• Title/Summary/Keyword: 만화기법

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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.

A Study on the Effectiveness of the Image Recognition Technique of Augmented Reality Contents (증강현실 콘텐츠의 이미지 인식 기법 효과성 연구)

  • Suh, Dong-Hee
    • Cartoon and Animation Studies
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    • s.41
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    • pp.337-356
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    • 2015
  • Recently augmented reality contents are variously used in public such as advertisements or exhibits as well as children's books. Therefore, it is certain that the market, development of augmented reality contents, is gradually growing. Those who are the producer of augmented reality may be familiar with the skill where those images are used as a marker which is created by image recognition technique. In case of using image recognition technique, they usually use the augmented reality marker platform from Qualcomm since it is able to recognize self-produced images and 3-dimensional figures at no cost. This study was started when undergraduate students began to use those general techniques in their contents producing process. AR majoring students in Namseoul University applied image recognition technique to 3 AR contents exhibited in Sejong Center. Creating 3 different images, they have registered images at Image Target Manager provided by Vuforia to use as a marker. Moreover, they have modified the image producing method to raise the recognition rate by research. The higher recognition rate brings the more stable use of augmented reality contents. To achieve the satisfied rate, they have compared the elements of color contrast, pattern and etc. in the use of platform. Thus, the effective image creation method has been drawn. This study is aiming to suggest the production of stable contents by recognizing smart devices' limitation and producing educational contents. The purpose of this study is to help practically augmented reality contents developers by illustrating the application of augmented reality contents which are based on image recognition technique and also its effectiveness at the same time.

A Study on Synthetic Techniques Utilizing Map of 3D Animation - A Case of Occlusion Properties (오클루전 맵(Occlusion Map)을 활용한 3D애니메이션 합성 기법 연구)

  • Park, Sung-Won
    • Cartoon and Animation Studies
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    • s.40
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    • pp.157-176
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    • 2015
  • This research describes render pass synthetic techniques required to use for the effectiveness of them in 3D animation synthetic technology. As the render pass is divided by property and synthesized after rendering, elaborate, rapid synthesis can be achieved. In particular, occlusion pass creates a screen as if it had a soft, light shading, expressing a sense of depth and boundary softness. It is converted into 2D image through a process of pass rendering of animation projects created in 3D space, then completed in synthetic software. Namely, 3D animation realizes the completeness of work originally planned through compositing, a synthetic process in the last half. To complete in-depth image, a scene manufactured in 3D software can be sent as a synthetic program by rendering the scene by layer and property. As recently the occlusion pass can express depth notwithstanding conducting GI rendering of 3D graphic outputs, it is an important synthetic map not omitted in the post-production process. Nonetheless, for the importance of it, currently the occlusion pass leaves much to be desired for research support and books summarizing and analyzing the characteristics of properties, and the principles and usages of them. Hence, this research was aimed to summarize the principles and usages of occlusion map, and analyze differences in the results of synthesis. Furthermore, it also summarized a process designating renderers and the map utilizing the properties, and synthetic software usages. For the future, it is hoped that effective and diverse latter expression techniques will be studied beyond the limitation of graphic expression based on trends diversifying technique development.

Testimony of the Real World, Documentary-Animation (현실세계의 증언, 다큐멘터리-애니메이션 분석)

  • Oh, Jin-Hee
    • Cartoon and Animation Studies
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    • s.45
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    • pp.27-50
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    • 2016
  • The present study argues that documentary-animation films, which are based on actual human voices, on the level of representation, constitute a new expansion for the medium of animation films, which serve as testimonies to the real world. Animation films are produced using very diverse techniques so that they are complex to the degree of being indefinable, and documentary films, though based on objective representation, increase in complexity in that there exist various types of artificial interventions such as direction and digital image processing. Having emerged as a hybrid genre of the two media, documentary-animation films draw into themselves actual events and elements so that they conceptually share reality-based narratives and are visually characterized by the trappings of animation films. Generally classified as 'animated documentaries', this genre triggered discussions following the release of , a work that is mistaken as having used rotoscoping transforming live action in terms of the technique. When analyzed in detail, however, this work is presented as an ambiguous medium where the characteristics of animation films, which are virtual simulacra without reality, and of documentaries, which are based on the objective indexicality of the referents, coexist because of its mixed use of typical animation techniques, 3D programs, and live-action images. Discussed in the present study, , , and share the characteristics of the medium of documentaries in that the narratives develop as testimonies of historical figures but, at the same time, are connected to animation films because of their production techniques and direction characteristics. Consequently, this medium must be discussed as a new expansion rather than being included in the existing classification system, and such a presupposition is an indispensable process for directly facing the reality of the works and for developing discussions. Through works that directly use the interviewees' voices yet do not transcend the characteristics of animation films, the present study seeks to define documentary-animation films and to discuss the possibility of the medium, which has expanded as a testimony to the real world.

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
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    • v.17 no.8
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    • pp.385-392
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    • 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.

Kinetic Typography study on TV Entertainment Programs - Focused on <2 Days & 1 Night>, , - (TV 예능 프로그램의 키네틱 타이포그래피 연구 - <1박2일>, <런닝맨>, <무한도전>을 중심으로 -)

  • Kim, Hyun-Ki;Bang, Yoon-Kyeong
    • Cartoon and Animation Studies
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    • s.33
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    • pp.363-382
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    • 2013
  • Up until about ten years ago, the use of typography played only an auxiliary role on broadcast television programs, primarily by transmitting information in order to facilitate a basic understanding of content. Recently, however, kinetic typography has become an important component in broadcast production. In fact, kinetic typography has developed into a visual language and a means of artistic expression, one that is increasingly used in the production of entertainment programs on television. This paper analyzes six aspects of kinetic typography: manner of development, location, intent, expressive techniques, color and font selection. Particular attention is placed on their use in three highly rated television entertainment programs: "2 Days & 1 Night", "Running Man", and "Infinite Challenge". The development way consists of the technique : starts off with cut and ends with cut. While, other techniques show conversation and situation representation using Z axis : zoom-in, zoom-out in , X axis : pan in <2 Days & 1 Night>. and Y axis : tilt in . Typographic design elements, expression technique, color, font are shown up according to the feature of each program. The resulting analysis suggests new ways for motion arts designers and the broadcast media to use kinetic typography in the development of television programs.

The Research on Japanese Independent Animator Koji Yamamura's works (일본의 인디펜던트 애니메이션 작가 야마무라 코지의 작품 분석)

  • Park, Gi-Ryung
    • Cartoon and Animation Studies
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    • s.21
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    • pp.19-32
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    • 2010
  • In this essay, Japanese independent animator Koji Yamamura's works were analyzed. As understood from etymology of 'anima', animation is the expression media in which creation of moving image is assumed to be essence. In the independent animation, possibility of animation to the essence shows by the most original and experimental method. And it contributes to diversification of the animation style. Yamamura keeps producing animation independently from the 1980's, and he designed and tried technique and theme of new ideas. Here, on Yamamura's early and after works, his animation method considered by analisis of experimental attempt in technique and theme. In the case of Yamamura, he variously experimented technique on his early works and it was made foundation. And, after , Yamamura searched by the method to harmonize form of animation with content treating drawing animation technique with allegorical theme. Especially, independent animation in Japan has developed growing spontaneously. Therefore the individual aesthetics of Japanese independent animators can be discovered indeed variously intheir creation activity and work. So the importance of independent animation is recognized by concretely analyzing the case of Japanese independent animator. In addition, the way used on the side of possibility of animation expression tries to be considered individual case.

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A study on convergence of 2D and 3D animation : Focused on character and expression technique (2D 애니메이션과 3D 애니메이션의 융합: 캐릭터와 제작 기법을 중심으로)

  • Kim, Min-Jung;Kwak, No-Jun
    • Cartoon and Animation Studies
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    • s.48
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    • pp.45-67
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    • 2017
  • Many of the modern animations have 3D technology, and as time goes by, their production technology becomes more diverse and sophisticated. When John Alan Lasseter insisted on studying CG animation technology, he might have taken our jobs to the computer in the near future, as many people were worried about. It may be premature to worry that an unstable future may become a reality at this point, but I do not think there will be any difference in the fact that many animations are being produced using 3D technology. Since the Toy Story was screened in 1995, the 3D animation production technology has started to develop rapidly and now it has been elaborately developed so that it can not distinguish the part where computer graphics technology is applied from the live film. On the other hand, Disney's 2D animation part falls into the decline path because the appearance of 3D animation was perceived as a new expression technique at that time, and the efficiency of the work process was superior to the 2D animation in addition to receiving the attention from the audience. Is it necessary to accept the retrogression of 2D animation technology, reflecting the environment of the animation industry that 3D animation production technology has become mainstream in the first 20 years since the first theatrical works appeared? Since 2D animation technology has a long history and is still attractive to the audience, it is not hard to find an attempt to combine 2D and 3D animation technology. In this paper, I want to study 2D hand - drawn character in 3D animation. Through this, it is hoped that animation convergence technology will be applied more actively in the future.

"Elsa, Why are you in Fear and Anger?": The Power of Magic and Control of Emotion in Frozen ("엘사여, 뭐가 그리 두렵고 분한가?": 『겨울왕국』에서의 마술의 힘과 감정의 통제)

  • Park, Eun Jung
    • Journal of Digital Contents Society
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    • v.17 no.6
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    • pp.613-621
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    • 2016
  • This paper has the first aim to analyze Elsa's magic power of why and how she, as a heroine in the animation of Frozen, is in the emotion of fear and anger. This paper will explain why these two emotions are twisted compound to identify Elsa's iced emotion in the ice kingdom. And secondly, this paper attempts to connect Elsa's fear emotion in her real life is the other flip with that of anger throughout the characters' network in Frozen, which symbolically reflect the feminine pattern of real society that Walt Disney prospects for the dream society. Through the cognitive process for Elsa's ice kingdom between emotion status and social network, we can assume the pattern of social network with emotional chart and the archetype of human emotion through the cognitive-emotional storytelling on the emotion of Elsa in Frozen.

A Study on the code and design elements as a way of transition (애니메이션 화면 전환 수단으로서의 조형 요소 변화에 대한 연구)

  • Kim, Jean-Young
    • Cartoon and Animation Studies
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    • s.14
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    • pp.83-99
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    • 2008
  • In general, the cut or dissolve or etc., collective changeover represents the change of scene in the film. Animation film makes scene's various parts to allow intended sensibility and narrative factors by special manufacturing skill generating frame image one by one and transfer it to the different symbolic dimensional expression. Nowadays sequential scene composition is not any more the unique special treatment for 2D animation according to image handling skill like morphing, metamorphosis, etc. becomes diverse and elaborate. But 2D manual animation makes spectator to be absorbed into different visual dimensions continuously and strongly beyond character and background, namely object and space. that is 2D manual animation's strong attractiveness. Finally these characteristics enable literary function which makes it possible to do delicate metaphorical through full scene composition basis and to communicate a implicative meaning system The analysis about scene broke boundary between symbolic perspective world and plane formative world and it became more diverse and complicated. Hereupon the analyzing the composition basis of formative element in the animation film scene and it's application effect make it helpful to analysis and application in the modern image scene having new absorbing methods

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