• Title/Summary/Keyword: 디즈니

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An Animated Study Based on Games - based on the 12 Stages of Christopher Vogler's heroic journey

  • Kim, Tak Hoon;Jeon, Cheon Hoo
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.175-184
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    • 2018
  • The commercial success of the game has also led to animation of the original game, especially the live version of The Street Fighter II in 1994 and a variety of videos of the game-based version, 2D Animation and 3D Animaion until now. But animations are not always successful because they are based on popular and commercially successful games. That's because when the original game was remade into an animation, the difference between the narrative structure of the original game story and the setting of the game and animation is striking. Nevertheless, a feature-length animation based on the Angry Birds game, which was released on May 19, 2016, has also been a huge commercial success, with this paper analyzing the case applied to the 12th stage of Christopher Vogler's hero's journey, Aengibird the Movie, and discussing the way in which the animation developed based on the game compared with other animations. Christopher Vogler, a Hollywood playwright, analyzed the structure of popular-loved movies based on the common narrative of the myth as the main motif of the mythologist Joseph Campbell. His narrative style is a hero's journey, using a total of 12 stages of epic narrative structure to help the protagonist find himself and achieve what he wants. Foreign heroes, adventure films as well as animations from big studios like Disney, Pixar, and Ghibli are using the story-development method of this Christopher Vogler.

Color Analysis of Disney Animation Villain Characters (디즈니 애니메이션 악당 캐릭터의 색채분석)

  • Sung, Rea;Kim, Hyesung
    • Journal of Information Technology Applications and Management
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    • v.28 no.6
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    • pp.69-85
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    • 2021
  • In the era of the 4th Industrial Revolution, not only artificial intelligence, big data, robots, and biotechnology, but also cultural industries that require human creativity will lead. Among the cultural industries, the animation industry has high industrial utilization value due to its high connection with other industries. Among them, animation characters play the most important role as the subject leading the story of animation. In particular, the villain character not only serves as a medium for the main character to lead the story, but also captivates the audience with a different presence from the main character, adding to the fun and completeness of the animation. These characters consist of visual elements such as form and color, of which color is a tool that effectively conveys the character's personality and role to the audience, and is the first visual element to be considered in delicately describing the character's emotions and the relationship between characters. Therefore, this study attempts to analyze the color of the villain character. To this end, we will select eight Disney animations to derive the characteristics of the villain character's color by analyzing the color, value, chroma, and color association of the colors used in the Disney villain character. As a result of the analysis, the colors mainly used by Disney to convey the villain's image were red (R) and Orange (YR), and there was no difference depending on the times or animation production methods. Second, the brightness of Disney villain characters appeared to be the same medium/famous regardless of the times and production methods, and the frequency of use of high brightness was very low. In terms of saturation, the frequency of use of high and low saturation was high. Third, blackish (Bk), Strong (S), dull (Dl), and deep (Dp) tones were mainly used for tones. In particular, in recent 3D animations than previously produced 2D animations, the use of low chroma and the high black mixing rate increased. Fourth, it can be seen that Disney uses color as a visual method to more clearly express the psychology of the villain character using color association. In conclusion, the color selection of animation characters should be carefully considered as a tool to convey the character's personality, role, and emotion beyond simply using color, and the color selection of characters using color associations and symbols strengthens the narrative structure. It is hoped that this study will help analyze and select the character color of animation.

Research on the Creative Style of DreamWorks' Animated Film Script (드림웍스 애니메이션 영화 시나리오의 창작 스타일에 관한 연구)

  • Yan, Liu
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.1
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    • pp.97-106
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    • 2020
  • The mainstream of cinema animated film in today's world is the animated film produced by film companies such as Disney, DreamWorks, and 20th Century Fox. These animated films are influenced by Hollywood blockbusters, high cost, and big-budget, which have brought a gorgeous and splendid audio-visual feast to the global audience. DreamWorks Studios founded in 1994 has become noted in just over ten years. It has produced many high-quality animated works which are well-known all over the world. This achievement is no doubt inseparable from its superior external animation industry environment, and benefited from the American animation industry which commercially operated for almost 100 years. However, in addition to these external environmental factors, DreamWorks' achievements have also come from the extraordinary and superior creation of the animated film scripts, strong narrative script ensures the logic and appeal of animated films. This article takes Kung Fu Panda series, Shrek series, The Prince of Egypt, The Croods, Chicken Run, Megamind and other representative films produced by DreamWorks as key analysis object, using Jean Baudrillard's simulation and imaging theory, Syd Field's screenwriting skills, and Hegel's aesthetic point of view, explores the Creative Style of DreamWorks' Animated Film Script which contains the following four aspects. The script is exaggerated and novel, and the subject matter is rich and targeted. The script creation is very imaginative and can fully express the visual beauty. The structure of the story is well controlled, the space comes from reality but full of imagination. The characters have distinctive personality and the dialogue is moderated but forceful.

Analysis of Tendency of 3D Computer Graphic Techniques in 2D Animations: Majorly in Japanese Animations (2D 애니메이션 작품에서 활용되고 있는 3D 컴퓨터그래픽스 기술 경향 분석 : 일본 장편애니메이션 중심으로)

  • Park, Sea-Young
    • Cartoon and Animation Studies
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    • s.10
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    • pp.121-135
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    • 2006
  • At present, it is very common to use techniques beyond the 2D (two-dimensional) in animations which are found in motion pictures, OVA and TV series. As you can see, PIXAR and Disney have reduced their 2D departments and recently put more effort into 3D (three-dimensional) animation. There is no doubt that producing 3D animation is the big trend. Along with this trend, the national education institutions and the national support policies are also changing to be supportive of 3D animations. We, however, should ask ourselves, if we are on the right track with this change. Through the analysis of the methods of creating 2D animation which we should keep as it is, but instead we import and incorporate with 3D techniques of Japanese 2D animation, I would like to present the importance and the significance of the 2D animation and also to suggest an effective way to create 2D fused with 3D computer graphics techniques.

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A Study on Using Formative Nature of The Voice Actor for 2D/3D Animation Character:Based on Disney and Pixar Case (목소리 배우의 조형성을 이용한 2D/3D 애니메이션 캐릭터 연구:디즈니와 픽사를 중심으로)

  • Jo, Eun-Sung
    • Cartoon and Animation Studies
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    • s.16
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    • pp.165-178
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    • 2009
  • It seems like that the main stream of animation for theaters transferred from cells to 30 animations. It can be easily seen if current situation is compared to the time when al! works were Cell animations. Although earlier papers were mostly about studies on Cell animation works, future studies will publish papers related to 30. Accordingly, this study studied the association of the researcher's paper with 30 works while It had been applied to 20. Then, based on the data, this study analyzed how major/supporting characters were transformed to animation characters in the scenes that were animated at the beginning and end of film that were reieased in 2007. This result was compared with the character made using a voice actor in the Pixar's long piece of animation for theater that had been already screened. The data were made into values to some extent in an attempt to increase satisfaction in the result of analysis comparing the character with the voice actor. When making characters using actual persons, it is hoped that grasping the modeling factors of the images making 20/30 characters as indicated in this study will be helpful in producing animation characters.

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The Surface and the Inside of Japanese Feature-Length Animation: Focused on the Characteristics of Signification (일본 장편 애니메이션의 겉과 속: 의미작용의 특징을 중심으로)

  • Oh, Dong-Il
    • Journal of Digital Contents Society
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    • v.15 no.6
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    • pp.701-710
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    • 2014
  • The analysis on the characteristics of the signification system of Japanese feature-length animations that this essay centrally deals with eventually examines the characteristics of representation and communication in Japanese feature-length animations. In general, most animation works focusing on characters and stories contain the signification systems related to 'denotation' and connotation.' However, tendency of the aesthetic representation and communication that appears differently, depending on the characteristics of the signification system that each animation work pursues. From this point of view, Japanese feature-length animation emphasizes connotative signification system and aesthetic representation, unlike Disney animation that strongly shows the tendency that makes the audience directly immersed in the theme and message of the work conveyed further in the myths by pursuing denotative signification system. And, in the case of Japanese feature-length animation, the 'dissenting and arbitrary interpretation' of the theme, the message that the animation work intends to convey and myths pursued is bound to appear diversely, depending on the audience's experiences and cultural and social backgrounds.

A Study on Good Pose in Pose to Pose (포즈 투 포즈 방식 애니메이션에서 포즈 선별에 대한 연구)

  • Kim, Young-Chul
    • Cartoon and Animation Studies
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    • s.41
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    • pp.57-73
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    • 2015
  • A pose is an important component in the animation with timing and spacing. Pose is the key to describe the story-telling or how the animation behavior. Key animation method is Straight Ahead and pose to pose method. Many animaters have been using these two methods, or by a mix of two ways. It is possible that computer animation make a pose using interpolation between keyframes. The many animators of computer animation are using pose to pose in their work. It is depend on good and strong pose that make audience understand a story or a situation. This makes animators to be efficient of inefficient operation. In this study, according to the effective good pose to catch proposes four ways. There are four methods of making pose that are stretch and squash, the height of the character, the center of weight, step. The law of 12 kinds of Disney Animation is a good reference for the study.

A Study on the Structure of an Animation and the Generation of Signification (애니메이션 <겨울왕국>의 구조와 의미생성 연구)

  • Sung, Re-A;Kim, Hye-Sung
    • Cartoon and Animation Studies
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    • s.37
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    • pp.197-219
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    • 2014
  • , one of the Disney's animations, hit the 10 million audience mark for the first time in the history of animations released in Korea. not only raised the fever with its theme song, 'Let it go', as well as Elsa, Anna, and Olaf's character products but caused sensations in many ways. If so, we need to think about what kind of meaning did create in Korea to be so sensational. This study examines the value that Frozen intended to deliver and the meaning it generated by using Greimas actant model and semiotic square. From the actant model analysis on Anna and Elsa from , it was identified that Anna desired to recover her relationship with Elsa and to take summer back in Arendelle. Her desires can be interpreted as her love toward Elsa and people in Arendelle. Meanwhile, Elsa always desired freedom although she confined herself because of her ability to freeze. In other words, Elsa desired to free herself from her freezing ability by finding out how to control her ability. Such desires of Anna and Elsa were achieved by their actions of true love, and the solution of all the conflicts in was an action of true love. From the semiotic square analysis on the meaning of , it was found out that created past-oriented value with which characters tried to change their abnormal lives of the present into their normal lives of the past. The characters tried to change their present lives where freezing winter comes in the middle of summer, communication between the sisters is cut off, and people try to take advantage of the abnormal state deliberately, into the past when the sisters had a good relationship and the natural season of summer in Arendelle. The past-oriented value that tried to tell us is similar to our reality. In our reality with a lot of unbelievable news and unstable circumstances, we desire to go back to the past when we were filled with affection and hope even though our lives were tough and difficult. This sentiment must have contributed to the huge success of in Korea.

Annual Occurrence Patterns and Three Dimensional Distribution of Mushroom Flies in Pleurotus ostreatus Cultivation Farms (느타리버섯 재배에서 버섯파리의 연중발생패턴과 입체적 분포)

  • Kang, Min-Gu;Kim, Seung-Han;Choi, Chee-Wan;Disney, Henry L;Kwon, Oh-Seok
    • Korean journal of applied entomology
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    • v.56 no.2
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    • pp.213-222
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    • 2017
  • Among flies inside mushroom growing rooms in three farms, Lycoriella ingenua and Megaselia tamilnaduensis were the most common and dominant species during Pleurotus ostreatus cultivation in Korea. In the past, generally, during the incubation period, a low density of mushroom flies was observed in all farms. After the first harvest, mushroom flies density tended to increase sharply. However, many mushroom flies were observed in the summer, despite that season corresponds to the incubation period. This is because annual cultivation systems provide a safe overwintering place compared to seasonal selective ones. The ecology of mushroom flies varies greatly according to the cultivation system. We confirmed that a fallow period reduced the density of mushroom flies. From a survey of the three dimensional distribution of mushroom flies in a growing room, we observed that M. tamilnaduensis showed more positive phototaxis and a higher variation per point of capture than that by L. ingenua. Through this study, two mushroom fly species were identified in the survey farms, with markedly different three dimensional distribution patterns.

A Study on the Visual Effects of Non-Photorealistic Rendering Animation focusing on 'Paperman,' a Short Animation (넌-포토리얼리스틱(Non-Photorealistic) 렌더링 애니메이션의 시각 효과 기법 - 단편 애니메이션 Paperman을 중심으로)

  • Park, Sung-Won
    • Cartoon and Animation Studies
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    • s.40
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    • pp.139-155
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    • 2015
  • Animation is completed in accordance with the original planning of visual direction in the process of post-production. Especially, a variety of visualization skills to meet the planning idea are directed in editing and compositing processes such as rendering and shading in the production of 3D animation. Therefore, the studies how to implement these visual effects have been conducted since the emergence of the animation. The rendering method which appears in the recent animations so often is the effect of 2D animation style although it is applied by 3D technique. 3D animation can be classified as two types including photo realistic and non-photo realistic renderings. The former is to render the images realistically while the latter is to highlight the formative effect with analogue style free from the realism of the photographs. Visual effect of 2D animation is non-realistic, that is, non-photo realistic rendering. The animations produced by this method have the depth of 3D animation expression in terms of space and animating, and can direct the viewer-friendly analogue style visuals, which are widely used as a post-production effect. Hence in this study, we selected a short animation, 'Paperman,' one of Disney's animations, produced by cartoon rendering method which belongs to the class of non-photo rendering technique in 3D graphics, as our subject. We analyzed their techniques and visual effects of the scenes expressed by cartoon rendering method so as to understand whether they meet the original direction idea with the composition work. In addition, we expect further developments of post-production methods, exceeding the limit of graphic expression in alignment with the trend that has become more various in the types and genres of non-photo rendering.