• Title/Summary/Keyword: 영상애니메이션

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Changes in the Socialistic Planned Economy System and Propaganda of Animation - Focusing on China - (사회와 시장의 체제전환이 애니메이션 프로파간다 표현방식에 미치는 영향- 중국사례를 중심으로-)

  • Kim, Jin-Young
    • Cartoon and Animation Studies
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    • s.40
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    • pp.83-107
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    • 2015
  • Propaganda is often accepted as the political promotion that had used mostly by the socialist states during the First and the Second World Wars and the Cold War and by Hitler who governed Germany. Therefore, cases of the study on the image and picture propaganda were mostly posters or films of the socialism period when the propaganda was active. However, today it is not easy any more to find propaganda of the clear promotion characteristic as the past. In these modern times, it has changed into metaphorical propaganda based on 'persuasion', rather than publicity like past. Therefore, it has been changing from the direct promotion of the past into the indirect persuasion; and from the raw, direct and powerful publicity and claim into the soft and metaphorical persuasion and appeal. Thus, investigating again the contemporary propaganda will be an important element in analyzing contemporary images. The animation, selected as a target of the analysis of propaganda, exists in various ways in various images of the modern times, which is not too much to say that today's society is the television society. Besides, the animation is the image that can cover all ages as men and women of all ages can watch, so it is proper for analysis of the contemporary propaganda of metaphorical, indirect and various forms.

Analysis and Proposal of Abstractive Expression of 3D Animation (3D 애니메이션의 추상적 표현에 관한 분석 및 제안)

  • Park, Sung-Dae;Jung, Yee-Ji
    • Cartoon and Animation Studies
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    • s.37
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    • pp.1-24
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    • 2014
  • The advancement of computer technology has blurred the border in image expression between live-action films and 3D animation to an indistinguishable extent. Despite the ever-evolving image expression, it has been found that animation properly incorporating abstractive expression receives more positive responses from the audience than the animation closely akin to live-action films. This indicates that animation-specific abstractive expression can exert more significant effects than that of live-action expression as proved in Dr. Mori Masahiro's 'Uncanny Valley.' Also, such effects apply only to characters, whilst the technology capable of live-action expression is acknowledged only for the background of 3D animation. Without doubt, animation has its own infinite world of expression, and thus more effective methods for its expression can no longer be considered a matter of technology. The present study analyzes the abstractive expression of 3D animation in terms of characters and backgrounds and explores a more effective method to apply the current technology of image expression to 3D animation with a view to proposing a direction for more appropriate application of 3D animation technology to future animation.

A Convergence Study for the Academic Systematization of Cartoon-animation (만화영상학의 학문적 체계화를 위한 융합적 연구)

  • Lim, Jae-Hwan
    • Cartoon and Animation Studies
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    • s.43
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    • pp.285-320
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    • 2016
  • Cartoons and Animation are convergent arts created with a composite application of language arts described in the form of literary texts and sounds, plastic arts visualized in the form of artistic paintings, and film arts produced in the form of moving pictures. An academic university major in cartoons and animation studies established in late 20th century however, did not satisfactorily meet the needs in academic research and development and the free expression of artistic creation was limited. In order to systematize the major in cartoons and animation studies, an convergent approach to establish and clarify following are in demand : the terms and definitions, the historical developments, the research areas and methods, the major education and related jobs and start-ups. New culture and arts industries including cartoons, animation, moving images, and games contents are not yet listed in the industries listing service jointly provided online by the portal site Naver.com and Hyung-Seol publishing company. Above all, cartoons and animation are inseparably related to each other that even if one uses the term separately and independently, the meaning may not be complete. So a new combined term "Animatoon" can be established for the major in cartoons and animation studies and also used for its degree with concentrations of cartoons, animation, moving images, games, and etc. In the Introduction, a new combined term Animatoon is defined and explained the use of this term as the name of the major and degree in cartoons and animation studies. In the body, first, the Historical Developments classified Animatoon in the ancient times, the medieval times, and the modern times and they are analyzed with the help of esthetics and arts using examples of mural frescos, animal painting, religion cartoons, caricatures, cartoons, satire cartoons, comics, animation, 2 or 3 dimensional webtoons, and K-toons. Second, the Research Areas of Animatoon reviewed the theories, genres, artworks, and artists and the Research Methods of Animatoon presented the curriculum that integrated the courses in humanities, science technologies, culture and arts, and etc. Third, the Major Education considered Animatoon education in children, young adults, students of the major and the Related Jobs and Start-Ups explored various jobs relating to personal creation of artwork and collective production of business-oriented artwork. In the Conclusion, the current challenges of Animatoon considered personalization of the artists, specialization of the contents, diversification of the types, and liberalization of the art creation. And the direction of improvement advocated Animatoon to be an academic field of study, to be an art, to be a culture, and to be an industry. The importance of cartoons and animation along with videos and games rose in the 21st century. In order for cartoons and animation to take a leading role, make efforts in studying Animatoon academically and also in developing Animatoon as good contents in the cultural industries.

Realistics Facial Expression Animation and 3D Face Synthesis (실감 있는 얼굴 표정 애니메이션 및 3차원 얼굴 합성)

  • 한태우;이주호;양현승
    • Science of Emotion and Sensibility
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    • v.1 no.1
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    • pp.25-31
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    • 1998
  • 컴퓨터 하드웨어 기술과 멀티미디어 기술의 발달로 멀티미디어 입출력 장치를 이용한 고급 인터메이스의 필요성이 대두되었다. 친근감 있는 사용자 인터페이스를 제공하기 위해 실감 있는 얼굴 애니메이션에 대한 요구가 증대되고 있다. 본 논문에서는 사람의 내적 상태를 잘 표현하는 얼굴의 표정을 3차원 모델을 이용하여 애니메이션을 수행한다. 애니메이션에 실재감을 더하기 위해 실제 얼굴 영상을 사용하여 3차원의 얼굴 모델을 변형하고, 여러 방향에서 얻은 얼굴 영상을 이용하여 텍스터 매핑을 한다. 변형된 3차원 모델을 이용하여 얼굴 표정을 애니메이션 하기 위해서 해부학에 기반한 Waters의 근육 모델을 수정하여 사용한다. 그리고, Ekman이 제안한 대표적인 6가지 표정들을 합성한다.

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The Characteristics and Future Trends of Short-Form Animation (숏폼 애니메이션의 특성과 발전방향에 관한 연구)

  • Lee, Sun-Ju;Han, Je-Sung
    • Cartoon and Animation Studies
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    • s.38
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    • pp.29-51
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    • 2015
  • With the progress in high speed internet networks, mobile devices and social networking, the eco-system of the media has shifted from that where the flow of content was one-way from the producer to the consumer. A so-called 'prosumer' culture has taken root where the consumer himself produces media content. Along with these trends, various video-sharing platforms such as youtube has a method of allocating advertisement profit to the content producer, offering a win-win platform for content pro-sumers. This allows the channels to attract several tens of millions of subscribers and raise an annual income of over 10 billion Won, marking a revolutionary change in the content industry. This paper seeks to analyze video distribution channels and short-form media content that are showing continuous growth to identify new markets where animated content can make progress in an era of online video media platforms, as well as provide a future direction for small teams of creators of animated films to survive and thrive in this environment.

The Expression of Postmodern Pop Art Style in Contemporary American Animation (현대 미국 애니메이션에서의 포스트모던 팝의 표현)

  • Wu, Ying;Chang, Wook-sang
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.727-741
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    • 2022
  • This article focused on contemporary American animation since the 1990s and later detailed clues to the theory that contemporary pop art style influenced contemporary American animation art creation expression and contemporary American animation. Knowing why American animation swept the world summarizes the art creation characteristics of modern American animation. After a combination of theoretical and actual animation works, the main manifestations of the postmodern pop art style in contemporary American animation: exaggerated and superficial shapes highlight character characteristics; rebellious colors reconstruct emotional perception; creation impacts the mass media-dependence; bizarre collage and repetition, embodying the postmodern pop spirit of jokes and spoofs, Etc. Through this, it is expected that the current analysis of American animation will provide new innovative ideas for domestic animation design and increase the competitiveness of domestic animation in international video animation.

Research on the expression of aesthetics in Animation (애니메이션 제작기법의 미학적 접근 방법연구)

  • Joo Young-Sook;Kim Chee-Yong
    • Journal of Digital Contents Society
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    • v.6 no.4
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    • pp.249-254
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    • 2005
  • Modern society has produced various forms of mass media to convey different messages to the public.Animation, in particular, has been developing and expanding its own unique ganre and cultural code. In this report, I first describe the basic definition and expression techniques of filmography. Based on these technique, I observe the characteristics and methodologies of animation aesthetics, and distinguish between animation and motion pictures in order to show the benefits of using animation. Finally, I suggest the future direction of the research we will pursue in order to efficiently carry message to the public.

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Musical function of theme song expressed in animated film (애니메이션 영화 <코코(Coco)>에서 표현된 주제곡 음악적 기능 분석)

  • Zhang, xiao-shuang;Xiao, lin;Choi, dong-hyuk;Lee, hyun-seok
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.61-62
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    • 2019
  • 애니메이션 영화에 있어서 음악은 영화의 예술적 퀄리티를 향상시키는 도구가 되었다. 본 논문은 애니메이션 영화의 주제곡을 애니메이션에서 어떻게 연기할 수 있는지, 애니메이션 음악의 창작과 서사 간에 서로 밀접한 기능과 관계를 탐구한다. 이를 위한 연구는 첫째, 애니메이션과 음악에 대한 이론적인 고찰하며, 둘째 애니메이션 영화 <코코(Coco)>의 사례 분석하며, 주제곡 위주로 음악의 기능적 특징이 애니메이션으로 어떻게 표현되는지를 다룬다. 이에 주제곡은 주제 내용과 중심인물을 둘러싸고 일정한 음악적 이미지를 형성하고 주제를 심화기능을 가지고 있음을 알 수 있다.

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