Research and creation of animation IP brand augmented reality -- Taking Tencent IP cartoon image IPENGOO as an example

碩士 === 國立臺北科技大學 === 互動設計系 === 106 === In the era of "Internet +", the continuous innovation and optimization of digital technology, with the improvement of peoples aesthetic standards, the demand for personalized animation image is more prominent, how to better develop animation image, con...

Full description

Bibliographic Details
Main Authors: JING-YAO GUAN, 關靖瑤
Other Authors: Lai-Chung Lee
Format: Others
Language:zh-TW
Published: 2018
Online Access:http://ndltd.ncl.edu.tw/handle/rzgewk
Description
Summary:碩士 === 國立臺北科技大學 === 互動設計系 === 106 === In the era of "Internet +", the continuous innovation and optimization of digital technology, with the improvement of peoples aesthetic standards, the demand for personalized animation image is more prominent, how to better develop animation image, continuous innovation, so that the animation IP can grow, always keep fresh sense is the businessmen are trying to expand Part。 This research hopes to combine the interesting interaction between the new technology media and the animation IP and the Augmented Reality (AR) technology to create an interactive marketing game to enable players to understand the brand story and background of the Tencent Incs famous cartoon- like penguin IPENGOO. And then interest in the brand, so that the expansion of reality game becomes a display form of the game. This research uses the entity model to set up the scene of the card, with the Unity engine as the development tool, set five interactive game content, through the virtual and real combination of AR technology, to bring the user immersion, enhance the users concentration, enhance the user curiosity, and then promote the effect of the brand interactive marketing. After the completion of the development, the game has participated in the exhibition of the Shenzhen cultural fair and invited the participants to collect the information and feedback of the testers through the questionnaire. The actual effective questionnaires are 30. The results of the questionnaire show that all the subjects have a better trial experience and different ages and sex. Other players will have different feelings, the questionnaire proposed the feasibility of the improvement of the game, has completed the revision and recorded the process, the results of this study on the future application of AR technology in the interactive marketing of animation IP in the direction of reference.