• Title/Summary/Keyword: 애니메이션화

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A study of center of gravity on 3d character animation (3D 캐릭터 애니메이션에서의 무게중심 관한 연구)

  • Cho, Jae-Yun
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.356-361
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    • 2006
  • 모션캡처기술은 이미 많은 애니메이션과 게임에서 보편화되어 사용되고 있다. 하지만, 이런 좋은 기술을 뒤로 한 채 아직도 많은 애니메이터들이 직접 애니메이션을 하고 있다. 모션캡처 기술비용과 제작시간 때문이기도 하지만 사람과 상이한 체형을 가진 3D 캐릭터에 사람의 모션을 적용하기엔 어색한 부분이 많기 때문이다. 또한, 캐릭터의 특징을 부각시키거나 왜곡시키는 등의 과장의 표현은 불가능하다. 캐릭터의 생명은 그 캐릭터가 가진 성격과 체형에서, 그 캐릭터만의 자연스런 움직임을 표현하는데 있다. 기획과 의도에 따른 특성들을 과장하여 표현하되 인간의 동작에 익숙해 있는 우리 눈에 어색함으로 비춰지지 않도록 해주어야 비로소 생명력이 있는 캐릭터를 만들 수 있다. 다양한 모양의 캐릭터는 서로 다른 무게중심을 가졌고 이를 고려하지 않고 애니메이션 했을 때 여러 가지 문제점이 생긴다. 이러한 문제점은 캐릭터가 자연스럽지 못하게 보이는 가장 큰 원인 중 하나다. 본 논문은 게임과 애니메이션 등에서의 3D 캐릭터가 더욱 생생하고 현실적으로 보이도록 돕는데 그 목적이 있다. 그 중, 중요한 요소인 무게중심에 대한 이해와 함께 활용방법에 대한 연구에 목적을 둔다. 캐릭터의 자연스러운 움직임을 위해 무게중심은 반드시 고려해야 할 문제이고 캐릭터의 특성 및 성격 표현에도 중요한 영향을 미친다. 애니메이터들에게 무게중심에 대한 중요성을 알리고 새로운 접근방법을 제시하는 것을 본 논문의 가치로 삼는다.

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Success Factors of Animation: A case study of Pororo (애니메이션의 성공조건: <뽀롱뽀롱 뽀로로> 사례를 중심으로)

  • Kim, Doh-Yeon
    • The Journal of the Korea Contents Association
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    • v.11 no.8
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    • pp.170-176
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    • 2011
  • When the process of planning and production of Pororo is to be analyzed, scientific and meticulous contents planning which considered even cultural discount, and collaborative business partnership which maximized the strength of each participants are found to be the main success factors. Owing to them, Pororo has resulted in continuous profit making through various outlets, the production of series up to 4 seasons, and successful sales in foreign markets. However, OSMU strategy as the key business strategy was not intended from the stage of planning, but was resulted as the business process after good contents were created. In order to have more successful cases like Pororo, and to build a good animation industry ecosystem, efforts by the industry and effective supporting system by the governments should be met.

Semiotic Analysis of Propaganda Animation Der Fuehrer's Face (프로파간다 애니메이션 <총통의 얼굴>의 기호학적 분석)

  • Oh, Dong-Il
    • The Journal of the Korea Contents Association
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    • v.15 no.11
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    • pp.50-57
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    • 2015
  • The fact that Disney studio produced several propaganda animations for the U. S. Government during World War II, is not widely known to the public. Der Fuehrer's Face that this essay centrally deals with totally includes the characteristics of signification and aesthetics in Disney animation. And, Der Fuehrer's face shows the tendency that represent the connotative theme of the work and myth to the audience, based on the typified character and the imagery of spaces in the work. Therefore, from this perspective, the semiotic studies on Der Fuehrer's Face is ultimately the approach to the characteristics of Disney animation's representation and communication that is established, through experimental trials and efforts.

A Study on the Alighieri Dante's La Divina Commedia focused on Wuwei-ziran & Humanism in Length animation '9' (단테의 신곡으로 본 장편애니메이션 '9'의 무위자연과 인본주의 연구)

  • Park, Yoon-sung
    • Journal of Digital Convergence
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    • v.15 no.1
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    • pp.435-441
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    • 2017
  • In this study, through the Wuwei-ziran of Alighieri Dante's La Divina Commedia & Humanism and Chuang-tzu, revealed in the full-length animation '9' reflecting the loss of humanity and the recovery and the artististic consciousness of producing animation with a new world view, It is an animation case analysis that restores humanity and awakens the inside of human being. Wuwei-ziran of Chuang-tzu is a way of life which helps humans to flow through relation and coordination. Wuwei-ziran is a way of life of dharma where all things are harmonized by the subjective self It is the beginning.

A framework for time-varying data animation in VR environments (고해상도 디스플레이 환경에서의 시변환 데이터 애니메이션을 위한 프레임워크)

  • Hur, YoungJu;Lee, JoongYeon;Kim, MinAh;Gu, GiBeom;Lee, SeHoon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.05a
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    • pp.379-382
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    • 2013
  • 시변환 데이터(time-varying data)는 과학 시뮬레이션의 결과로 생성되는 데이터의 일종으로, 일반적인 스테디 데이터(steady data)와는 달리 시간에 따른 데이터의 변화를 담고 있다. 따라서 시변환 데이터를 가시화하는 것은 시간에 따른 데이터의 변화를 비교, 분석할 수 있는 방법을 제공해야 한다는 것을 의미한다. 일반적으로 시변환 데이터는 대용량 데이터에 해당되며, 따라서 대부분의 경우에는 일반 PC 환경에서 시변환 데이터에 대한 애니메이션을 수행하는 것이 불가능하다. 본 논문에서는 병렬 렌더링 시스템에서 대용량의 시변환 데이터에 대해 일련의 가시화 작업을 수행 함으로써 데이터의 시간에 따른 변화를 분석할 수 있게 해주는 병렬 애니메이션 프레임워크에 대해 소개한다. 본 논문에서 소개하는 애니메이션 프레임워크는 병렬 렌더링 시스템을 기반으로 시변환 데이터에 대한 애니메이션을 수행하며, 이를 위한 렌더링 동기화 프로세스를 제공한다. 이 환경은 향후 지원 분야, 지원 장비에 따라 다양한 형태로의 확장이 가능하며, 고해상도 디스플레이 환경에서 가상현실을 기반으로 사용자와 상호작용하는 것이 가능하다.

Postfilic Metamorphorsis and Renaimation: On the Technical and Aesthetic Genealogies of 'Pervasive Animation' (포스트필름 변신과 리애니메이션: '편재하는 애니메이션'의 기법적, 미학적 계보들)

  • Kim, Ji-Hoon
    • Cartoon and Animation Studies
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    • s.37
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    • pp.509-537
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    • 2014
  • This paper proposes 'postfilimc metamorphosis' and 'reanimation' as two concepts that aim at giving account to the aesthtetic tendencies and genealogies of what Suzanne Buchan calls 'pervasive animation', a category that refers to the unprecedented expansion of animation's formal, technological and experiential boundaries. Buchan's term calls for an interdisciplinary approach to animation by highlighting a range of phenomena that signal the growing embracement of the images and media that transcend the traditional definition of animation, including the lens-based live-action image as the longstanding counterpart of the animation image, and the increasing uses of computer-generated imagery, and the ubiquity of various animated images dispersed across other media and platforms outside the movie theatre. While Buchan's view suggests the impacts of digital technology as a determining factor for opening this interdisciplinary, hybrid fields of 'pervasive animation', I elaborate upon the two concepts in order to argue that the various forms of metamorphorsis and motion found in these fields have their historical roots. That is, 'postfilmic metamorphosis' means that the transformative image in postfimic media such as video and the computer differs from that in traditional celluloid-based animation materially and technically, which demands a refashioned investigation into the history of the 'image-processing' video art which was categorized as experimental animation but largely marginalized. Likewise, 'reanimation' cne be defined as animating the still images (the photographic and the painterly images) or suspending the originally inscribed movement in the moving image and endowing it with a neewly created movement, and both technical procedues, developed in experimental filmmaking and now enabled by a variety of moving image installations in contemporary art, aim at reconsidering the borders between stillness and movement, and between film and photography. By discussing a group of contemporary moving image artworks (including those by Takeshi Murata, David Claerbout, and Ken Jacobs) that present the aesthetic features of 'postfilmic metamorphosis' and 'reanimation' in relation to their precursors, this paper argues that the aesthetic implications of the works that pertain to 'pervasive animation' lie in their challenging the tradition dichotomies of the graphic/the live-action images and stillness/movement. The two concepts, then, respond to a revisionist approach to reconfigure the history and ontology of other media images outside the traditional boundaries of animation as a way of offering a refasioned understanding of 'pervasive animation'.

The Body Understanding and Narrative Research of "I Am What I Am" (2021) (애니메이션 <웅사소년>(2021)의 신체에 대한 인식과 서사 연구)

  • Xu, Yi-Jia;Choi, Eun-Kyoung
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.172-180
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    • 2022
  • Focusing on the concept of "narrative of desire" advocated by Peter Brooks, this paper aims to analyze the construction and presentation of the body narrative in I Am What I Am, combined with the "body situation" concept of Merleau-Ponty, the pioneer of body studies. This paper first analyzes the changes in the characters' physical and mental cognition in the film through the "desire narrative" and "visual body" proposed by body narratologist Peter Brooks. Secondly, this paper summarizes the physical and mental evolution of the coward-rebel-disciple-self-breaker experienced by the teenager, and analyzes the continuous plot composed of the body in time and space through the physical situation formed by time and space, that is, the visual presentation of the juvenile's personal body picture. So the protagonist's physical desire and visual body in "I Am What I Am" are the meta-driving forces of the narrative. The film presents the subject's physical desire in a visual way, and reproduces the deduction process of the body narrative through the body situation.shift from the common surreal, magical special effects, exaggeration, deformation and other techniques of commercial animations such as "Ne Zha: Birth of the Demon Child" (2019) and "Legend of Deification" (2020) to the true-life "I am What I am". "(2021), "To the Bright Side" (2022) and other visual experiences of the same kind marks breakthroughs made by Chinese animation and is of practical significance.

Structuralization of CGI Visual Format for Digital Cinema and Digital Animation -Focused on Film - (디지털시네마와 디지털애니메이션을 위한 CGI 시각형식 구조화 -영화<정글북>을 중심으로-)

  • Yu, Hyoung-Jun
    • The Journal of the Korea Contents Association
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    • v.17 no.7
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    • pp.22-30
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    • 2017
  • CGI not only performed a crucial role to make cinema and animation evolved into digital cinema and digital animation but also CGI, an important visual format, settled realism-centric spectacle image culture in public commercial cinema and animation. The fact that CGI visual format could be structuralized in three different view points is discovered through Iconicity, photorealism, verisimilitude, uncanny valley, hyperrealism, and spectacular realism discourse research which explain image culture. First, a formative viewpoint that comes up in an iconic difference between drawing and photograph. Secondly, a cognitive viewpoint that sees visually perceived naturalness and abnormality as a realistic probability issue. Lastly, a customary viewpoint which is rooted in aesthetic tradition of cinema and animation. After that, the features of CGI which is used in the movie 'jungle book'(2016) were analyzed using the structured visual format. Consequently, this movie has hyper-realistic photographic iconicity on the base of realistic probability. Also, by following image-aesthetic convention which uses overstated and amplified narrative as a visual format, at the same time, the movie also has sufficient image-aesthetic convention in animation by personified animal character.

Mythological Imagination in Animation - Focusing on Animation (애니메이션에 나타난 신화적 상상력 - 애니메이션 <오늘이>를 중심으로)

  • Cho, Mi-Ra
    • The Journal of the Korea Contents Association
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    • v.7 no.2
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    • pp.237-245
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    • 2007
  • When reviewing animation based on a mythical motive, the mythical imaginary power has been dependent only on audio visual senses thereby resorting to a fantasy nature regardless of reality, or there has been too much emphasis on an educational message and animation has been utilized as a conflicting composition between good and evil. Therefore, this thesis reviewed 1) whether the author's consciousness was reflected in animation according to the contemporary interpretation of mythical imaginary power and 2) whether the author included an internal meaning of a universal subject by having a short animation that was produced by actively utilizing a mythical motive as a text. Also, based on the analysis, the study deduced the conclusion that the most important thing in animation based on a mythical motive is the author's consciousness that reinterprets the theme of 'universality' from a contemporary perspective before expressing the mythical objects through the senses such as by a brilliant image and sound. The products of such an analysis are supposed to solve the problem over how mythical factors need to be applied and utilized in creating animation.

An Agent-based System for Character Motion Animation Control (캐릭터 동작 애니메이션 제어를 위한 에이전트 시스템)

  • Kim, Ki-Hyun;Kim, Sang-Wook
    • Journal of KIISE:Computing Practices and Letters
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    • v.7 no.5
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    • pp.467-474
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    • 2001
  • When user wants to animate more than one character, some unexpected motion animation like a collision between characters may occur. Therefore, this problem must be resolved using a proper control mechanism. Therefore, this problem must be resolved using a proper control mechanism. This paper proposes an agent-based system that controls the motion animation of the character for representing animation scenario reflecting user\`s intention. This system provides a method that coordinates a type of motion and avoids collision between characters according to the moving path of a character in three-dimensional space. Agent communicates with others for motion synchronization. Agent is extended into several intelligent agents that coordinate character\`s motion. Agent system enables not only an intended motion animation, but also the scheduling of motion to an entire character animation. It designs automata model using Petri-net analysis tool for the agent\`s interaction as a method that passes the agent\`s information and infers the current state of agents. We implement this agent system to control the motion of character using agent technology and show an example of controlling the motion of human character model to prove the possiblity of motion control.

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