• Title/Summary/Keyword: 애니메이션

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  • Kim, Seong-Nam
    • Cartoon and Animation Studies
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    • s.5
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    • pp.447-451
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    • 2001
  • 실험 애니메이션의 성격을 지닌 스톱모션 애니메이션의 장르로서 상업성 애니메이션과 기존의 영화 애니메이션에서 탈피하여 작품성과 앞으로 개척해야 할 우리 애니메이션 학계의 당면 상황을 인식하고 작품제작에 중점을 두고 있다. 이 작품은 나의 길이라는 주제로 개인의 인생을 축으로 내가 살아온 과거와 현재 다가올 미래의 불확실성을 컨셉으로 하여 애니메이션을 전공하는 학생과 대중에게 쉽게 다가설 수 있는 있도록 하였다. 표현기법은 앞서 말한 바와 같이 스톱모션 방식으로 재즈와 모던 클래식을 바탕으로 큐시트 하였으며, 창의적인 상황에 부합되는 소싱(Sourcing)과 싱크(Sync)로 믹싱(Mixing) 작업을 하여 현대적이면서 감각적인 면을 강조하는 등 표현재료는 콘테와 색연필을 사용하여 애니메이션이 한 컷 한 컷의 작품이라는 예술의 개념적 문제에 접근 일러스트로 작품화하였다. 작품 내용으로는 객관적 세계에 대한 인식의 문제를 이야기하고 다양한 입장과 생각을 표현하였으며 또는 주체가 바라보는 대상을 통해 그 주체를 묘사하기도 한다. 따라서 대상에 비중을 두는가 하면 보는 주체에 비중을 두기도 하였다. 인간 개인이 걸어온 발자취를 형상화시켜 재해석하였으며, 이 작품을 통해 자신의 삶을 직${\cdot}$간접적으로 재해석하며, 관객이 자신을 되돌아볼 수 있고 미래를 직시하도록 꾸몄다.

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A Study on Animation Production Using the CrazyTalk Animator 2 (CrazyTalk Animator 2를 활용한 애니메이션 제작 연구)

  • Ryu, Chang-Su;Lee, Hyun-Woo
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.387-388
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    • 2014
  • 최근 2D 애니메이션은 세계적으로 애니메이션 산업이 디지털화 되어가고 있고 디지털 기술의 발전은 끊임없이 애니메이션이 발전과 진화를 거듭되어 오면서 기존의 표준적인 제작파이프라인이 제작 환경과 기법에 따라 독특한 형태로 발전되어왔다. CrazyTalk Animator는 초보자, 교육관련 종사자, 비디오 편집자 및 완성도 높은 캐릭터를 생성하는 전문가와 같이 고성능의 애니메이션 툴을 필요로 하는 전분가 등의 최적의 애니메이션 솔루션을 제공하고 있다. 본 논문에서는 CrazyTalk Animator를 통한 애니메니션 제작 방법으로 아바타 기반의 배경과 소품을 드레그 & 드롭하여 세트를 만들고, 캐릭터들을 카메라와 타임라인 트렉으로 조정하고 제작하여 2D 애니메이션을 제작하였다.

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A Study on the Fascination of Animation (애니메이션의 매혹성에 대한 고찰)

  • Lee, Youn-Hee
    • Cartoon and Animation Studies
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    • s.15
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    • pp.13-27
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    • 2009
  • Animation fascinates people. Fascination can be defined as a state in which one's attention is irresistibly taken and remains that way even though he/she gains nothing from the object. The power of fascination of animation comes from the fact that the illusion in animation looks as convincing as the reality. In order to successfully fascinate spectators, animation should attract their eyes with visual sensation (confusion), and then quickly have them immersed into the narrative, the inner logic that rationalizes the confusion while the attraction lasts. Animation fascinates us with both visual sensation and narrative, and this fascination is the reason why we keep making animation in spite of the extra efforts it requires. Our fascination to animation is a eulogy to the fantasy so convincing that makes our perception discords with our reason.

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A Study on the line expression in 'The cowboy's Flute' (중국 수묵애니메이션의 예술적 특징에 관한 연구 : 특위의 <피리부는 목동>에 나타난 선적(線的) 표현을 중심으로)

  • Kim, Jeung-Yeun;Kim, Jae-Woong
    • Cartoon and Animation Studies
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    • s.11
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    • pp.87-104
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    • 2007
  • This paper proposes to analyze artistic characteristic based on the line expression of , Te Wei's Chinese water-ink animation. We considered the transitions of Chinese water-ink animation through Shang-hai Animation Film Studio's works which induced the dominant improvement in Chinese animations and other major animation industries internationally with the theoretical explanations about particular understanding of line concept and formative characteristics. We not only considered line expression of , aesthetic and idea etc. which are the central point of this paper but also researched the artistic possibilities through the effects of Chinese water ink and line and the relationship of animation.

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A study on differences in the humor embedded in stories between Korean and American feature-length animation (한·미 장편 애니메이션에서 스토리와 관련된 유머의 차이에 대한 고찰)

  • Kim, Yun-Jung
    • Cartoon and Animation Studies
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    • s.35
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    • pp.67-88
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    • 2014
  • Internationally, the Korean feature-length animation is not making a successful box office hit. Being a box office hit all around the world is related with entertainment and laughter cannot be excluded as a element that gives such enjoyment. Although the humor would be playing an important role in globalization of Korean animation, studies that analyzed humor in Korean and U.S. animation are still lacking. Recently, there are cases that several Korean animations aim at overseas market entrust pre-production of scenario or storyboard. This paper examines the humor embedded in stories of feature-length animations that had the most differences by analyzing frequency and contents, and through interviews. It also proposes ways to improve the humor embedded in stories of Korean animations.

A Study on the Possibility of Development in Korean Mechanic Animation (한국 메카닉 애니메이션의 발전 가능성에 관한 연구)

  • Hong, Ryun-young;Kim, Cheeyong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.10a
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    • pp.617-620
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    • 2009
  • Mechanic animation's popularity is going on steadily in the world. In Korea, produced various mechanic animation since produced 'Robot Taekwon V'. However, Animation wasn't recognized one of culture genre in Korea, therefore many restrictions were happened, so animation's quality wasn't satisfied with the masses's liking. And Korean animation was turned away then making animation was decreased. This paper show history of Korean animation and this condition, then compare with Korean animation and Japanese animation 'Gundam', And this will indicate possibility of Korean animation development.

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Analysis of Media Literacy Evaluation Items in Early Childhood Animation (유아동 교육 애니메이션의 미디어 리터러시 평가항목 요구도 분석)

  • Jang, Eunyoung
    • Journal of Digital Convergence
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    • v.19 no.5
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    • pp.365-373
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    • 2021
  • This work aims to derive data-based requirements by analyzing the importance and performance of media literacy in early childhood animations. For this, a survey was conducted on parents with young children after drawing questions of assessment items through expert focus group interviews (FGI). The analytical instruments, Borich Needs Formula formulation and The Locus for Focus Model were used together to improve accuracy. Based on the results, it is meaningful in that it recognized the demand of the inmates for children's education animation and prepared systematic indicators for it.

A Study of U.S. Animation University Curriculum Focus on the Required Courses, Liberal Arts at AAU, CalArts, RCAD, RSID, SVA (미국 대학 애니메이션학과 교육과정에 관한 연구 AAU, CalArts, RCAD, RSID, SVA 전공, 교양 교육과정 중심으로)

  • Kim, Ho
    • The Journal of the Korea Contents Association
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    • v.16 no.11
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    • pp.614-622
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    • 2016
  • As media become diversified, animation fields are being expanded. Various types of animations which were not seen in the past have appeared and the fields which did not have a suffix of "animation" now use the words of animation like motion graphic-animation or interactive-animation. This thesis is a comparative analysis study of U.S. animation education. This study collected and reviewed respective curricula of total 5 universities such as Academy of Art University, California Art of Institute), Ringling College of Art and Design, Rhode Island School of Design, and School of Visual Arts which have led U.S. animation education since animation education was first introduced in 1961. Based on the result drawn from the analysis on the classification of animation curricula into a required subject, an elective subject, liberal arts, a theory subject and a practical subject, it intends to consider improvements of Korean animation curriculum.

Artistic Achievement of Abstract Animation and Contemporary Significance (추상 애니메이션의 예술적 성과와 현대적 의의)

  • Son, Kook-Hwan;Park, Sung-Dae
    • The Journal of the Korea Contents Association
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    • v.12 no.6
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    • pp.132-141
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    • 2012
  • This paper historically sheds the new lights on the artistic worth and achievement of abstract animation in the animation genre, and presents the contemporary significance and importance of abstract animation through the study on the avant-garde characteristic and the works of abstract animation artist, including Mirai Mizue. Though abstract animation which is artists' experimental work dealing with speed and movement of image has an essential role for the development of modern visual culture and animation, it is losing meaning and value because of the commercialism and capitalism of digital contents industry. Therefore, this paper first presents that the study of experimental animation like abstract animation contributes to the diversification and improvement of digital contents industry then it discusses the effect on the contemporary digital contents industries, next analyze the historical development and comtemporary evolution of abstract animation, which is diversified from modernism to contemporary art, and finally discuss the experimental feature and expression of abstract animation.

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.