• Title/Summary/Keyword: Character Contents

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Study on AI-based content reproduction system using movie contents (영화를 이용한 AI 기반 콘텐츠 재생산 시스템 연구)

  • Yang, Seokhwan;Lee, Young-Suk
    • Journal of Korea Multimedia Society
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    • v.24 no.2
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    • pp.336-343
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    • 2021
  • AI technology is spreading not only to industrial fields, but also to culture, art, and content fields. In this paper, we proposed a system based on AI technology that can automate the process of reproducing contents using characters for movie contents. After creating the basic appearance of the character by using the StyleGAN2 model from the video extracted from the movie contents, analyzing the character's personality and propensity using the extracted dialogue data, it was determined from the contemplative appearance based on the yin-yang and five elements to the character's propensity. Accordingly, the external characteristics are reflected in the character. Using the OpenPose model, a character's motion is created, and the finally generated data is integrated to reproduce the content. It is expected that many movie contents can be reproduced through the study of the proposed system.

Designing Education Contents for Chinese Character Utilizing Internet of Things (IoT)

  • Jung, Sugkyu
    • Smart Media Journal
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    • v.5 no.2
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    • pp.24-32
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    • 2016
  • Recently, the development of electronic teaching materials and the demand of digital learners have led the needs on the education contents that replace learning from character information and the change of an information design method for this. Chinese character education in the traditional schooling mainly focuses on writing and memorization (semantic memory). This way that the stories do not exist has brought the learners' recognition that Chinese character is difficult to learn. Meanwhile, for a language study such as English, cross-media development between printed materials and audio-visual materials has been actively introduced. The method that extends episode memories along with memorization through a story is widely used. Therefore, this content suggests a prototype, which is broken away from an existing way of learning Chinese character that mainly focuses on writing, one sided instruction and information cramming. This makes learners learn through a story from printed materials and animation. Furthermore, it suggests a method that extends episode memories through Chinese education contents based on IoT explaining the principle of Chinese character by combining IT technology (information and communications, IoT) and education contents on block toys.

Export Promotion Plans of Digital Culture Contents based on the OSMU Strategy - Focused on Game, Animation & Character Industry - (문화콘텐츠의 원소스 멀티유즈를 통한 수출활성화방안 - 게임.애니메이션.캐릭터산업을 중심으로 -)

  • Won, Min-Kwan;Lee, Ho-Gun
    • International Commerce and Information Review
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    • v.6 no.3
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    • pp.297-318
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    • 2004
  • This paper examines export promotion plans of digital content industries, particularly of game, animation & character industry based on the OSMU(One-source Multi-Use) strategy. As the digital content industry is one of the newest industries as a source of strategic export, we must promote the export of digital contents that hold so much international competitiveness and through that promotion, we have to strengthen the international competitive power. The game, animation & character contents are very easy to adapt each other for creating new contents by omnidirectional OSMU. Therefore, it is intended to present some primary factor for export promotion of game, animation & character contents through the OSMU strategy.

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Character Segmentation in Chinese Handwritten Text Based on Gap and Character Construction Estimation

  • Zhang, Cheng Dong;Lee, Guee-Sang
    • International Journal of Contents
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    • v.8 no.1
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    • pp.39-46
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    • 2012
  • Character segmentation is a preprocessing step in many offline handwriting recognition systems. In this paper, Chinese characters are categorized into seven different structures. In each structure, the character size with the range of variations is estimated considering typical handwritten samples. The component removal and merge criteria are presented to remove punctuation symbols or to merge small components which are part of a character. Finally, the criteria for segmenting the adjacent characters concerning each other or overlapped are proposed.

Improving Game Character Design Identity : Focus on Game Character Design Method through Semiotic Analysis (게임 캐릭터의 아이덴티티 개선방안 : 게임 캐릭터 제작방식의 기호학적 분석 중심으로)

  • Lee, Je;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Wan-Bok
    • The Journal of the Korea Contents Association
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    • v.11 no.2
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    • pp.162-169
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    • 2011
  • This paper proposed an efficient game character design method through semiotic analysis of character. It inquired into the characteristics of game character of various contents characters, added the concept of "Iconic abstraction" of Scott McCloud to its characteristics, and studied on the relation between the character and the semiotics. The semiotic character from the factual character, seized the strong and weak point of each character, and divided them in the designer's character production process and gamer's character recognition process step by step for its semiotic interpretation. As a result, two processes were reversely progressed, and the character designing process considering this gamer's semiotic recognition process is expected to be the efficient character design element that can deliver the whole characteristics of game contents.

The Character Design at the Age of Simulation

  • Gong, Nian;Lee, donghun
    • Proceedings of the Korea Contents Association Conference
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    • 2015.05a
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    • pp.425-426
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    • 2015
  • With the progress of science and technology, animation is no longer about simply describing the nature. People's imagination is elevated to new stage, which not only improve the image in the reality, but also create the absent image in the reality. To analyze according to the existence, these characters have two basic elements. The one is the character existing in the reality, we process and design it according to the artistic technique, so as to make it service for the plot and film (hereafter called documentary character). The other is the character not existing in the reality (hereafter called conceptual character), which is called simulation image by Baudrillard.

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A Study on a Prototype for the Development of a Marine Character Based on the 『Jasan-urbo』 (자산어보를 토대로 한 해양캐릭터 개발을 위한 원형 연구)

  • Lee, Young-suk
    • Journal of Korea Multimedia Society
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    • v.21 no.3
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    • pp.432-440
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    • 2018
  • In this study, we propose a marine character prototype study for development of a marine character as digital contents. This study is a precedent study to build a marine character database with the production of digital contents based on "Jasan-urbo". "Jasan-urbo" is a representative cultural heritage that can highlight the value of Korean marine culture as the first illustrated book of marine creatures in Korea. Therefore, we examined the use value of "Jasan-urbo" through the content approach and looked at the visualization for character utilization and then designed a marine fish species classification standard model. Finally, this study proposed the possibility of discovering prototype sources for digitalization of Korean marine creature's resources.

A study on the Revenue model of Character business on the Internet (인터넷상에서 캐릭터를 활용한 수익 모델에 관한 연구)

  • Kim, Joon-Young
    • Proceedings of the Korea Contents Association Conference
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    • 2004.11a
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    • pp.78-83
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    • 2004
  • In the early days, we could be provided almost internet contents without pay. It's been turning out the time we need to pay for getting some internet contents as it has become one of important media. It's already been a kind of big market. We need to develop the revenue model of character brand in the internet business. Character brand could make the internet contents on a position of advantage. We've made the revenue through using character brand and making commodities and services more valuable. We use the internet in a wide range of daily life communication. It's expected to extend. It's needed to study which kind of revenue model is existed at the moment.

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Jungian Character Network in Growing Other Character Archetypes in Films

  • Han, Youngsue
    • International Journal of Contents
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    • v.15 no.2
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    • pp.13-19
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    • 2019
  • This research demonstrates a clear visual outline of character influence-relations in creating Jungian character archetypes in films using R computational technology. It contributes to the integration of Jungian analytical psychology into film studies by revealing character network relations in film. This paper handles character archetypes and their influence on developing other character archetypes in films in regards to network analysis drawn from Lynn Schmidt's analysis of 45 master characters in films. Additionally, this paper conducts a character network analysis visualization experiment using R open-source software to create an easily reproducible tutorial for scholars in humanities. This research is a pioneering work that could trigger the academic communities in humanities to actively adopt data science in their research and education.

Influential Elements in Digital Character Casting Depending on the Traits of a Character (캐릭터 성격에 기반한 디지털캐릭터 캐스팅의 영향 요소)

  • Kim, Hyo-D.;Jin, Chang-Woo
    • The Journal of the Korea Contents Association
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    • v.10 no.9
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    • pp.190-200
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    • 2010
  • We wanted to search for the way to communicate smoothly among director, writer and character designer in process of digital character casting. First of all, we were concerned about what character factor tended to be expressed on character design when a character designer drew its sketch after analyzing the character. So we adopted HEXACO character model in order to sort out traits of a character, acquired related data from semi-quantitative method and found out how each respondent had completed the character design sketch through in-depth interview.