• 제목/요약/키워드: design character

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게임 캐릭터의 아이덴티티 개선방안 : 게임 캐릭터 제작방식의 기호학적 분석 중심으로 (Improving Game Character Design Identity : Focus on Game Character Design Method through Semiotic Analysis)

  • 이제;경병표;유석호;이완복
    • 한국콘텐츠학회논문지
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    • 제11권2호
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    • pp.162-169
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    • 2011
  • 본 논문은 캐릭터의 기호학 분석을 통해 효과적인 게임 캐릭터 디자인 방법에 대해 제안하였다. 다양한 콘텐츠의 캐릭터 중 게임 캐릭터만이 가진 특징을 알아보고, 그 특징에 Scott McCloud의 "아이콘화"의 개념을 도입하여 캐릭터와 기호학의 관계에 대해 고찰하였다. 그리고 추상화된 기호적 캐릭터와 사실적 캐릭터를 구분하여 각각의 특징과 장점, 단점을 파악하고, 디자이너의 캐릭터 제작 과정과 수용자의 캐릭터 인지과정을 단계별로 나누어 기호학적으로 해석해보았다. 그 결과 두 과정을 서로 역순으로 진행된다는 것을 알 수 있었으며 수용자의 기호학 인식과정을 고려한 캐릭터 디자인 과정이 게임 콘텐츠 전반의 특징을 더 효과적으로 전달할 수 있다는 것을 확인할 수 있었다.

어린이 성격유형별 학습능력 향상을 위한 공간디자인 구축 방안 - 에니어그램 성격 특성 분석을 통하여 - (Space Design for Enhancing Learning Ability with Children's Character Type - Through Analyzed Enneagram Tool -)

  • 김국선
    • 한국가구학회지
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    • 제24권1호
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    • pp.42-50
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    • 2013
  • The objective of this study is to explore basic type of character of humans and to suggest a design method of establishing a spatial construction environment for developing effective learning ability based on such type of character. As a range of research, spatial formative language was deduced and space design strategy for the children was suggested through an analysis of spatial requirements by exploring connectivity depending on features of 9 types of character through Enneagram. As a method of research, a process of suggesting a concrete method after defining an element of spatial construction and deducing a formative language for developing and strengthening effective learning ability for each type of character. As a result of research, the methods of children space design strategy for enhancing learning ability for leadership in a future specific fields were suggested through 9 different type of character with image of case study.

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캐릭터 성격에 기반한 디지털캐릭터 캐스팅의 영향 요소 (Influential Elements in Digital Character Casting Depending on the Traits of a Character)

  • 김효동;장우진
    • 한국콘텐츠학회논문지
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    • 제10권9호
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    • pp.190-200
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    • 2010
  • 이 연구는 디지털캐릭터 캐스팅 과정에서 감독/작가/캐릭터디자이너 간의 커뮤니케이션이 원활히 이루어질 수 있도록 하기 위한 탐색의 일환으로 진행되었다. 본 연구가 우선적으로 주목한 것은 작품과 캐릭터에 대한 분석을 행한 후에 그것을 토대로 하여 캐릭터디자이너가 캐릭터를 디자인한다고 할 때, 어떠한 성격 요인이 어떻게 디자인에 반영되는 경향이 있는가였다. 그러한 의문에 접근하기 위해 헥사코(HEXACO) 성격모델을 채택하여 캐릭터의 성격 요인을 구분하고, 유사양적인 방법론을 이용하여 관련 데이터를 확보한 후, 심층면접을 활용하여 반-구조화된 질문을 통해 각각의 응답자가 어떠한 과정으로 캐릭터 스케치를 완성해 나갔는지 파악해 나갔다.

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.

A Study on Character analysis and make up design in TV action drama 'ya-cha(夜叉)'

  • Kim, Yuk-Young;Shin, Sae-Young
    • 패션비즈니스
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    • 제16권3호
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    • pp.63-77
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    • 2012
  • This study action drama TV drama 'Ya-ha'(夜叉) the actual work practices of the pre-consultation stage through the Writers, Producer, Art directors and in consultation with the opinion of the character set the record of the contents and character changes over time in accordance with characters makeup the design elements were analyzed. The methods of study was used local and abroad related books, studies, publications and cases and the subjects were limited to be four male make up characters in drama 'Ya-cha'. As a result, TV action drama 'Ya-cha' make up design elements and representation techniques were classified as description of skin tone, wound, the shape of eyebrows, hair type, shape of beard and materials and carried out an important role in the character representation. First, presentation techniques changed skin tones depending on character and position and described wound shape as expression technique and materials were analyzed. Second, the shape of eyebrows was based on the physiognomy of the form. And hair type changed volume, thickness, length and texture depending on character. Third, shape of beard is expressed different kinds of volume, thickness, length and texture depending on character. There fore, that systematization of the make-up design elements is useful to express stable characters and make drama for make up in various image genres.

A Study on Character Design Using [Midjourney] Application

  • Chen Xi;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • 제11권2호
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    • pp.409-414
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    • 2023
  • In recent years, the emergence of a number of AI image generation software represented by [Midjourney] has brought great impetus to the development of the field of AI-assisted art creation. Compared with the traditional hand-painted digital painting with the aid of electronic equipment, broke the traditional sense of animation character creation logic.This paper analyzes the application of AI technology in the field of animation character design through the practice of two-dimensional animation character . This is having a significant impact on the productivity and innovation of animation design and character modeling. The key results of the analysis indicate that AI technology, particularly through the utilization of "Midjourney,"enables the automation of certain design tasks, provides innovative approaches, and generates visually appealing and realistic characters. In conclusion, the integration of AI technology, specifically the application of "Midjourney," brings a new dimension to animation character design. The utilization of AI image generation software facilitates streamlined workflows, sparks creativity, and improves the overall quality of animated characters. As the animation industry continues to evolve, AI-assisted tools like "Midjourney" hold great potential for further advancement and innovation.

스포츠 브랜드의 캐릭터에 대한 소비자 인식과 구매행동 (Consumers' Cognition and Buying Behavior of Sports Brand Character)

  • 이지연;안민영;박재옥
    • 복식문화연구
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    • 제10권2호
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    • pp.103-115
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    • 2002
  • The purpose of this study is to investigate the consumers′ cognition and buying behavior on sports brand character. Since the character industries are booming, this study focused on the source and the expression method of sports brand characters that are already known to consumers. Subjects of this study were university students who were interested in sports brand characters, living in Seoul and Kyenggi-do. The questionnaire were developed based on the previous studies. Data were analysed by Frequency analysis, ANOVA, Duncan Test, and Spearman′s Rho. The results were as follows: 1. The most preferred source of sports brands character was "illustrated human figure"(i.e. a famous athlete like Michael Jordan). And the most favorite expression method of character was the combination of letter and symbol as the character of ASICS and NIKE. 2. The important design factors of sports brand character were the symbolism and aesthetics. The consumer recognized NIKE as the most well-designed character design. 3. Consumers′ preference of sports brand was found to be NIKE, REEBOK, ADIDAS, and FILA, in order. The reasons for preference were the design, the brand image, and the quality. On the other hand, the most frequently purchased brand was NIKE, FILA, and ADIDAS in order. Most of the purchase took place in the brand outlet store, and the consumers usually came with their friends for purchase of sports brand. The display of store was the consumers′ major source of information. 4. The preference group of sports brand character recognized more importantly color, design, brand, and especially fashionability than the non-preference group. And the most important criteria for brand selection were design, price, and comfort orderly. 5. Female consumers recognized more importantly color, design, brand, and others′ recommendations than male consumers. The aged consumers recognized importantly durability, comfort, and quality.

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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.