• Title/Summary/Keyword: 과장된 표현

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Style of Retro Design Using Pop Art (팝아트를 활용한 레트로디자인 연구)

  • Yoo, Myung-Hwan
    • The Journal of the Korea Contents Association
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    • v.11 no.6
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    • pp.185-196
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    • 2011
  • This study is considered how retro design concepts that are used pop art can be expressed through overview of theories and cases, and suggested applying to retro design. As a result, we found first, concepts reflecting popular image, second, popular hero concepts simply represented pop art's feature. Third, there were no cases that are expressing the wounds made by political life. The most of cases expressed retro design with pop art representation techniques rather than reflecting of pop art's ideology or spirit. Pop art's retro design should be expressed as a modern style not only with reproduction of pop art, but also with designer's creativity and pop art's ideology and reinterpretation of formative meaning. Thus, it needs to set a concept by exploring of modern globalized mass media or daily life of people. Also, it should applying people's entertainment, spare time and fantasy to bright cheerful mood of pop art to express each area of design.

Expression of Grotesque Body in Chris Cunningham' Work (크리스 커닝햄의 작품에서 표현된 그로테스크 신체)

  • Kim, Ho;Kim, Jae-Woong
    • The Journal of the Korea Contents Association
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    • v.9 no.2
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    • pp.173-180
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    • 2009
  • In the recent past, the impression expressed by a human body expanded from that of aesthetic beauty to deformed organic medium influenced by environment. And the advancement in digital technology had made it possible to represent the deformed and distorted images of human body more realistically. Consequentially, these exaggerated physical images leave audiences with a feeling of grotesqueness. Chris Cunningham is a British director who mainly focuses on grotesque body as his subject matter using digital media. This paper will explore Chris Cunningham's work and his final goal through analyzing his carnivorous, uncanny grotesque body images, making use of the figital media, at each of his different levels.

Filtering and GPU Optimization to Reliably Express the Exaggeration of 3D Triangular Meshes (3차원 삼각형 메쉬의 과장을 안정적으로 표현할 수 있는 필터링과 GPU 최적화)

  • SuBin Lee;Seong-Hyeok Moon;Jong-Hyun Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.349-352
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    • 2023
  • 본 논문에서는 법선벡터를 이용해 3D 삼각형 메쉬의 형태를 안정적으로 과장하고 GPU 기반으로 새롭게 설계하는 프레임워크를 제안한다. 우리는 High-boost 메쉬 필터링 알고리즘에서의 Aliasing 문제를 양방향 필터를 적용하여 노이지를 제거하고, GPU 기반에서 설계해 고속화한다.

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A study on the scene directing and overacting character expressions in accordance with creating actual comedy movie into animation Focusing on TV animation Mr. Bean (희극적 실사의 애니메이션화에 따른 장면 연출과 캐릭터 과장연기 표현 연구 - TV애니메이션 Mr.bean을 중심으로)

  • Park, Sung-Won
    • Cartoon and Animation Studies
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    • s.49
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    • pp.143-167
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    • 2017
  • The purpose of this study is to analyze the characteristics that appear when actual comedy movie is made into animation, from the singularities which arise from producing remake of existing media contents into animation. Animation and slapstick comedy movies possess a similarity in that they both evoke laughter from the viewer via exaggerated motion, expression and action. In the case of live action film, people must carry out the acting and there exists spatial limitations, whereas animation does not have such limits, which allows the comic animation to materialize spatial scene directing and acting which are different from that of live action comic films, despite the fact that they share elements of the same genre. Accordingly, this study performs comparative analysis of and which is based on the contents of the same event, from the English comedy TV program and the , the TV animation which is a remake animated version of the original series, to conduct comparative analysis the character acting and the scene directing in accordance with the live action movie and animation. The result of studying the point that makes it easy to create comic genre into animation and the advantages possessed by the media of animation, through analyzing two works that deal with the same character and the same event, were as follows. It was proven through the analysis that comedic directing with doubled composure and amusement is possible through the anticipation of exaggerated directing in the acting through expression and action, and diversity of the episodes with added imagination in the story, as well as the estrangement effect of the slapstick expression and etc.

현대복식의 그로테스크적 특성에 관한 연구 -1990년대 이후를 중심으로-

  • 남미현;박명희
    • Proceedings of the Korea Society of Costume Conference
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    • 2003.05a
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    • pp.27-27
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    • 2003
  • 오늘날의 현대인들은 과거에는 드러낼 수 없었던 잔인하고 파괴적인 인간 본능의 모습들을 과격하게 보여주고 있다. 특히 1990년대 이후 세기말의 시대적 불안과 사회적 혼란을 반영하여 비정상적이며, 과격하며, 혐오스러운 반면 동시에 재미와 웃음이 섞인 그로테스크한 현상은 사회전반에 만연한 심리적 부조화와 소외현상 등 현대 사회의 현안 문제점들을 드러내고 있는 것이다. 복식에서 그로테스크는 오래 전부터 왜곡, 과장, 축소, 변형 등 여러 조작을 통하여 표현되어왔으며, 이러한 복식은 패션(Fashion) 혹은 패드(Fad)로 이어져왔다. 특히 20세기 후반 포스트모던 시대이후 빈번히 나타나며 더욱 더 충격적인 표현을 시도해 왔다.

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축평원 리포트 - 이것이 축평원 여직원의 내공이다!! 여직원 워크숍 엿보기

  • 축산물품질평가원
    • KAPE Magazine
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    • s.227
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    • pp.7-9
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    • 2015
  • 웹사이트나 커뮤니티의 속성을 구분할 때 '여초', '남초'라는 표현을 쓴다. 이제는 뉴스에서도 쓰는 신조어가 된 이 말은 어느 한 성별의 비중이 높아 이용자의 절반 이상에 해당함을 뜻한다. 여기에 빗대보면, 축산물품질평가원은 '남초'다. 그것도 극심한 '남초'다. 물론 그 속에도 여성은 있으나 총 52명, '남초' 커뮤니티로 유명한 '일베'나 '오유'조차 넘보지 못할 경지에 이르렀다고 해도 과장이라고 말할 수 없을 정도다.

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Comparison of Acting Style Between 2D Hand-drawn Animation and 3D Computer Animation : Focused on Expression of Emotion by Using Close-up (2D 핸드 드로운 애니메이션과 3D 컴퓨터 애니메이션에서의 액팅(acting) 스타일 비교 -클로즈-업을 이용한 감정표현을 중심으로-)

  • Moon, Jaecheol;Kim, Yumi
    • Cartoon and Animation Studies
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    • s.36
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    • pp.147-165
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    • 2014
  • Around the turn of 21st century, there has been a major technological shift in the animation industry. With development of reality-based computer graphics, major American animation studios replaced hand-drawn method with the new 3D computer graphics. Traditional animation was known for its simplified shapes such as circles and triangle that makes characters' movements distinctive from non-animated feature films. Computer-generated animation has largely replaced it, but is under continuous criticism that automated movements and reality-like graphics devaluate the aesthetics of animation. Although hand-drawn animation is still produced, 3D computer graphics have taken commercial lead and there has been many changes to acting of animated characters, which calls for detailed investigation. Firstly, the changes in acting of 3D characters can be traced from looking at human-like rigging method that mimics humanistic moving mechanism. Also, if hair and clothing was part of hand-drawn characters' acting, it has now been hidden inside mathematical simulation of 3D graphics, leaving only the body to be used in acting. Secondly, looking at "Stretch and Squash" method, which represents the distinctive movements of animation, through the lens of media, a paradox arises. Hand-drawn animation are produced frame-by-frame, and a subtle change would make animated frames shiver. This slight shivering acts as an aesthetic distinction of animated feature films, but can also require exaggerated movements to hide the shivering. On the contrary, acting of 3D animation make use of calculated movements that may seem exaggerated compared to human acting, but seem much more moderate and static compared to hand-drawn acting. Moreover, 3D computer graphics add the third dimension that allows more intuitive movements - maybe animators no longer need fine drawing skills; what they now need is directing skills to animate characters in 3D space intuitively. On the assumption that technological advancement and change of artistic expressionism are inseparable, this paper compares acting of 3D animation studio Pixar and classical drawing studio Disney to investigate character acting style and movements.

The Study on the meaning of laughter in Korean Mask Play (민속극에서 웃음의 의미 연구 - 영남지역 민속극을 중심으로)

  • Sim, SangGyo
    • (The) Research of the performance art and culture
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    • no.42
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    • pp.291-319
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    • 2021
  • In this paper, I looked for the parts where laughter appeared in the Mundoong, Yangban, Yeongno, and Grandfather and Grandmother of Tongyeong Ogwangdae and Dongrae Yaryu, and investigated the meaning of those parts. Laughter in mask play has made him more tolerant of human injustice and foolishness. I softened the critical content and naturally revealed what I thought should be hidden. Through a short and noisy plot, the opposing forces, the inner conflict of the Mundoong, Yangban, Yeongno, and Grandfather and Grandmother were shown in a realistic and realistic way. The worldview that creates the structure of realism is typically skeptical and ironic, and the worldview that creates the comical structure related to laughter aims for the ultimate emergence of a new order based on unity and harmony. Masking is thought to be a work in the stage of moving from the latter to the former. Therefore, it is judged that laughter in mask play served as an important medium for Korean art thought to have a realist view of the world. This is because various expression methods that induce laughter are working to reveal negativity, reveal the illusion of contemporary values, and naturally expose restraint and taboo suppression. In laughter, there is a path that transforms perception by fusing several elements. There was realism at the end of the pathway to new perception.

Sound Direction through Listening Point Application (청점운용을 통한 사운드연출)

  • Kim, Eun-Dong
    • The Journal of the Korea Contents Association
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    • v.14 no.11
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    • pp.50-59
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    • 2014
  • A basic role of sound is to give realism to the expressions on the screen or to highlight the images using exaggerated effect as a supporting role. In that way, sound effect makes it possible for audiences to naturally understand realistic images. However, the sound effect in movies is not real 'sound' in fact. Rather, sound effect is a separate cinematic tool that needs a separate direction to manipulate sounds in order to create appropriate effects for particular intention in the movie. While watching the movie, the audiences go through unique experience where they comprehend the manipulated world as the real world. Therefore, direction for sound effect must help deliver realism to the images by auditory factors. Thus, effective sound direction shall have precise and independent design for identification, reason and eurythmical match with the screen and occurred sounds shall be designed based on the subjective listening point to see who is actually listening.

A Study of Renissasnce Decorative Detail -After 1995 Fashion Trend- (현대 패션에 나타난 르네상스적 장식요소에 관한 연구-1995년 이후에 나타난 트랜드 중에서-)

  • Lee, Eun-Young;Seong, Eun-Joo;Lee, Gi-Won
    • The Journal of Natural Sciences
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    • v.10 no.1
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    • pp.153-174
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    • 1998
  • It is based on variety imagination not in monotonous through after '95 fashion trend. Specially, in women's fashion coming back of the feminity with giving status and social advance. Renaissance fashion trend in these days trend. Among modern trend. We find decorative beauty in contemporary fashion trend. There are many expressions about deep and rich color and velvet material, exaggerated collar in ruff collar shape, and applied sleeves and stomacher

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