• Title/Summary/Keyword: 전통 애니메이션

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The Road Map of Animation Festival in Korea through the Comparative Analysis of 4 International Animation Festivals (4대 국제애니메이션영화제 비교분석을 통한 한국애니메이션영화제 발전방향)

  • Choi, Young-Chul;Choi, Seung-Rak
    • Cartoon and Animation Studies
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    • s.25
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    • pp.177-201
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    • 2011
  • This article intends to draw the Road map of Korean International Animation Festival through the research of background and its identity of 4 International Animation Film Festivals Such as Annecy, Zagreb, Ottawa and Hiroshima. I was given opportunity to visit Annecy since 2009, it brought me to the real attraction of animation for watching of pleasure and passion of the people those who love animations. For the combining more advanced system and structure for Animation Festival in Korea, I had to do research all the information from the documents from the Annecy Collections. though I have not get the chance to go others except Annecy, However, I could get their background and history whenever I met the other Festival Committee Members. These Festivals showed us successful Road Map for the Animation Festivals in Korea as a role model. For the getting advanced system of Animation Festivals in Korea. It requires the animation theater for animation, effort for the Audiences's Convenience and international network composition system. However, the last task of us is to make people to entertain and enjoy the animation Films, its world of attraction.

Natural 3D Lip-Synch Animation Based on Korean Phonemic Data (한국어 음소를 이용한 자연스러운 3D 립싱크 애니메이션)

  • Jung, Il-Hong;Kim, Eun-Ji
    • Journal of Digital Contents Society
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    • v.9 no.2
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    • pp.331-339
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    • 2008
  • This paper presents the development of certain highly efficient and accurate system for producing animation key data for 3D lip-synch animation. The system developed herein extracts korean phonemes from sound and text data automatically and then computes animation key data using the segmented phonemes. This animation key data is used for 3D lip-synch animation system developed herein as well as commercial 3D facial animation system. The conventional 3D lip-synch animation system segments the sound data into the phonemes based on English phonemic system and produces the lip-synch animation key data using the segmented phoneme. A drawback to this method is that it produces the unnatural animation for Korean contents. Another problem is that this method needs the manual supplementary work. In this paper, we propose the 3D lip-synch animation system that can segment the sound and text data into the phonemes automatically based on Korean phonemic system and produce the natural lip-synch animation using the segmented phonemes.

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Animation Education as VCAE in the Digital Age (시각문화교육과 디지털 미디어 시대의 애니메이션 교육의 방향)

  • Park, Yoo Shin
    • Cartoon and Animation Studies
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    • s.35
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    • pp.29-65
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    • 2014
  • Visual culture art education (VCAE) seems to be the new paradigm for art education after postmodernism. Getting beyond the traditional art education, VCAE has expanded its scope of interest to include the visual environment that surrounds our life, thus pushing the boundary of art education beyond the traditional fine arts to cover pop culture and visual art. VCAE shares the issues as well as a lot of elements of culture and art education and in fact serves as a major theoretic background for culture and art education, in that it pays attention to the sociocultural context of images and emphasizes visual literacy and constructionist learning. In this paper, I have reviewed the theoretical background and related issues of VCAE with a view to presenting a direction for animation education, which is gaining in importance coming into the Age of Digital Media. VCAE was born in the progressive cultural atmosphere from the 1970s and thereafter, and its gist consists in figuring out visual artifacts and their action in order to improve individual and social life. Yet, VCAE continues with its development according to the changing aspects of visual culture, and currently, it is expanding its scope of interest to cover the esthetic, experiential education in visual culture and construction of meaning through digital story-telling. In the visual environment of the Digital Age, animation is establishing itself as the center of the visual culture, being a form that goes beyond an art genre or technology to realize images throughout the visual culture. Also, VCAE, which has so far emphasized visual communication and critical reading of culture, would need to reflect the new aspects of the visual culture in digital animation across the entire gamut from experiencing to understanding and appreciating art education. In this paper, I emphasize on Cross-Curricula, social reconstruction, the expansion of animation education, interests in animation as a digital media, and animation literacy. A study of animation education from the perspective of VCAE will not only provide a theoretical basis for establishing animation education, but also enrich the content of VCAE, traditionally focused on critical text reading, and promote its contemporary and futuristic orientation.

A Study on the Deva's Visual Characteristics of Buddhist Worldview in Animation Movie - Focused on - (애니메이션에서 표현된 불교 세계관 천(天)의 시각적 특징에 관한 연구 - TV시리즈 를 중심으로 -)

  • Yu, Qinglong;Choi, Dong-Hyuk
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.65-66
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    • 2019
  • '천(天)'은 불교 세계관 속의 선인으로서 불교 전통 예술에서 많이 표현된 불교 세계관 중에 하나이다. 최근 '천'의 개념이 애니메이션 작품에 표현되면서, 불교 세계관에 대한 관심이 많아지고 있다. 불교 문화와 세계관의 이해를 통해 다양한 예술작품에 활용된다면, 애니메이션의 발전에 대해 훌륭한 소재가 될 수 있을 것이다. 이를 위해 형태 특징, 색채 특징 이 두 가지 시각적 특징으로 불교 세계관의 '천'을 분석하고 애니메이션 캐릭터 창작의 연관성을 분석하였다. 본 논문을 통해 불교의 세계관과 불교 문화가 더욱 발전할 수 있는 계기가 되기를 희망한다.

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The Illusion-Image of Digital Animation Used in a Live action Film and 3D Animation (영화의 합성과 디지털 애니메이션의 가상성에 관한연구)

  • Lee, Jong-Han
    • Cartoon and Animation Studies
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    • s.9
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    • pp.235-249
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    • 2005
  • Manual processing to make illusion-image of Digital Animation consists of handicraft technology indeed, such as an animation process, image addition and image revision etc.. This thesis asserts that is acquiring new art concept, resuscitating the craftsmanship of art in this digital manufacturing process. To concrete this, this paper consists of the following steps. First, reproduction and mixture in a Film. In art history which have emphasized 'Aura' of an, Reproduction by machine became that can not avoid. Various pictorial information and added images stored by digital become having an opportunity that can do easily a new film-work with reproduction and mixture It is the second rank, extension of an area of Digital Animation. Now, Digital Animation is recognized as a new creative art through illusion of meta-realism. Consequently, the process of Digital Animation is acquiringing the possibility as a new art of Digital Animation, showing the characteristics of a new media art that reconstructs imagination which past media arts could not achieve.

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Attributes Optimization Method of Effective Use of Toon-shading (툰 쉐이딩의 효과적인 사용을 위한 속성 최적화의 방안)

  • Shin, Il-Yong
    • The Journal of the Korea Contents Association
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    • v.8 no.11
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    • pp.154-161
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    • 2008
  • Rapidly changing 3D rendering technology is expanding its fields of display fast towards Non-Photorealistic Rendering beyond Photorealistic Rendering. It is now attainable to realize conventional 2D visual animated cartoons with 3D animation technology. It is not complex to create two shades of color or more with the rendered outcomes, made by Toon-Shading, of 3D total packaging animation Maya with black outlines brought through the process of 2D animation. It the reality of 3D animation being one of the prevalent mechanisms of animated films, it is valuable for familiarized animated cartoons to be realized by the technology of 3D animation. Thus, I hope to help in many ways create more effective 3D cartoon animation production process by optimized Toon-Shading attributes method and technology in this research.

English Learning Application by Animation and Multimedia Software (애니메이션과 멀티미디어 소프트웨어의 영어 학습 연구)

  • Lee, Il Seok
    • Journal of Digital Contents Society
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    • v.16 no.5
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    • pp.707-715
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    • 2015
  • With the development of computer technology, the multimedia mediums that allow for animated videos, conversational illustrations are increasingly receiving attention for materials for educational purposes. Accordingly, there is a need to research whether multimedia resources and material is more effective compared to traditional educational material and resources. This study aims to compare traditional English reading and writing learning methods with learning methods using educational multimedia mediums such as illustrations or animation. Students were divided into a experimental group and a control group, and during 6 months the groups were exposed to different educational resources and on the basis of student evaluation feedback and grades, a new approach to English education is offered.

The Influence of Digital Animation on the choreography of K-pop idol (K-pop아이돌 무대 퍼포먼스 디자인에 반영된 디지털 애니메이션의 영향)

  • Park, Yoo Shin
    • Cartoon and Animation Studies
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    • s.34
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    • pp.129-165
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    • 2014
  • K-pop performances are in the center of the contemporary popular arts and cultural industry, and implicitly reveal the way that our society views the body and the time-space. This paper explores the motif of automaton in the K-pop idol group ShiNee's stage performance of 'Everybody' and the song's music video. At the same time, the paper relates the motif with the automaton of the digital era-that is, the sense of time-space in digital animations. The motif of the automaton has its origins in the mythical forms related to the animation, and is related to the human desire to create humanlike forms. Also, this motif is closely linked to the aesthetical meaning of the animation, being played in different variations since the beginning of the animation. This paper explores the tradition of automaton motif in culture and the arts, and look into the cases in which the history of the relationship between the media and body performance harboring the automaton motif has been displayed in 19th century ballet or modern body expressional arts. In addition, this paper will compare and analyze representative contemporary works that reveal digital viewpoint and the choreography of 'Everybody', and compare other works that stand in similar aesthetic tradition, investigating the influence of digital animation reflected in the K-pop idol and its aesthetic and social undertones.

A Study on the Aesthetic Characteristics of the digital silhouette animation, (미셀 오슬로의 <밤의 이야기>를 통해 본 디지털 실루엣 애니메이션의 미학적 특성 연구)

  • Moon, Jae-Cheol;Kim, YoungOk
    • Cartoon and Animation Studies
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    • s.32
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    • pp.1-21
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    • 2013
  • Silhouette Animation has been recognized as a genre of animation since the very beginning of the animation history, and also Its segmental movement and Aesthetic expression has led a variety of semantic interpretations. Especially the French animation director, Michel Ocelot, recently integrated 3-dimensional digital to the silhouettes animation, and it extended the possibility of the silhouettes animation in many aspects. In his latest animation feature, , he showed how he made changes in 3-dimension by creating and evolving his own way and style of silhouette animation. Although mainstream digital animations preferably to show realistic images and motion, Michel Ocelot used very selective movement, subjective digital colors and extended space which couldn't be expressed in the way of creating traditional style of silhouette animation. This alternative slow movement and the unique aesthetics in 3-dimension emphasize the unconscious elements of color, composition, patterns, and it provides digitally enhanced images and pictorial impression. In addition, the acquisition of digital three-dimensional use of space made possible to provides the wider formative imagination to the audience. In this paper, we analyzed aesthetic characteristics of the digital silhouette animation, (2011), specially focusing on the aspects of Movement, Image, Space, which could not be found in the traditional silhouette animation. It is significant to obtain diversity of the future digital animation and its positive development. In addition, this provides opportunity to explore Michel Ocelot's new experiments and animation philosophy.

A Flat Staging Studies in the Animation "Song of the Sea(2014)" (애니메이션 "바다의 노래(2014)"에 나타난 평면적 스테이징 연구)

  • Kim, Soong-Hyun;Lee, Tae-Hoon
    • Journal of Digital Convergence
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    • v.17 no.6
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    • pp.373-380
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    • 2019
  • In this study, I examined the visual elements for narrative structure and the symbols, scene components and visual styles in the images through analyze the flat staging in Tomm Moore's animated feature film, . As a research method, I figure out the general theories about staging and analyze extracted scenes which revealed flat staging in the , then summarize and clarify the flat staging production elements and features of Tomm Moore. As a result, in , the composition of the screen using the basic shapes, the screen composition containing the spiral which is symbol of the Celtic traditional pattern, the stable and flat frame expression through the balanced screen composition, expression of spatial sensation using perspective, appearance of the period by using the inverted perspective, and composition that can emphasize the flat formability are appeared as a characteristic. Through this, the two-dimensional planarity was maximized to convey the feeling of appreciating the illustrations of fairy tales. Tomm Moore, who produced animation based on folk tales in order to inherit the traditional culture of Ireland, has been attracting worldwide attention because of its flat staging to help narrative, enhancing the original expression and performance of animation. I hope that this study will be used as basic data for industry workers and researchers who make unique and excellent animated feature film.