• Title/Summary/Keyword: 표현 애니메이션

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Case Analysis on Stop Motion Animation based on the Acceptance of New Technology : Focusing on 3D Printer & Special Effect Technology Application (신기술 수용 스톱 모션 애니메이션 사례분석 : 3D 프린터, 특수효과 기술 응용을 중심으로)

  • Zhang, Wan;Song, Seung-Keun
    • The Journal of the Korea Contents Association
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    • v.18 no.1
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    • pp.665-672
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    • 2018
  • The purpose of this study is to analyze the problem of existing stop motion animation and to apply 3D printer technology and computer special effect technology applied with latest technology as a solution to solve this problem. For this purpose, we review the history of stop motion animation and confirm how the technology applied to stop motion animation through previous research. As a result, we have overcome limitations of the existing stop motion animation limited to the cline cloth in terms of expression by using 3D printer like recently released and . Furthermore, the natural phenomenon, which is the biggest limitation of stop motion animation, was able to produce a unique work of stop motion animation rather than computer special effect processing. Therefore, in the stop-motion animation, the acceptance of 3D printer technology and computer special effects technology has enabled unlimited imagination and original expression. Recent technology-based stop-motion animation is expected to provide the foundation for the continued development of the animation field in the future.

A study of center of gravity on 3d character animation (3D 캐릭터 애니메이션에서의 무게중심 관한 연구)

  • Cho, Jae-Yun
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.356-361
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    • 2006
  • 모션캡처기술은 이미 많은 애니메이션과 게임에서 보편화되어 사용되고 있다. 하지만, 이런 좋은 기술을 뒤로 한 채 아직도 많은 애니메이터들이 직접 애니메이션을 하고 있다. 모션캡처 기술비용과 제작시간 때문이기도 하지만 사람과 상이한 체형을 가진 3D 캐릭터에 사람의 모션을 적용하기엔 어색한 부분이 많기 때문이다. 또한, 캐릭터의 특징을 부각시키거나 왜곡시키는 등의 과장의 표현은 불가능하다. 캐릭터의 생명은 그 캐릭터가 가진 성격과 체형에서, 그 캐릭터만의 자연스런 움직임을 표현하는데 있다. 기획과 의도에 따른 특성들을 과장하여 표현하되 인간의 동작에 익숙해 있는 우리 눈에 어색함으로 비춰지지 않도록 해주어야 비로소 생명력이 있는 캐릭터를 만들 수 있다. 다양한 모양의 캐릭터는 서로 다른 무게중심을 가졌고 이를 고려하지 않고 애니메이션 했을 때 여러 가지 문제점이 생긴다. 이러한 문제점은 캐릭터가 자연스럽지 못하게 보이는 가장 큰 원인 중 하나다. 본 논문은 게임과 애니메이션 등에서의 3D 캐릭터가 더욱 생생하고 현실적으로 보이도록 돕는데 그 목적이 있다. 그 중, 중요한 요소인 무게중심에 대한 이해와 함께 활용방법에 대한 연구에 목적을 둔다. 캐릭터의 자연스러운 움직임을 위해 무게중심은 반드시 고려해야 할 문제이고 캐릭터의 특성 및 성격 표현에도 중요한 영향을 미친다. 애니메이터들에게 무게중심에 대한 중요성을 알리고 새로운 접근방법을 제시하는 것을 본 논문의 가치로 삼는다.

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게임엔진연재 / 게임 객체의 자연스러운 동작 생성을 위하여!

  • Kim, Hyeon-Bin
    • Digital Contents
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    • no.6 s.121
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    • pp.142-143
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    • 2003
  • 3D애니메이션은 컴퓨터 그래픽스의 응용 분야 중 방송, 영화, 광고, 애니메이션과 같은 상업용 영상물 제작 및 게임과 사용자 인터페이스 구현 등 여러 분야에서 중요한 위치를 차지하고 있다. 인간 또는 의인화된 동식물, 혹은 로봇과 같은 사물의 움직임을 표현하는 애니메이션은 만화영화와 같은 2D 애니메이션으로 출발해 게임 등 주변 산업과 연계해 발전해 왔다. 그러다 최근 컴퓨터 그래픽을 이용한 3D 애니메이션 기술의 발전과 더불어 새로운 시대를 맞이하고 있다.

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A Study of the Etched Animation Expression Techniques of Piotr Dumala (Piotr Dumala의 메조틴트 애니메이션에 나타난 동판화의 제작 기법 연구)

  • Jang, Seo-Woo;Kim, Jea-Woong
    • The Journal of the Korea Contents Association
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    • v.17 no.8
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    • pp.685-692
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    • 2017
  • Fine art production methods are frequently incorporated into animation production. The Printing Expression method is often employed among fine art production. There are three main techniques in Printing Expression: Silk Screen, Woodcut and Etching. Animations that use Silk Screen and Woodcut techniques are quite common. However, it is rare to find Etching techniques in animations. So with that being said, I would like to introduce etching animation through the work of Piotr Dumala; the well known Ink Etched film director. Also, I analyzed the characters: movement, unique texture and sensuous feeling; that only mezzotinted Etched-Animation expression technique can show. If we can expand methods on how to show our imagination through etching techniques, it can allow many directors to produce etched animation films in which they can express their imagination.

A Study on the current and Development of the Korea Independent Short Animation (한국 독립 단편애니메이션의 현재와 발전방향에 대한 연구)

  • Son, Gook-Whan
    • Cartoon and Animation Studies
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    • s.48
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    • pp.1-22
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    • 2017
  • Independent short animation was the expression method for young animation creators through creative and progressive representation. Since the birth of animation, independent short animation has become a driving force for qualitative development and diversification of animation. This has brought many works to the world that emphasize experimentation and challenges in the history of animation and in countries that have the rich animation resources such as France, Japan, and Canada, they recognize its importance and supports young creators in order to maintain the value of it. However, Korean animations are evaluated the quality of works by the popularity of the children, moreover, companies that focus on developing and selling products, including toys, rather than animation works themselves and public awareness that accepts them are formed throughout the Korean animation industry. Because of these points, Korean animation creators can not express the creative vision for the future and philosophical awareness of the problem and they are trapped in commercial animation markets. In order to re-leap and expand the Korean animation industry, which has reached the saturation level with infant animation, it is necessary to reestablish the value of independent short animations with challenging and experimental characteristics and requires the creative environment and support system for the diversity of Korean animation industries, including the achieving commercial goals through good planning, story development and technological innovation. For this purpose, this paper analyzes the current state of production, screening, distribution, and government support of independent short animation in Korea, and explores the structural problems and solutions.

The Research Work of Development of Imaging Media and Expansion of The Animation Expression - Focusing on The Expansion of Space for Frozen (영상미디어 기술의 발달과 애니메이션 표현력의 확장에 대한 연구 -<겨울왕국>에서 나타난 공간의 확장 중심으로)

  • Lim, Jae Min;Lee, Jong Han
    • Cartoon and Animation Studies
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    • s.36
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    • pp.325-347
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    • 2014
  • "The art challenges the technology, and the technology inspires the art." By this word John Lasseter expressed Pixar animations main soul of story. Media technology has a close relation with the animation. As media developed more and more, an animation has been widen a lot and have given new visions to the audiences. We can see such this figure from the history of the Disney animation. They had tried to make all the kind of animations such a silent animation, planetary animation, black and white animation and the multi colored animation. Lately Disney had made animation that has traditional style. But the method of making traditional animation stable side story's holdup the audience. So Disney animation decided to change this method. For the result of Disney animation studio effort Frozen had produced after a computer graphics work following Rapunzel. What was the reason for entertain well of Frozen? Not only changing the method of producing traditional to computer graphic is could not make entertain well. We can see from the Frozen concordance of the original idea and modern scenario, OST the perfection of computer graphics work. In this paper work Disney animation has worked from the silent animation to computer graphic works result of "The Frozen". For the contribution of technology development makes able to analyze animations expression and relation. There is a lot shots that hard to analyze in the Frozen. But I will study it with the method named "Expansion in space" to making main analyzing expressive extension that appears on the scene.

A study on the Allegory and Experimental presentation technique in Film by Zbigniew Rybczynski (Zbigniew Rybczynski 영상의 실험적 표현기법과 알레고리에 관한 연구)

  • Kim, Yun-Kyung
    • Cartoon and Animation Studies
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    • s.34
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    • pp.1-22
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    • 2014
  • The purpose of this research is to study a case of allegory and experimental presentation technique in Film by Zbigniew Rybczynski. It is to analyse this study is to inquire into the fact that experimental animation carries diverse interpretation of comtemporary art and the purpose of this study is to identify certain style through the interpretation of allegory focused on film Tango which has expanded the field of experimental animation with the unique form of the film structure and technique. Therefore, in this research, I would highlight the characteristic of allegory in Film by Zbigniew Rybczynski and research the experimental presentation technique that appears in experimental animation focused on "fragmentation" which are the expressive style of allegory.

An Analysis Study on Convergence type of Character's Subject Matter of Expression in Broadcasting Kids TV Animation on EBS (EBS 방영 TV 유아동 애니메이션 캐릭터 표현소재의 융합유형 분석연구)

  • Kim, Suk-Rae;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.13 no.4
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    • pp.319-328
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    • 2015
  • Domestic kids TV animation industry is settled well in domestic animation industry by adding both entertainment value and educational value. Specially, the character that represents various rolls in the kids TV animation is the core visual element. This study is the analysis for character's subject matter of expression. For this, I established the tool which could classify character's subject matter of expression, and apply the tool to the character which were selected in broadcasting kids TV animations on EBS. Through this procedure, I analyzed character's subject matter of expression with the distribution chart as the final step. In addition, I hope the result of this study could intend to provide the index of the character creation in the kids TV animation and also informed the current situation about the character's subject matter of expression in the kids TV animation.

A Study on Korean Lip-Sync for Animation Characters - Based on Lip-Sync Technique in English-Speaking Animations (애니메이션 캐릭터의 한국어 립싱크 연구 : 영어권 애니메이션의 립싱크 기법을 기반으로)

  • Kim, Tak-Hoon
    • Cartoon and Animation Studies
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    • s.13
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    • pp.97-114
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    • 2008
  • This study aims to study mouth shapes suitable to the shapes of Korean consonants and vowels for Korean animations by analyzing the process of English-speaking animation lip-sync based on pre-recording in the United States. A research was conducted to help character animators understand the concept of Korean lip-sync which is done after recording and to introduce minimum, basic mouth shapes required for Korean expressions which can be applied to various characters. In the introduction, this study mentioned the necessity of Korean lip-sync in local animations and introduced the research methods of Korean lip-sync data based on English lip-sync data by laking an American production as an example. In the main subject, this study demonstrated the characteristics and roles of 8 basic mouth shapes required for English pronunciation expressions, left out mouth shapes that are required for English expressions but not for Korean expressions, and in contrast, added mouth shapes required for Korean expressions but not for English expressions. Based on these results, this study made a diagram for the mouth shapes of Korean expressions by laking various examples and made a research on how mouth shapes vary when they are used as consonants, vowels and batchim. In audition, the case study proposed a method to transfer lines to the exposure sheet and a method to arrange mouth shapes according to lip-sync for practical animation production. However, lines from a Korean movie were inevitably used as an example because there has not been any precedents in Korea about animation production with systematic Korean lip-sync data.

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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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