• Title/Summary/Keyword: 영상애니메이션

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Visual textuality of stereoscopic 3D animation (3D 입체 애니메이션의 영상 특징에 대한 연구)

  • Jeon, Gyong-Ran
    • Cartoon and Animation Studies
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    • s.20
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    • pp.31-45
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    • 2010
  • Stereoscopic 3D animation contents are in the rise as a key part of contents market. Major animation studios are planning to produce 3D animations in a stereoscopic process. This study aims at understanding the visual textuality of 3D animation contents at its early stage. To understand 3D animation, , are analyzed. Stereoscopic 3D animations are exploring the new visual aesthetics using the specific storytelling, sequence ordering, camera working, shot size and camera angles etc. Based on these visual textualities, stereoscopic 3D animations are constructing telepresence, multi-senses of individual spectators. Stereoscopic 3D animations have formed their own aesthetics and cultural meanings in the digital age.

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A Study Animation Comparison using Rigging Animation and Puppet Pin (리깅애니메이션과 퍼핏핀을 이용한 애니메이션비교 연구)

  • Joo, Heon-Sik
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.01a
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    • pp.231-232
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    • 2016
  • 본 논문에서는 모션 그래픽을 이용한 컴퓨터애니메이션으로 실감 있는 영상 콘텐츠를 제공한다. 본 연구에서는 합성기법을 적용하여 원본 소스 영상과 목표 영상을 합성하여 새로운 영상을 생성하는 합성 기법을 적용하고 합성한 영상을 애니메이션 기법을 적용하여 동영상으로 콘텐츠를 제작한다. 이렇게 합성 기법과 애니메이션 기법을 적용한 영상을 고전적 표현 기법을 적용하여 마치 고대 유물이나 조각상이나 동상 같은 무형의 조형물에 생명력을 적용해 마치 벽화 속에 있던 사물이 살아서 움직이는 신기한 광경을 연출한다. 이러한 연출은 다양한 효과를 적용하여 연출한다. 또한 현재의 사물에도 같은 방법으로 합성 기법과 애니메이션 기법, 그리고 다양한 효과를 적용하여 현대적인 표현으로 다양한 상황에서 다양한 효과를 적용하여 현대적인 사물 표현이 가능하다. 따라서 이러한 합성기법과 애니메이션 기법과 효과들로 시대를 초월하는 시공간 연출이 가능하여 다양한 광고, 홍보 등에서 효과적이다.

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A Study on the Correlation of the Theory of Montage in Film Arts with Animation (영상예술 몽타주이론과 애니메이션의 상관관계 연구)

  • Lee, Lee-Nam
    • Cartoon and Animation Studies
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    • s.9
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    • pp.199-219
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    • 2005
  • This paper is studying about how things are showed the montage theory and mis-en-scene effect in the screen media, what the concrete project's cases and how those theories have been supported to the animation's effects and its development. Besides, 1 tried to describe the shown things in the animation area, what the montage theory and mis-en-scene effect had been imported and expressed based on the screen studies of representative genre in the visual media. The purpose of this thesis suggests to help the creative animation scenes by liberal understanding and acceptance about the montage theory and mis-en-scene effect for the future animation's progressive aspect. With the improvement, there this thesis's suggestions could help the creative and special effects of animation asa part of Screen Arts, and would be the part of the progressive factors in the animation area.

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A Study on the Types of Time for Expression as Film Language in Animation (애니메이션의 다양한 시간의 종류와 영상 언어적인 표현에 대한 연구)

  • 김지홍
    • Archives of design research
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    • v.15 no.4
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    • pp.253-262
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    • 2002
  • Without the involvement of time in animation, it cannot be possible to create movement. Therefore, tine is the important element to create animation. In animation, the expression of the emotion of character is more complicate than the appearance. Time is one of element to use for express of the emotion. It can be divided two types of time as the real time and the animation time broadly. The real time has linear, irreversible and analogue form which is in our daily life. And the animation time has multi-direction, reversible, and digital form which can be detected in the movie. For the animation time, there are many types of time that are the running time, the production time, the subjective time, the objective time, the ambiguous time and the universal time etc. This study is to extend and enrich the express as film language through various types of times in animation. Time is one of important element that can be useful method for expressing many unique scenes in film art as film language.

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A Study on Classics and Modern Presentation availability Composition technique (합성기법을 이용한 고전과 현대 표현에 관한 연구)

  • Joo, Heon-Sik
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.01a
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    • pp.229-230
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    • 2016
  • 본 논문에서는 모션 그래픽을 이용한 컴퓨터애니메이션으로 실감 있는 영상 콘텐츠를 제공한다. 본 연구에서는 합성기법을 적용하여 원본 소스 영상과 목표 영상을 합성하여 새로운 영상을 생성하는 합성 기법을 적용하고 합성한 영상을 애니메이션 기법을 적용하여 동영상으로 콘텐츠를 제작한다. 이렇게 합성 기법과 애니메이션 기법을 적용한 영상을 고전적 표현 기법을 적용하여 마치 고대 유물이나 조각상이나 동상 같은 무형의 조형물에 생명력을 적용해 마치 벽화 속에 있던 사물이 살아서 움직이는 신기한 광경을 연출한다. 이러한 연출은 다양한 효과를 적용하여 연출한다. 또한 현재의 사물에도 같은 방법으로 합성 기법과 애니메이션 기법, 그리고 다양한 효과를 적용하여 현대적인 표현으로 다양한 상황에서 다양한 효과를 적용하여 현대적인 사물 표현이 가능하다. 따라서 이러한 합성기법과 애니메이션 기법과 효과들로 시대를 초월하는 시공간 연출이 가능하여 다양한 광고, 홍보 등에서 효과적이다.

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A Study of Stage setting(image) device based on Animation : Ani-Stage (애니메이션을 이용한 영상무대장치에 대한 연구 : 애니 스테이지(Ani-Stage))

  • Min, Kyung-Mi
    • Cartoon and Animation Studies
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    • s.11
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    • pp.105-120
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    • 2007
  • This treatise has defined afresh the stage setting(image) device with use of animation which is known as virtual studio, cyber studio and all that sort of things as a word 'Ani-Stage' and has also adjusted it's generative background. It will be suggest that the established stage setting device with some confined techniques need to be grafted other various animation techniques together in order to make room for 'Ani-Stage-oriented' and will be offer a device able to make free use of composition angles, simplification of composite process free from limited factors. The purpose of this treatise is that raise up the recognition on ani-stage of the specialistic competent person who playing a role in the sphere of animation and that give a new definition about the stage setting device based on animation.

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A Study on the 3D Stereoscopic Disparity in Four Animation Movies (3D 입체 애니메이션의 장면별 입체시차 연구)

  • Suh, Donghee
    • Cartoon and Animation Studies
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    • s.34
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    • pp.105-128
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    • 2014
  • This study was aimed to analyze the disparities of 3D stereoscopic images in four well-known American animation movies. After Avatar (2009), lots of stereoscopic movies were developed in Korean 3D production. Almost all 3D productions in Korea, however, focus on the display images or TV series animation yet. In order to make many well-made Korean stereoscopic 3D animations in future, analyzing and comparing the disparities of 3D stereoscopic images is necessary and even mandated. First, I chose 40 cuts from each four American stereoscopic 3D feature films, including Despicable me 2, Epic, Monster University, and Turbo. According to the classifications of shot angles by Vineyard (2008), secondly I analyze the 23 different angular disparities of 3D stereoscopic images and displayed in tables. Demonstrated shot angle disparities in each scene would provide numerical information to animators how to design and make the 3D stereoscopic images. Making successful stereoscopic 3D feature film will be a huge turning point in the Korean animation field in future. This study would be a first trial to seek a new method to set ahead an outlook of numerical values of 3D stereoscopic images for better visual effects.

Development of Virtual Reality Contents for Korean Sign Language Interpretation (수화 통역을 위한 VR 콘텐츠 개발)

  • Na, Kil-Hang;Lee, Byung-Ho;Kim, Jong-Hun;Kim, Jong-Nam;Jung, Young-Kee
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.690-695
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    • 2009
  • 본 논문은 영화, 방송, 애니메이션 등의 다양한 동영상 콘텐츠에 수화 애니메이션을 합성하여 동영상 콘텐츠를 청각 및 언어장애인들에게 이해시키기 위한 수화 통역 VR 콘텐츠 시스템을 제안하고자 한다. 제안된 시스템은 수화 사전에 있는 수화들을 3D 애니메이션으로 DB화하기 위해, 모션 캡처 시스템과 데이터 글러브를 사용하여 실제 사람처럼 자연스러운 애니메이션을 생성하였다. 최종적으로 동영상 콘텐츠의 자막이나 대본의 구문분석을 한 후, 이를 수화용 단어자막을 통해 수화 애니메이션을 DB에서 검색한 후, 실시간적으로 기존 동영상 콘텐츠와 동기합성을 하여 수화 통역 콘텐츠를 제공하는 VR 콘텐츠 시스템을 구현하였고 이 시스템을 동화용 애니메이션에 적용하였다.

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An analysis of trends on North Korean animation Films (북한 애니메이션 영상문화의 동향분석)

  • Park Yoon-Sung
    • Journal of Digital Contents Society
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    • v.5 no.4
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    • pp.275-282
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    • 2004
  • It analyzes a result and it presents problems which are substantial economic cooperation for current situations through the cultural exchanges of animation Film industry between south and north Korea, and also trades with other countries. It tied to observe recently the developments and trends of animation Film cultures of North Korea in this paper.

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Image Processing Technique of the 3D Animation on Smartphone (스마트폰 상에서의 3D 애니메이션 영상처리 기법)

  • Ryu, Chang-su;Hur, Chang-wu
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.183-185
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    • 2013
  • As mobile devices have developed, flash animations suitable for the existing web have solved part of the weakness caused by the image quality deterioration and the transmission capacity, but it is difficult to express 3D stereo-scopic images. Also, for the real time-randering of visual expressions for animation and the device technique for smartphone to accord with commercial demands, it is required to develop the 3D image processing technique. This paper studied on the image processing method for 3D animation capable of 3D graphic rendering with view system of android and OpenGL M3G in an embedded system device and OpenGL ES 2.0 library.

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