• Title/Summary/Keyword: 애니메이션 효과

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A Design and Implementation of a Presentation using Flash and Photoshop (플래시와 포토샵을 이용한 프리젠테이션의 설계 및 구현)

  • 김민정;박두순
    • Proceedings of the Korea Multimedia Society Conference
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    • 2003.05b
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    • pp.856-859
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    • 2003
  • 최근 우리나라의 애니메이션 수준이 급속히 발전하고 있음을 고려해 볼 때 이제 플래시와 포토샵은 컴퓨터 사용자라면 모르는 사람이 없을 만큼 웬 전반에 걸쳐 커다란 역할을 차기하고 있으며 좀 더 역동적이고 화려하면서 상호 작용적이며 벡터에 기반한 사이트를 제작하는 것은 세계적인 흐름에 순행하는 모습으로 보여진다 그런데 기존의 가장 일반적인 프리젠테이션 매체인 파워포인트 프레젠테이젼 시스템은 애니메이션 표현의 한계와 시각걱 효과가 부족하므로, 본 논문에 거는 플래시와 포토샵을 이용해 정지화면과 차별성이 있는 애니메이션의 적극적인 활동으로 사용자의 흥미와 집중력을 유도하도록 하는 프리젠테이션을 설계 및 구현한다.

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The analysis of configuration and errors in animation sections of middle school art textbook (중학교 미술교과서 애니메이션 단원의 구성 및 오류 분석)

  • Ham, Jong-Ho
    • Cartoon and Animation Studies
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    • s.15
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    • pp.89-107
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    • 2009
  • As the importance of visual media has been highlighted, the proportion of the animation curriculum is growing in middle school curriculum. However, the analysis of errors in the textbook is very important for the authentic education. The present art textbooks were authorized as 7 kinds-total 21 books of the 7th curriculum and have been used in junior high schools since 2001. As an analysis configuration or errors in the animation section of art textbooks, the problems were as follows. Firstly, the animation section has considerable differences depend on the contents and the authors of the textbooks. Secondly, the most practical contents are at the first stage of the production of video equipment. In addition, ineffective picture process, incorrect concepts and terminology are presented. There were also errors in using them.

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A Study on the Comparison of the UK Creative Industries with those from South Korea - Focusing on the Animation Industry (국내 현황과 비교를 통한 영국 창조산업(Creative Industry)의 동향에 관한 연구 - 애니메이션 산업을 중심으로)

  • Kim, Yun-Kyung
    • Cartoon and Animation Studies
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    • s.12
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    • pp.121-131
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    • 2007
  • This paper will be devoted to investigation of recent changes in cultural policy. This includes the increasing policy concern with 'social effects' of culture and the development of policies for 'cultural and creative industries'. British creative industries approaches the arts as a business that can both sustain individual artists and lead to wealth creation in the economy of whole countries. In this context, this study aims to investigate the comparison and contrast of the impact and stature of the UK creative industries with those from South Korea.

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Categorization of Humor types in Animations (애니메이션에서의 유머 유형구분에 관한 연구 -드림웍스의 <슈렉(Shrek)>을 중심으로-)

  • Park, Yeong-Won;Im, Yu-Sang
    • Journal of Science of Art and Design
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    • v.11
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    • pp.51-78
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    • 2007
  • Entertainment Industry is a high value-added business and its market includes the whole world. With high-tech industry, it is said that entertainment industry strengthen country's competitiveness, and the Korean government is trying to find a way to develop the animation industry. Some domestic feature animations were made, but they failed to get sufficient audiences. Meanwhile, Shrek 2, made by PDI, has earned about 92,000,000,000$ through just theatrical revenue. The reason is that domestic animations are not exciting. Contents should have amusement in it. The humor is the most important thing to make fun. So this thesis suggest to analyse Humor Types in animations. It is based on several theories about Humor. The types of humor defined by the previous studies are summarized into (1) humor, (2) wit, (3) satire and (4) irony. I categorize the productive methods of visual humor into (1) visual pun, (2) visual parody and (3) visual paradox adopting Henri Bergson's theory of the production methods of humor. And I comment on humorous scenes of Shrek in points of design basic elements, such as (1) visual elements, (2) relational elements and (3) practical elements. And I classify humor responses into the incongruity theory, the superiority theory, and relief theory. Therefore this study suggest a reasoned method to categorize the humor types effectively for producing or analyzing various types of humor effects in animation fields.

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English Learning with the Tools of Flash Animation (플래시 애니메이션 도구를 활용한 영어 학습 환경 연구)

  • Lee, Il Suk
    • Journal of Digital Contents Society
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    • v.14 no.4
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    • pp.537-544
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    • 2013
  • There has been many studies to explore what is the best multimedia tools for English learning by internet, but the students are still thirsty for the lack of practical and effective learning method which may lead them to stimulate their motivations to learn English with technological new media. The purpose of this study is to design Flash Animation as a new approach to learn language acquisition for those students who are learning English as a second language. This second is to show the validity for the introduction of Flash Animation into the English class. The third is to describe the effectiveness of the application of multimedia tools used in English communication such as java script programming and power point presentation.

A Study on the Danger of Flickering Phenomena in Animation Production (애니메이션제작에 있어서 명멸현상의 위험성에 관한 연구)

  • Jeon Hyoung-Do
    • The Journal of the Korea Contents Association
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    • v.6 no.8
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    • pp.57-67
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    • 2006
  • The motion effect of animation can be maximized by using the intended number of frame(flickering phenomena) responding to the viewer's perception in the production processes. But, the high contrast of chroma in a color arrangement can cause very dangerous situation if a particular effect(scheduled number of frame for the intended rapid flickering in a zoom-in scene of the warning light of police car and the traffic light) or a excessive visual stimulus is tried. The danger of flickering phenomena is defined as 'Flash Nervousness Attack Symptom' in medical terminology, which has received wide attention because the damage to the viewers of Pocket Monster was very serious in Japan. Producing a piece of animation work, the quality control of colors is important but the color setting considering the psychological aspects, the danger of repetitive flickering of flashes and patterns in image effect are more serious, so these factors should be checked in the production stages. After investigating the domestic and foreign prescriptions including the guidelines for animation production technique in Japan, a solution to reduce the danger of flickering phenomena of color and light was suggested through statistical comparative analysis with the test results.

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Approach to Reality in Never Ending Story, Japanese Sex Slavery Victims Animation (일본군 위안부 피해자 애니메이션, <끝나지 않은 이야기>의 리얼리티에 대한 접근)

  • Oh, Dong-IL
    • Journal of Digital Contents Society
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    • v.16 no.5
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    • pp.699-706
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    • 2015
  • Never Ending Story is an animation work about the stories of the Japanese Sex Slavery Victims who were taken by the Japanese military and forced to sexual slavery, which tormented them with painful memories all their lives. This animation work stimulates the critical perspectives of the audiences in order to ensure a history-based approach based on facts. And, unlike general character animation works which pursue immersion and empathy through illusion of life that are created by the characters, this work demands the audiences to contemplate on historical facts described in the work and make their own judgements. In order to serve these purposes, this work is characterized by its aesthetics properties and elements such as 'sympathy', 'typification', and 'alienation effect'. And, these elements effectively deliver the reality of historical facts that cannot be denied in a chronological narrative. Therefore, this study would sufficiently be of a value in reviewing the diversity in expression and the methodologies used in them, let alone the significance of the theme itself.

Seperation Object from Background of Cartoon Using Mathematical Morphology (수학적 형태학을 이용한 만화에서 배경과 객체 분리)

  • 박장식;김현태;김동윤
    • Proceedings of the Korea Multimedia Society Conference
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    • 2003.11b
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    • pp.661-664
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    • 2003
  • 최근 웹콘텐츠로써 플래시로 제작 애니메이션이 다양한 분야에서 각광 받고 있다. 플래시 애니메이션 중에서 기존의 정적인 만화를 변형하여 등장 인물 등의 객체에 움직임을 주고 음성 응향 효과를 삽입하여 극적인 효과를 주는 활동만화(moving cartoon(R))가 인터넷과 모바일 콘텐츠로 활용되고 있다. 본 논문에서는 기존의 만화로부터 활동만화을 제작하기 위하여 수학적 형태학을 이용하여 객체와 배경을 분리하는 방법을 제안한다.

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A Study on the Importance of Teaching Life Drawing in Commercial Animation (상업 애니메이션에서 라이프 드로잉(Life drawing) 교육의 중요성)

  • Lee, Jee-Eun
    • Cartoon and Animation Studies
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    • s.9
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    • pp.250-265
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    • 2005
  • Life drawing is one of the most important curriculum not only in 2D animation but also in 3D animation. It was secret weapon of Disney how they made great success of Snow White and Seven Dwarfs and all the fame of Disney animation. Life Drawing which has its back ground history is major curriculum of famous animation school such as CAL Arts which Disney made and Sheridan College in Canada. But in Korea, a lot of the universities and colleges which have animation department do not really seem to understand the importance of the life drawing and it's effectiveness, thus do not emphasize it as a short cut to get close to the real work field. Now that the academical society as well as industry are very well of the fact that the animation education is directly related to the animation industry, the schools should have to teach step by step and closer to the basic fundamentals. The intentions of this study is to emphasize the importance of the Life Drawing, one of the essential fundamental course, which not only help the universities and colleges that have animation course to organize their curriculum. but also to help the students who graduate the program easily find their position in the animation industry.

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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.