• Title/Summary/Keyword: Domestic Character

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

  • Lee Mi-Sook;Uh Mi-Kyung;Lee Youn-Hee
    • The Research Journal of the Costume Culture
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    • v.14 no.3 s.62
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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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Character development of Korean historical person :Chungmugong General Lee Soon-shin (역사적 인물의 캐릭터 개발 - 충무공 이순신 장군을 중심으로)

  • Cha, In-Tae;Kim, Soo-Jeoung;Jo, Tack-Yeon;Lee, Jae-Beom
    • Cartoon and Animation Studies
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    • s.6
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    • pp.91-115
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    • 2002
  • Character industry in Korea has a history of less than 20 years by now, as it began in earnest at the end of the 1980s. Domestic character market is estimated to be around 1.2 trillion won occupying mere 0.01% of the world character market of 1,200 trillion won and less than 4% of the Japanese market, according to the according to the calculation made by Korea Animation Producers Association. Local character takes up only 5% of the domestic character market, necessitating the development of the local character and an increase in market share. It is painful to look at the current status of the local character market especially when compared with the huge world market. However, it might be and opportune moment for us to reverse the situation in our favor by a mental switchover. And we need to face up to the reality that the local character industry has many problems, and it is our duty to settle them. What then are the problems caused by the foreign character taking up 90% of the domestic market? Foreign character overwhelming the local market will bring about cultural dependency, emotional confusion, and financial loss caused by the payment of the royalties stemming from the intellectual property rights. The following is suggested as methods of settlement for such problems: 1. Development of character emotionally appealing to the Koreans 2. Development of long-lived character 3. Development of character firmly based on a good scenario 4. Thorough planning & marketing 5. Establishing an institution exclusively governing character business This study discussed the importance of developing long-lived character appealing not only to the Koreans but also to the whole world, that will meet the requirements as stated in 1 & 2 of above. For this purpose Chungmugong General Lee Soon-shin was chosen out of the Korean historical personages for further analysis, trying to rediscover the significance of the character development based on originality.

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Design Development for Toddler Apparel Line using Animation Characters - Focusing on ″Little Dinosaur Dooly″ - (애니메이션 캐릭터를 이용한 토들러복 디자인 연구 - 아기공룡 둘리를 중심으로 -)

  • 하승연;이연희
    • The Research Journal of the Costume Culture
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    • v.12 no.1
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    • pp.104-120
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    • 2004
  • Animation character market in Korea has been dominated by licensed characters (e.g., Walt Disney′s) of which market share is 80%. While market share for Korean characters such as "Mashimaro" and "Little Dinosaur Dooly" is increasing, the application of such characters to fashion products is still limited. For the development of the Korean character market, application of original animation characters should be applied to various fashion products. The main purpose of this study was to design toddler apparel line using "Little Dinosaur Dooly," one of the most popular domestic animation characters. The design focus is the green color of Dooly because the color is the distinctive concept of the brand. Results of the study indicated that developing toddler apparel line with a Korean animation character was a meaningful attempt, as imported licensed characters were dominant in domestic fashion market. The key differentiating factor was the use of green color. In addition, use of various supporting characters, namely Dooly′s friends, demonstrated potential line extension forming animation character groups similar to Warner Brothers′"Looney Tunes."

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Domestic Production Process of Early Korean Broadcast CG Equipment

  • Nah, So-Mi
    • Journal of Multimedia Information System
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    • v.8 no.4
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    • pp.285-294
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    • 2021
  • The development process of domestic CG (Computer Graphics) needs to be studied by classifying the technical part and the design part. This paper analyzes how early domestic broadcast equipment evolved and focused on what went through the development process. Domestic broadcasting companies have introduced and used overseas equipment and have begun to develop their own technology. The development process of the early domestic production technology of broadcasting stations was classified into Character Generator, On-line Real-Time Graphic and Sport Coder. It was found that the orientation of broadcasting technology was conclusively focused on visualization, with socio-cultural factors acting along with the evolution of hardware and software. This research is meaningful in reorganizing the history of the development process of domestic CG technology in the early days through previous research (primary verification), newspaper articles and news coverage (secondary verification). This paper looks at what is missing by regaining the past of CG, and argues that with the advent of new technologies today, we must develop through appropriate division of roles and collaboration between engineers and designers.

Analysis on elements of policy changes in character industry (캐릭터산업의 정책변인연구)

  • Han, Chang-Wan
    • Cartoon and Animation Studies
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    • s.33
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    • pp.597-616
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    • 2013
  • Character industry is not only knowledge-based industry chiefly with copyrights but also motive power for creative economy to take a role functionally over the fields of industries because it has industrial characteristic as complement product to promote sale value in manufacturing industry and service industry and increase profit on sales. Since 2003, the national policy related to character has aimed to maximize effect among connected industries, extend its business abroad, enforce copyrights through the improvement of marketing system, develop industrial infrastructure through raising quality of character products. With the result of this policy, the successful cases of connected contents have been crystallized and domestic character industry has stepped up methodically since 2007. It is needed to reset the scales of character industry and industrial stats because there are more know-how of self industry promotion and more related characters through strategy of market departmentalization starting with cartoon, animation, games, novels, movies and musicals. Especially, The Korea government set our target for 'Global Top Five Character Power' since 2009 and has started to carry out to find global star characters, support to establish network among connected industries, diversify promotion channels, and develop licensing business. Particularly, since 2013, There have been prospered the indoor character theme park with time management just like character experimental marketing or Kids cafes using characters, the demand market of digital character focusing on SNS emoticon, and the performance market for character musical consistently. Moreover, The domestic and foreign illegal black markets on off-line have been enlarged, so we need another policy alternative. To prepare for the era of exploding character demand market and diversifying platform, it is needed to set up a solid strategy that is required the elements of policy changes in character industry to vitalize character industry and support new character design and connected contents. the following shows that the elements of policy changes related to the existing policy, the current position of market. Nowadays, the elements of policy changes in domestic character industry are that variety of consumers in the digital character market according to platform diversification, Convergence contents of character goods for the Korean waves, legalization of the illegal black contents market, and controling the tendency of consumers in departmentalized market. This can help find the policy issue entirely deferent with the existing character powers like US, Japan or Europe. In its final analysis, the alternatives are the promotion of models with contract copyrights of domestic and foreign connected contents, the diversification of profit models of platform economy, the additive development of target market related to enlarging the Korean waves, and the strategy of character market for the age-specific tendency according to developing character demand market.

An Analysis Study on Convergence type of Character's Subject Matter of Expression in Broadcasting Kids TV Animation on EBS (EBS 방영 TV 유아동 애니메이션 캐릭터 표현소재의 융합유형 분석연구)

  • Kim, Suk-Rae;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.13 no.4
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    • pp.319-328
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    • 2015
  • Domestic kids TV animation industry is settled well in domestic animation industry by adding both entertainment value and educational value. Specially, the character that represents various rolls in the kids TV animation is the core visual element. This study is the analysis for character's subject matter of expression. For this, I established the tool which could classify character's subject matter of expression, and apply the tool to the character which were selected in broadcasting kids TV animations on EBS. Through this procedure, I analyzed character's subject matter of expression with the distribution chart as the final step. In addition, I hope the result of this study could intend to provide the index of the character creation in the kids TV animation and also informed the current situation about the character's subject matter of expression in the kids TV animation.

Future of Performing Arts Specialized Animation Characters Theme Park (공연전문 애니메이션 캐릭터 테마파크의 미래)

  • Cho, Joon-Hui
    • The Journal of the Korea Contents Association
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    • v.12 no.9
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    • pp.146-155
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    • 2012
  • I will analyze the current status and limit of domestic animation character theme parks as a new trend of Kids industry so that diagnose the future of performing arts specialized animation character theme parks through the examples of foreign ones such as , , , and . Revisiting ratio is the most important factor for the domestic animation character theme parks which are being built in downtown. Close interaction with visitors will be possible through great quality character shows. Top quality shows could make this possible so that visitors could be more familiar with the park and the revisiting ratio must be raised as well as the difference between the theme park and others would be emphasized.

Analysis of use and satisfaction factors through Domestic Character Preference Survey - Focused on Storytelling and Design - (국내 캐릭터 선호도 조사를 통한 이용충족 분석연구 -스토리텔링과 디자인을 중심으로-)

  • Lee, Jong-yoon;Eune, Ju-hyun
    • Cartoon and Animation Studies
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    • s.47
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    • pp.381-412
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    • 2017
  • Character conveys rich storytelling and various design elements. Domestic characters are changing and developing in various forms through SNS and offline sources, which are being developed in the aspect of contents industry. The purpose of this study is to find out and discuss the factors that character users are using Korean characters as storytelling and color factor. In terms of storytelling, they prefer adventure, fantasy, absurd and humorous stories. In terms of color, it seems that they prefer a character with simple and simple color/ warm color and warm / cute color composition. On the other hand, characters with a simple story, which is the main subject of early childhood education, fashion, or toys in the aspect of storytelling, are not preferred. In terms of color, it was shown that 4 or more colors were combined without a main color. These main colorless characters gave complex feelings that are not preferred. In terms of storytelling, it is necessary to develop and develop the contents of OSMU(One-source Multi use) through story development with adventure and fantasy structure. In terms of color, it is necessary to configure the user with a simple and simple color which is preferred by the users. Also, the assembly robot toy character needs to increase the satisfaction of the character through simple color composition. As a result of this study, the factors that satisfy the users in terms of storytelling and color are derived. These results will contribute to the development of theoretical aspects, storytelling aspects, and character design industry aspects. Despite the significance of the above paper, it was inevitable to limit the research on the analysis of the storytelling of specific characters, the research through the color analysis framework, the accurate data analysis on the color analysis, and the simple comparative analysis of one.

A study on two dimensions of achievement motivation for job design (직무설계를 위한 성취동기의 이차원성에 관한 연구)

  • 이순요
    • Journal of the Ergonomics Society of Korea
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    • v.1 no.1
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    • pp.23-27
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    • 1982
  • This study analyzes jow reciprocal relations between the temperament and motivation of managers interact. To know the relationships between achievement motivation and affiliation motivation, this study examines whether or not affiliation-achievement motivation and nonaffiliation-achievement motivation mani- fested in manager group of Jpapn are present in this tested group. Data were obtained by testing 578 male- managers employed in domestic enterprise with Y-G Character and Motivation Test. Structure Vector obtained and applied Canonical Correlation Analysis method is applied as a means to interpret it. From the study, the following results are obtained: First, the affiliation and nonaffiliation-achievement motivation appear in domestic sampled group. Second, the manager with affiliation-achievement motivation is shown to have extroversive character, high-social accommodation, high-emotional stability, whereas the one with nona- ffiliation-achievement motiviation to have introversive character, somewhat low-social accommodation and low- emotional stability. Whether or not these results reappear in the bilingual group remains to be studied further.

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A Study on the Promotion Strategies of the Fashion Brands using Character - Focused on 5 Brands in 2005 -

  • Yu, Ji-Hun
    • The International Journal of Costume Culture
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    • v.9 no.1
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    • pp.1-14
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    • 2006
  • The purpose of this study were to analyze the character usage situation such as domestic and foreign character's type, expression method and items, and also to propose the character usage promotion strategies of future fashion brands to activate and merge the character business and fashion. Five brands are selected for this study. The future promotion strategies of the Fashion Brands with characters were as follows: 1) stimulating the customers to purchase by awakening the sweet reminisce, 2) promoting the reputation of the fashion company's brand, 3) gaining an opportunity to raise their sales amount by taking advantage of emotional marketing or experience marketing.

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