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Dissertations / Theses on the topic 'Characters Design'

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1

Aho, Lind Hanna. "How can levels of stylized game-character details contribute to creating representation and relatability in female player characters?" Thesis, Uppsala universitet, Institutionen för speldesign, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-417309.

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This thesis´ aim is to discuss how different levels of details can contribute to creating perceived levels of representation and relatability. This was firstly done through a pilot study, which was made to gather more intel about female opinions on set player characters in games. Then through the creation of six stylized 3D busts, and finally through a main study, serving to find trends in female informants’ opinions about the levels of details, representation and relatability in said busts. Earlier research is presented and discussed, and notable connections between the earlier research and t
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2

Firmin, Michael. "Design and integration of controllers for simulated characters." Thesis, University of British Columbia, 2014. http://hdl.handle.net/2429/51128.

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Developing motions for simulated humanoids remains a challenging problem. While there exists a multitude of approaches, few of these are reimplemented or reused by others. The predominant focus of papers in the area remains on algorithmic novelty, due to the difficulty and lack of incentive to more fully explore what can be accomplished within the scope of existing methodologies. We develop a language, based on common features found across physics based character animation research, that facilitates the controller authoring process. By specifying motion primitives over a number of phases, our
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Shen, Shuo. "Design and optimization of control primitives for simulated characters." Thesis, University of British Columbia, 2013. http://hdl.handle.net/2429/45617.

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Physics-based character motion has the potential of achieving realistic motions without laborious work from artists and without needing to use motion capture data. It has potential applications in film, games and humanoid robotics. However, designing a controller for physics motions is a difficult task. It requires expertise in software engineering and understanding of control methods. Researchers typically develop their own dedicated software framework and invent their own sets of control rules to control physics-based characters. This creates an impediment to the non-expert who wants
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Chance, Franklin S. IV. "Hands as characters: designing for a large scale pipeline using limited characteristics." Texas A&M University, 2003. http://hdl.handle.net/1969.1/5734.

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This thesis concentrates on hands and their production as concerns a larger-scale pipeline with multiple secondary or tertiary characters. It establishes a platform from which many unique hands can be produced from a single, rigged hand. Emphasis is given to automating a large amount of the rigging and sculpting processes through use of high and low-level user interfaces so users of varying skill can use this thesis effectively. Systems for sculpting the hand and animating the hand are created for their own specific purposes and linked together through the interface to create a tool for modeli
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Grundström, Petter. "Design and Implementation of an Appraisal Module for Virtual Characters." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-78886.

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In the field of artificial intelligence the production of believable emotions are vital to be able to produce believable behavior of virtual agents. This is done with a process called affective appraisal, which means that events and situations are appraised and emotions are produced accordingly. The Artificial Intelligence and Computer Graphics (AICG) lab at Linköpings University has been devel- oping an AI architecture for virtual agents. This architecture had an appraisal module in need of improvement. This M.Sc. thesis had the purpose of doing this. Several approaches to affective appraisa
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Tashfeen, Asheer I. "The Presentation of Spatial Design using Autonomous Characters in Virtual Environments." The Ohio State University, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=osu1243612250.

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7

Romanczukiewicz, Renata. "Problems and Issues in Concept Design of Characters : Mapping the process of creative media characters in the first development stages." Thesis, Högskolan Dalarna, Bild, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:du-15172.

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8

Skoglund, Kaj. "Female characters in ten mature rated game trailers according to a sex object test." Thesis, Uppsala universitet, Institutionen för speldesign, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-233395.

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Sexual objectification is a topic that is frequently discussed but its importance is underestimated by many in the game industry as well as the general public. This thesis examines and analyses ten mature rated game-trailers with the help of a sex object test to determine if the trailers are sexual objectified. The Sex Object Test (SOT) originally was developed by PhD Caroline Heldman (2012) to measure the presence of sexual objectification in images, a research she based of Martha Nussbaum (1995) and Rae Langton (2009) theories on sexual objectification. During the first part of the examinati
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Gatzoulis, Christos. "Application of Learning Algorithms on the Design of Autonomous Adaptive Artificial Characters." Thesis, Teesside University, 2007. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.517475.

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10

Wong, Ing Hoo. "Design of a realtime high speed recognizer for unconstrained handprinted alphanumeric characters." Thesis, University of British Columbia, 1985. http://hdl.handle.net/2429/25135.

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This thesis presents the design of a recognizer for unconstrained handprinted alphanumeric characters. The design is based on a thinning process that is capable of producing thinned images with well defined features that are considered essential for character image description and recognition. By choosing the topological points of the thinned ('line') character image as these desired features, the thinning process achieves not only a high degree of data reduction but also transforms a binary image into a discrete form of line drawing that can be represented by graphs. As a result powerful grap
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Maicher, Kellen R. "Exploring the Relationships between Affective Character Design and Interactive Systems." The Ohio State University, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=osu1385477326.

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12

Zhang, Runfang 1975. "Lost calligraphy or reinvented motif : Chinese pictograms in Western fashion." Thesis, McGill University, 2002. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=33951.

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This thesis investigates the complexity of cultural translation of visual language, considering writing systems both a profound shaping force and microcosmic reflection of the central elements of its culture. It focuses on the case of Chinese pictogram in Western everyday fashion; fashion is treated here as a site where the conceptual, aesthetic and cultural dynamics vividly interact with one another. This work probes what tensions are lost and added to the pictograms' cultural meaning in the process of translation, bearing in mind the two different aesthetic philosophies underlining Western a
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13

Kemppi, Mattias, and Joakim Rand. "Characters of You : En undersökning om identiteter i spelkaraktärer." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16421.

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Med det här kandidatarbetet vill vi belysa en alternativ väg att gå för att ge även de karaktärer som inte är knutna till det narrativa en större och mer betydelsefull plats inom digitala spel. Tillsammans med Bruno Latours Actor-Network Theory undersöker vi relationer mellan bland annat tid, plats och den vardagliga människan. Med observationer som startpunkt undersöker vi hur en identitet kan brytas ner för att omformas till något nytt, något som kan skapa en känsla av unikt och levande till den annars relativt tomma existens som är en ickespelbar karaktär. För att ta det här steget blir beg
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Zhao, Zhiyu. "An investigation into a design framework for animated online characters to promote brands effectively to customers in China." Thesis, De Montfort University, 2016. http://hdl.handle.net/2086/13112.

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This study presents a design framework for helping Chinese companies and designers to create effective animated cartoon characters for promoting brands. Previous research has demonstrated that animated characters which companies use to promote their brands appear to have a good chance of gaining and holding consumers’ attention. However, most relevant research in this area was conducted decades ago and focused on TV advertisements. There is little relevant research into new media advertisements featuring animated characters in an international context even though online advertising is growing.
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Quennerstedt, Frida. "Konsten att påverka med design : En fallstudie av kampanjen #VÅRTHAV." Thesis, Malmö universitet, Institutionen för konst, kultur och kommunikation (K3), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-44267.

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At a time when changing habits are advocated for both personal and collective goals, knowledge from several scientific disciplines can be used for communication. In order for people to break old habits and create new ones, they may in some cases need a push in the right direction. With nudging one can in different ways help people take decisions more easily and make choices with the goal that it will benefit the individual or the collective, but in some cases there’s a risk that the one who initiates the nudge uses it for their own benefit. Through a case study of the #OURSEA campaign, initiat
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Lu, Yiyi. "ChaScript : a Chinese interactive typographic drawing application /." Online version of thesis, 2009. http://hdl.handle.net/1850/11984.

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Marlow, Gregory. "Week 12, Video 02: Character Model." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/80.

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Marlow, Gregory. "Week 12, Video 03: Character Materials." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/81.

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Kastemaa, Juho. "Recognizing Compound Facial Expressions of Virtual Characters in Augmented Reality." Thesis, KTH, Beräkningsvetenskap och beräkningsteknik (CST), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-210233.

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How is it possible to design virtual characters that can express different emotions such as compound emotions that are a mix of basic emotion expressions? Augmented reality (AR) can create engaging experiences for participants, and in recent years, virtual faces and virtual characters have become increasingly realistic and expressive, for example, when reducing costs using therapeutic applications. The validity of virtual expression has been shown in studies on desktop computers but less so in AR. In this paper, the basic emotions and the compound emotions of virtual characters were studied an
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Marlow, Gregory. "Week 12, Video 01: Character Concept Timelapse." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/79.

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21

Hsueh, Su-Ling. "Design, Development and Evaluation of Chinese Radical and Character Tutorial by Hypermedia." Diss., CLICK HERE for online access, 2005. http://contentdm.lib.byu.edu/ETD/image/etd834.pdf.

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22

Kraft, Benjamin. "Can the Uncanny Valley be bridged? : An evaluation of stylization and design for realistic human characters." Thesis, Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-64456.

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This study investigated the Uncanny Valley and whether using stylization and design may mitigate the negative effects of it. A survey was carried out where respondents had to rate a series of images, which where edited to be stylized in progressively higher degrees, in appeal and realism. All levels of stylization saw small gradual decreases in realism, whilst values of appeal remained static until the three last images where it diminished. Possibly there may be a way of designing characters to have a limited degree of realism whilst not evoking the eeriness associated with the Uncanny Valley.
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Nilsson, John, and Lars Engström. "Story Through Gameplay : Design Patterns in Journey and Brothers: A Tale of Two Sons." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-21889.

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This is an analysis in which we played the games “Journey” and “Brothers: A Tale of Two Sons” with the goal of identifying game design patterns that were used to convey the games’ narratives. Using the method known as formal analysis we examined different situations in the games. Having identified which design patters seemed significant we decided upon a template with which we would present our findings. We found three patterns that we deemed were important enough to be defined in this paper; “Player guidance through Non Player Characters”, “Manipulation of controller effects” and “Visual remi
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Ng, Chi-chung Vincent. "A project to study the essential characteristics of the design of computer games that motivating for learning." Click to view the E-thesis via HKUTO, 2003. http://sunzi.lib.hku.hk/hkuto/record/B40040082.

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Möller, Fredrik. "Step Into My Office!" Thesis, Högskolan i Borås, Akademin för textil, teknik och ekonomi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-21995.

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People go to work and people go home. Playing out their roles and their lives, going in and out of character. We create our own characters depending on where we are and with who we are. In this project a set of characters having a “casual Friday” at work has been interpreted. Working with the office dress codes and breaking them down. The intention is to explore the relation between 2D-3D in garment and print, using distortion to create new silhouettes and characters. Inspiration is taken from 80´s movies set in the office space and 90´s casual wear. Working without restrictions when combining
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Holmlund, Jonas. "Visuellt berättande genom karaktärer." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18678.

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I mitt arbete har jag genom användandet av diffraktion analyserat spelkaraktärer för att se hurkaraktärerna använder estetik och visuella utryck för att beskriva karaktärsdrag och bakgrundsamt hur de kan användas i nya berättelser. Genom användandet av the good eye metoden harjag analyserat ett flertal spelkaraktärer genom att dela upp deras estetik i innehåll, färg,rumsligt innehåll, ljus och uttryck och sedan försökt applicera dessa på redan skrivnakaraktärer för ett digitalt spel och anpassa dem till spelvärldens visuella estetik.<br>In this thesis I have analysed game characters through th
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Leung, Ngar-ying, and 梁雅盈. "An instructional design for the learning of Q9 Chinese character inputmethod for students with mild intellectual disabilities." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2004. http://hub.hku.hk/bib/B30415457.

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Johansson, Magnus. "Do Non Player Characters dream of electric sheep? : A thesis about Players, NPCs, Immersion and Believability." Doctoral thesis, Stockholms universitet, Institutionen för data- och systemvetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-89293.

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This is a thesis that deals with the norms and rules of players playing online games together. It is also a thesis about believability, the current capabilities of non-player characters (NPCs) and the attitudes amongst game developers towards dynamic and systemic games AI. The primary theme of this thesis considers which means of communication and coordination in terms of norms and rules are present in groups of players and particularly in guilds and clans playing Massively Multi Online Games (MMOGs) and First Person Shooters (FPSs) respectively. The presence of norms in these types of groups
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Villeneuve, Véronique. "À travers l'objet, un récit /." Thèse, Chicoutimi : Université du Québec à Chicoutimi, 2000. http://theses.uqac.ca.

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Domingues, Alexandra Rodrigues Barreiros. "Personalidade da marca." Master's thesis, Universidade de Lisboa. Faculdade de Arquitetura, 2014. http://hdl.handle.net/10400.5/12249.

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Dissertação para obtenção do grau de Mestre em Design de Comunicação, apresentada na Universidade de Lisboa - Faculdade de Arquitetura.<br>A presente investigação incide no estudo da Mascote enquanto personagem e elemento gráfico de comunicação incorporado num sistema de Identidade Visual Corporativa sem descurar o seu papel representante e identificador de uma marca, empresa ou serviço sob a perspetiva do Design de Comunicação tendo o Design de Mascotes como objeto de estudo e veículo de significado. A mascote não é necessariamente o logótipo de uma marca mas passa a ser reconhecida quase c
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Ask, Alexandra, and Emma Österlund. "Mitt jag och min avatar : Identifikation och emotionella förbindelser genom spelkaraktärer i digitala spel." Thesis, Södertörns högskola, Medieteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-44481.

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Emotionell design är ett fenomen som är relevant i samband med användarupplevelsen inom speldesign. Designers har möjlighet att utveckla en produkt som ger en större känslomässig upplevelse för användaren genom att ta hänsyn till emotionella förbindelser och känslor. I samband med den växande spelindustrin är det relevant för spelutvecklare att ta emotionella förbindelser till hänsyn. Då det är viktigt att förstå vart motivationen för spelandet ligger hos användaren.  Denna studie har undersökt hur användare relaterar och identifierar sig med egenskapade karaktärer. Studien har utgått ifrån ma
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Holeksa, David. "Návrh audio-vizuální databáze pro extrakci sekundárních biometrických a ne-biometrických znaků." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2015. http://www.nusl.cz/ntk/nusl-220544.

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The aim of this semester project is to design a suitable database structure for the audio-visual data, parts extracted from the data corresponding to secondary biometric and non-biometric characteristics and description of these characters. The resulting database will be used for research into the identification of audio-visual content of multimedia data.
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Ng, Chi-chung Vincent, and 吳志忠. "A project to study the essential characteristics of the design of computer games that motivating for learning." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2003. http://hub.hku.hk/bib/B40040082.

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Tarnoff, David. "Episode 3.08 – Intro to ASCII Character Encoding." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/computer-organization-design-oer/24.

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In 1963, the American Standards Association released a standard defining an 8-bit method to represent letters, punctuation, and control characters. This episode examines ASCII so that we can begin to see how computers represent language.
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Louro, Luciana Espíndola Corrêa. "Virtual humano, humano virtual: uma abordagem teórica da personagem em mundos virtuais." Pontifícia Universidade Católica de São Paulo, 2011. https://tede2.pucsp.br/handle/handle/18067.

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Made available in DSpace on 2016-04-29T14:22:51Z (GMT). No. of bitstreams: 1 Luciana Espindola Correa Louro.pdf: 3066986 bytes, checksum: 9797629b5a4b96ce2139340b2cd3234a (MD5) Previous issue date: 2011-05-03<br>The main approach of this dissertation, entitled Virtual Human, Human Virtual, discuss the applicability of a virtual character's definition, classification and creative process in a conceptual and theoretical perspective. In fact, this perspective proposes to include cyberspace, philosophy, literary criticism and computer design's theories. In order to investigate this possibility,
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Hoover, Michelle R. "The Fool and the Flood: A Journey." ScholarWorks@UNO, 2018. https://scholarworks.uno.edu/td/2464.

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This journey based narrative inspired by the traditional narrative of the Major Arcana cards in the tarot, centers on The Fool and his interactions with the rest of the Major Arcana. The Fool’s journey centers on memory, regaining personal power, admitting and accepting weakness, and creating a personal place in relation to a larger world. This evolution throughout the journey is explored through detailed repeating imagery and symbols drawn from a mixture of traditional tarot imagery and the author’s personal image set created for this narrative.
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Fei, Jackie. "A Character Design Tutorial." Scholarship @ Claremont, 2015. http://scholarship.claremont.edu/scripps_theses/602.

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A Character Design Tutorial is a short animated film critically comments on the absurdity of beauty standards in animated productions. It aims to expose how unrealistic beauty standards are for female animation characters in the form of character design tutorial.
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Johansson, Victor. "Character - Lövholmen." Thesis, KTH, Arkitektur, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-280169.

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Character - Lövholmen is a thesis-project that started in critic and interest of the planned development in the old industrial area south of Södermalm in Stockholm and have continued as a process-focused project in an attempt to find the character of the area. A process that has been based on four different approaches: Theory - Critic - History - Image working together to find aspects that have shaped the area for over a 100 years of industrial development. Characteristics that should be acknowledged as an inherent part of Lövholmen and a new development that becomes part of the spatial contex
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chiu, shu-yu, and 邱書于. "Characters Design in Game Play." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/97268451142406597428.

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碩士<br>世新大學<br>資訊傳播學研究所(含碩專班)<br>99<br>The aim of this research is to explore the use of relative media, narrative or game-related elements of narrative techniques. Particularly, the development of "game story" is focused so that players experience during a game and turning the main character's experience. Based on the "story game" evolution those players who actively participate in the game story reinforcement direction of development, analysis, construction of a creative tension of the story can then be made. The authenticity of the role shaping in game element is framed. From story elemen
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Huang, Chi-Che, and 黃啟哲. "The Relationship between Facial Style and Character Personality in Female Animated Characters Design." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/83232609813915536898.

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碩士<br>亞東技術學院<br>應用科技研究所<br>102<br>This study aimed to focus mainly on the observation of female animated characters’ artistic facial style without consideration of animated characters’ body shape, facial expression and hair style. There were a total of eighty kinds of facial styles and six groups of character personalities contrasting with each other, as shown in the questionnaire. The on-line questionnaire was designed in the study, where facial style was used to survey the facial shapes of women in the animation, and means as well as grouping ways were used to analyze shape portfolio. As
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Su, Uh-Li, and 蘇育立. "A Study of Digitalized Chinese Characters Design." Thesis, 2004. http://ndltd.ncl.edu.tw/handle/59k59r.

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碩士<br>中原大學<br>商業設計研究所<br>92<br>Besides attracting people through pictures, a completes work would need to pass messages accurately and perfectly by means of the uniqueness of words in the field of visual communication design. With the development of human culture and the progress of designing, the function of characters have been promoted from simply expressing feelings and emotions in early days to focusing on "the beauty of characters" nowadays. The purposes and motivations of this research are based on combing and studying Chinese characters through collecting, sorting and analyzing rela
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You, F., Ian J. Palmer, William I. Godfrey, and Z. B. Zheng. "Creating Emotions by Characters Design for Computer Games." 2006. http://hdl.handle.net/10454/3593.

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No<br>Firstly, the methodology for characters development in computer games was analyzed from both aspects of art-sourced character development and story-sourced character development separately from the different views of various research fields. In the second section, four different techniques relating to character design and the creation of emotion has been deeply discussed. At the end, the four diverse designs for character OEDIPUS were given according to the plot development based on the background of tragical fable of the ancient Greece.
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Lin, Yu-Hsien, and 林昱嫻. "The research of the combined Chinese Characters Design." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/vwvm65.

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碩士<br>國立臺灣藝術大學<br>視覺傳達設計學系<br>106<br>The economic development in Asia was attract extensive attention worlwild.Due to the market orientation and demand.Chinese characters became the first communic-ation medium between consumers. However Chinese characters are very ubiquitous even common in Chinese culture . It usually be overlooked by it's artistic design and varied appearance.This research of creation attempts to use the characteristic of the square shape of traditional chinese characters and follow the basic principle of "uni-ting strokes" and "reducing strokes"to turn the modern popular lan
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Yang, Tzu-huai, and 楊祖懷. "A Study on Villain Character and Form Design--- Taking Characters from PIXAR Movie Animation as Example." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/54900547707872373794.

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碩士<br>國立臺灣科技大學<br>設計研究所<br>95<br>The character design in a movie plays a crucial part in helping the audience to understand the temperament of a character. The distinctive temperaments of a villain character are conflict and contrast to that of a hero’s and it brings tensions to the movie plot. Therefore, this research is based on the literature and current analysis to acquire a better understanding of the presentation of villain character and the character design in PIXAR movie animation, and accompanied with an experiment method in finding out how “partial forms” and “angle correlations” of
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CHO, HUI-HSIN, and 卓卉芯. "Exploring the Design Between Brother Characters in Animation "BROVE"." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/47772786072321824621.

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碩士<br>國立臺南大學<br>動畫媒體設計研究所<br>104<br>This research mainly discusses character constructions designed in related documentations namely animations, films, movies, books, literature, games and history. Through analyzing different kinds of examples, there are two possibilities of characters designed as brothers, which could be mentioned as follows: “characteristic design”; “appearance design”, while these examples will be tabulated and sampling discussed, and the characters in the animation will be designed in accordance with the outcome of this research. In the animation, particularly, in order t
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Lian, Jiang-Liang, and 連健良. "The Design study of Auspicious Chinese Characters and drawings." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/05590169397398864524.

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碩士<br>朝陽科技大學<br>工業設計系<br>104<br>The existence of Chinese auspicious idea is from human psychological demand. It can be seen from the Chinese character Ji "propitious" and the drawing that humans pursue the benevolence, beauty, and the desire of happiness.In these characters and drawings that accompany propitious meaning, it's not only full of artistic beauty,but have the life interests. The research is about the design of folk art in Chinese character Ji "propitious".The Chinese auspicious characters Fu "fortune", Lu "prosperity", Shou "longevity", Xi "happiness", Wan "permanent" and th
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Hung, Yu-Ting, and 洪于婷. "The Graphic Design of Chinese Characters in Multicultural Phenomena." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/83053864823344289848.

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碩士<br>國立雲林科技大學<br>視覺傳達設計系碩士班<br>99<br>There are several reasons for multicultural phenomena in Taiwan. First of all, Taiwan is an island surrounded by sea, which attracts foreign culture owing to Taiwan’s commercial interests. Moreover, Taiwan became an immigrant community from all over China because of Taiwan’s political factors. In the late 1980’s, Martial Law collapsed, Taiwan became a multicultural society. Ideas such as ethnic groups, generations, genders, and related identity issues had been taboos, but are now researched extensively. The above-mentioned multicultural phenomena are the s
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Wum, Hsuan-Chen, and 吳璇真. "Guests on the island –Taiwan native species characters design." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/13254429888380896103.

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碩士<br>國立交通大學<br>應用藝術研究所<br>98<br>“Guests on the island” is an exhibition of characters representing a series of native Taiwanese species. The term “Guests on the island” refers to various species that visited this island, but were nurtured by it. We share commonalities, even though our dispositions may differ. The inspiration for this work can be traced back to the author’s love of animal imagery. At first, the author compiled image, observations, and data on the habits of native Taiwanese species, and then integrating this information in personifications of the characters. After displaying, a
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Yang, Hsin-Chi, and 楊欣琪. "A Study on Contour Image of fanciful Characters Design." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/60940389670997898079.

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碩士<br>國立雲林科技大學<br>視覺傳達設計系碩士班<br>97<br>In this study, the fanciful characters as the object of study, inductive analysis of its basic shape, contour forms. The study intended to disclose the relations in conveyance between the contour design of fanciful character and imagery. Through the analysis of samples. Found in the fanciful character design theme, the dog is the highest proportion of animals. The basic form of fanciful character design expressed as following: (1) Spherical is the highest proportion of head. (2) Circularity is the highest proportion of hand. (3) Sock is the highest proport
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WHEI, TU CHI SOU, and 紀壽惠. "Research Design for Chinese Characters Teaching-Western Students as Examples." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/89695782584302505896.

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碩士<br>國立臺灣師範大學<br>華語文教學研究所<br>98<br>The perception’s ability of Chinese characters has been always played an important role in obtaining knowledge, in particular in the contemporary time. The cognition of Chinese characters is the key factor to the development of Chinese language’s capability. The ability of Chinese characters’ cognition is the basic tool for Chinese learners to have access to Chinese language. Therefore, Chinese characters’ teaching is one of the most essential topics among Chinese teaching’s researches. In this thesis, the research objects are Western Students. According to
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