Kansei Engineering in Gigakuman Character Design

Author(s):  
Benitez Elizabeth ◽  
Hernandez Alejandro ◽  
Reyes Jose Luis ◽  
Marasinghe Ashu
2021 ◽  
Vol 7 (2) ◽  
pp. 95
Author(s):  
Dessy Riana Sari ◽  
M. Suyanto ◽  
Amir Fatah Sofyan

Dalam penciptaan desain karakter animasi erat kaitanya dengan prinsip Appeal, namun prinsip animasi ini sangat bergantung terhadap penilaian pribadi. Sehingga diperlukan cara yang sistematis untuk memahami penilaian prinsip appeal dalam penciptaan degain karakter animasi. Penelitian ini menggunakan Metode Kansei Engeneering untuk mendapatkan penilaian mengenai prinsip appeal dengan menggunakan studi kasus karakter dari animasi Battle of Surabaya. Metode Kansei Engeneering digunakan berdasarkan perasaan psikologis yang tercermin melalui kata kansei. Analisis yang digunakan dalam penelitian ini menggunakan analisis statistik multivariant. Hasil dari penelitian ini memberikan rekomendasi elemen desain karakter yang dihasilkan dengan prinsip appeal melalui pendekatan Kansei Engenering. Elemen desain pada penelitian ini diperoleh dari studi kasus karakter animasi di film Battle of Surabaya yang berpedoman dengan Kansei Word. Hasil analisis menunjukan bahwa pengaruh appeal pada design karakter dapat dicapai dengan elemen desain seperti Teritary Color, Near Realis, Hooded Eyes, dan Square Face Shape. Penelitian ini diharapkan dapat memberikan kontribusi ilmiah mengenai penciptaan desain karakter yang mengacu pada prinsip appeal. Kata Kunci—Kansei Engeneering, Appeal, Desain KarakterAbstractWhen created animated character designs closely related to the principle of Appeal, but the principle of animation is very dependent on personal judgment. A systematic way to understand the appraisal principle is required in the creation of animated characters. This research uses Kansei Engeneering Method to get consideration of comparative principles by using case studies of characters from the Battle of Surabaya animation. The Kansei Engeneering method is used based on psychological feelings that are reflected through the word kansei. The analysis in this research uses multivariate statistical analysis. This researchy provides recommendations for the character design elements produced with the principle of appeal through the Kansei Engenering approach. The design elements in this study were obtained from a case study of animated characters in the film Battle of Surabaya, which is guided by Kansei Word. The analysis shows that the effect of appeal on character design can be achieved with design elements such as Teritary Color, Near Realist, Hooded Eyes, and Square Face Shape. This research is expected to make a scientific contribution regarding the creation of character designs that refer to the principle of appeal.Keywords— Kansei Engeneering, Appeal, Character design


Panggung ◽  
2021 ◽  
Vol 31 (2) ◽  
Author(s):  
Teddy Marius Soikun ◽  
Ag. Asri Ag. Ibrahim

Penelitian ini bertujuan untuk mengetahui faktor ‘daya tarik’ dalam desain karakter animasi lokal. ‘Daya tarik’ adalah salah satu dari 12 prinsip desain animasi dan sering dianggap ambigu. Untuk mencapai ‘daya tarik’, salah satu metode yang digunakan adalah Viewer’s Impression Words (VIW) yang merupakan modifikasi dari Kansei Words (KW). Metode ini menggabungkan teori formalistik dan semiotik visual untuk mencapai Viewer’s Impression Words (VIW), bagian penting dari Kansei Engineering. Hasil penelitian daripada ujikaji ini, dapat disimpulkan bahawa metod ini mampu untuk membantu peserta ujikaji memilih kata VIW yang sesuai seterusnya ke arah aktiviti selanjutnya iaitu proses prinsip longgar. Metode ini dilihat sebagai teknik baru untuk memperbaiki proses dalam memperoleh VIW atau Kansei Words untuk digunakan dalam latihan pengukuran untuk menemukan pengaruh (emosi) dalam memahami ‘daya tarik.’ Ini untuk mencapai prinsip longgar dalam desain karakter animasi lokal.Kata kunci: Kata Impressi Penonton, Desain Berasaskan Pengguna, Desain Karakter


2018 ◽  
Vol 9 (2) ◽  
pp. 31-38
Author(s):  
Fransisca Adis ◽  
Yohanes Merci Widiastomo

Facial expression is one of some aspects that can deliver story and character’s emotion in 3D animation. To achieve that, we need to plan the character facial from very beginning of the production. At early stage, the character designer need to think about the expression after theu done the character design. Rigger need to create a flexible rigging to achieve the design. Animator can get the clear picture how they animate the facial. Facial Action Coding System (FACS) that originally developed by Carl-Herman Hjortsjo and adopted by Paul Ekman and Wallace V. can be used to identify emotion in a person generally. This paper is going to explain how the Writer use FACS to help designing the facial expression in 3D characters. FACS will be used to determine the basic characteristic of basic shapes of the face when show emotions, while compare with actual face reference. Keywords: animation, facial expression, non-dialog


Humaniora ◽  
2020 ◽  
Vol 11 (2) ◽  
pp. 137-144
Author(s):  
Ahmad Faisal Choiril Anam Fathoni ◽  
Jehezkiel Christian Ray

The research aimed to apply batik motifs to strengthen the differentiation of characters in the form of adventure games that could be an interesting and effective learning medium for introducing music theory. In order to work towards achieving its objective, developing interest in music theory by using games and animations specifically to approach more people and make this project sustainable, these games were supposed to be aimed into intellectual property. Therefore to be able to make it competitive, strong differentiation was needed as so many IP characters emerged as competitors. One of the strengths that could be added to these characters was by applying local content. It was a strong differentiator and could be developed with a deeper philosophy so that it had a wealth that could be developed more widely in the future, which in this case was using batik. To achieve goal, the research used the design thinking method and qualitative methodology to collect data. The researchers collected data through the process of document research, an observation about the implementation of batik patterns in character design for animation. The result is the characters’ designs of a game to teach music theory using batik pattern application. In conclusion, the batik pattern has the potential to strengthen differences in character design.


Symmetry ◽  
2020 ◽  
Vol 12 (8) ◽  
pp. 1340 ◽  
Author(s):  
Yaxue Zuo ◽  
Zhenya Wang

Product evaluation is very important for product improvement and development, and subjective product evaluation determines customer’s evaluation of products to some extent, so the purpose of this study is to establish a reasonable subjective product evaluation system. In this study, we comprehensively determine the evaluation indexes based on Kansei engineering (KE), establish an overall product evaluation system by using analytic hierarchy process (AHP), and establish the subjective product evaluation system by classifying the evaluation indexes in the overall product evaluation system into “objective evaluation index” and “subjective evaluation index”, removing the objective evaluation indexes, and retaining the subjective evaluation indexes. Additionally, we select some modern chairs as experimental samples to verify the reliability and validity of this subjective product evaluation system by means of questionnaires. The experimental results show that, in this subjective product evaluation system, the subjective evaluation of the product is positively correlated with the “favorite” level of the product in comprehensive evaluation, and negatively correlated with the “least favorite” level of the product in comprehensive evaluation, indicating that this subjective product evaluation system realizes a symmetry between subjective product evaluation and comprehensive product evaluation. Therefore, it can be concluded that this subjective product evaluation system based on KE and AHP proposed in this study has reliability and validity, and can be used for product evaluation to judge the popularity of products and enhance the competitiveness of products.


2021 ◽  
Vol 1122 (1) ◽  
pp. 012070
Author(s):  
Dini Wahyuni ◽  
Meilita Tryana Sembiring ◽  
M. Zaky Hadi ◽  
Irwan Budiman ◽  
Kevin Fan ◽  
...  

2012 ◽  
Vol 452-453 ◽  
pp. 437-440
Author(s):  
Min Huang ◽  
Hong Juan Qiao

Emotional design is one of the most important methods in modern product design. It was highlighted after Donald A. Norman published his book Emotional design: why we love (or hate) everyday things. Emotional design addresses people’s needs and hopes which is in the center of the development of product design and product technology. Due to the lack of strong theoretical basis and quantitative analysis, many products can’t reach the goal of their designers with Emotional feelings, nor can consumer’s emotional understandings be similar to the designers’ emotional expectations. This paper analyzes the concept of emotional design and some difficulties which designers must to be faced in their emotional designing works, discusses on product shape design according to emotional design. On this basis, the Kansei engineering and emotional design methods are described in details.


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