• Title/Summary/Keyword: 애니메이션 자료

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The Role of Animation Technical Director of Disney's 3D Feature Animation (디즈니 극장용 3D 애니메이션에서 애니메이션 테크니컬 디렉터의 역할)

  • Paik, Jiwon;Kim, Jae-Woong
    • Cartoon and Animation Studies
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    • s.37
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    • pp.491-508
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    • 2014
  • As number of making 3D feature animation films is increasing, 3D production pipeline become more complicated and more artists are needed than before. Major studios in foreign countries, in burden of producing high quality films with limited amount of budget and time, have been handling such difficulties by hiring technical directors in each department such as animation, rigging, cloth hair, and effect. Technical director is new occupation which appears after trend of producing animation is changed from 2D to 3D. Importance of technical director is increasing in respect to studios' needs which are related to complication in production time, manpower, budget, and production pipeline. This research is based on the researcher's work experience as an animation TD at Walt Diseny Animation Studio and Sony Pictures Imageworks, interview with working professionals, and related books and thesis. It focuses on the role of animation technical director in Disney's 3D feature animation film from two perspectives, 'Designing Production Pipeline' and 'Analyzing Problem of Shot'. Animation technical directors design and test production pipeline so that they can detect and solve problems that may arise in production process as early as possible. They not only analyze numerous problems of characters or shots limited to animation department but also in other departments such as modeling, mapping, character rigging, cloth, hair, lighting, rendering, software development in order to support artists to complete their shots according to the production schedule. In accordance with recent trend of increasing number of 3D feature animation film production in South Korea and collaboration with foreign studios outside of South Korea, it is vital to train animation technical directors who can develop production pipeline, analyze various problems of shots and characters to escalate efficiency in production.

Comparative Analysis of Markerless Facial Recognition Technology for 3D Character's Facial Expression Animation -Focusing on the method of Faceware and Faceshift- (3D 캐릭터의 얼굴 표정 애니메이션 마커리스 표정 인식 기술 비교 분석 -페이스웨어와 페이스쉬프트 방식 중심으로-)

  • Kim, Hae-Yoon;Park, Dong-Joo;Lee, Tae-Gu
    • Cartoon and Animation Studies
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    • s.37
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    • pp.221-245
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    • 2014
  • With the success of the world's first 3D computer animated film, "Toy Story" in 1995, industrial development of 3D computer animation gained considerable momentum. Consequently, various 3D animations for TV were produced; in addition, high quality 3D computer animation games became common. To save a large amount of 3D animation production time and cost, technological development has been conducted actively, in accordance with the expansion of industrial demand in this field. Further, compared with the traditional approach of producing animations through hand-drawings, the efficiency of producing 3D computer animations is infinitely greater. In this study, an experiment and a comparative analysis of markerless motion capture systems for facial expression animation has been conducted that aims to improve the efficiency of 3D computer animation production. Faceware system, which is a product of Image Metrics, provides sophisticated production tools despite the complexity of motion capture recognition and application process. Faceshift system, which is a product of same-named Faceshift, though relatively less sophisticated, provides applications for rapid real-time motion recognition. It is hoped that the results of the comparative analysis presented in this paper become baseline data for selecting the appropriate motion capture and key frame animation method for the most efficient production of facial expression animation in accordance with production time and cost, and the degree of sophistication and media in use, when creating animation.

A Case Study of Intellectual Property Rights Using Animation Characters (애니메이션 캐릭터를 활용한 Intellectual Property 사례 연구)

  • JIANG, QIANQIAN;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.361-366
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    • 2022
  • Recently, with the development of convergent media, the digital animation industry has developed a variety of content centered on the role of Intellectal Property. The excellent IP role image has created huge economic benefits in business. This paper selects three representative Intellectual Property animation cases from Japan, the United States and China. Analyzed of the reuse of IP animation character images and combined with the era technology and the style of culture and art, the traditional cultural IP roles are reconstituted into modern character design two aspects. Through the research of this paper, can understand the expansion possibility of IP animation according to the use of character image. It is expected that when making digital animation, can recognize the importance of intellectual property and use it as a reference for role development.

미국의 물 관련 웹 사이트

  • 이길성
    • Water for future
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    • v.37 no.2
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    • pp.47-52
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    • 2004
  • 오늘날 대중매체와 인터넷의 발달로 인하여 우리는 정보의 홍수 속에 살고 있다. 이는 수자원 분야에서도 마찬가지이다. 우리나라의 다목적 댐의 수문 자료와 수질 정보, 실시간 하천 수위 자료뿐만 아니라 댐의 실시간 수문 영상까지도 안방에서 원할 때마다 볼 수 있다. 더구나 각종 자료를 생생한 사진과 영상, 애니메이션 등으로 실감나게 보여주고 있다. 그렇다면 미국에서는 물과 관련된 어떠한 사이트가 있는지 그리고 어떤 정보를 제공하고 있는지 표 1과 같이 대표적인 몇 가지를 소개하고자 한다.(중략)

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The Study on the Promotion of Chinese Animation Industry -A Comparison of Korea.China and Japan (중국 애니메이션산업의 수출증대방안에 관한 연구 -한국.중국.일본을 중심으로)

  • Pei, Ying-Shun;Meng, Hai-Yang;Hou, Sha-Sha;Bae, Ki-Hyung
    • The Journal of the Korea Contents Association
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    • v.18 no.3
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    • pp.456-471
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    • 2018
  • A Comparative Study on the Korean animation industry and 3 of this paper is a matter of Korea, China, Chinese animation industry and the Current Status and Problem of Chinese animation business in overseas markets.Aimed to find ways to expand exports. In order to realize this purpose with theoretical backgrounds, such as animation concept and characteristics of the research literature, look at ways a paper from an animation industry, work, China.Chinese animation development plan based on the bibliographic data and case study based on books. First, by government in terms of development measures and supplement the system and a law on the animation industry. First of all animation industry and producers To help protect the government is to become an active policy must be supported with funds and animation to ease the relevant laws and regulations and joint venture with foreign countries.Pursuing an active policy is needed. Second, an animated feature can get the full benefit of the industrial chain to and create derivative works as a multilateral needs to be improved. Third, the animation expertise to build human resources need to be nurtured. Fourth, in order to cater to overseas markets in China will create various types of Chinese traditional culture based on the animation is important. Fifth, and a mobile home page to get in. Sixth, will be easily exported to overseas markets to the creation of joint international exchange and international.

Factorial analysis on commercial success of the American theatrical CG animation movies : Focused on characters, situations, and images (미국 극장용 CG애니메이션의 흥행 요인 분석: 인물, 상황, 이미지를 중심으로)

  • Chang, Wook-Sang;Han, Boo-Young
    • Cartoon and Animation Studies
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    • s.30
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    • pp.59-86
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    • 2013
  • 'Spectacles' and 'factuality' provided by computer technology are strengths of CG animation to still lure the audience and after commercial success of a number of theatrical CG animations whose typical producing companies are PIXAR and DreamWorks, were produced to be commercially successful and they win massive popularity even now. In Korea as well, several works tried to achieve a box office success including , , etc. but the result was truly miserable. In the past, this failure was often attributed to a lack of 'technical expertise', but it became clear that in the process of continuous trial and error, 'narrative' and 'images of imagination' which are bases and characteristics of animation are key elements of commercial success. Actually, statistics indicate that narrative is what is considered to be the most important by the audience when they select animation and its importance is so absolute that they say the most significant thing in animation is 'story.' In particular, it can be said that 'characters', 'situations', and 'ideas' play a key role in them which become elements of the story. This paper studied with what characteristics each animation aroused pleasure and fun focused on characters, situations and images in relation to , , and which are American theatrical CG animation films which succeeded in gaining popularity home and abroad. We hope that analysis in this paper will be helpful even just a little bit as a reference material, which allows domestic writers and producers to develop familiar and characteristic works based on imagination and creativity expressing each work's unique personality and characteristics.

Design And Implementation of 3D Animation for Young children Environment Education based Web (유아를 위한 환경교육 웹기반 3D애니메이션 설계 및 구현)

  • Lee, Keun-Wang;Cho, Kyung-Mo
    • Proceedings of the KAIS Fall Conference
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    • 2010.11a
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    • pp.194-196
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    • 2010
  • 본 논문에서는 우리의 환경문화를 중심으로 구체적이며 적절한 환경보전 교육활동 자료를 개발하고, 유아들이 환경보호를 위한 지식을 습득하여 환경보호 행동을 실천할 수 있도록 구현 하고 환경교육 실천 방향을 제시하고 유아들의 흥미를 유발하여 환경교육의 효율성을 증대할 수 있는 환경교육용 웹기반 3D애니메이션 구현하는 것 을 목표로 한다.

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Study of Environment Recognition Change for Young Children of a Using 3D Animation (3D 애니메이션을 이용한 유아의 환경 인식 변화에 관한 연구)

  • Oh, Taek-Hwan;Cho, Kyung-Mo;Lee, Keun-Wang
    • Proceedings of the KAIS Fall Conference
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    • 2007.05a
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    • pp.195-198
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    • 2007
  • 본 논문에서는 유아를 대상으로 하는 환경교육용 3D 애니메이션을 제작하여, 유아에게 환경오염의 심각성을 알리고, 유치원에서 환경교육 자료로 활용될 수 있도록 환경교육의 실천 방향을 제시한다. 유치원에서 유아를 대상으로 사전조사와 사후 조사를 통하여 유아들의 이해도가 향상되었음을 결과를 통하여 알 수 있다.

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Design of Environment Education 3D Animation for Young Children (유아를 위한 환경교육용 3D 애니메이션 설계)

  • Lee, Keun-Wang;Oh, Taek-Hwan
    • Proceedings of the KAIS Fall Conference
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    • 2006.05a
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    • pp.430-432
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    • 2006
  • 유아교육 현장에서 교사들이 가정과 연계하여 유아와 효율적이고 실천적인 유아환경 보전 교육활동을 할 수 있도록 우리의 환경문화를 중심으로 한 구체적이며 적절한 환경보전 교육활동자료의 개발이 필요하다. 본 논문에서는 유아의 환경교육을 보다 효과적으로 지도하고 유아의 발달단계 특성을 고려하여 환경교육과 내용을 정하고 그 발달단계에 맞는 교육내용을 3D 애니메이션으로 설계하였다.

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Study of Environment Recognition Change for Young Children of a Using 3D Animation (3D 애니메이션을 이용한 유아의 환경인식 변화에 관한 연구)

  • Oh, Taek-Hwan
    • Proceedings of the KAIS Fall Conference
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    • 2010.05a
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    • pp.511-514
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    • 2010
  • 본 논문에서는 유아를 대상으로 하는 환경교육용 3D 애니메이션을 제작하여, 유아에게 환경오염의 심각성을 알리고, 유치원에서 환경교육 자료로 활용될 수 있도록 환경교육의 실천 방향을 제시한다. 유치원에서 유아를 대상으로 사전조사와 사후 조사를 통하여 유아들의 이해도가 향상되었음을 결과를 통하여 알 수 있다.

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