• 제목/요약/키워드: character emotion

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Process of the Scale in Fashion Sensibility (패션감성의 척도화 과정)

  • 이경희;김유진
    • Science of Emotion and Sensibility
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    • v.4 no.1
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    • pp.33-42
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    • 2001
  • The purpose of this study was to construct the scale in fashion sensibility. Base on the Fashion Magazines and free word association method, 919 affective words were condensed into 36 semantic differential bi-polar scales. 128 male and 128 female in Pusan rated their Fashion Sensibility by 87 kinds of costume samples from photographs divided into four types according to color, detail and trimming, pattern, textile. The obtained data analyzed by Cronbach ${\alpha}$, Factor analysis, Cluster analysis to consider of the reliability, tranquility, and resemblance among the meaning. The results of the analysis, it was found cleary that aesthetics, maturity character, and femininity masculinity etc were consisted of Fashion Sensibility and 25 item of affective words of Fashion Sensibility and 25 item of affective words of Fashion Sensibility were constructed.

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Top-down Behavior Planning for Real-life Simulation

  • Wei, Song;Cho, Kyung-Eun;Um, Ky-Hyun
    • Journal of Korea Multimedia Society
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    • v.10 no.12
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    • pp.1714-1725
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    • 2007
  • This paper describes a top-down behavior planning framework in a simulation game from personality to real life action selection. The combined behavior creating system is formed by five levels of specification, which are personality definition, motivation extraction, emotion generation, decision making and action execution. Along with the data flowing process in our designed framework, NPC selects actions autonomously to adapt to the dynamic environment information resulting from active agents and human players. Furthermore, we illuminate applying Gaussian probabilistic distribution to realize character's behavior changeability like human performance. To elucidate the mechanism of the framework, we situated it in a restaurant simulation game.

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Analysis of Personal Character and Health by Birth date and Constitution (사주와 체질에 의한 성격파악과 건강)

  • 장동순;신미수;김혜숙;최혜선;하도훈
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2002.05a
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    • pp.118-126
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    • 2002
  • 동양의학의 오행체질이론과 사주이론을 결합하여 사람의 감성이나 성격 파악과 섭생이론을 살펴보았다. 체질과 사주를 결합하여야 하는 이유는 체질은 오장육부에서 나오는 오행기운에 대한 정보를 주는 데 반하여 사주나 운기는 형이상학적인 기에 대한 정보를 제공하기 때문이다. 그러므로 이 양쪽 정보에 대한 구체적인 정보가 없다면 사람의 성격이나 감성 그리고 치병의 강도나 기간을 결정하는 데 매우 취약할 수 밖에 없을 것이다. 구체적으로 사람의 성격을 판단함에 있어서 얼굴 형상에 의한 물질적인 체질은 일반적인 성격규정에 도움을 주며 사주는 보다 구체적인 성격을 결정하는 자료로 활용된다. 그 외에 건강 등에 따라 결정되는 사람의 성격을 거론할 수 있다.

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A study on the development of game controller for children Suited to the character by the progress step in child game (아동 놀이 발달기별 특징에 적합한 아동용 게임 컨트롤러 개발에 관한 연구 - 아동의 비행기 놀이를 착안한 비행기 슈팅 게임 컨트롤러 개발 연구 -)

  • Kim, Gi-Yeong
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2008.10a
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    • pp.9-12
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    • 2008
  • 현재 게임 역사를 보면 조이스틱의 인기가 눈에 띄게 떨어졌음을 알 수 있다. 비행 시뮬레이션 장르의 게임의 수가 적어지고 있기 때문이다. 조이스틱들은 일인용 슈팅 게임을 지원하지만 마우스나 컴퓨터 키보드에 견주어 보면 정확성이 떨어진다. 최근에 나온 소수의 게임들은 콘솔 PC와 연계가 되지만 PC 사용자들에게 자동 발사 기능을 사용할 것을 요구함으로써 사용자들에게 불편을 주었다. 본 연구는 기존의 게임 컨트롤러 구성요소를 분석하고, 아동의 조작능력과 신체발달과의 상호관계를 통해 아동의 놀이 발달기별 특징에 적합한 게임 컨트롤러를 개발한다는 것을 목적으로 한다.

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A Study on the Design Method , make a Embodyment of newly-form to the extract of traditional shape element (전통적 조형요소 추출을 통한 신조형 창출에관한 디자인연구)

  • 이상락;홍정표
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 1998.04a
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    • pp.17-24
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    • 1998
  • Noweays, The flow of international relations have to competition with product of each nation, a means of this competitoveness is developmennt of goods based on nation culture. That is in need to development of design have color of our country make sure of original design. Now we need a positive opposed to wants of consumers with expaneded market, so as to need of develogment of distinctive design. And then, this stuey have purpose analory of distinctive design as a ilustrate to case of traditional design with on a conjoint analysis, look into the modeling method and meaning of traditional design. At first, it setting up the base of design development, as a present into a investigate to extract course of shape's element for design distinction. And look around about the developing case of domestic company and modeling method, a pattern of traditional design development, As on of distinction's way has doing conjoint analysis for abstract to character of traditional form and have devdloping to product with a present expression elements and design concept for a basis.

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Analysis of preferred fabric character as a seat cover (시트 커버 직물로 선호하는 직물 특징 분석)

  • 김한경;박세진;이현영;이영봉
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 1999.11a
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    • pp.153-156
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    • 1999
  • 본 연구는 시트 커버지로 선호하는 직물의 특성을 파악하고자 하였다. 직물디자인의 평가 요소 중 pattern에 초점을 맞추었으며 부수적으로 색상에 대한 선호도 평가를 수행하였다. 직물 pattern 디자인은 PP(Primitive pattern)와 RPU(Repeated pattern unit)의 세부항목에 대한 평가를 통해 전체 직물패턴에 대한 평가가 가능하다. Pattern 특징 평가를 위한 1차 설문에서 소재와 색상의 요인들의 영향을 최소화하기 위해 sample 직물을 gray-scale image로 제시하여 세부항목을 평가하였다. 1차 설문결과로써 pattern 특성을 대표하는 4개의 직물샘플을 선정하였다. 2차 설문에서 4개의 대표 sample을 열차용 시트에 rendering 하여 선호도 평가를 수행하였으며, 색상 선호도 평가는 5가지 색상 군집에 대한 선호를 평가하였다. 선호도 평가 결과 시트 커버지로 선호하는 직물의 특징은 PP의 특징에 상관없이 RPU의 돌출성이 적은 pattern이었다 또한 색상은 초록색과 파랑색을 선호하는 것을 알 수 있었다. 추후 이러한 결과를 통한 시트 커버 직물의 디자인 및 선택이 이루어져야 할 것이다.

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A Study on the Visual Expression of the Characters for the Narrative in Animation - A Focus on Skeleton Character in "Coco(2017)" by Pixar - (장편 애니메이션 내러티브를 위한 캐릭터의 시각적 표현에 관한 연구 -픽사(PIXAR) "코코(2017)"의 해골 캐릭터를 중심으로-)

  • Kim, Soong-Hyun
    • Journal of Digital Convergence
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    • v.17 no.12
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    • pp.451-459
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    • 2019
  • This study is aims to examine how the skeleton character in Pixar's Animation is visualized for the narrative of the film and suggests the direction of attractive character development corresponding to the story. First of all, it was conducted the case studies on the narrative of animation, character design, character's emotion expression, and animations featuring skeleton character. Based on this study, it was derived the visual representation of the skeleton character featuring in and analyzed the role and function in the animation. As a result, the expressions by the skeleton's eyes, eyebrows, mouth, lips, and jaw played the most important role for the emotional expression and lines in , and the major characteristic for human facial expression was reflected in the design of the skeleton character. In addition, the various props were used to provide the detailed informations of the skeleton's character, and it was expressed the movement emphasizing its essential attribute. Finally, the skeleton's symbolic image was strengthened by composing and arranging the skeleton's image through Mise en scene. It is expected that this study will be used as a reference for the animation character related researchers and practitioners in the business and it helps develop attractive characters fir the narrative animation in the future.

Color Analysis of Disney Animation Villain Characters (디즈니 애니메이션 악당 캐릭터의 색채분석)

  • Sung, Rea;Kim, Hyesung
    • Journal of Information Technology Applications and Management
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    • v.28 no.6
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    • pp.69-85
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    • 2021
  • In the era of the 4th Industrial Revolution, not only artificial intelligence, big data, robots, and biotechnology, but also cultural industries that require human creativity will lead. Among the cultural industries, the animation industry has high industrial utilization value due to its high connection with other industries. Among them, animation characters play the most important role as the subject leading the story of animation. In particular, the villain character not only serves as a medium for the main character to lead the story, but also captivates the audience with a different presence from the main character, adding to the fun and completeness of the animation. These characters consist of visual elements such as form and color, of which color is a tool that effectively conveys the character's personality and role to the audience, and is the first visual element to be considered in delicately describing the character's emotions and the relationship between characters. Therefore, this study attempts to analyze the color of the villain character. To this end, we will select eight Disney animations to derive the characteristics of the villain character's color by analyzing the color, value, chroma, and color association of the colors used in the Disney villain character. As a result of the analysis, the colors mainly used by Disney to convey the villain's image were red (R) and Orange (YR), and there was no difference depending on the times or animation production methods. Second, the brightness of Disney villain characters appeared to be the same medium/famous regardless of the times and production methods, and the frequency of use of high brightness was very low. In terms of saturation, the frequency of use of high and low saturation was high. Third, blackish (Bk), Strong (S), dull (Dl), and deep (Dp) tones were mainly used for tones. In particular, in recent 3D animations than previously produced 2D animations, the use of low chroma and the high black mixing rate increased. Fourth, it can be seen that Disney uses color as a visual method to more clearly express the psychology of the villain character using color association. In conclusion, the color selection of animation characters should be carefully considered as a tool to convey the character's personality, role, and emotion beyond simply using color, and the color selection of characters using color associations and symbols strengthens the narrative structure. It is hoped that this study will help analyze and select the character color of animation.

Deformation Image Expressed in the Modern Art to Wear (현대 예술의상에 표현된 데포르마숑 이미지)

  • Seo Seung-Mi
    • Journal of the Korean Society of Costume
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    • v.55 no.7 s.98
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    • pp.38-50
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    • 2005
  • The purpose of this study is first, to see through the aesthetic essence of the clothing as art, through theoretical consideration of cultural feature and body style in Postmodern Feminism. Also, this study will examine the aesthetic value in artistic meaning regarding a Deformational body image in visual an. Second, this study will analysis the formative character of Modern Art to wear which expressed unfixed body style, followed by the change of Postmodern Feminity, as a Deformation image. This character will be categorized by Expansion, Grotesque, Pleasure, and Virtuality. The following is the result of this study. Expansion expressed in modern Art to wear created intentional structure of the form, and intentionally presented refusal of body existence through disembodied. Grotesque expressed refusal and deviation of women's ideal body style, which is defined by mannish discourse, very grotesquely. Pleasure pleasantly presented free emotion through an intentional transformation like distortion or imbalance of the body By paradoxically reproducing women's virtual body as other unfixed female identity was expressed visually through virtuality to embody post-gender.

A Study on Non-Verbal Expressions for the Realization of Narrative Visualization -Focusing on a 3D Cat Character, "Puss" (내러티브 시각화 구현을 위한 비언어적 표현 연구-3D 고양이 캐릭터 "Puss"를 중심으로)

  • Lee, Young-Suk;Kim, Sang-Nam
    • Journal of Korea Multimedia Society
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    • v.19 no.3
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    • pp.659-672
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    • 2016
  • In animated films, characters materialize narratives through acting. The narrative is an element to materialize accurate delivery of lines and emotions. The non-verbal actions should express lots of emotions and lines in scenes, and also they can be used as a way of empathy. This study analyzed the visualization factors of narrative focusing on a cat character frequently shown in animated films. For this, the visualization factors of non-verbal actions expressed in characters' personal space and dynamic space were extracted. Based on this, it aims to suggest the emotion expressing method of characters to realize effective narrative visualization. In the future, it aims to be used as reference data in case when producing non-verbal communication for 3D characters.