• Title/Summary/Keyword: 연출 기법

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Analyzing the Mise en Scene of Animation (애니메이션 미장센 분석)

  • Lee, Tae-Gu;Lee, Hwa-Sei
    • Cartoon and Animation Studies
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    • s.13
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    • pp.153-162
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    • 2008
  • This paper show that we analyze the mise en scene of animation based on the theory of mise en scene in film. The mise en scene of animation has a large range of utilization in contrast to film. This affects the development of film synthesized with an actuality film. The theory of mise en scene of early realistic film director is extended by the animation techniques. And the theory of mise en scene in digital film is raised newly. The mise en scene in animation has the property that ail elements Is represented in one frame. And then this has a success in different aesthetics. The problems of in-country animation - the absence of production in the present condition - is to be achieved by the production using mise en scene.

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A Study on the Directorial Approaches of by Juan Mayorga (후안 마요르가 작 <하멜린> 연출적 접근방법 연구)

  • Lee, Seo-A;Cho, Joon-Hui
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.8
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    • pp.161-180
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    • 2021
  • The purpose of this study is to define Juan Mayorga's play Hamelin as a Post-Epic Theatre and to study the practical directing technique for Hamelin as a Post-Epic Theatre. Post-Epic Theatre, which appeared after the Post-drama, has the purpose of presenting social issues, communicating interactively between the actors and the audience, and making the audience think about the issues presented by the techniques of immersion and alienation. To this end, after examining the theoretical background of the Post-Epic Theatre, the characteristics of the Post-Epic Theatre of Hamelin were identified and based on these features, '1. Building a visual image based on a Cubistic multifocal concept' and '2. The concept of directing was derived from reinforcing Meta-drama through role-playing'. Next, the actual directing technique was discussed, focusing on the chain action of immersion and alienation that occurs in the form of communication between actors and audiences. '1. Presenting the characteristics of the work through Post-Epic Theatre scenography', '2. Co-existence of actors and characters', '3. Building and utilizing body-centered gestus' are them. As a result, demanding an active attitude from the audience, various experiences such as critical thinking of the audience, strengthening the characteristics of post-epic dramas, and active meaning creation were made possible.

A Study on the Visual Effects of Non-Photorealistic Rendering Animation focusing on 'Paperman,' a Short Animation (넌-포토리얼리스틱(Non-Photorealistic) 렌더링 애니메이션의 시각 효과 기법 - 단편 애니메이션 Paperman을 중심으로)

  • Park, Sung-Won
    • Cartoon and Animation Studies
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    • s.40
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    • pp.139-155
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    • 2015
  • Animation is completed in accordance with the original planning of visual direction in the process of post-production. Especially, a variety of visualization skills to meet the planning idea are directed in editing and compositing processes such as rendering and shading in the production of 3D animation. Therefore, the studies how to implement these visual effects have been conducted since the emergence of the animation. The rendering method which appears in the recent animations so often is the effect of 2D animation style although it is applied by 3D technique. 3D animation can be classified as two types including photo realistic and non-photo realistic renderings. The former is to render the images realistically while the latter is to highlight the formative effect with analogue style free from the realism of the photographs. Visual effect of 2D animation is non-realistic, that is, non-photo realistic rendering. The animations produced by this method have the depth of 3D animation expression in terms of space and animating, and can direct the viewer-friendly analogue style visuals, which are widely used as a post-production effect. Hence in this study, we selected a short animation, 'Paperman,' one of Disney's animations, produced by cartoon rendering method which belongs to the class of non-photo rendering technique in 3D graphics, as our subject. We analyzed their techniques and visual effects of the scenes expressed by cartoon rendering method so as to understand whether they meet the original direction idea with the composition work. In addition, we expect further developments of post-production methods, exceeding the limit of graphic expression in alignment with the trend that has become more various in the types and genres of non-photo rendering.

A Study on the Technique of the 3D Stereoscopic Cinema (3D 입체영화의 제작 기법 연구 단편영화 <내 생일>을 중심으로)

  • Kim, Byeong-Cheol
    • Journal of Korea Multimedia Society
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    • v.16 no.8
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    • pp.994-1004
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    • 2013
  • 3D stereoscopic cinema emerged as a new dominant media format. In principle, the stereoscopic cinema imitate the vision of the human being has two eyes. The stereoscopic cinema is filmed with 2 connected cameras at the same time and projected these 2 different images. With the stereoscopic glasses, the human being can see the overlapped images as a single 3D stereoscopic image. To make 3D stereoscopic cinema, it is very important to systemize the process of the 3D stereoscopic cinema production and to use the principle of the 3D stereoscopic cinema. This paper investigates the possibilities of the using the 3D stereoscopic principles such as the I.O.D, convergence point, parallax and the 3D comfort zone. Using the principle of the 3D stereoscopic cinema can be the technique of directing the film. Using the example of 3D stereoscopic short film My Birthday, I investigate the main technique of the 3D stereoscopic cinema.

The Function of Social Criticism Film Implemented in Animation Film (애니메이션 영화 <창, 2012>에 구현된 시사고발 영화 기능)

  • Lee, Hyun-Seok
    • The Journal of the Korea Contents Association
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    • v.17 no.3
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    • pp.150-161
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    • 2017
  • The short animation directed by Sang-Ho Yeon has led the sympathy and reflection of audiences through reveling the violence of the military in the form of the social criticism film. The explores the social value of animation by the content of social criticism, not for entertainment uses but for public interest. This research addresses how the function of social criticism implements in animation film, especially, its narratives and direction. In the light of this, firstly, literature will review the general characteristics of social criticism films, Secondly, based on literature reviews, analysis tools will be drew, thirdly, the case study regarding will be processed by focusing on The function of social criticism, the technique of direction and expression of animation. As a result of this research, shows unique traits because of the hierarchical and exclusive characteristics of military culture, which differs from general characteristics of social criticism films dealing with historic and social issues. In addition to this, the function of social criticism is effectively implemented in animation film, by the creative narratives and technique of direction by a director, Sang-Ho Yeon.

Analyzing animation techniques used in webtoons and their potential issues (웹툰 연출의 애니메이션 기법활용과 문제점 분석)

  • Kim, Yu-mi
    • Cartoon and Animation Studies
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    • s.46
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    • pp.85-106
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    • 2017
  • With the media's shift into the digital era in the 2000s, comic book publishers attempted a transition into the new medium by establishing a distribution structure using internet networks. But that effort shied from escaping the parallel-page reading structure of traditional comics. On the other hand, webtoons are showing divers changes by redesigning the structure of traditional sequential art media; they tend to separate and allot spaces according to the vertical scroll reading method of the internet browser and include animations, sound effects and background music. This trend is also in accordance with the preferences of modern readers. Modern society has complicated social structures with the development of various media; the public is therefore exposed to different stimuli and shows characteristics of differentiated perceptions. In other words, webtoons display more relevant and entertaining characteristics by inserting sounds and using moving texts and characters in specific frames, while traditional comics require an appreciation of withdrawal and immersion like other published media. Motions in webtoons are partially applied for dramatic tension or to create an effective expression of action. For example, hand-drawn animation is adopted to express motions by dividing motion images into many layers. Sounds are also utilized, such as background music with episode-related lyrics, melodies, ambient sounds and motion-related sound effects. In addition, webtoons provide readers with new amusement by giving tactile stimuli via the vibration of a smart phone. As stated above, the vertical direction, time-based nature of animation motions and tactile stimuli used in webtoons are differentiated from published comics. However, webtoons' utilization of innovative techniques hasn't yet reached its full potential. In addition to the fact that the software used for webtoon effects is operationally complex, this is a transitional phenomenon since there is still a lack of technical understanding of animation and sound application amongst the general public. For example, a sound might be programmed to play when a specific frame scrolls into view on the monitor, but the frame may be scrolled faster or slower than the author intended; in this case, sound can end before or after a reader sees the whole image. The motion of each frame is also programmed to start in a similar fashion. Therefore, a reader's scroll speed is related to the motion's speed. For this reason, motions might miss the intended timing and be unnatural because they are played out of context. Also, finished sound effects can disturb the concentration of readers. These problems come from a shortage of continuity; to solve these, naturally activated consecutive sounds or animations, like the simple rotation of joints when a character moves, is required.

A Study on Extraction of Eyes using Difference of Variance and Template Convergence (분산차와 템플릿 수렴을 이용한 눈동자 추출에 관한 연구)

  • Baek, Ju-Ho;Park, Yeon-Chool;Oh, Hae-Seok
    • Proceedings of the Korea Information Processing Society Conference
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    • 2003.11a
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    • pp.501-504
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    • 2003
  • 본 논문은 새로운 눈동자 추출 기법을 제안한다. 제시된 눈동자 추출기법은 분산과 분산차 그리고 템플릿의 수렴에 의한 방법을 사용하였다. 여기서 사용된 템플릿은 원이며 눈동자가 위치할 것으로 여겨지는 눈 영역을 수렴하면서 탐색한다. 수렴과 탐색은 지정한 반지름으로 수렴하기 전까지 반복해서 행해진다. 이때, 최적해로 선택되는 크기와 위치 값은 분산의 차가 가장 클 때의 템플릿으로부터 얻어진다.

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A study on baby face makeup to create a baby face image (동안이미지 연출을 위한 동안 메이크업에 관한 연구)

  • Yong-Shin Kim
    • Journal of the Korean Applied Science and Technology
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    • v.40 no.1
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    • pp.146-159
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    • 2023
  • As a makeup technique for a baby-faced image, there will be a difference in perception of the expression technique of baby-faced makeup according to general matters.' Two hypotheses were supported: 'There will be a difference in perception of the expression technique of baby face makeup depending on the general characteristics', and the makeup technique for creating a baby face image is an important function for both men and women, as well as appearance. As a 'physical resource' for social activities, it was confirmed that there is an improvement in the efficiency of the body and mind and an outstanding improvement in mental ability in daily life. Through the results of the study on 'expression of baby face image makeup', awareness and interest in baby face images are high, but research on the production of baby face images is needed. The need for facial expression elements for baby face makeup is expected to be used as basic data for developing baby face images, and this study focuses on external face management for baby face images and baby face makeup.

Study on their Presentation Types and Exhibition Methods in National History Museum - Focused on National History Museum In Korea - (자연사박물관의 전시매체유형 및 연출기법에 관한 고찰 - 국내자연사박물관사례를 중심으로 -)

  • Lee Jong-Sook;Kim Kyung-Mi;Yoo Dong-Lim
    • Korean Institute of Interior Design Journal
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    • v.15 no.1 s.54
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    • pp.131-138
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    • 2006
  • This paper compares presentation methods which are characteristic among museums of natural history in Korea. The different medium for exhibitions are divided into Specimen, Model or Panel Type Displays, Video Presentations, Sound, and Tactile Exhibits, and further classified as Fixed (A Type), Observable (B Type), or Performance Art (C Type) Displays. The museums we studied were the Seodaemun Museum of Natural History, Ewha Womans University Museum of Natural History, Seoul National Science Museum, Gyeryongsan Natural History Museum, the National Science Museum, Mokpo Natural History Museum, and the JejuDo Folklore and Natural History Museum. A study of these museums' approaches to display composition, and exhibition methods according to their exhibit types and contents, revealed the following results: The museums of natural history rely more on Fixed type displays to show information, with appropriate uses of the Observable and the Performance Art type exhibitions. Better utilization of appropriate medium is desired for display contents of Astronomy Space Earth, Minerals Rocks Geology, Animals, Plants, Insects, Prehistoric Organisms Environment, and Anthropology.