• Title/Summary/Keyword: 일본 애니메이션

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A Study on the expression and reader cognition of a Comics character (만화캐릭터의 표정과 독자 인지에 관한 연구)

  • Yoon, Jang-Won
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.227-231
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    • 2006
  • As for comics and animation, the specific gravity came to become still larger in all the art fields together with the importance in various image media now which is useful and goes the time of the 21st century new media. Especially the demand of users to the vision culture which develops day by day, Sensitivity Engineering Department is trying to realize the necessity for a sensitivity design acutely together. The influence of the comics which have toxicity most also in Japanese culture in a geographical position like South Korea on it, and animation is the actual condition in the reason which has reached from youth universally to the layer for years, to be inquired systematic to a Korean comics language. This reserch was conducted as we thought sufficient study on various situations are required, and among them, for the reserch of expressions of cartoons's characters, we've divided the expressions of characters that comes out in Japanese cartoons into catagories of "happiness, anger, sadness, pleasure" and "fear, astonishment and dislike" and based on these catagories, we've drawn out the minimum elements to express emotions in cartoon and prepared image-map by relating them with languages that express emotions of people and based on this, we've made a calculating tools on how our readers would read the expression languages. Samples of Japanese cartoons of which we've chosen for the purpose of drawing out the elements of expressions were limited to only published cartoons and we've made a foot steps for expression analysis of animation characters in the future.

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A Study on the Expression of Symbolism in the Production of Animation for the Original Work 'Grave of the Fireflies(火垂 墓)' ('반딧불의 묘' 원작에 대한 애니메이션 연출의 상징성 표현 연구)

  • Kim Il-Tae;No Su-Ah
    • The Journal of the Korea Contents Association
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    • v.5 no.4
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    • pp.111-121
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    • 2005
  • The appearance of digital culture swiftly has changed the culture in domestic and international arenas before and after the year 2004 and the image and animation have become two of the most important expression media in contemporary age. Among the Japanese animations that have demonstrated the rapid development of cartoon and animation in the world, the director Dakahata Isao's 'Graves of the Fireflies' that has influenced many works has been evaluated as one of the noticeable works that has a unique method and scenario dramatization in terms of producing the original novel into an animation. This study investigates the metaphor and symbolism shown in this work according to each sequence, divides the production ability in the work into three elements and applies them to the important elements such as camera, colors and mise-en-scene when the original work is depicted into image. It can be summarized in more detail as in the following: firstly, I study the rhythm of camera corresponding to the symbolism of the angle that the camera has and production; secondly, I analyze the artistic elements appeared in the process of expressing the original work into the image, especially the production for the colors and symbolism contained in them and the composition of screen. Thirdly, I analyze how effectively the atmosphere for the situations for the original work is expressed in animation with the aid of one of the image elements, mis-en-scene. It is expected that the analyzed findings will be effective as a way of overcoming the limitation of expressions that the original work in text and the study on these processes will become good examples to the relevant workers and will be the good references to the producers who are interested in the creation of animation in Korea.

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A Study on Simulation Effect Technique of C.G : Focusing on the Fire Simulation Effect (CG산업에서 Simulation 표현의 기술적 활용에 대한 연구 - 불의 표현 활용사례를 중심으로 -)

  • Kim, Yong-Kwan
    • Cartoon and Animation Studies
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    • s.17
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    • pp.188-204
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    • 2009
  • This study purpose development cg technique our nation because present Technique limit of Computer graphic R&D that the best competition of 3D Computer graphic part and present a answer of how to overcome Technique limit of Computer graphic R&D with success example of Computer graphic R&D an advanced country. if we make full of mutuality supplementation of C.T and I.T then hold a dominant position and the over the limit solution We researches on multi or group simulation of cyber character and water, fire, wind, fog Simulation System of Computer graphic and purpose development of direction Computer graphic R&D to people in Computer graphic the result of this study and introduction of project of a research institution and inflection method this time is a point of R&D time of determined and resolution instead creative part.

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Hayao Miyazaki's Animation Storytelling: Aesthetics of Confrontation and Coexistence Represented in the Mythical Space (미야자키 하야오의 애니메이션 스토리텔링: 신화적 공간에 나타나는 대립과 공존 의 미학)

  • Oh, Dong-Il
    • Journal of Digital Contents Society
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    • v.18 no.4
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    • pp.649-657
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    • 2017
  • Hayao Miyazaki provides pleasure which go beyond the barrier of culture and language through realizing pan-cultural and mythical space which can communicate with the audience through unique, aesthetic expression. In his animation storytelling, diverse tangible and intangible symbolic elements based on the traditional culture inherent to Japan are actively utilized, and he provides the audience with the aesthetic pleasure of arbitrary interpretation and contemplation by composing the system of connotative signification through such symbols. In this process, he creates the value of the system of meaning which clearly conveys the mythical message of connotative meaning of the work through the aesthetic form based on the universal experience of confrontation and coexistence. It can be said that this is the communicative value of animation storytelling pursued by Hayao.

A Study on Ecology theory and Environment theory Research that is Loocked in Hayao Miyazaki work (미야자키 하야오(宮崎 駿)작품에 투영된 생태론과 환경론 연구)

  • Lee, Seung-Jae
    • Cartoon and Animation Studies
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    • s.44
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    • pp.183-209
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    • 2016
  • Hayao Miyazaki's product, , is evaluated that his work until present that product point of view and commercial point of view are highly filled at the same time. Miyazaki's showed new public entertainment possibility in genre that is animation inventing highest-grossing domestic film in Japan's history until it was taken over by another Miyazaki work. Also, it can high evaluate that not that see for interest simply beam about environment and human who writer has to spectator deep self-examination and way of problem pulling comprehension without burden through resected reflex which is not exigent delivery sympathy form. Analyzing his product, , ,, , , , this research allowed purpose to recognize that he present the alternative after arranges intent subject how and institute problem. And do to study whether his though and ideology met with viewpoints of ecologism and environment(environmentalism) in work how. There are his countenance have theme that is certain in Miyazaki director's works. If summarize had handled subject meantime, it is , , , etc. This subjects are that go first at importance order among problems which we face, it is that human desires essentially. If balance of society system that regulate various economical, moral value system and desire to our society is set, our society is that can become little more near in nature mode of life.

The Asian mode of production of Japanese Manga Higajima -The protests of the Political Structure and Asian mode of production (일본 만화 <피안도(彼岸島(Higajima))>와 아시아적 생산 양식 아시아적 생산양식의 정치구조와 투쟁)

  • Lee, Ho-Young
    • Cartoon and Animation Studies
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    • s.25
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    • pp.109-132
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    • 2011
  • The Vampire has relatively universal images in through the cultural and verbal usages. The comic Higajima and movie display the latest image of Japanese Vampire of asian mode of production. After the Meiji political reformation of 18th Century, Japanese had rapidly changed into European style in every places. However, the Higajima is denied the structural changes, it is insisted that the changing is only the skin deep and colour of hair but the structure of the society is same as feudal Japan. Asian mode of production is claimed by Karl Marx, according to him, it is before the historical developing model in Europe and it was controversial. The major character of modern Japanese history would be the change of hierarchy of king-shogun-samurai-peasant based on the regional ground. The feudal structure is changed by the Meiji reformation and Japan was rushed for the westernized country rather than the asian mode of production. However, Higajima argued that the changing is just the clothes of ruler but the democracy and individual citizenship was lost in that reformation. Vampire is cursed creature that cannot see the sun and it has not the functioned as a human organ. For human it is dead but this creature actively moves and stronger than human and much superior than human in every aspects. It is managed the feeding through the suck the human blood and power to seduction. Even it is not exist, it is quite symbolic phenomenon of cultural usage of superior entity of chain of feeding. The aim of this paper is display the symbolic code Vampire of Asian mode of production in Higajima and political struggling of Japan in actual. To search of the cultural meaning and possibility of the Korean solution of modernity.

Chinese Elements in RPG Game of USA, JAPAN, and KOREA (中国元素在国外RPG游戏角色造型中的应用分析 )

  • Lee, Won-Jung;Shui, Lin-Lin
    • Cartoon and Animation Studies
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    • s.39
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    • pp.349-363
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    • 2015
  • As the market sheare of the Chinese game market across the world has been largely expanded over a decade, big game exporters of USA, Japan, Korea have developed Chinese factors and promoted export strategies, that target China. The Purpose of this study is to analyze the popular game characters of USA, Japan and Korea in order to provide empirical analysis of traditional Chinese elements applied in existing games. The RPG games in USA, Japan and Korea were selected for the contents analysis of the Chinese elements to show how the existing game companies used Chinese elements. The main findings of the research from survey data are rather inconsistent with the content analysis. In particular, all the RPG game companies of USA, Japan and Korea showed a remarkable ratio of using Manzu clothes more than Hanzu clothes. But, the preference of real game users on the Manzu style were lower than Hanzu style. Moreover, Chinese users showed more preference of the game character background that users more deepen Chinese culture. We suggest that applying Chinese elements need to be more selective based on real user's demand.

어리버리 개구리들의 유쾌한 지구 정복기

  • Sin, Seon-Ja
    • Digital Contents
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    • no.1 s.152
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    • pp.88-90
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    • 2006
  • <개구리 중사 케로로>는 카도가와 쇼텐의 '소년에이스'에 연재중인 요시자키 미네의 만화를 원작으로 제작된 작품으로 감독은 <행복한 세상의 족제비>로 국내에도 잘 알려진 야마모토 유스케 감독이다. 저 연령층부터 청소년층 시청자까지 폭 넓은 사랑을 받고 있는 유쾌한 코미디 애니메이션인 이 작품은 2004년 도쿄TV에서 방영된 후 그 인기에 힘입어 2기까지 제작되어 현재 50여편이 제작완료 된 상태이다. 국내에서도 투니버스에서 지낸해 9월 중순부터 방영해 큰 인기를 모은 바 있다. 더욱이 귀엽고 깜직한 캐릭터와 재미잇는 스토리로 일본은 물론 국내에서도 많은 팬을 거느리고 있는 개구리 중사 케로로는 캐릭터 상품까지 큰 호평을 받고 있어 원소스멀티유즈를 실현시키고 있다.TV시리즈의 인기로 2006년 초쯤 극장판까지 나온다는 개구리 중사 케로로의 매력을 찾아본다.

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Uncanny Valley Effect in the Animation Character Design - focusing on Avoiding or Utilizing the Uncanny Valley Effect (애니메이션 캐릭터 디자인에서의 언캐니 밸리 효과 연구 - 언캐니 밸리(uncanny valley)의 회피와 이용을 중심으로)

  • Ding, LI;Moon, Hyoun-Sun
    • Cartoon and Animation Studies
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    • s.43
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    • pp.321-342
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    • 2016
  • The "uncanny valley" curve describes the measured results of the negative emotion response which depends on the similarity between the artificially created character and the real human shape. The "uncanny valley" effect that usually appears in the animation character design induces negative response such as fear and hatred feeling, and anxiety, which is not expected by designers. Especially, in the case of the commercial animation which mostly reply on public response, this kind of negative response is directly related to the failure of artificially created character. Accordingly, designers adjust the desirability of the character design by avoiding or utilizing the "uncanny valley" effect, inducing certain character effect that leads to the success in animation work. This manuscript confirmed the "uncanny valley" coefficient of the positive emotion character design which was based on the actual character design and animation analysis. The "uncanny valley" concept was firstly introduced by a medical scientist Ernst Jentsch in 1906. After then, a psychologist Freud applied this concept to psychological phenomenon in 1919 and a Japanese robert expert Professor Masahiro Mori presented the "uncanny valley" theory on the view of the recognition effect. This paper interpreted the "uncanny valley" effect based on these research theory outcomes in two aspects including sensation production and emotion expression. The mickey-mouse character design analysis confirmed the existence basis of the "uncanny valley" effect, which presented how mickey-mouse human shape image imposed the "uncanny valley" effect on audience. The animation work analysis investigated the reason why the produced 3D animation character should not be 100% similar to the real human by comparing the animation baby character produced by Pix company as the experimental subject to the data of the real baby with the same age. Therefore, the examples of avoiding or utilizing the "uncanny valley" effect in animation character design was discussed in detail and the four stages of sensation production and emotional change of audience due to this kind of effect was figured out. This research result can be used as an important reference in deciding the desirability of the animation character.

Study on the creative development of China Cartoon & Animation - Focusing on changes in a production environment with supporting the policy of the State Administration of Press, Publication, Radio, Film and Television of China - (중국 만화 애니메이션 창작과 발전 방향에 관한 연구 -국가광전총국(國家廣電總局) 지원정책에 따른 제작환경 변화를 중심으로-)

  • Xie, Shu-Fu;Kim, Jong-Du
    • Cartoon and Animation Studies
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    • s.35
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    • pp.209-226
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    • 2014
  • Chinese cartoon industry lately was able to see a rapid development which changed cartoon creative personnel associated with increased production technology development, new technologies, government support policy and a variety of environments. It was likely to have high expectations for changes in the policy environment of the country supported the comic creators and authors to develop its own comic industry. The State Administration of Press, Publication, Radio, Film and Television of China promoted the production for the development of Chinese animation with "domestic little video about the development of the animation industry's opinion", and "documents Documents". Animation industrial base and animation education was established in institutions such as the organization one after another. In the meantime, the spread of Japanese comics picture on the creative activation admitted but their comic creation and activation was slump. It would produce that the creation of its traditional culture based activation strategy to built comics. Since 2004, It was well represented for the creators of the cartoon creation of the tradition and uniqueness of Chinese history. In the prior to 2004, comics and strategies was to be differentiated. Today, China is an important source of comic marked the fact that the tradition was recognized and it was further developed with combining creativity of the past and the present production system. Comic creators comic story of traditional culture were excavated in order to have a sense of awareness and modern. The difference between China Cartoon and comics in other Asian countries is true that cartoon story came out naturally in a traditional culture. In this study, It would lead in the future to allow directional presented for the digital cartoon making development policy awareness through the comic creation and production of new media content industry enabled to China. Now, in the new media industry for the development of China's neighboring countries coped with climate change for the active exchange of information. It poured out ceaseless technical development and a range of policies to support business expansion. New China Cartoon was leaped to re-fit the industry.