• Title/Summary/Keyword: 만화.애니메이션

Search Result 845, Processing Time 0.017 seconds

Realization of Style Applying Subtext - Focusing on Ahn, Sung-kee's Role in Movie - (스타일 구현을 위한 서브텍스트 활용 -영화 <부러진 화살>의 안성기 역을 중심으로-)

  • Eo, il-Sun;Jeong, Min-Young
    • Cartoon and Animation Studies
    • /
    • s.41
    • /
    • pp.169-185
    • /
    • 2015
  • This thesis will observe and study the acting pattern and subtext of Ahn, Sung-kee who is known to be "The Nation's Actor" in South Korea's movie industry and currently has been on the screen with multiple different characters in about 120 films. He started his career as a child actor in Kim, Ki-young's movie at the age of five. Ahn is exceptional at communicating through solely on screen in terms of delivering characters' characteristics to audience with variety of characters. We provided some of the acting patterns he has shown in different roles of characters that he played such as in comedic, mellow and extraordinary acting. Following will be analysis on subtext of Professor Kim, Kyung-ho the role Ahn played in Jung, Ji-young's movie in terms of what type of factors was prepared and how it has delivered in each important scene. Generally, acting's basic skills and talents are similar between theater and movie. However, in movies, understanding of shots and preparation is needed. To deliver this well, a depth study of those characteristics such as expression method of subtext and continuous practice is necessary. Based on researches, we will talk about how important screen actors need to understand and prepare those characteristics when they act their roles and express the subtext of each character.

A Study on Dual Structure in a Mirror - Revolve around the Relations between 'A Person Who sees' and 'A Person Who is Seen' - (거울(mirror)의 이중적인 구조에 대한 연구 - '보는 자'와 '보이는 자'의 관계를 중심으로 -)

  • Song, Dae-Sup;Lee, Eun-Young
    • Cartoon and Animation Studies
    • /
    • s.41
    • /
    • pp.429-454
    • /
    • 2015
  • The starting point of this discussion resides in the 'eyes' of mirror in a sense of seeing the self reflected in a mirror. The meaning of mirror has been evolved over the centuries while strengthening its sense of identity by bringing up some questions for resemblance, reproduction, self-reflection and reality. A mirror has also extended its vision and provided with a range of images that the self can't have. In this regard, looking into a mirror has been a sustained focus of attention by creating another ostensible being of self-image. This shows the two sides of mirror, which reveals an ambiguous gap between substance and illusion. An excessive immersion in a reflected image in a mirror is intensified and expressed today. The eyes of mirror consisting of a complex dual structure show relations between a person who sees and a person who is seen, which draws a hazy line of demarcation between the subject and the object. This opens up the possibility of the world of chiasme, where you could face all the aspects being from the eyes of others. Furthermore, the meaning of the reflection in a mirror has formed a creative discourse as an enigmatic medium that creates a variety of 'eyes' in various forms of aesthetic expression like paintings and literature. I accordingly suggest that the 'eyes of mirror' is the ambiguous 'eyes of human being' reflected in two territories of the world. Therefore, I will present the historical development of the perspective on the mirror to take a concrete approach in which it opens up the reflective structure of resemblance through a series of examples projected onto the literary and artistic productions. This study will serve as ruminations on the fact that your life is being existent in 'chiasme' of mutual entanglement between the self and the world by investigating relations between a person who sees and a person who is seen, in other words, relations between the perceiving subject and the eyes of others reflected in a mirror.

The Impact of the Panorama on Contemporary Sculpture and Installation - The Panorama in the Development of the Perspective-

  • Halbherr, Bernd;Yoo, Jong Yoon
    • Cartoon and Animation Studies
    • /
    • s.41
    • /
    • pp.407-427
    • /
    • 2015
  • This thesis is research about the development and application of the panorama image in contemporary artwork, focusing on sculpture and installation. The samples of artworks are a selection of representatives from numerous examples of works that cannot be introduced without exceeding a reasonable scope of the thesis. A brief outline of the historical concepts of the perspective will describe the development of the panorama in itself. Some technical explanations and the practical use of the panorama with its link to 3-dimensional applications should bridge the explanation gap between the 2nd and 3rd dimensional usage of the panorama in contemporary artwork. Furthermore, some philosophical statements are proposed in the discussion. One of the main interests and initial motivation of this study was my personal believe that there is always a relationship between social philosophical values and the way a society sees or encounters visual structures. In other words the contemporary understanding of space and perspective is mirroring the actual zeitgeist and creates an exemplary visual aesthetics.

The Current Status and Development Direction of Mixed Reality Content (혼합현실 콘텐츠의 현황과 발전방향)

  • Kim, Hee-young
    • Cartoon and Animation Studies
    • /
    • s.46
    • /
    • pp.181-206
    • /
    • 2017
  • In the near future, we are expected to live in a Mixed Reality environment where reality and virtuality coexist as today we live using the Internet and smartphones in our daily lives. The relevant content based on the idea of Mixed Reality crystallizing is currently expanding, and it is time for research on it. This study examines the current situation and the development direction of mixed reality contents. Typical mixed reality contents can be classify by wearability. We analyzed HoloLens, a mixed reality wearable device that is worn on a head, which is a example of wearable device. As an example of unwearable device, we also analyzed the Room2Room which is a communication system that combines video with augmented reality-based telepresence avatar. Mixed Reality content will develop in the direction of implementing expanded use of information and more natural realism through the interactive combination of Reality, Virtual Reality, and Augmented Reality. As head-mounted wearable technology develops, Mixed Reality content is expected to become popular by increasing the number of Mixed Reality device users if convenience and price competitiveness are secured. The way of unifying Mixed Reality wearable devices must be established in order to increase convenience, and the environment based on Mixed Reality will be created through diversifying leisure activity content. Telepresence Avatar is expected to develop into Mobile Hologram Avar as Mixed Reality content accessible anywhere and at anytime beyond space limits. Another potential for development of Telepresence Avatar is the combination of Avatar moving on user's thought, Augmented Human technology and Mixed Reality.

A Study on the new works obtained by the combination of prints and various media (판화와 다양한 매체와의 결합으로 얻어지는 새로운 작품에 관한 고찰)

  • Song, Dae-sup;Park, Ye-shin
    • Cartoon and Animation Studies
    • /
    • s.46
    • /
    • pp.207-231
    • /
    • 2017
  • Printmaking is a field of fine arts and is placed on a vague boundary that is perceived as a commercial product with a popular character due to the speciality of editions. Advances of modern science and technology has developed a new technique of printmaking, and the fusion of printmaking and computer has shown the possibility of reproduction art. Reproduction printmaking has been heavily influenced by photography and extended areas, and the various forms of printing have brought about many changes and attempts by stimulating the possibilities of indirect art at various angles. As the history of printmaking and technology closely relate, the development of computer makes widespread expansion of plural artistry, technological and artistic change. A new conceptual shape can be created on the copied image simply by placing the material of the print on the smoothly flat surface expressed in digital form. The process and the result of such work show the area of unique work which is different from the value of the $\grave{a}$ la carte art or the characteristics of the material given by the print. The deprecated perception of reproducibility evaluated the value of the work in a direct sense of printmaking. It is undeniable that it is devalued by a bundle of works regardless of the value of each edition. However, the physical properties of the prints on the paper are brought up with hand drawings drawn on the canvas by hand. And it becomes an opportunity to show new aspect and change through the process of combining digital print information on paper. The diversity of media is sometimes a controversy of identity between art and technology. In the future, it should be discussed how the limit of the media which can be enjoyed in the field of art can be set as a standard.

Represented by the Color Image Emotion Emotional Attributes of Size, Quantification Algorithm (이미지의 색채 감성속성을 이용한 대표감성크기 정량화 알고리즘)

  • Lee, Yean-Ran
    • Cartoon and Animation Studies
    • /
    • s.39
    • /
    • pp.393-412
    • /
    • 2015
  • See and feel the emotion recognition is the image of a person variously changed according to the environment, personal disposition. Thus, the image recognition has been focused on the emotional sensibilities computer you want to control the number studies. However, existing emotional computing model is numbered and the objective is clearly insufficient measurement conditions. Thus, through quantifiable image Emotion Recognition and emotion computing, is a study of the situation requires an objective assessment scheme. In this paper, the sensitivity was represented by numbered sizes quantified according to the image recognition calculation emotion. So apply the principal attributes of the color image emotion recognition as a configuration parameter. In addition, in calculating the color sensitivity by applying a digital computing focused research. Image color emotion computing research approach is the color of emotion attribute, brightness, and saturation reflects the weighted according to importance to the emotional scores. And free-degree by applying the sensitivity point to the image sensitivity formula (X), the tone (Y-axis) is calculated as a number system. There pleasure degree (X-axis), the tension and position the position of the image point that the sensitivity of the emotional coordinate crossing (Y-axis). Image color coordinates by applying the core emotional effect of Russell (Core Affect) is based on the 16 main representatives emotion. Thus, the image recognition sensitivity and compares the number size. Depending on the magnitude of the sensitivity scores demonstrate this sensitivity must change. Compare the way the images are divided up the top five of emotion recognition emotion emotions associated with 16 representatives, and representatives analyzed the concentrated emotion sizes. Future studies are needed emotional computing method of calculation to be more similar sensibility and human emotion recognition.

Research in the Direction of Improvement of the Web Site Utilizing Google Analytics (구글 애널리틱스를 활용한 웹 사이트의 개선방안 연구 : 앱팩토리를 대상으로)

  • Kim, Donglim;Lim, Younghwan
    • Cartoon and Animation Studies
    • /
    • s.36
    • /
    • pp.553-572
    • /
    • 2014
  • In this paper, for the evaluation of the ease of a particular Web site (www.appbelt.net), insert the log tracking code for Google Analytics in a page of the Web site to collect behavioral data of visitor and has studied the improvement measures for the problems of the Web site, after the evaluation of the overall quality of the Web site through the evaluation of Coolcheck. These findings set the target value of the company's priority (importance) companies want to influence the direction of the business judgment are set up correctly, and the user's needs and behavior will be appropriate for the service seems to help improvement.

Examining Genre Tastes of Hollywood Movies in Korea (할리우드 영화의 장르별 수용 : 한국 영화시장에서의 문화적 할인현상을 중심으로1)

  • Park, Seung Hyun;Chang, Jeong-Heon
    • Cartoon and Animation Studies
    • /
    • s.36
    • /
    • pp.511-551
    • /
    • 2014
  • This study has examined genre tastes of Hollywood movies in Korea. A concept of cultural discount suggests that Hollywood film in foreign countries would be received differently according to its specific attributes. Following the suggestion of cultural discount, this study examines how local reception of Hollywood movies is different in Korea, focusing on film genre, production budget, and U.S. box office. The results show that genres are useful variables for such analysis, indicating that certain film genres are indeed suffering from relatively high cultural discount at the level of Hollywood movie import/distribution. Comedy, specifically, constitutes the crucial particularistic movie genre. However, this study does not find out any significant effect of movie genres on the box office in Korea, controlling the effect of U.S. box office and production budget. As Hollywood studios have recently produced multi-genre movies rather than genre-specific movies to induce a variety of audience who have different movie tastes, the influences of cultural discount disappeared among imported Hollywood movies in Korea. This study also reveals that Hollywood movies of high production budget and of successful U.S. box office are more preferred in Korea.

User Behavior Model Based on Shooting Photograph Interaction for Funology ; Focused on 'PhoDoSee' Kiosk (퍼놀로지를 위한 사진 촬영 인터랙션 기반에서의 사용자 행태 모델 ; '포도씨' 키오스크를 중심으로)

  • Kim, Hanjae;Kwon, Jieun
    • Cartoon and Animation Studies
    • /
    • s.36
    • /
    • pp.643-667
    • /
    • 2014
  • Recently, shooting photographs have become highly popular among general public and been used by various media such as digital camera, mobile, and kiosk. We could find that users prefer to Funology which is combined by fun and hardware technology on emotional point of view. Shooting photographs attracts user participation and makes effect of design to expand. The goal of this study is to classify user actions in a electronic kiosk which includes digital photography function based on the perspective of Funology and to bulit user behaviors model. Therefore user group model will be defined, and then interaction design guidelines of shooting photographs will be proposed. For this research, first of all, the concepts of Funology and user interaction with taking photographs are classified to three types which is based on literature investigation. Secondly, "Phodosee" kiosk is examined with Funology design elements which have been categorized beforehand. Then user's behaviors which are shown their interaction with "Phodosee" kiosk are observed and analyzed using video ethnography based on Funology perspectives. Finally, four persona models are suggested based on user's behaviors as follows; 1) to avoid being taken photography, 2) to try to shoot photography, 3) to participate shooting photography and 4) to lead others to take photography. To summarize this study, effects and limitations of Funology design elements using digital photography are discussed and guideline is suggested to improve user experience design.

Evolutionary & Revival of ChunCheon Cultural Cluster (춘천 문화산업 클러스터의 진화와 회생)

  • Seo, Jeong-Soo;Kwon, Jae-Woong
    • Cartoon and Animation Studies
    • /
    • s.25
    • /
    • pp.155-175
    • /
    • 2011
  • The cultural cluster in Chuncheon was initiated in the late 1990s with the combination of diverse components, which were companies, a local government entity, educational institutions, and human resources. In order to hold ability of standing on its own way in a hard time when the local cultural industries could not had developed by themselves, it urgently required the encouragement policy in the name of industry development. GIMC (Gangwon Information & Multimedia Corporation) was established in this situation, and policy strategies for promoting the cultural cluster was decided on the basis of GIMC's strategies. This article analyzes the evolution process of the local cluster and suggests characteristics of its every stage--initiation, development, and decline--on the basis of cluster competition concept because of the problem to deal with the evolution process of cluster from the existing viewpoint. This article finds out that Chuncheon cluster embarked on cultural cluster strategies without concerning basic elements which had to be prepared from the initial stage. This problem worked as the serious obstacle hampering development of Chunchen cluster. This problem was the matter of policies in providing a direction of industry development as well as leading a local cultural cluster and led to a result of weakening the connection among cluster components. As a result, this article shows that the current status of Chuncheon cultural cluster is being entered the decline stage, and, therefore, suggests that the advanced policy to promote cluster for a next round is urgently needed. Stable closing the first round of cultural cluster policies and thorough preparation for the second round is the only practical solution to minimize side effects of cluster decline. It is the prerequisite to restore trust and, at the same time, reinforce relationship between members who consist of Chuncheon cultural cluster.