• Title/Summary/Keyword: 표현 애니메이션

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Analysis of Squash & Stretch Principle for Animation Action (애니메이션 동작을 위한 Squash & Stretch 원칙의 분석)

  • Lee Nam-Kook;Kyung Byung-Pyo;Ryu Seuc-Ho
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.111-114
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    • 2005
  • Squash & Stretch principle is playing an essential principle for animation action. The application of this principle gives the illusion of weight and volume to an animation character, and makes it possible that an animation action be the smooth and soft by escaping from the stiffness and rigidity. If an action of human or object on animation is expressed like a real world, it seems to be unnatural. Any action without Squash & Stretch will look rigid, uninteresting and not alive. It can be applied to movement of all objects, characters' actions, dialogues and facial expressions with a basic rule of mass, volume and gravity. Any action will not be well expressed without this principle. To be a good animation action, it should be deeply applied in 3D animation, not only 2D animation. Thus, a systemic analysis of Squash & Stretch principle is required.

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The Study of Disney's Twelve Animation Method in (<인크레더블>에 표현된 디즈니의 12가지 애니메이션 기법에 관한 연구)

  • Lee, Dong-Jin;Lee, Jong-Han
    • Cartoon and Animation Studies
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    • s.12
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    • pp.74-85
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    • 2007
  • The animation exercises its influence all over the our lives, specially it has originated the new film industry by combining and applying with movies and CF. The current of time being active of animation industry brought about many changes to all the field of making films, planning and consumption. This paper is written for to inspect animation techniques that has developed to expand and break the limit of the animation's processing and expanding the part of expression. Specially by analyzing which is made by PIXAR, inquired how the 12 Disney animation skills were applied. As a result, the 12 Disney animation skills were combined to express one natual movement. Even though is 3D animation made by not Disney but PIXAR and made in 2004, it was applied and followed the 2D animation's the processing skill in 1987. Consequently, we could know even if the production, the way to produce and the time change, the exact same way of the 1987's producing skill has applied for now.

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Expression of Anthropomorphized Animal Characters in Animations -focused on the Animation of America- (애니메이션에 등장하는 의인화된 동물캐릭터의 표현 -미국 애니메이션 중심으로-)

  • Lee, Young-Suk;Hong, Soo-Hyeon;Kim, Jae-Ho
    • The Journal of the Korea Contents Association
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    • v.10 no.11
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    • pp.125-135
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    • 2010
  • This study analyzed the influences of human personalities and physiognomies on anthropomorphized animal characters and the relationship between the personalities and images of anthropomorphized animal characters and the associated images of real animals when animations expressed the animals. At first, the study classified animals who often appeared in animations, selected the representative characters whose personalities were well expressed, visualized them and rated them with words expressing personalities. Then, it rated personalities which were associated with the name of each animal(word) with words expressing personalities and analyzed the relationship the images and word association. The study results indicates that the similarity of two tests is very high and the images of animals which are perceived by human are anthropomorphized and expressed with familiar images for human. The study suggests expressing appropriate personalities when expressing anthropomorphized animal characters in animations.

A study on the production of animated GLOOM used in indie music (인디음악에 사용되는 애니메이션(GLOOM) 제작에 대한 연구)

  • Kim, Tae-eun
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1495-1500
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    • 2017
  • The animation "Gloom" based on the low poly art expresses the intention of the production by expressing an music as an animation. The paper describe the production process including the modeling, rigging, animation, and rendering. Furthermore, the production process for pure creative animation with client's intention was also considered. Therefore, it can provide guidelines for pure creators who do similar creative work.

HEEAS: On the Implementation and an Animation Algorithm of an Emotional Expression (HEEAS: 감정표현 애니메이션 알고리즘과 구현에 관한 연구)

  • Kim Sang-Kil;Min Yong-Sik
    • The Journal of the Korea Contents Association
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    • v.6 no.3
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    • pp.125-134
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    • 2006
  • The purpose of this paper is constructed a HEEAAS(Human Emotional Expression Animaion System), which is an animation system to show both the face and the body motion from the inputted voice about just 4 types of emotions such as fear, dislike, surprise and normal. To implement our paper, we chose the korean young man in his twenties who was to show appropriate emotions the most correctly. Also, we have focused on reducing the processing time about making the real animation in making both face and body codes of emotions from the inputted voice signal. That is, we can reduce the search time to use the binary search technique from the face and body motion databases, Throughout the experiment, we have a 99.9% accuracy of the real emotional expression in the cartoon animation.

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Study on the lyrical expression of Mono no aware aesthetic -concentrated on (모노노아와레 미학의 서정적 특성에 관한 연구 -곤 사토시의 <천년여우>를 중심으로-)

  • Xia, Yi;Kim, Hong-Kyun
    • Cartoon and Animation Studies
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    • s.49
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    • pp.169-202
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    • 2017
  • In this thesis, we investigate the animation (2001) based on the three phases of the lyrical expression derived from Ye Weiqu's Mono no aware Aesthetic-a Japanese classical aesthetics' perspective, on the aspects of the perceptions of human, world, and nature. By analyzing each component of three phases of Mono no aware Aesthetic, the thesis illustrated that how (2001) utilized and expressed Japanese classical aesthetic and how Japanese classical aesthetics were widely utilized into modern Japanese animations. Moreover, the thesis also stated that Mono no aware Aesthetic has become a creative element in order to answer a development direction with future Japanese animations. Through integrating Japanese unique classical aesthetics into the animation elements, Satoshi Kon, the director of the animation, well carried and expressed the cultural content of Japanese nation, thus promoting a deep understanding of characteristics for Japanese animation which have a wide appeal. In his masterpiece -, the characters building, plot describing, theme expressing, cultural meaning could be analyzed respectively by means of Ye Weiqu's 3 phases of Mono no aware aesthetic, reflecting how inherited the legacy of Japanese classical aesthetics. Furthermore, based on the analysis method, the animation contributed tremendously to Japanese classical aesthetics and Mono no aware aesthetics. Tradition for classical aesthetics could play a role as a creative tool for contemporary and future animation.

A study on differences in the humor embedded in stories between Korean and American feature-length animation (한·미 장편 애니메이션에서 스토리와 관련된 유머의 차이에 대한 고찰)

  • Kim, Yun-Jung
    • Cartoon and Animation Studies
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    • s.35
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    • pp.67-88
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    • 2014
  • Internationally, the Korean feature-length animation is not making a successful box office hit. Being a box office hit all around the world is related with entertainment and laughter cannot be excluded as a element that gives such enjoyment. Although the humor would be playing an important role in globalization of Korean animation, studies that analyzed humor in Korean and U.S. animation are still lacking. Recently, there are cases that several Korean animations aim at overseas market entrust pre-production of scenario or storyboard. This paper examines the humor embedded in stories of feature-length animations that had the most differences by analyzing frequency and contents, and through interviews. It also proposes ways to improve the humor embedded in stories of Korean animations.

A Study of Analysis and Comparison about Effective 'Stretch and Squash' in 3D Animation -Focusing on and - (3D 애니메이션작품에서 효율적인 스트레치와 스쿼시 적용 비교 분석에 관한 연구 -<톰과 제리(Tom and Jerry)>와 <인크레더블(The Incredibles)>을 중심으로-)

  • Kim, Yang-Soo
    • Cartoon and Animation Studies
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    • s.10
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    • pp.107-120
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    • 2006
  • The movement of characters in ceil animation is the art that gives the feeling of movement. The movement expressed naturally and well done makes the scene more dramatic and interesting. The history of 3D animation is not fully riped yet but it has shown powerful impact. The genre of 3D has come closer to us, yet it has given freshness and problems at the same time. One of the problems is the awkwardness of movement. Overplaying, stretching and squashing of character, was extremely difficult to accomplish using the prior technique of 3D so! ftware. It was not very effective so animators have avoided doing it. However, advanced technique of 3D software, so to speak, ‘stretch and squash’, overcomes the limitation of movement. The new form of character animation can be accomplished. The theme of this paper is about the analysis and comparison of ‘stretch and squash’ in cell and 3D animation.

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Comparison of the Character Movements from Key-frame and Motion Capture Animation (키 프레임과 모션캡처 애니메이션의 캐릭터 움직임 비교)

  • Yoo, Mi-Ohk;Park, Kyoung-Ju
    • The Journal of the Korea Contents Association
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    • v.8 no.9
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    • pp.74-83
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    • 2008
  • In animation films, the movements of characters are exaggerated and comical. Traditional key-frame animation techniques allow to control exaggeration and comicality of characters at animators' wills. But, recently introduced motion capture techniques have limits on representing comicality and exaggeration although it is convenient to capture subjects' natural looks. This paper chooses two animations from key-frame and motion capture techniques and looks into comicality and exaggeration of characters by analyzing movements and motion of them Movements are classified as four fundamental motion elements - running, jump, gesture and walking - and are analyzed to compare the way of representation from two films. By studying similarity and differentiation of movements of two films, this paper discusses the advantages and disadvantages of key-frame and motion capture techniques in terms of exaggeration and comicality. Comparison of the character movements from two techniques shows that there are common differentiations of those movements.

A Study on the Expression of Philosophy Agenda through Animation Contents - Focusing on Korea's Animation film "Padak(2012)" - (애니메이션 콘텐츠를 통한 철학적 의제표현 연구 - 한국 애니메이션 영화 "파닥파닥(2012)"을 중심으로 -)

  • Kim, Ye Eun;Lee, Tae Hoon
    • Journal of Digital Convergence
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    • v.18 no.8
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    • pp.391-399
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    • 2020
  • Even though the animation industry has been growth since 2011, there is still imitation by public stereotype which insists that animation is only able to cover the young age group and is not the proper genre of art to convey a social or a philosophical agenda. However, describes the philosophical agenda of 'social class' and 'life and death' in the limited space by expressing characteristics and background of fish through its own way. Thus, it shows how animation goes beyond aforementioned limits. Straying from traditional happy-ending, it criticizes present social problems by telling despite fishes' effort they cannot escape from structural contradictions. The drawing technique in musical expresses the character's ideology and attitude to make people think about how we will behave in the face of life and death. Therefore the purpose of this paper is analyzing director Lee Dae-hee's animation and present the genre expandability of animation.