設計成果

學術研究

妖怪動畫角色造型研究之創作

論文名稱:  妖怪動畫角色造型研究之創作
論文名稱(英文) The Study on Animation Character Modeling for Creation of Monsters
研究者(中文) : 劉子葳
研究者(英文) :
學 號 : 17992014
學位類別 : 碩士
出版年 :
論文頁數 :
學校名稱 : 國立臺中科技大學
系院名稱 : 設計學院
系所名稱 : 商業設計系
指導教授 : 蕭嘉猷
中文關鍵字 : 非邏輯具象圖像,妖怪角色,造型視覺符號,動作視覺符號
英文關鍵字 : Icons of Non-Logical Objects,monster character,icons in shape,icons in motion
論文使用權限 : 2016/09/01
中文摘要: 古時候人類對於妖怪的情緒,大多是感到尊敬與懼怕,將各種天然災害、現象或陌生的物種以妖怪形象作為具體的象徵,藉此心理得以安慰,直到科普時代,許多問題以科學知識解決,人類處於物資不再匱乏的安全環境,開始轉向心理慾望的索求,妖怪的功能性因人類心理的轉變而質變,成為商業、藝術、文字的消費對象,各種文化現象加諸於妖怪造型上。身為人類所創造的妖怪,不再令人懼怕,而是傳承當代賦與文化符碼的溝通工具。 妖怪角色的創作意義在於和觀者的溝通,本創作以網路搜尋並經由人工篩選,保留創作者成長經驗的獨特性,獲取當代大眾的符碼共識。這些符號零件以非邏輯具象圖像的特徵作為組合方法的嘗試,將概念具體化至各符號零件的組合。角色個性的詮釋方法,除了利用視覺外形的造型符號,並嘗試以角色動作的視覺符號加以輔助。 本研究以現代人依賴的網路工具進行素材的蒐集,建立基本的篩選SOP,在素材的挑選能夠展現創作者的意識流,提供創作者對於素材搜集的解決方案。在非邏輯性具象圖像的圖像特性中,從「新視覺經驗性」得到較大彈性且自由的組合方法,外形結果呈現計劃以外的驚喜;「視知覺整體性」得到容易預測但限制較多的組合方式。角色個性詮釋以角色動作的視覺符號加強,使角色更立體化,並增加觀者解讀符碼的趣味性。
英文摘要: In ancient times, human treated monsters with respect and fear, They believed natural disasters and inexplicable phenomena were caused by those horrible creatures. Most of phenomena have been proofed and solved as a scientific knowledge in the information age. People live in a safe environment and have enough food now, therefore monsters are symbolize human psychology has turned fear into desire. Human create monsters, and monster is a icon was inherited contemporary culture of human. Objective of creating monsters is communicating with audience. First of all, searching and filtering data from search engine to get information that include designer\'s experiences and contemporary consensus. The next step, assembling icons with creative solution from the Icons of Non-Logical Objects (IONLO). The last of step, definition of monster character personality explained with icons in shape and icons in motion. The conclusion revealed three points. The first, building Standard Operation Procedure of searching and filtering data from Google search to get icon includes personal viewpoints and contemporary consensus. The second, there are two solutions of assembling icons. \"Never experienced visual\" is variable and free to assemble, result of shape looks unexpected; \"Overall recognized visual\" is limited and figured, that looks expected. The third, designing actions of monster to enforce monster character personality, and monsters would be more interesting to decode icon for audience.
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原文下載: http://www.airitilibrary.com.libsw.nutc.edu.tw:2048/Publication/alDetailedMesh1?DocID=U0061-1607201515332800
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