• Title/Summary/Keyword: 작품 분석

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A Study on Convention of the Fantasy Cartoon (판타지 만화의 컨벤션 연구)

  • Kim, Seong-Jae;Son, Ki-Hwan
    • Cartoon and Animation Studies
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    • s.38
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    • pp.195-216
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    • 2015
  • 'Convention' refers to custom and practice as the dictionary definition; it means genre custom. Readers feel intimate with the pattern and grammar that a genre has, and they participate in the work, predicting and expecting the next in the 'truism.' So, all popular arts targeting the public have genre custom-that is, convention. A cartoon (comics) is one of the popular arts whose convention is developed most to the extent that its law comes across our mind just with the genre's name such as 'sports comics', 'detective comics' and 'romance comics.' However, although the fantasy cartoon is a genre that has been loved for a long time, it is one of the cartoon genres that has rarely been studied on its convention. There are several reasons for the lack of studies on convention of the fantasy cartoon. The most fundamental reason may be that its basic concept has not been properly prescribed. There are some precedent studies prescribing the fantasy cartoon as an extension of the fantastic literature, but it is hard to analyze convention that only fantasy cartoon has, because its range is too wide. So, this study considered J.R.R. Tolkein's 'Lord of the Ring' had made the genre custom of fantasy novel and fantasy comics, and classified concept and type of the fantasy cartoon. And through analysis of various cases, it investigated convention of the fantasy cartoon into 6 types. Genre is not the complete format. It is subdivided and differentiated, and it becomes one with other genres and makes a new one. For that reason, there exist limitations always when we study a genre convention of a certain genre. This study confesses in advance that it also has limitations as it just suggests convention of the general fantasy cartoon.

Analysis on the Figure of Black and White in the Comic Strip which are Mounted on the Book Pages (책 페이지에 구현된 만화의 흑백 연출 의미 분석 - 흑과 백이 갖는 상징성의 조화와 대립을 중심으로)

  • Yun, Bo-Kyoung
    • Cartoon and Animation Studies
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    • s.40
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    • pp.177-209
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    • 2015
  • The purpose of this study is to determine the meaning and function of black and white in the comic strip, which are mounted on the book pages. The role of space in comic strip, compared to the role of time in the cinema, enable to feel the role of the time in the book. Therefore storytelling of comic strip has been placed in the inseparable relationship with space. My aim is to think about the black and white meaning in the visual media, especially the use of black and white which is highlighted in the comic strip. Black and white doesn't mean a loss of color in the comic strip but it works around 2 important notions : readability, modernity (with minimalism). In comic strip, 'black and white' is not a true colour but it is complex items which indicate symbolic significances. Moreover it is also a notion which enhance 'existence and absence' and 'visible and invisible'. That's why to analyze and to understand how the space is organized in comic strip page, i chose several examples extract from black and white comic strip.

A Study on Synthetic Techniques Utilizing Map of 3D Animation - A Case of Occlusion Properties (오클루전 맵(Occlusion Map)을 활용한 3D애니메이션 합성 기법 연구)

  • Park, Sung-Won
    • Cartoon and Animation Studies
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    • s.40
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    • pp.157-176
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    • 2015
  • This research describes render pass synthetic techniques required to use for the effectiveness of them in 3D animation synthetic technology. As the render pass is divided by property and synthesized after rendering, elaborate, rapid synthesis can be achieved. In particular, occlusion pass creates a screen as if it had a soft, light shading, expressing a sense of depth and boundary softness. It is converted into 2D image through a process of pass rendering of animation projects created in 3D space, then completed in synthetic software. Namely, 3D animation realizes the completeness of work originally planned through compositing, a synthetic process in the last half. To complete in-depth image, a scene manufactured in 3D software can be sent as a synthetic program by rendering the scene by layer and property. As recently the occlusion pass can express depth notwithstanding conducting GI rendering of 3D graphic outputs, it is an important synthetic map not omitted in the post-production process. Nonetheless, for the importance of it, currently the occlusion pass leaves much to be desired for research support and books summarizing and analyzing the characteristics of properties, and the principles and usages of them. Hence, this research was aimed to summarize the principles and usages of occlusion map, and analyze differences in the results of synthesis. Furthermore, it also summarized a process designating renderers and the map utilizing the properties, and synthetic software usages. For the future, it is hoped that effective and diverse latter expression techniques will be studied beyond the limitation of graphic expression based on trends diversifying technique development.

A Comparative Analysis of Movie Versions of "Snow White" (동화 "백설 공주"를 영화화한 작품들의 비교분석)

  • Lee, Youn H.
    • Cartoon and Animation Studies
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    • s.30
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    • pp.245-262
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    • 2013
  • This paper analyzes three feature films that are based on Brothers Grimm's "Snow White": Disney's Snow White and the Seven Dwarfs (1937), Tarsem Singh's Mirror Mirror (2012), and Rupert Sanders' Snow White and the Huntsman (2012). Disney's animation, not the original literature, is the archetype of the later films. Grimm's fairy tail does not include the kiss of Prince Charming that saved Snow White which is, in fact, borrowed from "Sleeping Beauty", nor Snow White's rapport with animals. In Snow White and the Huntsman 's case, the costume of protagonist is similar with Disney's film and some shots are almost identical with Disney's version in terms of composition and angles. Nevertheless, these films show their originality with markedly different visual styles. Mirror Mirror and Snow White and the Huntsman have achieved reasonable success at the box office despite of relatively simple and predictable narratives due to the power of spectacle. While Disney's Snow White displays the model of witch that later becomes prototype of many movies, Mirror Mirror represents the unique magical world, a trompe-l'oell that can only done by director Tarsem, and Snow White and the Huntsman successfully visualizes Freudian concept of 'the uncanny' itself.

The Placelessness and Self-Alienation Expressed in the Space of Korean Animation film (한국 애니메이션의 재개발 공간에 나타난 장소상실과 자기소외)

  • Oh, Jin-Hee
    • Cartoon and Animation Studies
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    • s.30
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    • pp.1-25
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    • 2013
  • The present study explores the problem of the placelessness and alienation through spaces of redevelopment in South Korean animation film since the 2000's. Actual space in South Korean society has been destroyed and changed unceasingly, and, in that space, humans have experienced existential conflict. While the swift development of digital technology has transcended physical restrictions to form one great network, humans are still limited as materially based beings. The recent steps in South Korean animation film are noteworthy because sociocultural changes since the 1990's and the relationship between the individual and the system are perceived in ways different from those of the past. and , the works analyzed in the present study, reveal the special sense of place in South Korean society, where the destructive reorganization of space leads to the instability of life. By intentionally bypassing a sense of place and the authority automatically bestowed on representational images, these works prompt the viewer to reexamine the relationship between reality and images. Space in these two works are presented representationally but immediately destroyed, and humans or the characters in the works accept this unfeelingly. The loss of place, which is committed by the massive system, and listless humans' weakness and alienation in response are depicted as signs of sociocultural abnormality. By showing the destructive loss of place and individuals who respond with self-anesthesia and self-estrangement, these works open viewers' eyes to South Korean society, where not only social alienation but also self-alienation is occurring. By perceiving South Korean animation film as a sociocultural phenomenon and analyzing it through the concepts of the placelessness and alienation, the present study seeks to expand further discussions on animation film.

Analysis of Gender Role Behaviors in Accordance with Visual Expression of Disney Animation: Focusing on Female Characters of Mulan, Tangled, Moana, and Frozen 2 (디즈니 애니메이션의 시각적 표현에 따른 성 역할 행동 분석: 뮬란, 라푼젤, 모아나, 겨울왕국2 여성 캐릭터를 중심으로)

  • Jung, Yi Seul;Kim, Eun Jeung
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.107-117
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    • 2020
  • Animation films form a substantial part of pop culture and depict the sociocultural changes and values of the time in which they are made through visual expression of story and characters. In the process of appreciating animation films and accepting the characters, the audience learns the gender role behaviors that appear in the works as socially acceptable representations of men and women. This study illustrates whether the expression of gender role and behaviors of characters from animation films have changed over time or not by analyzing the costume and gestures of the female protagonists in 'Mulan', 'Tangled', 'Moana', and 'Frozen 2'. These films are considered to reflect the modern female identity on their story and characters. The study confirms that the stereotypical gestures and behaviors of women are still used today to portray the female protagonists in the animation films contrary to the story composition and various aspects of characters which escaped the formal stereotype. It is important for children and adolescents, the main consumers of animation, to learn and know how to consume media properly. Thus, this study seeks to illuminate the importance of research on animation literacy eduction for children and adolescents by examining the visual expressions and their implications in various animation films.

A Study on the Visual Style of Animation Documentary Genre (애니메이션 다큐멘터리의 시각적 스타일에 관한 연구)

  • Jung, Hye-kyung;Kim, Hye-kyung
    • Cartoon and Animation Studies
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    • s.42
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    • pp.25-52
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    • 2016
  • Animation documentary is a hybrid genre that is newly highlighted with opposite properties. The actual world is reproduced with an unrealistic method in documentary aspect, but the objectivity of documentaries cannot be guaranteed as the boundary of actual pictures and digital images has become ambiguous. As the animation documentary by Ari Folman succeeded in 2008, the focus of this study is on 'how can fictional animations prove the authenticity of documentaries?' in which the study is mainly conducted in documentary aspect. For this, the researcher considers visual style research has important role in understanding and developing a new video genre, and asserts the necessity of research on reproduction image that is produced by the characteristics of animation which is produced in frame units. This paper has contents on the visual style of animation documentaries with pictorial reproduction methods in which animation images were classified into 3 styles based on previous research on animation documentary style. Visual styles are classified into actual image that is based on similarity with reality to deliver objective facts, image that is transformed through emphasis and omission which are factors of animations, and surrealistic image that reproduces non-visual regions such as illusions and the inner side of characters. Through this study that analyzes visual style types and characteristics, animation documentaries are expected to position as a hybrid genre that illustrates reality with a new method instead of being included in the existing reproduction method of documentaries.

Vitalization Strategy Research of Private Modern Dance Organizations: Centered on The Importance of Experts and Urgency Assessment (민간 현대무용단의 활성화 전략 연구: 전문가 중요도 및 시급성 평가를 중심으로)

  • Kim, Gyu-Jin
    • Journal of Digital Convergence
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    • v.18 no.11
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    • pp.527-538
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    • 2020
  • This research measures the urgency and importance listening to experts' opinions as a proposal for vitalization of folk modern dance groups. Firstly, the open type FGI(Focus Group Interview) was implemented for five groups of an expert by applying the new industry foster theory, and total 24 types of second questionnaire were developed through importantly referred or repeated contents. They were distributed to 20 people including a dance group representative, a planner, a university professor and etc to measure experts' importance and urgency. In the research result, For big list, Financial aid for both importance and urgency appear first, and for comparative analysis of importance and urgency for small list, differences in infrastructure construction are shown. "expansion of dance program's advertisement channels" and "rank 1" appeared in "Secure space for dancers". Suggestions for analyzing such results are as follows. It is shown that "detailed financial aid for the operation of dance groups" and etc in the aspect of financial aid, "the employment of professional human resources including design and producing etc" in that of performance and education related production development, "training a dancer who can assimilate a complex genre" in that of manpower training, "arrangement of exclusive space for a dance group" in that of infrastructure building, and "the employment of professional human resources including design and producing etc" in that of consulting support are important and urgent matters considered by experts.

A study of sound graphic equalizer configuration using photo image (이미지를 이용한 사운드 그래픽 이퀄라이저의 구성에 대한 연구)

  • Seo, June-Seok;Hong, Sung-Dae;Park, Jin-Wan
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.430-435
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    • 2008
  • Thanks to the development of IT technology, there have been developed a variety of types of portable music players. IT technology didn't stop there, however. It has gone to developing GUIs (Graphic User Interfaces) to deliver more information to the user. As the function of GUIs has become important, the music players are being required to show characteristics of the sounds they output visually beyond just delivering the sounds through analyzing the information that the sounds contain. To visualize the information of sounds, that is to say, has become substantial. In this process, sound graphic equalizers have been developed in order. The object of this study is to produce a new sound graphic equalizer with new forms of expressing visual images of sounds besides the bar graphs, in which user feedback is possible. This study has devised a new sound visualization form in visually expressing the information of sounds by analyzing their characteristics. This new sound visualization provides a sound graphic equalizer with which the user can select images for the information of the sounds s/he listens. This study suggests a new alternative GUI with which the user can change the form of the outputted images in realtime as communicating with the player.

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Possibility to Develop the Green Tourism in Conjunction with the Image of the Local Community: the case of Daejeon (지역 공동체 이미지와 연계된 녹색 관광 개발 가능성 연구 : 대전지역 사례)

  • Lee, Il-Yul;Park, Moon-Kyou
    • The Journal of the Korea Contents Association
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    • v.11 no.9
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    • pp.506-514
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    • 2011
  • The purpose of this study is to look into whether there is a possibility to develop the image of the local community in conjunction with green tourism, thus to explore the concrete ways to vitalize local community with diversified green tourism programs. In the pursuit of relating the research of community image-building with comprehensive local characteristics, this study selected the case of Jung Bang I village near Daejeon and analyzed the case through both written materials and on-site investigation. As a result of analysis, first, it was found that community image-building contributed positive effects in terms of the commercialization of the local community and its revitalization. Second, it was observed that community image-building led to form a "green route" that played a role as a passage to link townspeople to the country. It was also verified that those country villages that succeeded in image-building provided the places where people could experience the country and arts, which showed the potential of their roles as educational opportunities. In conclusion, this study will be able to suggest the direction to where the green tourism and image-building projects of the small communities near towns should go, and also provide a substantial guideline to related people regarding how to operate and maintain the local community.