• Title/Summary/Keyword: 일본 애니메이션

Search Result 163, Processing Time 0.032 seconds

Basic Study on the Animation Culture Prototype: A Comparison of Korea and Japan (애니메이션에 나타난 문화원형에 관한 고찰: 한·일간 비교를 중심으로)

  • Kim, Yunho
    • Journal of International Area Studies (JIAS)
    • /
    • v.16 no.2
    • /
    • pp.73-94
    • /
    • 2012
  • Recently, Japanese cultural contents are being evaluated as a worldwide content. Among them, the animation takes an overwhelming place in the world market as a Japanese representative content. We need to understand that Japanese animation is being recognized world wide, because Japanese culture was grafted in to and it's very important to apply that to our situation. Cultural content to dominate the world has a fundamentally characteristics derived from regional culture. Cultural content includes elements of particular culture prototype. To investigate into cultural content that has globally used and is valuable, in-depth and systematic research for local (country) culture prototype showed be carried out. Our research aim to provide basic data so Korean animation can be developed as axis of Korean Wave. This compares and analyzes the Culture prototype from Korea and Japanese modern civilized media animation. Specifically for the animation shown in the culture prototype, we aim to - Analyze the content of culture prototype shown in Korea's animation: 'Hopi and Chadol Bawi', 'Heung-Bu and Nol-Bu', 'A Admiral's Diary', and 'Oseam'. - Analyze the content of culture prototype shown in Japan's animation: 'Genji', 'The Spiriting away of Sen and Chihiro', 'The Princess Mononoke', and 'Raccoon War Pom Poko'. - Compare and analyze the content of culture prototype depending on classifying criteria shown between Korea and Japan. We finally want to provide the basic data to develop the creation material for the global animation content based on these two countries throughout this research.

An identity analysis of Mechanic Design through the Japan Animation (일본 애니메이션<신세기 에반게리온>으로 본 메카닉 디자인의 정체성 분석)

  • Lee, Jong-Han;Liu, Si-Jie
    • Cartoon and Animation Studies
    • /
    • s.50
    • /
    • pp.275-297
    • /
    • 2018
  • Japan's mechanic animation is widely known throughout the world. 1952년, Japan's first mechanic animation and the first TV animation, , has been popular since it's creation in 1952. Atom, a big hit at the time, has influenced many people. Japanese mechanic animations convey their unique traits and world view to the public In this paper, we are going to discuss the change of the Japanese mechanical design through comparison of the mechanical design, which has been booming since the 1990s in Japan; and the . I expect the results of this analysis to depict Japanese culture and thought reflected in animation, which is a good indication of worldwide cultural view of animation. unexpectedly influenced the Japanese animation industry after it screened in 1995, and there are still people constantly reinterpreting and analyzing it. This is the reaction of the audience to anticipate the mystery and endless conclusions of the work itself. The design elements of Evangelion are distinguished from other mechanical objects. Mechanic design based on human biotechnology can overcome limitations of machine and make you feel more human. The pilot 's boarding structure, which can contain human nature, is reinforced in the form of an enterprising plug, and the attitude of excavation makes humanity more prominent than a straight robot. Thus, pursues a mechanic design that can reflect human identity. can be selected as the mechanic animation of the 80's, and the "Neon Genesis Evangelion" of the 90's shows it with a completely different design. By comparing the mechanical design of two works, therefore, we examine the correlation between the message and the design of the work. presents the close relationship between the identity of the mechanical design and the contents. I would like to point out that mechanical design can be a good example and theoretical basis for the future.

A Comparison of Symbolic Content in American and Japanese Animation: Food Scenes in "The Simpsons" and "Atashin'chi" (미 · 일 애니메이션에 표현된 음식장면의 상징적 속성 비교 -가족 구성의 애니메이션 <심슨>과 <아따신찌>를 중심으로-)

  • Koo, Bo-Room;Kwon, Kyung-Min
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.11
    • /
    • pp.79-86
    • /
    • 2013
  • In general, food depicted in animated films symbolically conveys cultural emotions. And yet, as diverse studies have shown, even from the perspective of cultural semiotics, there are different ways to interpret food symbolism. This study focuses on food depicted in American and Japanese animation, through a comparative analysis of scenes from "The Simpsons" (1989-present), the longest-running American animated program, and "Atashin'chi" (2002-2009), a much-beloved animated sitcom that follows the daily experiences of a Japanese family. It is hoped that the research presented here may be applied as a criterion in the production stage for understanding the cognitive function of cultural underpinnings and symbolic expression in animated works.

Analysis of Tendency of 3D Computer Graphic Techniques in 2D Animations: Majorly in Japanese Animations (2D 애니메이션 작품에서 활용되고 있는 3D 컴퓨터그래픽스 기술 경향 분석 : 일본 장편애니메이션 중심으로)

  • Park, Sea-Young
    • Cartoon and Animation Studies
    • /
    • s.10
    • /
    • pp.121-135
    • /
    • 2006
  • At present, it is very common to use techniques beyond the 2D (two-dimensional) in animations which are found in motion pictures, OVA and TV series. As you can see, PIXAR and Disney have reduced their 2D departments and recently put more effort into 3D (three-dimensional) animation. There is no doubt that producing 3D animation is the big trend. Along with this trend, the national education institutions and the national support policies are also changing to be supportive of 3D animations. We, however, should ask ourselves, if we are on the right track with this change. Through the analysis of the methods of creating 2D animation which we should keep as it is, but instead we import and incorporate with 3D techniques of Japanese 2D animation, I would like to present the importance and the significance of the 2D animation and also to suggest an effective way to create 2D fused with 3D computer graphics techniques.

  • PDF

The study about historical style of animation :Focused on the individual style and USA's style & Japan's style (애니메이션의 역사적 양식에 대한 연구:개인양식과 미국의 디즈니.일본의 지브리 양식을 중심으로)

  • Kim, Jae-Woong
    • Cartoon and Animation Studies
    • /
    • s.16
    • /
    • pp.49-65
    • /
    • 2009
  • I try to extract typological factors from the historically relevant works of animation, for that we can refer 'style.' creator's individuality, general tendencies and restraints of his time, the national properties work on them. It is the individual aspect that excels in the works of Jiri Trnka, Tim Burton, Yuri Norstein, so they stand out not only in their own specific sensibility, vision but also in the elucidation of themes and the technology of dealing medium. On the other hand the Walt Disney's animation has so distinctive characteristics that we could identify them. Disney's so-called classical model accomplished a typically American animation form as full of expressive visual language, over reaction, full animation describing detail action. We could tell, Miyajaki Hayao's Gibri Studio represents Japanese animation, which works on traditional motives of Japan and expresses unique humanity.

  • PDF

The basis analysis for feeling expression an 2D animated cartoon (2D애니메이션의 감정 표현에 대한 기초 분석 - 일본애니메이션 TV물에 표현된 이미지 -)

  • Kim, Jae-Ho
    • Review of Korea Contents Association
    • /
    • v.6 no.3
    • /
    • pp.68-71
    • /
    • 2008
  • 2D애니메이션은 애니메이션의 표현에서 모든 장르에 기초적 이론적 배경에 바탕이 되어 현재에 이르렀다. 현재에는 컴퓨터공학의 발달에 애니메이션의 표현은 무궁무진하게 급속도록 발전되어 왔으며 이러한 특징적 요소에는 서로 공유되는 내러티브의 요소가 있기 때문이다. 하지만 현장에서는 공방스타일의 표현이 우선되어 애니메이터의 표현능력을 답습하는 경우가 일반적이다. 이에 인물표정에 대한 감성과 오성의 기초이론을 바탕으로 도출되어지는 감정표현에 대한 이미지를 정리하고자한다.

Zoom In / 오세암

  • Sin, Jong-Hun
    • Digital Contents
    • /
    • no.6 s.121
    • /
    • pp.113-115
    • /
    • 2003
  • 헐리우드 애니메이션, 일본 재패니메이션과 다른 우리만의 색을 가진 창작 애니메이션을 만들수 없을까? 한국형 애니메이션 오세암의 제작업체인 마고 21은 이 한가지만을 고민하고, 한가지만을 이루고자 노력해 왔다. 사이즈가 모든것을 말해주는 것처럼 화려한 외양과 규모를 자랑하지도, 현란한 테크놀로지가 작품성을 대변하는 것처럼 신기한 기술만을 내세우지도 않는다. 마고 21이 담아내고자 하는 세계는 우리들 마음속 저 깊은 곳에 자리한 따뜻한 우리의 서정이다.

  • PDF

The Success of Animation in Korean Film Industry: An Exploratory Analysis (애니메이션 영화의 흥행에 관한 탐색적 연구)

  • Kim, Hyo D.
    • Journal of the Korea Society of Computer and Information
    • /
    • v.19 no.12
    • /
    • pp.57-70
    • /
    • 2014
  • The study proposes an exploratory analysis on the success of animation films in Korea industry. It identifies animation films that have been successful in the Korean film industry during 2004-2013 period and explores (1) how the number of screens allocated to the films have been changed; (2) what are the major factors that influence the success of the films; (3) what are the differences between Japan and the US animation in terms of plots and genres; and (4) how the characteristics of the US animations are related to the success of the US market, the global market, and Korean market. Analyses show that the number of screens allocated to the animation films has been consistently increased due to the vertical integration of Korean film industry; and the (FTA) period, months in year (summer and winter break months for middle and high school students), and the number of screens allocated to the films were the major factors influencing the financial success of animations. It also finds that specific characteristics embedded in its own cultural trait were shown in the plots and genres in the animations. Lastly the study also finds that specific set of characteristics extracted from IMDB site influence certain markets. Budgets and actor's power were found to influence the success in the US market while period (pre-FTA, FTA, post-FTA) only influence the success in Korean market. The study points out that the success of the US and Japan animations in Korean film industry are due to the historicity of animation cultures which are not found in Korean animation industry.

China, the United States and Japan's animation film creation style of comparative study (중·미·일 애니메이션영화 창작스타일 비교연구)

  • Yang, jian-hua
    • The Journal of Korean Philosophical History
    • /
    • no.39
    • /
    • pp.221-235
    • /
    • 2013
  • Through the comparative analysisand inductive research on main creation styles of Chinese, American and Japanese animation films, a conclusion can be given out, which means that the animation film style of each country can hardly be formed without their own traditional painting art, aesthetics habits and ways of thinking. It is these characteristics that form their unique animation film style. America emphasizes realism art, development and utilization of new technology, Japan pays sepcial attention totraditional painting art and comic stories. In business aspect, they bring about different business models relying on the experience of satisfying the diverse needs of domestic and global entertainment markets. When it comes to the content field, they carry forward universal values and meet the individualistic heroismso that a variety of business animation films and art animation films find their ways into the global market and acquire great popularity among audiences from all over the world. Through the comparasion of American and Japanese animation films, a new view to analyze the animation films of China is created. Animation creation is largely based on the need of socialist ideology from 50s to 80s. Even though the purposes of animation film creations returned to satisfying the diverse requirements of commercial markets and audiences, the consequences, such as the break gap of creations and talents, the lack of diverse creative styles and commercial market operation mechanism, sitll affect China's animation films today. Japan found thier position from the American model and became successful. Nowadays, China need find our own creative style and position from American model and Japanese model. And the systematic reformings that are detailed in the government managements, industry standards, internationalized talents cultivation and accumulation are the essential point.