• Title/Summary/Keyword: animation's character

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Analysis and Project About Creative Child Cartoon (창작어린이만화의 진단과 과제)

  • Chang, Jin-Young
    • Cartoon and Animation Studies
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    • s.16
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    • pp.79-99
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    • 2009
  • The aim of the thesis is to examine why children comics books are not popular in Korea and how to analyze the causes for solution. The way for solving the problems is to make academic events and make a public opinion about children comic books. In the subject, we introduce children comic books and define them, actually when we do that, we have realized that most people misunderstand children comic books so we should change them to take the adventagement. Next, Through academic events, we have enumerated the variety of opinions. Mainly, we have concluded about the improvement of the misunderstanding comics. There are some prejudices of children comics. First, we are in a need of comics, that are very creative and sensitive. They are very important to develop children's character. Second, Korean people think, The most important part of the literature is a letter more than pictures, That causes not to develop motion pictures, cartoons and even plays. Third also, creative children comics don't effect not only studying but also children violence. Fourth, We can't ignore the prejudice of the comic books from parents, The main reason why comic books aren't popular in korea is the University entrance examination system that makes student like a studying meachine. The conculusion of this study is that We will educate Korean people to understand comic books and redefine them for development the comic books.

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Underground Comics and Hippie Culture: Focusing on (언더그라운드 만화와 히피문화 : 을 중심으로)

  • Ham, Jong-Ho
    • Cartoon and Animation Studies
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    • s.28
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    • pp.55-78
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    • 2012
  • Underground comics is a trend of comics started by reflecting hippie culture in the 1960's. It reflects hippie culture proclaiming return to nature and denying war with no humanity and social systems of material civilization expresses anti-culture in a radical and humorous way. Robert Crumb adds the features of hippie culture to comics aggressively with issuing comic book, series. Especially received great response from hippie. It became the chance for underground comics to improve further. includes works like 'Whiteman' expressing the hidden desire of conservative middle class or 'Keep on truckin' describing youths in hippie culture as characters lording it over somebody, strutting confidently across various landscape. The Comic was published and distributed independently and character-driven comic that reflected the variety of hippie culture. The Comic represented the characteristics of the underground comics very well. Winding lines and points, a strong contrast, were used for excellent graphical effect. These comics escaped from heroic comics of the era and played great roles in opening an era of underground comics which express satires of social culture more freely.

Design of Fishing Game Based on a Cross-Platform Server

  • Chang, Jaewoo;Kong, Hyunseung;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.4
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    • pp.45-51
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    • 2022
  • Due to the spread of COVID-19, many local governments are burdened with the influx of large-scale tourists. As a climate that values Work-Life-Balance has emerged, interest in individual life and satisfaction is rapidly increasing. In addition, due to the popularity of the metaverse field, many people are increasingly interested in related content. In particular, "Animal Crossing: New Horizons" sold more than 15 million copies in 2020, and is enjoying exchanges of interior design, fishing, and collecting insects here. In line with this trend, this study introduces the development of online fishing games based on Jeju infrastructure. This paper focuses on implementation and development, and in particular, it introduces differentiated games through character animation optimized for developing a topographic model that maximizes the beauty of Jeju Island's topography based on the Unity 3D engine.

A Study on the Neo-Avantgarde Tendency Expressed in the Modern Make-up -with the Main Point of the Late 1990's Catwalk- (현대 메이크업에 나타난 네오아방가르드 경향에 관한 연구 -1990년대 후반 캣워크를 중심으로 -)

  • 장미숙;양숙희
    • The Research Journal of the Costume Culture
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    • v.7 no.3
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    • pp.72-92
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    • 1999
  • The purpose of this thesis is to review relationship between various expression method in modern make-up and the tendency of Neo-Avantgarde. In this paper, the author classified the distinctive characters in Neo-Avantagarde with Historicism, Decadence, Humor, and Inhumanism and explained innovation and creatio which is manifested in the late 1990\`s make-up by studying Neo-Avantgarde tendency expressed in modern make-up. The results are as follows. 1. The Historicism in modern make-up is expressed in Japanese Kabuki Make-up, Chinese Pecking Opera make-up, and Primitive mask Make-up in Africa. 2. The Decadence is manifested in Tattoo make-up which is expressing fetishism and fin-de-냗칟 image, and Snobism Make-up which is expressing selg-ostentation and eroticism with artificial nail and eyelash. 3. The humor appears to the Character Make-up copying the characters in doll plays, animation and juvenile story. In addition it is showed in Kitsch Make-up, which has vulagr, rustic and childish image by wearing so diffusive and cheap ornaments. 4. The Inhumanism is appeared in Graphic Make-up which is in the pursuit of the visual happiness. It includes simple geometrical type, drawing and coloring. It is also showed in Vampire Make-up, which means the make-up style mading horro, hizarrerie, and mistery by primary color(black and red) make-up. As the above, Neo-Avantgarde can account for the diversity and pluralism of contemporary make-up.

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A Study for Historical Consideration of "The Golden Age" of Chinese Comics -Focusing on and - (중국만화의 "황금시기"에 관한 역사적 고찰 -<왕 선생>, <삼모 유랑기> 중심으로-)

  • Jin, Li-Na
    • Cartoon and Animation Studies
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    • s.34
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    • pp.197-217
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    • 2014
  • The 1920s and 1930s ushered in "the golden age" of Chinese comics when the comics flourished. Satirical cartoons in modern Chinese comics were popular due to emotional instability and war caused by foreign powers. Among many popular comics, this paper analyzes in the 1920s and in the 1930s which were made into films and dramas. Chapter Two shows that China in the Republican era of China expanded its consumer culture into some sectors like films, novels, magazines and fashion in the 1920s and 1930s. However, more than any other things, this chapter considers from the historical perspective "the golden age" of comics including comic magazine in the 1930s and a history of comic magazines that gained popularity with conventional and common story. Chapter Three explains that social satire cartoons were in vogue since the May Fourth Movement and anti-imperialistic and semi-feudalistic stories in the 1920s were realized in life. It also says that comics that describes the negative sides of its society were popular. Ye QianYu, a cartoonist, portrayed many facets of Shanghai through : the daily life of the middle and lower classes, bureaucratic corruption and sympathy for the working class. drawn by Zhang LePing describes the unfair social system between the bourgeoisie and the proletariat and the gap between the rich and poor through the main character, the powerless and poor orphan. and lampooned the reality of its time in an objective, witty and humorous way in terms of ethics and economy respectively. The researcher chooses to study and which are very familiar to us, because good cartoons, animations and movies stimulate the feelings about our surroundings.

Decoupled Parametric Motion Synthesis Based on Blending (상.하체 분리 매개화를 통한 블렌딩 기반의 모션 합성)

  • Ha, Dong-Wook;Han, Jung-Hyun
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.439-444
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    • 2008
  • The techniques, which locate example motions in abstract parameter space and interpolate them to generate new motion with given parameters, are widely used in real-time animation system for its controllability and efficiency However, as the dimension of parameter space increases for more complex control, the number of example motions for parameterization increases exponentially. This paper proposes a method that uses two different parameter spaces to obtain decoupled control over upper-body and lower-body motion. At each frame time, each parameterized motion space produces a source frame, which satisfies the constraints involving the corresponding body part. Then, the target frame is synthesized by splicing the upper body of one source frame onto the lower body of the other. To generate corresponding source frames to each other, we present a novel scheme for time-warping. This decoupled parameterization alleviates the problems caused by dimensional complexity of the parameter space and provides users with layered control over the character. However, when the examples are parameterized based on their upper body's spatial properties, the parameters of the examples are varied individually with every change of its lower body. To handle this, we provide an approximation technique to change the positions of the examples rapidly in the parameter space.

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A Study on the Ending Type of Movie Plot from the Viewpoint of Problem Based Storytelling : Focusing on 'StoryHelper' (문제 기반 스토리텔링의 관점에서 본 영화 플롯의 결말 유형 연구 : '스토리헬퍼'를 중심으로)

  • Yun, Hye-Young
    • Cartoon and Animation Studies
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    • s.50
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    • pp.187-214
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    • 2018
  • The problem-based storytelling of the three-act structure, which sees the plot of the story as a solution to the problem of the character, has been the guide of creation to the creator of popular stories since Aristotle. Also problem-based storytelling has served as a schema that provides dramatic catharsis to the audience of the story, and one of the dramatic catharsis It has been working as a schema. This problem - based storytelling has been used as a structure for story production programs that have been developed since the 1980s. However, this story authoring program is focused only on the external problem of the story, but it has the limitation of producing the story that can not solve the internal problem of the character and provide the catharsis. This paper analyze the plot structure of 'StoryHelper', which is a domestic story authoring program, and the ending of 900 films, both domestic and foreign, which are database in 'StoryHelper'. 'StoryHelper' presents a problem-based plot structure that can consider not only external problems but also internal problems by applying causality and mythical episodes. The structure of these plots is based on the parameters of external problem solving, unresolved internal problem solving, and unresolved variables maturity plot(542films), disillusion plot(111films), education plot(132films), tragedy plot(205films). The results of this analysis are expected to provide a meaningful structure for plot-based creative and creative program development.

The Effect of Christmas Marketing Communication on Trust and Purchase Intention in the Bakery Industry (베이커리 크리스마스 마케팅 커뮤니케이션이 신뢰, 구매의도에 미치는 영향: 뚜레쥬르와 파리바게뜨 광고를 중심으로)

  • Seo, Kyung-Hwa;Lee, Soo-Bum
    • Culinary science and hospitality research
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    • v.19 no.3
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    • pp.57-72
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    • 2013
  • This study carried out an empirical analysis on the long-term effects of a marketing communication strategy used as a means of promotion(advertisement, free gift) of Christmas cake despite its high costs. Such verification results were considered to provide as important core elements for successful management in the bakery industry. By utilizing SPSS and AMOS, exploratory factor analysis(EFA) and confirmatory factor analysis(CFA) were conducted for the validity of the measurement items, and Structural Equation Model(SEM) was performed to verify the hypothesis. The analysis result is as follows. First, advertisement attribute(${\beta}$=0.269, t=4.512, p,<0.001) and free gift attitude(${\beta}$=0.293, t=5.043, p<0.001) had a positive influence on trust. Second, trust had a positive influence on purchase intention(${\beta}$=0.513, t=8.677, p<0.001). Third, advertisement attribute(${\beta}$=0.104, t=1.966, p,<0.05) and free gift attitude(${\beta}$=0.204, t=3.817, p<0.001) had a positive influence on purchase intention. Lastly, advertisement attitude appeared different by advertisement types(actors and animation), and ads with an actor were evaluated high than animation ads. Also, gift attitude appeared different by gift types(speaker doll/character hat and turtleneck muffler), and a turtleneck muffler was evaluated high than a speaker doll or a character hat.

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Analysis of Chinese Game Cosplay Photography - Focused on 'Qiwei Zoe' - (중국 게임 코스프레(cosplay) 사진 연구 - '칠미조(七味zoe)'를 중심으로-)

  • Jin, Tao;Lee, Sang Eun;Yang, Jong Hoon
    • The Journal of the Korea Contents Association
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    • v.17 no.11
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    • pp.470-478
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    • 2017
  • Costume play is an act of imitating the appearance or behavior of characters in digital games, cartoons or animations. In recent years, cosplay culture has become popular in China as the digital game is made into a movie. The number of cosers has also increased. Especially, Qiwei Zoe has been very popular among cosers because her cosplay photography reflects the understanding of the cosplay culture. A number of cosers admit that her work shows a commercial and artistic potential of cosplay photography. This paper analyzed how she maintains the contents of the original but creatively reimplementing them. She shoots the fantastic image of the character like it really exists in reality so that she can avoid excessive editing work. She emphasizes the character's action that symbolizes its personality and utilizes a variety of outdoor shooting locations similar to the original scenes. We also discussed how cosplay photographers can create cosplay photography by maintaining its artistic features.

A Study On The Personality And Reaction Dialogue Generation For Game NPC In MMORPG (MMORPG에서 게임 NPC의 성격과 반응대화 생성에 관한 연구)

  • Won, Il-Seok;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.3 no.1
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    • pp.74-85
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    • 2003
  • If the game characters in the cyber world speak the same dialogues as in the real world, it will give game players more fun and realism. And game players are more and more immersed into the cyber space. However, we observed that only simple and primitive dialogues are used at the market places in most MMORPGS. We introduce personality psychology theory for generating the personality of NPC in MMORPG. And we suggest how to make a conversation between PC (Playable Character) and NPC (Non - Playable Character) according to 'Extroversion - Introversion dimension' and 'Neuroticism dimension'. And we implement the personality dialogue generation program, which is composed of two parts. One is for generating personality, and the other for making dialogue. Personality generator can set a NPC's personality automatically, and Dialogue Maker can control the dialogue styles, quantities, and characteristics of NPC. Thus, the program implemented in this paper can help game designer and scenario writer to make game characters easily. The approach in this paper can be applied to generate various game characters and used to represent agents and avatars of real-time animation.

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