• Title/Summary/Keyword: 표현 애니메이션

Search Result 741, Processing Time 0.022 seconds

A Comparative Analysis of Food and Symbolism in Animated Films (미·일 애니메이션에 표현된 음식장면에 나타난 상징적 속성 비교)

  • Koo, bo-room;Kwon, kyung-min
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2013.05a
    • /
    • pp.163-164
    • /
    • 2013
  • 일반적으로 애니메이션 안에 표현된 음식은 문화의 정서를 상징적으로 나타낸다. 음식에 대한 상징적 해석에 대해서는 문화기호학적 측면에서도 다양한 연구가 이루어지고 있는데, 본 연구에서는 미국과 일본의 극장판 애니메이션 속에 등장하는 음식장면을 중심으로 하여 미국과 일본 애니메이션에 표현된 문화의 상징적 속성을 밝히고자 한다.

  • PDF

A Study Animation Comparison using Rigging Animation and Puppet Pin (리깅애니메이션과 퍼핏핀을 이용한 애니메이션비교 연구)

  • Joo, Heon-Sik
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2016.01a
    • /
    • pp.231-232
    • /
    • 2016
  • 본 논문에서는 모션 그래픽을 이용한 컴퓨터애니메이션으로 실감 있는 영상 콘텐츠를 제공한다. 본 연구에서는 합성기법을 적용하여 원본 소스 영상과 목표 영상을 합성하여 새로운 영상을 생성하는 합성 기법을 적용하고 합성한 영상을 애니메이션 기법을 적용하여 동영상으로 콘텐츠를 제작한다. 이렇게 합성 기법과 애니메이션 기법을 적용한 영상을 고전적 표현 기법을 적용하여 마치 고대 유물이나 조각상이나 동상 같은 무형의 조형물에 생명력을 적용해 마치 벽화 속에 있던 사물이 살아서 움직이는 신기한 광경을 연출한다. 이러한 연출은 다양한 효과를 적용하여 연출한다. 또한 현재의 사물에도 같은 방법으로 합성 기법과 애니메이션 기법, 그리고 다양한 효과를 적용하여 현대적인 표현으로 다양한 상황에서 다양한 효과를 적용하여 현대적인 사물 표현이 가능하다. 따라서 이러한 합성기법과 애니메이션 기법과 효과들로 시대를 초월하는 시공간 연출이 가능하여 다양한 광고, 홍보 등에서 효과적이다.

  • PDF

A Study on the line expression in 'The cowboy's Flute' (중국 수묵애니메이션의 예술적 특징에 관한 연구 : 특위의 <피리부는 목동>에 나타난 선적(線的) 표현을 중심으로)

  • Kim, Jeung-Yeun;Kim, Jae-Woong
    • Cartoon and Animation Studies
    • /
    • s.11
    • /
    • pp.87-104
    • /
    • 2007
  • This paper proposes to analyze artistic characteristic based on the line expression of , Te Wei's Chinese water-ink animation. We considered the transitions of Chinese water-ink animation through Shang-hai Animation Film Studio's works which induced the dominant improvement in Chinese animations and other major animation industries internationally with the theoretical explanations about particular understanding of line concept and formative characteristics. We not only considered line expression of , aesthetic and idea etc. which are the central point of this paper but also researched the artistic possibilities through the effects of Chinese water ink and line and the relationship of animation.

  • PDF

Japanese Experimental Animation in 1960s (1960년대 일본의 실험적 애니메이션)

  • Park, Gi-Ryung
    • Cartoon and Animation Studies
    • /
    • s.29
    • /
    • pp.37-60
    • /
    • 2012
  • This essay is discusses the phase on expression as experimental animation for the tendency of the animation which appeared newly 1960s in Japan by "3 members in animation". In general, experimental animation is contrary to traditional animation. "3 members in animation" tried to present the concept of animation newly with the various trials which overthrow the form of the conventional animated cartoon. Those days, the feature animation of Toei was the mainstream of the cartoon film. When comparing with Yoji Kuri's works, the movement and theme on expression are different. It can be said that the difference is an alternative method to the mainstream. Other members Ryohei Yanagihara and Hiroshi Manabe connected design and illustration with animation. The independent creators participated in the animation festival which "3 members in animation" held. They tried to create animation interchanging with other genres. It can be said that the intermediality seen in their work is trial which sets variegated the object of animation and it expands the possibility of the new animation. Their approach overthrew the traditional tendency and was able to call it experimental animation. Japanese experimental animation in 1960s is the historical starting point of recent independent animation which searched for art in which an original expression has been formed in Japan.

Hierarchical animation Environment for Simulation (시뮬레이션의 계층적 애니메이션 환경)

  • 조대호
    • Proceedings of the Korea Society for Simulation Conference
    • /
    • 1998.10a
    • /
    • pp.187-191
    • /
    • 1998
  • DEVS(Discrete Event system Specification)형식론은 계층적이고 모듈화 된 형식으로 시스템을 설계함으로써 신뢰성 있는 모델링이 가능하도록 이론적으로 잘 정립된 시뮬레이션 방법론이다. 시뮬레이션의 진행과정 및 결과를 표현하기 위한 애니메이션 개발 환경에 있어서도 DEVS 모델의 구조를 반영하여 계층적 애니메이션 환경을 구현 할 수 있다. 계층적 애니메이션은 시뮬레이션 관찰자가 시스템의 특정 레벨에 맞추어 애니메이션 진행 상황을 볼 수 있도록 한다. 이는 일반적으로 시뮬레이션 애니메이션이 갖는 장점인 시스템 이해 및 모델의 신뢰성 검증의 향상 뿐 아니라, 다양한 관점에서 시스템의 변화를 확인 할 수 있다는데 그 필요성이 요구된다. 본 논문에서는 계층적인 애니메이션과 그래픽 표현이 가능하도록 하기위해 DEVS 모델의 구조를 반영한 계층성을 갖는 애니메이터(시뮬레이션과 애니메이션의 연결 프로세서)를 설계하였다. 이러한 애니메이터는 모델과 같은 구조로 각 모델에 필요한 애니메이션 객체들을 유지·관리함으로써 계층적 애니메이션을 가능하게 하며, 시뮬레이션의 이산적인 시각 경과와 애니메이션의 연속적인 시간 경과와 애니메이션의 연속적인 시간 경과 사이에 동기화를 용이하게 한다.

  • PDF

A Study on the Function of Props in Animation 1 (애니메이션 소도구의 기능에 관한 소고(小考) 1)

  • Baek, Seung-Gyun
    • Cartoon and Animation Studies
    • /
    • s.9
    • /
    • pp.143-160
    • /
    • 2005
  • This study was performed on purpose to consider the charade function of props in directing animation. The prop is gradually expanded its role and scope in modern animation. Its scope covers dramatic factors, creating and changing characters, the means of psychological description or emotional expression, mise-en-scene, montage, creating products etc. Like this, the prop has an important function emotionally or indispensably in human life. Thus, the prop should be a subject that can speak to audiences or viewers, not worthless and silent subject. Hence, the prop should be recognized as a charade having productional function. Nevertheless, the prop has been unnoticed up to now. The function of props should be valued hereafter. The prop itself is meaningless, but it always speaks to audiences on the screen.

  • PDF

A Study for Expressing the Image of Anticommunistic Ideology Reflected in (<똘이 장군>에 반영된 반공적 이데올로기 이미지 표현에 관한 연구)

  • Jang, Yeon-Yi
    • Cartoon and Animation Studies
    • /
    • s.15
    • /
    • pp.109-122
    • /
    • 2009
  • Cultural policy, a part of ideological policy has affected remarkable changes in movie and animation. Korean animation was called cartoon movie and popular only among children, but works dealing with anti-communism ideology have been introduced in Korea since before/after 1970s. Animation focusing on ideology is not unique in Korea, but division of two Koreas after Korean War made great influence on social, cultural and educational aspects of the nation. Moreover, modification in movie-related laws and regulations made in 1960s - 1970s affected movie and animation significantly and is a means of strengthening anti-communism. In particular, Director Cheong-gi Kim's released in 1978 is meaningful in that it is the first long piece of animation movie. In this study, I clarify anticommunistic ideology reflected on the anticommunistic animations and the imageable expression of ideology reflected on . Most of all, I emphasize on clarifying how the cultural policies and social & cultural background influence on the advent of anticommunistic animation in 1960${\sim}$1970. Also, to communicate anticommunistic ideology reflected on produced under the social & cultural background, I clarify the expressive characteristic which the image of animation has.

  • PDF

The Study on the Lighting Directing of Animation - Focusing on the Emotional Vocabulary that Appears in the 3D Animation Scene (애니메이션의 조명 연출에 대한 연구 - 3D 애니메이션 장면에서 나타나는 정서적 어휘를 중심으로)

  • Lee, Jong Han
    • Cartoon and Animation Studies
    • /
    • s.36
    • /
    • pp.349-374
    • /
    • 2014
  • The light is the language. Directors have to describe the scene component effectively his intention to configure the scene as an appropriately. After this act of the character, the layout of the props and scene lights will enter to the scene components. Those things help to audiences can understand narrative of work and emotion that producer want to send. Expressing their emotions especially using the lights by adjusting the colors and contrast makes audience to concentrate on work and understand naturally. This lighting technique clearly appears on early year theaters stage of England and Rembrandt's paintings. Properly dividing and controlling the lights dramatically increases the beauty of the work elements to express a variety of emotions such as worries and fear. Therefore, it can be evolve depending on director's intent of using lights on his work. Lights can increase involvement of human emotion through basic features that cognition of object, visualization of space-time and by artistic method in the product. This study will examine the role and how to use lighting to express the proper sentiment based on the narrative of the work. Making research named "Lighting Research of 3D animated film which applying light features to express emotion" previous study and have to combine emotional vocabulary and emotion-based theory for classifying the emotional language that can be applied on 3D animation. And choosing most emotional scene from 3D animation for analyze how they used lighting to expressing emotions. Directors trying to show up about the light role through light method that matched perfectly with an emotional language. Expecting this research work of directing 3D animations light for expressing emotional feelings will be continue successfully.

A Study on the Transition of the Grotesque Expression Method in Animation (애니메이션에 나타난 그로테스크 표현방법 추이 연구)

  • 이종한
    • Archives of design research
    • /
    • v.17 no.3
    • /
    • pp.51-60
    • /
    • 2004
  • The esthetics of 'grotesque' and its entertaining values have many things in common with the characteristics and properties of animation as a medium of expression. The ways to express grotesque images in animation have expanded its realm of expression with the development of modern image digitalization technologies. The grotesque images that were expressed by the combination of photographs and animations and objet animations have been developing its disharmony in a more realistic manner with full 3D animation technology and realistic motions of virtual characters with motion capture. The subject matter also has become more diverse with the advance of modern scientific civilization. An example is the appearance of Cyborg(cybernetic+organism) characters and the grotesque images in the modern times mainly start to appear in animations dealing with the isolation of human beings among its characteristics. Also, the changes of the expression methods of grotesque images along with the development of visual technology development in the future will transform its methodological forms by changing its expression methods to VR forms and interactive visuals. Thus it is expected that the grotesque images and characteristics will change into a visual genre which emphasizes dehumanization.

  • PDF

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.