• Title/Summary/Keyword: Animated Character

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The Effect of Monitoring Animated Character on Simple Math Task (Animated Character의 감시가 청서와 인지 과제 수행에 미치는 영향 - 과제 난이도에 따른 Animated character의 영향)

  • Hyun, Ju-Ha;Kim, Seung-Eun;Han, Kwang-Hee
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.482-487
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    • 2008
  • Animated Character는 컴퓨터와 인간 간의 상호작용을 증진시킬 수 있는 방편으로 널리 연구가 이루어지고 있다. 본 연구에서는 Animated Character의 감시가 과제 난이도에 따른 수행과 정서에 미치는 영향을 알아보고자 하였다. 본 실험에서 실험 참가자들은 통제 집단과 감시 Animated Character 조건에 무선으로 배정되어 난이도 세 수준의 글자계산 과제를 수행하였다. 또한 정서에 미치는 영향을 알아보기 위해 상태 특성 자기평가 불안척도(State-Trait Anxiety Inventory; STAI)를 사용하였다. 실험참가자들의 수행은 과제의 정답률과 반응시간을 측정을 통해 평가되었다. 실험결과 감시 Animated Character 조건은 통제 조건 보다 유의미하게 높은 불안(Anxiety)의 증가가 있었다. 또한 감시 Animated Character 조건은 높은 난이도의 글자 계산 과제에서 통제 조건 보다 유의미하게 높은 수행을 보였다. 본 연구는 Animated Character의 감시가 과제 난이도에 따라 다른 영향을 가진다는 것을 밝힘으로써 향후 감시 시스템 등에 Animated Character를 적용함에 있어 구체적인 가이드라인을 제공한다.

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A Study on Efficient Animated Character Based on the Hunlock Effect

  • Chen, Ye;Cho, Dong Min
    • Journal of Korea Multimedia Society
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    • v.24 no.9
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    • pp.1268-1278
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    • 2021
  • Combined with expert interviews and questionnaire investigations, this paper aims at analyzing the different characteristics of the animated characters Spider-Man from Spider-Man: Into the Spider-Verse based on Hunlock Effect, in order to provide appropriate guidance for animation characters designers and limited inspiration for creative practices. First, Spider-Man: Into the Spider-Verse is chosen as the case to analyze 6 Spider-Man with different personalities, who appear at the same time. Then, Spider-Man's characteristics are analyzed through interviews with experts. At last, the key study focuses on the influence of environmental factors on the formation of Spider-Man's roles in the theory of Hunlock Effect, in light of the principle of personality formation in psychology. From the perspective of psychology, interdisciplinary study on animated characters provides scientific and effective support for animation character design, and increases the fascination of animation characters' personalities.

Children's Clothing Preference on Animation Character Color -Focusing on Mickey and Mini Mouse- (애니메이션 캐릭터 색채에 대한 유아의 의복 선호도 -미키와 미니마우스를 중심으로-)

  • Sung, Nam-Suk;Choi, Su-Koung
    • Journal of the Korea Fashion and Costume Design Association
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    • v.13 no.2
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    • pp.63-71
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    • 2011
  • The purpose of this study was to analyze children's clothing preference on animated character color. The experimental materials developed for this study were a set of stimulus and response scales. The stimuli were 30 color pictures, in which gender (boy, girl), type of character (Mickey Mouse, Mini Mouse), hue of character (red, yellow, green, blue, purple), and tone of character (vivid, light, dark) were manipulated. The 5-point scale was used to evaluate children's clothing preferences. Data were obtained from 300 boys and 300 girls living in Seoul, Busan, Jinju, and Changwon in April 2010. For data analysis, ANOVA and Duncan-test were used by using SPSS program. Results of this study were as follows. Tone of character had an independent effect on children's clothing preference. Interaction effects of gender and hue of the character were found. Interaction effects of gender and tone of the character were found. Interaction effects of type and tone of the character were found.

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A study on the Semiotic about 3D animation (3D애니메이션 <슈렉2>에 관한 기호학적 연구)

  • Jung, Joo-Youne
    • Archives of design research
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    • v.17 no.4
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    • pp.327-336
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    • 2004
  • The cultural production of meanings is becoming more and laden with the intricacies of signs and symbols in our times. The idea of 'character' is important as an intermediation for information and an essential characteristic of "the object" experienced through the sence of sight. Character is symbolicin its form but also in its iconic markings. Motion Picture Animation makes Character not just an expression of an image but visual communication that expands the action of meaning piled up, sign upon sign. The analysis of 'character' suggests that motion picture animated characters could play an important role as a cultural mode leading to new styles not merely as an aesthetic mechanism. The study there with analyzed animated character systematically to discem where the sign phenomena shows up in social conventions under the semiotic rigor of Peirce's concepts of icon, index, and symbol.

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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.

The Mediating Roles of Empathy, Cognitive and Affective Responses to Animated Spokes-Characters (애니메이션캐릭터에 대한 감정이입, 인지적, 감정적 반응의 매개적 역할에 관한 연구)

  • Kim, Woon-Han;Lee, Hyun-Woo
    • Cartoon and Animation Studies
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    • s.15
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    • pp.179-192
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    • 2009
  • This study investigates the effects of empathy responses towards animated spokes-characters in advertising on brand likability. This study also examines the mediating role of cognitive and affective responses towards character advertising in the effect process of empathy. Statistically, several significant results are found. First, empathy has positive effects on cognitive responses and affective responses. Second, both cognitive and affective responses have positive influence on brand likability, but the effects of cognitive responses show relatively weaker than those of affective responses. Third, empathy has a positive influence on brand likability mediated by cognitive responses, but affective responses as a mediator do not show statistically significant differences. The results of this study indicate consumers can have emotional responses to advertising characters just as they do to human information sources. And the results also imply that enhancement of the empathy intensity should be considered to make effective animated characters in advertising, and that advertising appeals should be practiced to form cognitive responses positively and strongly to strengthen consumers' empathy responses.

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A Study on Satirical Expression of Animal Cartoon & Animated Cartoon (동물 만화영상의 풍자적 표현 연구)

  • Lee, Hwa-Ja
    • Cartoon and Animation Studies
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    • s.9
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    • pp.266-282
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    • 2005
  • Cartoon & Animated cartoon is consists of imaginal attributes and linguistic attributes, and it is closely connected with humor and satirical contents. And then various expressions using animals as matter communicate satirical attributes of a satire strongly and easily. On this article, techniques of satirical expression using animals in Cartoon & Animated cartoon media are studied and analyzed. By the method, it looks around briefly beginning from primitive cave paintings of the prehistoric age to various contemporary Cartoon & Animated cartoon character industries as historical background of Cartoon & Animated cartoon, and also arranges various types that literary expression and representation for visual expression techniques - metaphorical expressions, emblematic expressions, figure of speech and so forth - on literature. This attempt aims for presenting a basic analysis method that connecting and combining Cartoon & Animated cartoon media with humanistic classification and making database of existing data. These accumulated data will indicate cartoon and the action of meaning.

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A Study on Gameplay Narrative of Contemporary Animated Films (당대 애니메이션 영화의 게임플레이성 서사에 관한 연구)

  • Qin, Jianbo
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.83-91
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    • 2019
  • Gameplay exists not only in game activities, but also in other art forms. An animated film with strong gameplay whose gameplay narrative follows the presupposition principle, achieved through unimaginable sound effects, exaggerated visual styling, hypothetical time and space concepts, fictional storylines and character performances. The strength or the presence or absence of gameplay in animated films is reflected in the grasp and use of these gameplay elements in the process of animated film narratives. The gameplay narrative of animated films fully utilizes the characteristics of gameplay thinking. In the process of scriptwriting and narrative, it combines entertainment, action, adventure, competition and other elements to fully reflect the characteristics of "gameplay". Gameplay narratives often use the strategies of reverse setting, repetition and interaction, and rules and challenges setting, which not only enhances the fun of animated film narratives, but also attracts the attention of the audience, which then can enhance the audience's viewing experience.

Motion Patches (모션 패치)

  • Choi, Myung-Geol;Lee, Kang-Hoon;Lee, Je-Hee
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.1_2
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    • pp.119-127
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    • 2006
  • Real-time animation of human figures in virtual environments is an important problem in the context of computer games and virtual environments. Recently, the use of large collections of captured motion data have added increased realism in character animation. However, assuming that the virtual environment is large and complex, the effort of capturing motion data in a physical environment and adapting them to an extended virtual environment is the bottleneck for achieving interactive character animation and control. We present a new technique for allowing our animated characters to navigate through a large virtual environment, which is constructed using a small set of building blocks. The building blocks can be tiled or aligned with a repeating pattern to create a large environment. We annotate each block with a motion patch, which informs what motions are available for animated characters within the block. We demonstrate the versatility and flexibility of our approach through examples in which multiple characters are animated and controlled at interactive rates in large, complex virtual environments.

A study on the scene directing and overacting character expressions in accordance with creating actual comedy movie into animation Focusing on TV animation Mr. Bean (희극적 실사의 애니메이션화에 따른 장면 연출과 캐릭터 과장연기 표현 연구 - TV애니메이션 Mr.bean을 중심으로)

  • Park, Sung-Won
    • Cartoon and Animation Studies
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    • s.49
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    • pp.143-167
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    • 2017
  • The purpose of this study is to analyze the characteristics that appear when actual comedy movie is made into animation, from the singularities which arise from producing remake of existing media contents into animation. Animation and slapstick comedy movies possess a similarity in that they both evoke laughter from the viewer via exaggerated motion, expression and action. In the case of live action film, people must carry out the acting and there exists spatial limitations, whereas animation does not have such limits, which allows the comic animation to materialize spatial scene directing and acting which are different from that of live action comic films, despite the fact that they share elements of the same genre. Accordingly, this study performs comparative analysis of and which is based on the contents of the same event, from the English comedy TV program and the , the TV animation which is a remake animated version of the original series, to conduct comparative analysis the character acting and the scene directing in accordance with the live action movie and animation. The result of studying the point that makes it easy to create comic genre into animation and the advantages possessed by the media of animation, through analyzing two works that deal with the same character and the same event, were as follows. It was proven through the analysis that comedic directing with doubled composure and amusement is possible through the anticipation of exaggerated directing in the acting through expression and action, and diversity of the episodes with added imagination in the story, as well as the estrangement effect of the slapstick expression and etc.