• Title/Summary/Keyword: 애니메이션 프로덕션

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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 System Process of Production pipeline of 3D animation (3D Animation 제작 파이프라인 연구 - 국내 소규모 3D애니메이션 제작을 중심으로 -)

  • Yang, sung-su
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.198-202
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    • 2008
  • Manufacturing process of large-scale 3D computer animation is becoming sophistication, ramification because of development of manufacturing technique and extravagant budget. Form of manufacturing pipeline has been variously changed to production type, manufacturing scale, manufacturing form. But it is time that renewed discussion is needed because change and development for the organization is insufficient in small manufacturing company. The project aims to try to help understanding for manufacturing pipeline of internal small-scale 3D animation and to find a plan of organization for internal small-scale production of the real situation. Organization model and methodology of manufacturing pipeline of small manufacturing company is not absolute because it is enough possible to be changed to inclination of the project and its environment. People must fully understand the purpose for organization of manufacturing pipeline of 3D computer animation and it must be organized to the situation for small-scale production so that every worker in production can share the information perfectly.

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Depaysement in Henry Selick's Animations (헨리셀릭의 애니메이션에 나타난 데페이즈망 기법)

  • Park, Youn-O;Kim, Jae-Woong
    • The Journal of the Korea Contents Association
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    • v.10 no.7
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    • pp.179-186
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    • 2010
  • In the base of tale stories, main character in Henry Selick's works is always faced with CAOS situation such as the separated world as two part real and cyber. That makes audience feel the sense of the real. I concentrated to research how audiences' estimate was formed and reversed and what type of surrealism techniques will happened in the animation for the near future. Animation will be shown the new possibilities with extension and harmony of all kinds of arts expression. This paper examines the study of animations by Henry Selick who is the world famous stop-motion animation director, production Art director. The case works are focused on 'Depaysement technique of Surrealism' in his works.

V+현장탐방_(주)디지아트프로덕션 - 토종애니메이션기술 해외에서 '빛'나다

  • Song, Hyeon-Ho
    • Venture DIGEST
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    • s.129
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    • pp.22-23
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    • 2009
  • 가필드, 파이스토리 등 3D 애니메이션영화를 자체 제작하여 수출하고 있는 회사, 국내에서 보다 해외에서 더 유명한 회사. 국내에서 유일하게 3D장편 애니메이션을 제작할 수 있는 능력을 갖춘 회사. 바로 디지아트가 가지고 있는 타이틀이다. 실제로 전 세계적으로 장편 3D 애니메이션을 제작할 수 있는 곳은 열 손가락 안에 꼽힐 정도로 높은 기술력을 요구한다. 디지아트는 100% 자체 기술로 픽사, 디즈니 등 세계적인 회사와 공동으로 작업하면서 실력을 인정받았다. 불모지나 다름없는 애니메이션 시장에 새지평을 열어가고 있는 디지아트를 찾았다.

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A Study on Pipeline for Effective Production of VR Animation (VR 애니메이션의 효율적인 제작을 위한 파이프라인 연구)

  • Kang, Jiyoung;Choi, Sang-Il
    • Journal of Digital Contents Society
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    • v.19 no.5
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    • pp.971-979
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    • 2018
  • Currently, Virtual Reality video content is rapidly increasing in number of users due to the rapid growth of related hardware and software. Accordingly, Virtual Reality animation is also being produced in a new form by rapidly integrating with Virtual Reality technology among video contents. Currently, research on Virtual Reality animation has focused on how films are produced and how they are directed, and no research has been done to organize the pipeline for efficient VR animation production. Therefore, this study drew the characteristics of the pre-render VR animation pipeline by comparing it with the production pipeline of the existing 3D animation to produce the VR animation efficiently. Through this, we presented organic integration of production and post production processes suitable for the production of VR animations and reduced rendering time using Render Pass for efficient production.

Animation Review - 남북 합작 극장용 장편 애니메이션 '왕후심청'

  • Sin, Seon-Ja
    • Digital Contents
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    • no.10 s.125
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    • pp.126-129
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    • 2003
  • 전통설화 '심청전'을 현대적 감각으로 재해석한 순수 창작 애니메이션 '왕후심청(Empress Chung)'이 서서히 윤곽을 드러내고 있다. 한국적인 아름다움에 더불어 세계의 보편적인 감각과 기술이 융화된 이 작품은 특히 북한에서 OEM방식으로 제작됐다는 점에서 세간의 관심을 집중시킨 작품이다. 국내에서는 에이콤프로덕션의 대표로 더욱 잘 알려진 넬슨 신 감독이 '가장 한국적인 것이 가장 세계적인 것'이라는 모토를 다시 한번 실현시킨다는 포부로 막바지 작업에 한창인 '왕후심청'을 만나보자.

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Case Analysis of Regietheater shown in Opera Performance - With a Focus on of Komische Oper Berlin that Uses Animation - (오페라 공연에서 나타나는 레지테아터(Regietheater) 사례 분석 -애니메이션을 활용한 코미셰 오퍼 베를린 <마술피리> 프로덕션을 중심으로-)

  • Lim, Jung-eun;Kim, Hyeong-soo
    • Cartoon and Animation Studies
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    • s.51
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    • pp.1-33
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    • 2018
  • In contemporary performance arts, we can see diverse types of performances that use advanced technology and visual media. It is notable that animation based on narratives and images, is grafted on to performance arts. Cases emerge that introduce animation in opera performances as part of a new stagecraft. Regietheater that turns on directors' interpretation, has been expanded in full scale through major music festivals and theaters through many different attempts to embody. In this state, recently visual media have been actively employed in opera performances. It has led to expansion of time and space along with more attempts. Not least of all, introduction of animation has been conducive to reinforcing functionality of opera performances in many aspects. This study suggests requirements for ideal Regietheater production in opera performances. For this end, the functions of animation strategically used are evaluated through analyzing $Zauberfl{\ddot{o}}te$)> production of Komische Oper Berlin. Through this research, this study is to look deeply into effects created from new and different attempts by grafting animation on to opera performances.

클릭, e업체- 은아트프로덕션

  • Sin, Jong-Hun
    • Digital Contents
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    • no.5 s.132
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    • pp.102-103
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    • 2004
  • 이름도 낮선 조그마한 애니메이션 제작자가 최근 업계의 주목을 받고 있다. 애니메이션 투텐스타인(한국명:타탕)의 제작자인 은아트가 그 주인공. 은아트가 최근 관심을 끌고 있는 것은 이회사가 제작한 첫번째 애니메이션 투텐스타인이 지난 3월 미국 에미싱 본선 후보작으로 선정된 것을 비롯해 지난달에는 유럽 방송 연맹이 주관하고 유네스코에서 후원하는 국제 청소년싱(2004 Prix Jeunesse International)에서도 본선 최종후보작으로 선정되는 등 인기를 끌고 있기 때문이다. 이제 막 서른 줄에 접어든 젊은 대표 서은아 사장이 이끌고 있는 은아트를 찾았다.

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A Study on Subcontract Animation in Korea during the Industrialization Era - Centered around Animations in 1970-80s - (산업화시대 한국 하청애니메이션에 대한 연구 - 1970-80년대 애니메이션을 중심으로 -)

  • Kim, Jong-Ok
    • Cartoon and Animation Studies
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    • s.43
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    • pp.47-75
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    • 2016
  • This study has analyzed the history of the subcontract animation in Korea that began with Golden Bat of TBC Animation Division in 1966 to 1980s and shed the light on the history of subcontract animation that has been processed over 30 years in Korean animation. For this purpose, through the outlined status of subcontract animation, such as, production company, production status, scale of industry and so forth, the status of the OEM industry then has been checked and it links the solidified background of animation into subcontract production industry with the situation in time for analysis. In addition, on the basis of the foregoing, it is intended to broaden the horizon of the history of animation through the analysis on new search for facilitating the creative animation by overcoming the issues and limits generated by the subcontract animation industry. 1970s was the time that the national objective is to advance heavy-chemical industry and export-led economic growth. From the late 1970s, the animation has been spot lighted as the main-stream export industry through the overseas subcontract orders for animation. Expansion of the subcontract animation production has been influenced from the national policies on public culture, dispersion of color TV, facilitation of video production market and other media changes of the time that led the decline of animation audiences in theaters, and another cause would be in lack of platform of broadcasting companies that avoided the independent animation production for its economic theory. The subcontract animation industry may have the positive evaluation in the aspect of expanding the animation environment, such as, structuring of animation infra, development of new human resources and etc. However, the technology-incentive 'production'-oriented advancement has created distorted structure in advancing the professional human resources due to the absence of 'pre-production' of planning and others as well as the insufficient perception on 'post production (post work)', and it was unable to formulate domestic market by re-investing the capital accumulated for OEM industry into the production of creative animation and it has been assessed as negative aspect. Animation is a cultural and spiritual product of a country. Therefore, the systematic support policy for the facilitation of the creative animation, such as, development of professional human resources, creation of outstanding work, formation of market to make the pre-circulation structure and so forth has to be sought. However, animation is an industry, but there is no perception that it is a cultural industry based on the creativeness, not hardware-oriented manufacturing business. Such a lack of recognition, there was no policies to make the market and facilitate the creative animation by the animation of Korea for this period through the long-term plan and investment for independent work production. Such an attempt is newly begun through diverse searches for protection and advancement of creative animation in Korea after 1990s.