• 제목/요약/키워드: Character designs

검색결과 129건 처리시간 0.021초

패션 디자인 조형을 응용한 캐릭터 컨셉 디자인 (Character Concept Designs Utilizing Formative Methods in Fashion Design)

  • 최미정;김예진;백철호
    • 한국게임학회 논문지
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    • 제18권3호
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    • pp.103-112
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    • 2018
  • 캐릭터 디자인에 있어 '패션'은 캐릭터의 정체성과 성격, 개성과 설정을 한눈에 뚜렷하게 제시해주는 강력한 도구이다. '특정한 시기에 유행하는 복식이나 두발의 일정한 형식'으로 정의되는 패션은 의상뿐만 아니라 다양한 장신구, 헤어를 포함한 메이크업 등을 아우르는 하나의 '이미지'를 창조해낸다. 현재의 트렌드를 선도하고 반영하는 실제 런웨이 위의 패션 디자인과 게임업계 내의 캐릭터 디자인은 서로 영향을 주고 받을 수 밖에 없다. 하지만 이러한 패션의 중요성에 비해 캐릭터 디자인에서 패션 디자인에 대한 분석적인 접근과 접목은 잘 이루어지지 않고 있다. 본 논문에서는 게임 캐릭터 디자인과 패션 디자인 사이의 상호 영향에 대한 고찰을 하고, 패션 디자인에 대한 이론적 분석과 조형적 고찰의 접목이 보다 응용된 시각적 시도의 캐릭터 컨셉 디자인에 도움이 된다는 것을 제시하고자 한다.

모바일폰 게임 캐릭터 의상 디자인을 위한 패션 디자인 활용연구 (Application of Fashion Design to Mobile-Phone Game Character's Dress Design)

  • 이민선
    • 복식
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    • 제57권3호
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    • pp.63-77
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    • 2007
  • The purpose of this study is to apply fashion design to developing dress design of mobile-phone game characters. As for the research methodology, first, market research has been carried out to extract main images from dress designs of game characters and to understand their socio-cultural meanings. Second, the fashion design, which ran be compared to the extracted images of game characters were selected. Third, analyses were done to find out the gap between the game character's dress designs and the fashion designs. The main images of game characters are revealed as erotic, romantic, heroic, grotesque. These images have been formed by psychological and socio-cultural effects such as stimulation, empathy, compensation, increase of female game player. The differences between the game character's dresses and the fashion designs are as follows; With regard to style, game dresses have silhouette distinguished from background, but fashion collection have blurred silhouette. In the aspect of color, while strong colors are mainly used in game dress, neutral rotors are preferred in fashion collection. As for texture, the expression of 'textures in game character's dress is so far limited due to the insufficient level of the concerned technology. However, the fashion design applying drape of fabrics are well-developed. Mobile-phone game players want reality in game design. Therefore, the effort to overcome the gaps between game dress and fashion design can contribute to the growth of game character design.

포스트모던 디자인 특징에 따른 게임 캐릭터 분류 (Game character classification according to Post-modern design characteristics)

  • 이중곤;이태구
    • 한국게임학회 논문지
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    • 제21권2호
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    • pp.43-54
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    • 2021
  • 본 연구의 목적은 포스트모더니즘의 사상적 토대 안에서 포스트모던 디자인의 종류인 패러디, 모조, 차용, 패스티쉬를 게임 캐릭터 디자인의 사용에 접목된 예를 고찰하는 연구로 진행되었다. 포스트모더니즘의 사상 속에서 세상의 디자인들은 대중문화와 고급문화가 뒤섞이고, 우연성이 강조되며, 무작위적인 콜라주의 형태를 보인다. 게임 캐릭터 역시 이와 같은 요소들을 가지고 있다. 게임 캐릭터 디자인의 분야 역시 포스트모더니즘적 사상이 투영되어 있을 것이라 판단하였고, 이를 먼저 고찰한 후 한·중·미·일의 국가에서 제작된 영향력 있는 게임을 선정하여, 등장하는 캐릭터를 포스트모던 디자인의 분류에 맞게 분류하였다.

국내 캐릭터를 이용한 이너 웨어 디자인 개발 : 1925 감성 세대를 중심으로 (Inner Wear Design Development with Korean Characters : Focused on the Emotional Generations, Ages in $'19{\sim}25'$)

  • 이미숙;어미경;이연희
    • 복식문화연구
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    • 제14권3호
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    • pp.443-456
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    • 2006
  • The purpose of this study is to present inner wear design making use of domestic characters that can represent the emotions of those kidults, to develop differentiated products as a result of recent revitalization of inner wear industry and to propose the possibility of total marketing in domestic character industry. Three characters of Barunson, which leads the way in developing domestic character products for inner wear design to satisfy the needs of the emotional generation were selected and work began on the designs based on the selected characters' images and themes. The result of this study was as follows. First, adding new designs using characters to inner wear fits the trend. Second, it was able to expand a range of characters' marketability by developing inner wear designs using domestic stationary and fancy characters as motives, and to seek the possibility of developing 'total marketing' plans in domestic character industry. Third, we were able to recognize the possibility of domestic character development and the importance of design development by developing products making use of domestic characters rather than foreign characters.

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제주도 효제문자도 도상을 활용한 테셀레이션 기법의 텍스타일 패턴디자인 개발 - 신(信)자도를 중심으로 - (Development of Textile Pattern Design by Tessellation Technique using Iconography of Jeju's Hyojemunjado - Focused on characters -)

  • 장애란;현명관
    • 복식
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    • 제66권8호
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    • pp.78-97
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    • 2016
  • The purpose of this study is to develop textile pattern designs by utilizing the prototype of traditional culture extracted from cultural resources in order to establish a specialty strategy for local cultural contents. To achieve this, the study selected the Hyojaemunjado as source of Jeju traditional culture. Jeju's Hyojaemunjado is characterized mainly by the creative and unique formativeness of Jeju's character paintings. Character paintings often contained images related to the characters featured inside characters, or composed stroke with symbolic iconography. The main subjects of Hyojaemunjado were stories that alluded to the Confucian virtues. Therefore, the purpose of this study was to remind people of the real meaning of Shin(truth) by developing textile pattern designs, which borrows the tessellation technique for design, and the dominant characteristic of geometric abstraction. This study used theoretical research and empirical analysis. First, the study did the theatrical research on Hyojaemunjado based on literature and precedent studies, and then analyzed the style of expression and formativeness on the Shin character paintings through real analysis of Jeju's Hyojaemunjado kept in Jeju National University Museum. Second, based on the analysis of the style(three-tier composition) and formativeness of Hyojaemunjado, it analyzed the formativeness of the iconography about Shin, i.e. character types(semi cursive style, square style) drawn according to the symbolic meaning, palace, unknown flower, pheasant, tile fish and constellation. Based on analysis of the iconography, it stylized the motives that became available on the Archimedean tiling of tessellation, and then developed the textile pattern designs by arranging the iconographic motives with Platonic tiling and Semi-tiling. The reason why this study borrowed tessellation was to create various visual effects using the size of angle, symmetry and change and joint with simple figure.

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

  • 서미라
    • 디지털융복합연구
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    • 제13권5호
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    • pp.309-316
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    • 2015
  • 선행된 연구에서 제안된 '게임캐릭터 패션스타일 유형'을 토대로 커스터마이징 시스템에 나타난 게임 캐릭터의 유형별 스타일링을 Creative Style, Attractive Style, Grotesque Style, Usual Style, Suit Style로 분류하여 분석하였다. 그 결과 첫째, 게임의 특성상 가상공간에서 이루어진다는 점에서 현실에서는 구현하기 힘든 창의이며 융합적인 디자인 표현이 다양한 형태로 나타났다. 둘째, 게이머와 동일시되는 게임 캐릭터의 특징과 일반적인 신체비율보다 과장된 8등신 이상이 주로 사용되는 RPG들을 중심으로 분석된 만큼 Creative Style과 Attractive Style의 빈도가 높게 조사되었다. 셋째, 대체적으로 캐릭터의 의상디자인과 컬러의 사용은 게이머의 요구나 세계관의 반영에 의해 선택되므로 공통적인 특징이 나타나는 반면, 헤어디자인과 컬러에서는 다양한 표현으로 대표성을 찾기 힘들었다. 본 연구결과는 게이머의 개성과 요구에 부합하는 패션아이템 개발 매뉴얼 및 관련연구를 위한 참고자료로써 가치가 있다고 사료된다.

현대패션에 나타난 만화와 애니메이션 캐릭터의 표현유형과 특성 (Expression Types and Characteristics of Cartoon and Animation Characters in Contemporary Fashion)

  • 김선영
    • 한국의류학회지
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    • 제34권11호
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    • pp.1912-1922
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    • 2010
  • This paper examines the types and characteristics of cartoon and animation characters in contemporary fashion in order to provide the basic data necessary for the development and use of fashion character designs that develop creative designs and culturally high values. This study examined the relevant literature, reviewed local publications, foreign fashion magazines, and Internet data from 2000 to 2009. In this way, it analyzed various visual images that reflect cartoon and animation characters in case studies. This paper found some expression types, which are the direct expression of characters through print or collage, the borrowing of character images, the use of cartoon expression techniques, and the use of characters for the composition of clothing forms. Those expression types had some similar characteristics. The first is the expression of a kidult-like entertainment that reflected the inner psychology of adults trying to escape from a complicated modem society and returning to their childhood. The second is the expression of satire. Cartoon and animation characters were used as a medium for pointing out social irregularities and evil deeds that taught the lesson of good triumphing over the evil in fashion; they expressed the satire of the modem society and delivered a message of purity and hope. The third is the use of a decorative factor. Each character was printed in primary colors or expressed in colorful beads, and serial cartoon scenes were printed on clothes and used to make a decorative effect of fashion designs.

캐릭터 패션에 관(關)한 연구(硏究) - 애니메이션 캐릭터를 중심(中心)으로 - (A Study on Character Fashion - The Focus on Animation Character -)

  • 이정임;전혜정
    • 패션비즈니스
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    • 제5권1호
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    • pp.97-116
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    • 2001
  • Character fashion was already turned up in Egyptian age and nowadays was worn to everybody as regardless of ages, level and sex of people. This paper reviewed character fashion and animation character based on USA and Japan that is outstanding more coming up today and compared and analyzed with our country's situation. Usually, character fashion would give imagnation of products and companies themselves for aesthetic sense and can show possessive feeling and personality. And that mean fashion used by character like pictures and signals(that include words figures and special signals) and these fashion using by animation character was come out in 1929. In spite of third producer, Korea, back from USA and Japan about character fashion, we faced many problems. In order to solve these problems, we must make our own pure character that do not need to pay royalty and must spread marketing strategy with character fashion of more various designs. Therefore we should concentrate for raising high quality works and avoid uneconomic investment and plagiarism and finally we must expand recognition concerning character fashion.

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캐릭터 도안(圖案)의 창작성 판단 기준 - 저작권침해소송 판례를 중심으로 - (Judiciary Elements of Originality in 2D Character Design - Focused on the Precedents of Copyright Infringement -)

  • 조경숙
    • 복식
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    • 제66권5호
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    • pp.33-48
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    • 2016
  • Upon the needs to draw the judicial elements of creativity in the copyrighted character designs, this paper aims to draw and categorize the elements based on the analysis of preceding court decisions. The results are as follows: the form of body, the features in its face and its composition, the overall image, the degree of personification, and aesthetic sensation. These elements reflect formative skills required to portray the intrinsic quality of a character. This paper is of significant interest in that it suggested the legal basis and elements of creativity in character design to professionals in both areas of design and judicial decisions.

유튜브 댓글을 통해 살펴본 버추얼 인플루언서에 대한 인식 연구 -캐릭터 디자인에 대한 긍부정 감성 반응을 중심으로- (A Study on Perceptions of Virtual Influencers through YouTube Comments -Focusing on Positive and Negative Emotional Responses Toward Character Design-)

  • 안효선;김지영
    • 한국의류학회지
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    • 제47권5호
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    • pp.873-890
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    • 2023
  • This study analyzed users' emotional responses to VI character design through YouTube comments. The researchers applied text-mining to analyze 116,375 comments, focusing on terms related to character design and characteristics of VI. Using the BERT model in sentiment analysis, we classified comments into extremely negative, negative, neutral, positive, or extremely positive sentiments. Next, we conducted a co-occurrence frequency analysis on comments with extremely negative and extremely positive responses to examine the semantic relationships between character design and emotional characteristic terms. We also performed a content analysis of comments about Miquela and Shudu to analyze the perception differences regarding the two character designs. The results indicate that form elements (e.g., voice, face, and skin) and behavioral elements (e.g., speaking, interviewing, and reacting) are vital in eliciting users' emotional responses. Notably, in the negative responses, users focused on the humanization aspect of voice and the authenticity aspect of behavior in speaking, interviewing, and reacting. Furthermore, we found differences in the character design elements and characteristics that users expect based on the VI's field of activity. As a result, this study suggests applications to character design to accommodate these variations.