of this study is to create a 3D avatar from 3D human body shape data using the CLO 3D virtual clothing program and to verify the feasibility of avatar production using the virtual clothing system for verifying size and shape. The research method was to select one virtual representative model that is the closest to the mean size of each body item for each age group. Using the 3D human body scan shape of a 40-69 years old male was applied to the CLO 3D virtual wearing system. Using the CLO 3D Avatar conversion menu, we verified the feasibility of creating a 3D avatar that reproduces the human body scan shape. In the dimension comparison between the 3D avatar and the fictitious representative model, the dimension difference was noticeable in height, circumference, and length. However, as a result, the converted 3D avatar showed less than a 5% difference in most human dimensions. In addition, since the body shape and posture were reproduced similarly, the utilization of the avatar was verified.

Analysis of Usage Types of K-pop Idol Avatar and Fandom Perception (케이팝 아이돌의 아바타 활용 유형 및 팬덤의 인식분석)

  • Bang, Eunjung;Wu, Sindy;Kim, Soyeon
    • Journal of Korea Multimedia Society
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    • v.25 no.11
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    • pp.1601-1612
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    • 2022
  • As human brands, Idols, the central members of K-pop, are actively engaging in various industries based on the support of their fandoms, greatly impacting the national economy. In particular, due to the development of digital devices and technologies, they are active both online and offline, and idol avatars are a significant part of their activities across diverse contexts. Therefore, this study aims to categorize avatars used in various contexts and explore fandoms' perceptions according to each type. Based on case studies and literature review, idol avatar usage was categorized into products, supplier-led content, and interactive content, and accordingly, surveys and in-depth interviews were conducted. As a result, regardless of category, fandom showed a negative perception of idol avatar usage, as shown in the order of interactive content, supplier-led content, and products. Regarding human brand characteristics of idol avatars, attractiveness was evaluated higher than intimacy and likeability. However, the attachment to real-life idols showed a higher correlation with the characteristics of intimacy and likeability than attractiveness. This study is significant as it looked at the future directions of idol avatar usage by analyzing the fandoms' perception of avatar usage in the K-pop industry from a human brand perspective.

A Study on the User Preference Type of Avatar Character in the Web Environment (Web환경에 따른 아바타 캐릭터의 사용자 선호 Type에 관한 연구)

  • 강민수;조동민
    • Archives of design research
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    • v.15 no.4
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    • pp.121-128
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    • 2002
  • It makes an appearance that multi-media of Avatar, Cyber-Character, Cyber-Pet, Emoticon caused by Web-Environment advancement. Internet-User was fascinated by anonymous name of Web in the past but a desire goes on increasing to express oneself using the multi-media characters. Therefore, this study investigates that the feature of avatar character different from the general characters as making a survey of preference of avatar characters type in the various multi-media characters and presenting an efficient method at the making avatar characters. Consequently, the most efficient avatar characters type have to be concerned about functional factors rather than feature, feeling. exactly, it must be make conspicuous to personality of user and must make suitableness type of personality.

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Design and implementation of the email client server model using the avatar contents for the mobile phone (휴대폰에서 Avata컨텐츠 기반의 E-mail Client/server 모델 설계 및 구현)

  • 이경진;이정윤;김강석;송왈철
    • Proceedings of the Korea Contents Association Conference
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    • 2004.05a
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    • pp.385-391
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    • 2004
  • Today, mobile technology is developing very fast and people use internet through mobile phones. Using mobile phones, people use games, email, avatar and other services. We designed client/server modules in order to join email and avatar together. First two major server modules were designed, one of them is DB management module for avatar user information and the other is email management module. One the client side, we designed avatar image animation module and a module for showing the email contents. The purpose of the design is to reduce the performance overhead on the client side as mobile phones cannot be used as a high performance device. We propose and implement a new avatar based service using the SK-VM environment, that is different from the current avatar services.

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Emotional Expression through the Selection Control of Gestures of a 3D Avatar (3D 아바타 동작의 선택 제어를 통한 감정 표현)

  • Lee, JiHye;Jin, YoungHoon;Chai, YoungHo
    • Korean Journal of Computational Design and Engineering
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    • v.19 no.4
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    • pp.443-454
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    • 2014
  • In this paper, an intuitive emotional expression of the 3D avatar is presented. Using the motion selection control of 3D avatar, an easy-to-use communication which is more intuitive than emoticon is possible. 12 pieces different emotions of avatar are classified as positive emotions such as cheers, impressive, joy, welcoming, fun, pleasure and negative emotions of anger, jealousy, wrath, frustration, sadness, loneliness. The combination of lower body motion is used to represent additional emotions of amusing, joyous, surprise, enthusiasm, glad, excite, sulk, discomfort, irritation, embarrassment, anxiety, sorrow. In order to get the realistic human posture, BVH format of motion capture data are used and the synthesis of BVH file data are implemented by applying the proposed emotional expression rules of the 3D avatar.