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http://dx.doi.org/10.7230/KOSCAS.2014.37.439

Study on the Digital Character and Realism in the Digital Age -Focused on the CG Works of the ACM SIGGRAPH Asia-  

Choo, Hye-Jin (한국예술종합학교 영상원 애니메이션과)
Publication Information
Cartoon and Animation Studies / v., no., 2014 , pp. 439-461 More about this Journal
Abstract
Art has evolved into remarkable changes in its art form maintaining a close link with the contemporary scientific technologies that gave birth to new tools of expression in each era. Animation is an art form in an inextricable connection with technological aspects because it was spawned by the technical background like movies. In this regard, animation is often viewed very strongly by technical advancements in terms of an aesthetic approach. John Whitney Sr., one of the pioneers in computer graphics arts, turned his attention to the new technology called computer graphics as a means to visualize images and movement. The advent of a new medium had a strong influence not only on tools and means for novel expression but also on the gradual shift in thinking about arts and even the audiences' taste. In the 1980s, animation was combined with computer technology and the rapid progress of computer graphic technology opened up the era of new visual aesthetics, Today, the development of digital technology presents a different dimension of realism, either advocating hyperrealism by digital actors or presenting new illusionism by classic cartoon characters emphasized in a distortion or metamorphosis from a real life in order to consolidate animation realism. Based on the two perspectives mentioned above, this study can identify methods of digital character appropriation focused on the works of the ACM SIGGRAPH Asia and find how the relationship between art and technology has changed the digital realism and evolved the digital character as the digital technology has developed.
Keywords
Hyperrealism; Digital Realism; Digital Character; Uncanny Valley;
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