• Title/Summary/Keyword: Character of figure

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Study on Laughter-arousing Factors of Character Designs of Kakaotalk Emoticons (카카오톡 이모티콘 캐릭터 디자인에서 웃음 유발 요인에 관한 연구)

  • Lee, Eunkoung;Choi, Myoungsik;Kim, Cheeyong
    • Journal of Korea Multimedia Society
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    • v.18 no.2
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    • pp.253-259
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    • 2015
  • The spread of smartphones enabled the two-way communication through the Internet, and character emoticons added fun and comfort to communication among users. To figure out laughter-arousing factors, a survey about emoticon designs of Kakaotalk Itemstore was conducted, targeting university students in their twenties. An interaction of 'user-preferred emoticons' and 'laughter-arousing emoticons' was analyzed. 90% of 'user-preferred emoticons' were 'humorous emoticons', and 84% of respondents answered that there is a relationship between 'user-preferred emoticons' and 'laughter-arousing emoticons'. Consequently, a high interaction between the 'rank of emoticons' and 'laughter-arousing emoticons' was derived. Also, factors of laughter-arousing emoticons were analyzed by studying the ranks of emoticon from 1st to 8th of Kakaotalk Itemstore. Two-divisional figures reminding pure kids, maximization of emotional expression by omission or exaggeration of mouth, and smoothness by concave curves aroused laughter. Intuitively understandable gestures were employed in terms of action. Furthermore, two-divisional figures' acting with comparably small body, hands and foot to their head, and people-mimicking motions of animals with cuteness and familiarity enabled arousal of laughter. In facial expressions, humorous articulation of sad, busy or mad expression enabled positive communion among users.

A Study on Costume Feature of Italian Masque Commedia Dell'arte and Korean Masque (이태리 가면희극 코메디아 델라르테(commedia dell'arte)와 한국 가면극의 복식특성 연구)

  • Kim, Hee-Jung
    • Journal of the Korean Home Economics Association
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    • v.47 no.2
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    • pp.15-26
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    • 2009
  • The purpose of this study is to research development process of commedia dell'arte and Korean masque that have similar figure, grasp similarity and difference and find the meaning of masque and costume in both theatrical arts. Italian commedia dell'arte and Korean masque are performed by wearing standardized mask and costume depending on the role. As common points, first, the characters have unique names and possess unique features of character, costumes, masks and playing styles. Through the feature, the audiences can understand role of actor and the actors can devote themselves to their role by wearing masks and costumes. Second, although background plays an important role in commedia dell'arte, the role of costume is more important. Because masque speaks for poverties of general people indirectly, the costumes of general people were used as they are. As different point, first, most of Korean masks cover entire face, restricting speech of actor but masks of commedia dell'arte cover only upper part of face and expos mouth and chin of actor, enabling actors to express various emotions depending on the character. Second, priority is given to personality of actor and origin area and current silhouette, material and color that changed by century is reflected in the costume of commedia dell'arte but silhouette, material and color of the Age of Joseon Dynasty were adopted in Korean masque.

A Study on Costume and It's Symbolism of the Movie (영화 <클레오파트라> 복식과 그 상징성 연구)

  • Yoon, Duck-Hoon;Cho, Kyu-Hwa
    • Journal of Fashion Business
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    • v.13 no.1
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    • pp.17-33
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    • 2009
  • The purpose of this study is to find the character of Cleopatra (69 B.C-30 B.C) by analyzing materials about Cleopatra, and to figure out symbolism and costume presented in movie . Costume of the main character, Cleopatra, compound the type of Egyptian traditional clothes, the change of it, and the trend in the 1960's. And, the symbolic meaning of it is also reinforced by adding ancient Egyptian myth to it. This kind of symbol is usually represented in Cleopatra clothing, especially in weaving pattern, embroidery, and ornament. And color of the clothes not only have their on predominance, but also can have their meaning fade away by mixed with each other, and also the shape has relation with the meaning of color. To sum up, the color and pattern of ancint Egyptian Cleopatra as alive formalize the power that come from coherence with the sun god in the center, which a used to maintain the power of the king. Costume in movie also contained color and pattern as a symbol of religion to symbolize the absolute power of king. These kinds of symbols are reemerging through historical recurrences and exotic interests.

Analysis of Expression Types of Character Animation TV Advertisements (캐릭터애니메이션 TV광고의 표현유형 분석 연구)

  • Lee, Yong-Woo
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.85-94
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    • 2006
  • In the 2000s, character animation technique is used at domestic TV character animation ads of diverse items displaying new character patterns and expression techniques of a high level. This study intends to identify the characteristics of TV character animation ads based ell character aesthetic theory and advertising rhetoric theory, and based on these findings, analyze trend and stream of expression in TV character animation ads by examining and classifying advertisements released in the past four years by items, character patterns and expression techniques. The results showed that TV character animation ads have been concentrated on confectionery, beverages and foods in the past, but the items have been diversified through the years. With reference to character patterns, personal and animal characters had made the main pattern, but recently product, virtual and composite characters are on the increase. In expression techniques, cell animation technique was found to be the most frequently used technique, which was followed by full-3D, cell and live action, cell and 3D and the clay animation technique. A trend like this suggests that TV character animation advertising items will continue to increase in line with the participation level of targets. In the meantime, personal and animal characters will continue to make the leading character pattern, while virtual and composite character patterns emerge in new forms. In expression techniques, live action combined with 30 technique and techniques using new expression materials will appear with cell animation technique as a central figure. As a whole, Korean character animation advertisement is expected to keep on growing to a new dimension in the aspect of items, character patterns and expression technique.

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A Study on the Symbolism of Costumes Appeared in Aflred Hitchcock′s Film (알프레드 히스콕의 스릴러 영활에 나타난 복식의 상징성)

  • 이효진;류근영
    • The Research Journal of the Costume Culture
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    • v.9 no.2
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    • pp.259-276
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    • 2001
  • Hitchcock, "a master of the thriller" "leading figure of thriller", was famous for his work style. He never starts filming until completing a perfect conception in his mind before shooting. He started filming after getting a perfect filming plan adding a picture even one detailed shot picture. Also the movie costumes was not an exception in his movie. He put more main object to express a symbolic meanings by recreating movie costumes which were fit to drama′s subject than function which spoke for contemporary popularity also he guides actors to put on the movie costumes examined previously to shape a definite visual character in that works. This research intends not only to look into symbolic and expressive means of dresses through the movie costumes on thriller appeared in Hitchcock′s movie, but also the comprehension width by grasping importance of the movie-costume and dress image in the movie. Hitchock made about 55 movies, mostly thriller movies, from Number 13(1922) n unfinished work to family plot(1976) ones posthumous work. This research examined his the second half of term works(after 1950) such s Rear Window(1954), Vertigo(1958), Psycho(1960), Torn Curtain(19660, Topaz(1969) and Frenzy(1972) which are generally familiar to the public. In conclusion, we can find that the thriller movie costumes as well s the other movie and appeared a character of the film′s characters, social rank, economic level, personality. But expecially, a costume of Hitchcock′s thriller movie can be contained a characteristic factor of a kind of five.

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A Study on the Characteristics of the Human Figure Expressed in Late Joseon Dynasty Paintings (조선 후기 회화에 나타난 인물 표현의 유형에 관한 연구)

  • Chung, Yoon Ju;Lee, Soon Jae
    • Journal of the Korean Society of Clothing and Textiles
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    • v.38 no.5
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    • pp.638-653
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    • 2014
  • The structure of noble centered social status of the late Joseon Dynasty collapsed due to the commoner's higher status and increased level of consciousness caused by the growth of commerce and agriculture. In art, the a Korean and ethnical style dominated; however, with a diversity in the depiction of human figures in portraits, Buddhist paintings, genre paintings and folklore paintings. This study examines the diversity in human figures expressed in the paintings of the late Joseon Dynasty by expanding the common aesthetic fixed to the typical Joseon style of renowned painters. The conclusion of this study is as follows. The human figure is categorized into three different types of 'realistic', 'ideal', and 'distortion' based on the aesthetic category. First, the realistic type is defined literally by its realistic and detailed depiction of noble class portraits classified as extreme type and general type. The extreme type's formative element is hypersubtlety which includes a simultaneous aesthetic of aptness and ugliness. The general type shows subtlety with aesthetic of aptness. Second, the ideal type is defined by representing the standard form of time and criteria classified as beautified type, absolute type, and dignified type. Each shows a different character of gender of femininity, androgyny, and masculinity. Third, distortion types are defined by a characteristic expression of humans by transshaping the features in various methods categorized as grotesque, abjection, friendly, rustic, and caricature type. Each shows different formative elements of bizarre, patheticness, voluptuous, inartificial, and immaturity.

Lu Xun's novel and art of color (노신(魯迅)소설과 색채예술(色彩藝術))

  • Bae, In Soo
    • (The)Study of the Eastern Classic
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    • no.32
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    • pp.51-69
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    • 2008
  • Lu Xun was closely bounded with art since he was young, and he had a thorough knowledge of art. This treatise discerned how Lu Xun substituted and expressed his emotion through his work of art, and what was characteristic of his selection and combination of colors. Truly, color is related to statement of human mind. Lu Xun expressed certain color either consciously or unconsciously when he created human figure. The group of black in human figure in his art is representative example of it. Lu Xun always used heavy and dark color to emphasize human figure so that people can assume their lives and character. This artistic mentality or, great choice of art, relates to Lu Xun's individual life and state of mind. However, Lu Xun did not always choose dark color. Sometimes he looked squarely at darkness and tried to pursue bright color presupposing 'hope' at the same time.

Children's Responses to the Characters of Fantasy Picture Books (환상그림책의 등장인물에 대한 유아들의 반응)

  • Chae, Jong Ok
    • Korean Journal of Childcare and Education
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    • v.9 no.6
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    • pp.243-265
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    • 2013
  • The purpose of this study is to figure out how a child, as an active responder, responds to the characters of fantastic picture books by analyzing the child's questions and comments through the reading aloud approach. The subjects of this study are fifty-four children under five years old. Nine fantastic picture books are used as the study materials. The contents of the analysis are the frequency of children's questions and comments, the types of responses and the reasons of preferences to the characters. The results of the analysis are as follows: Firstly, the frequency of comments is three times higher than the frequency of questions. Secondly, the frequency of "evaluative questions" is the highest and "imaginative questions" is the next highest. The frequency of "transparent questions" and "personal questions" are comparatively low. Thirdly, most of the children answered that the reason of preference of the characters was "the character's appearance" and then "their subjective feeling to the character", "the character's role" and "the character's characteristics" in that order. Only one child answered that it was "the character's gender." This study will contribute to the planning and implementation of the strategies of reading picture books and to the strategic study to improve children's responses as well.

Generation of Humanoid Walking Motion Adapted to the Ground's Sliding Properties (지면의 미끄러운 정도에 따른 캐릭터의 걷기 동작 생성)

  • Lee KumHee;Song MiYoung;Cho HyungJe
    • The KIPS Transactions:PartB
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    • v.12B no.2 s.98
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    • pp.157-166
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    • 2005
  • In 3D virtual environment the description of character' s movement that has utilized the conventional key-frame technique is gradually being developed toward the application of motion control method to generate more realistic and natural motion. Even the motion control method, however, has the limitation for expression of character's motion adapted to the ground properties of virtual world. That is, the walking motions of character are not only, for the most part, so uniform simple and repeated often as to feel to be tedious, but also the unnatural motion in which the tips of the toes soak through a plane or float in the air discording with the conditions of terrain lowers the semblance of reality. This paper proposes an adaptive motion control method for human figure locomotion in virtual environments or games, in which the walking motion is dynamiccally adapted to the ground's sliding properties. We compute an optimal parameters for one cycle of walking motion adapted to the ground properties by combining the coefficient of friction and centripetal force, and therefrom we induce a set of nonskid speed corresponding to various sliding properties of the ground.

3D Character Modeling Through Reconstruction of Human Body Information (인체 정보 재구성을 통한 3D캐릭터 모델링)

  • 곽현민;김관웅;조해성;김남희;채균식;박찬종;이상태
    • Proceedings of the IEEK Conference
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    • 2003.07c
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    • pp.2693-2696
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    • 2003
  • The national standard physique research of Korea is being conducted every 5-6 year term after its first research was started in 1979, the fourth research was conducted in 1997. The result of the national physique research was reflected in manufactured goods design of allied industries such as clothing, shoes, furniture. In this thesis, we measured anthropometry value for every bodily figurative classification after dividing users according to gender, age, bodily figure using the result of the national standard physique research. We constructed 3D character through the process of analyzing interrelation of measured anthropometry and measuring representative category. For the process for organization, we measured anthropometry which can express sports action of golf, tennis and etc effectively. We made it by Presenting measurement which is able to form each type of 3D character after the category was decided. Quantitative and objective valuation for posture and action became possible by developing visible information offer and posture action analysis protocol in theoretical approach for analysis of posture and action in sports.

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