• Title/Summary/Keyword: 디즈니애니메이션

Search Result 78, Processing Time 0.027 seconds

Hegemonic Masculinity in Disney Animated Films (디즈니 애니메이션에 나타난 헤게모니적 남성성)

  • Lee, A-Ram-Chan
    • Cartoon and Animation Studies
    • /
    • s.19
    • /
    • pp.37-50
    • /
    • 2010
  • The purpose of this paper is to explore the hegemonic masculinity in Disney animated feature films in terms of Antonio Gramsci's hegemony and R. W. Connell's hegemonic masculinity. According to Gramsci, hegemony refers to the predominance of a dominant group over other groups. By the same token, Connell uses the term hegemony as the configuration of gender practice which embodies the domination of men and the subordination of women. He describes four masculinities to explore male hierarchy in male groups: hegemonic masculinity, subordinated masculinity, complicit masculinity, and marginalized masculinity. Through Connell's terms, this study investigates masculinities in Disney films, especially Beauty and the Beast (1991) in relation to hegemonic masculinity. As a result, Disney describes repeatedly hegemonic masculinity as hard body defined by Susan Jeffords and supports tacitly the domination of a specific male group.

  • PDF

Comparative study of motion in limited animation - Focusing on American Animation & Japanes Animation- (리미티드 애니메이션에서 나타난 동작비교연구 -미국과 일본애니메이션 중심으로-)

  • Lim, Yong-Seob
    • Journal of Digital Convergence
    • /
    • v.17 no.8
    • /
    • pp.385-392
    • /
    • 2019
  • The limited animation method which is a Japanese Animation frame production method was born in the U.S. but it is Japan where it was most actively used and developed. With this in mind, this researcher conducted a comparative study on the movements shown in animated films of the U.S. and Japan to identify success factors. For an analysis of the animated films of the two countries, first, the difference between orthodox animation and experimental animation was analyzed. Second, the concept of limited animation was reviewed, as well as its difference from full animation. Lastly, for an analysis of the difference between animations of the U.S. and Japan, 'Disney's 12 principles of animation' was applied.

Study on the Transfiguration of Animation's Narratives using Archetypical Narratives -Focused on the Disney's (동화를 원작으로 하는 애니메이션의 서사 변용에 대한 연구 - 디즈니 애니메이션 <라푼젤>을 중심으로)

  • Kim, Eun-Sung;Lee, Young soo;Kang, ji young
    • Cartoon and Animation Studies
    • /
    • s.44
    • /
    • pp.263-284
    • /
    • 2016
  • The transformation of plots using the archetypical narratives is not just a repetition of the past story, but finding a new suitable meaning for present time and society. Due to this, the story can be variated depending on what the transformation has the main point for. Disney's animation overcomes the narrative feature of the past classic fairy tale that worked only for particular age and people, and recognized as a contemporary story that can give impression to more various people. This study use Vladimir Propp's Morphology of the Folktale, Carl Gustav Jung's complexes and shadow theory to examine how this animation is modernly recreated by transforming the archetypical narrative. As a result, we can find characteristics of structure and function for contemporary story, and those also work with characters in the recreated animation. Through this study we discovered that Disney's animation is a transfiguration of archetypical narrative through the exhaustive analysis, and this could be the helpful research for the future creation of animation which uses the archetypical narratives.

Analysis of the female character and modeling design features of 'Frozen 2' ('겨울왕국 2' 여성 캐릭터의 성격과 조형 디자인 특징 분석)

  • JIANG, QIANQIAN;Chung, Jean-Hun
    • Journal of Digital Convergence
    • /
    • v.19 no.6
    • /
    • pp.309-314
    • /
    • 2021
  • Disney animation can be said to be part of American culture and art. With the changes in American society and culture, we can see the changes in the personality and social status of female characters in Disney animation. Especially in the Disney animation works published after 2000, many works showing equality in the social abilities and status of women and men have been published. In this study, the characteristics of female characters of the 20th century and the 21st century is compared and analyzed the characters of Elsa and Anna, who expressed the female image in a metaphorical way of 'Frozen 2'. And studied the characteristics and meanings of clothing and colorful shapes. This paper reveals the design elements needed to construct a gender-equality image of female characters, and hopes that it will become a useful research material for the animation industry and academia in the future.

Interesting visual element analysis of 3D character design - Based on the animated Disney - (3D캐릭터 디자인의 시각적 재미 요소 분석 -디즈니 애니메이션을 중심으로-)

  • Jin, Hui;Lee, Jong Han
    • Cartoon and Animation Studies
    • /
    • s.44
    • /
    • pp.163-181
    • /
    • 2016
  • The 3D animation is the trend of more and more as the years go by. 2016 works "red soil" of the works through the analysis of the new changes, and also in the interest of those factors, which play an important role, how to performance in the appropriate way of expression. according to the focus of work in the process of modeling design of meaning and symbol and character, action and expression of the meaning of understanding and appreciation of the works, the meaning of double the fun.

Modernist painting style in Disney animation (디즈니 애니메이션에 나타난 모더니즘 회화스타일 : 색, 형태, 공간을 중심으로)

  • Moon, Jae-Cheol;Kim, Yu-Mi
    • Cartoon and Animation Studies
    • /
    • s.33
    • /
    • pp.31-53
    • /
    • 2013
  • In the early twentieth century, history of animation began by modern artists, they produced various experimental images with the newly invented film and cameras. Artists in the field of movie, photography, paintings and others manipulated images in motion. But as some animated movies won industrial success and popularity, they became the trend but experimental style of early animation preserved by so-called non-mainstreamers or experimental animators, counteracting commercialism. Disney animation also followed the trend by applying realistic Hollywood film style, the worse critics placed a low value on the animation and it tarnished the image, although it was profitable investment from a business standpoint. To make images realistic, they opened a drawing class that animators developed skills to imitate motions and forms from subjects in real life. Also some techniques and gizmos were used to mimic and simulate three dimensional objects and spaces, multiplane camera and compositing 3D CG images with 2D drawings. Moreover, they brought animation stories from fairly tales or folk tales, and Walt's personal interest in live-action movies, they applied Hollywood-film-like narratives and realistic visual, and harsh criticism ensued. On the surface early disney animations' potential seems to be weakened, but in reality it still exists by simplifying and exaggerating forms and color as modern arts. Disney animation employs concepts of the modernism paintings such as simplified shapes and colors to a character design, when their characters are placed together in a scene, that visual elements cause mental reaction. This modification gives a new internal experience to audiences. As conceptual colors in abstract paintings make images appeared to be flat, coloring characters with no shading make them look flat and comparing to them, background images are also appeared to be flat. On top of that, multi-perspective at background images recalls modernist paintings. This essay goes in details with the animation pioneers' works and how Disney animation developed its techniques to emulate real life and analyses color schemes, forms, and spaces in Disney animation compared with modern artists' works, in that the visual language of Disney animation reminds of impression from abstract paintings in the beginning of the twentieth centuries.

The Role of Animation Technical Director of Disney's 3D Feature Animation (디즈니 극장용 3D 애니메이션에서 애니메이션 테크니컬 디렉터의 역할)

  • Paik, Jiwon;Kim, Jae-Woong
    • Cartoon and Animation Studies
    • /
    • s.37
    • /
    • pp.491-508
    • /
    • 2014
  • As number of making 3D feature animation films is increasing, 3D production pipeline become more complicated and more artists are needed than before. Major studios in foreign countries, in burden of producing high quality films with limited amount of budget and time, have been handling such difficulties by hiring technical directors in each department such as animation, rigging, cloth hair, and effect. Technical director is new occupation which appears after trend of producing animation is changed from 2D to 3D. Importance of technical director is increasing in respect to studios' needs which are related to complication in production time, manpower, budget, and production pipeline. This research is based on the researcher's work experience as an animation TD at Walt Diseny Animation Studio and Sony Pictures Imageworks, interview with working professionals, and related books and thesis. It focuses on the role of animation technical director in Disney's 3D feature animation film from two perspectives, 'Designing Production Pipeline' and 'Analyzing Problem of Shot'. Animation technical directors design and test production pipeline so that they can detect and solve problems that may arise in production process as early as possible. They not only analyze numerous problems of characters or shots limited to animation department but also in other departments such as modeling, mapping, character rigging, cloth, hair, lighting, rendering, software development in order to support artists to complete their shots according to the production schedule. In accordance with recent trend of increasing number of 3D feature animation film production in South Korea and collaboration with foreign studios outside of South Korea, it is vital to train animation technical directors who can develop production pipeline, analyze various problems of shots and characters to escalate efficiency in production.

V+현장탐방_(주)디지아트프로덕션 - 토종애니메이션기술 해외에서 '빛'나다

  • Song, Hyeon-Ho
    • Venture DIGEST
    • /
    • s.129
    • /
    • pp.22-23
    • /
    • 2009
  • 가필드, 파이스토리 등 3D 애니메이션영화를 자체 제작하여 수출하고 있는 회사, 국내에서 보다 해외에서 더 유명한 회사. 국내에서 유일하게 3D장편 애니메이션을 제작할 수 있는 능력을 갖춘 회사. 바로 디지아트가 가지고 있는 타이틀이다. 실제로 전 세계적으로 장편 3D 애니메이션을 제작할 수 있는 곳은 열 손가락 안에 꼽힐 정도로 높은 기술력을 요구한다. 디지아트는 100% 자체 기술로 픽사, 디즈니 등 세계적인 회사와 공동으로 작업하면서 실력을 인정받았다. 불모지나 다름없는 애니메이션 시장에 새지평을 열어가고 있는 디지아트를 찾았다.

  • PDF

The Study of Disney's Twelve Animation Method in (<인크레더블>에 표현된 디즈니의 12가지 애니메이션 기법에 관한 연구)

  • Lee, Dong-Jin;Lee, Jong-Han
    • Cartoon and Animation Studies
    • /
    • s.12
    • /
    • pp.74-85
    • /
    • 2007
  • The animation exercises its influence all over the our lives, specially it has originated the new film industry by combining and applying with movies and CF. The current of time being active of animation industry brought about many changes to all the field of making films, planning and consumption. This paper is written for to inspect animation techniques that has developed to expand and break the limit of the animation's processing and expanding the part of expression. Specially by analyzing which is made by PIXAR, inquired how the 12 Disney animation skills were applied. As a result, the 12 Disney animation skills were combined to express one natual movement. Even though is 3D animation made by not Disney but PIXAR and made in 2004, it was applied and followed the 2D animation's the processing skill in 1987. Consequently, we could know even if the production, the way to produce and the time change, the exact same way of the 1987's producing skill has applied for now.

  • PDF