• Title/Summary/Keyword: 프리프로덕션

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Previsualization by using 3D (3D를 이용한 사전시각화_프리비즈)

  • Kim, Ho-Kwon
    • Proceedings of the Korea Contents Association Conference
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    • 2011.05a
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    • pp.567-568
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    • 2011
  • 미국 영상제작시장에서는 기획단계에서 충분한 시간, 비용투자와 여러 가지 검증방법을 통해, 아이디어를 거의 완벽하게 검증하고 있다. 최근에 사전시각화-프리비즈(previsualiztion)의 한 종류인 3D 씨네메틱스(cinematics)가 검증방법으로 활용되고 있다. 최신 컴퓨터 그래픽 기술을 이용하는 프리비즈는, 단기간에 저비용으로 제작자와 클라이언트들이 원하는 비주얼을 최종 결과물에 최대한 가깝게 구현하는 것을 목표한다. 고품질 프리비즈는 기획물에 대한 검증, 수정, 시장성타진 뿐만 아니라 프로덕션단계의 시행착오를 줄이는 가이드라인으로 쓰여, 프로덕션의 품질(quality)향상, 제작비 절감하는데 기여하고 있다. 이러한 기획에 대한 확실한 검증과정들이 미국의 영상제작산업을 세계최고 레벨로 올려놨다. 본 연구는 미국 영상제작시장에서 제작되고 있는 프리비즈의 동향과, 프리비즈 국내영상기획시장에서의 필요성, 기대효과를 연구하고자 한다.

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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.

The Study on the Role of 3D Animated Pre-visualization in VFX FilmProduction (VFX 영화 제작을 위한 3D animatied Pre-visualization(3D애니메이티드 사전시각화)의 역할에 관한 연구)

  • Park, Sung-Ho
    • Cartoon and Animation Studies
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    • s.51
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    • pp.293-319
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    • 2018
  • Thanks to the advancement of the related technologies and equipment, today's video contents like movies, animations and soap operas are rapidly expanding their expressible cinematic imagination area. In order to fulfill the elevated visual expectations of audiences and realize exciting storytelling and fantastic world, the fusion of different techniques is actively used, and the reality for visual effects and image synthesis is increasing more and more. Accordingly, recent VFX-oriented movies using CG have a much more complicated production process than before. Therefore, the importance of Pre-visualization, aka Pre-vis is becoming bigger in the planning process for sophisticated design. Pre-vis means that the advance visualization for stories or directing ideas in the planning process before starting production of movies or animations. 3D animated Pre-visualization realizing directors' abstract and ambiguous ideas in 3 dimensional environment in advance is, as a powerful means for visual storytelling, briskly used focusing on the VFX film industry on which the present CG is broadly used, and the role of Pre-vis throughout productions has increased compared to the past. The studies, however, on the role and utility of Pre-vis are not enough. Therefore, this study was conducted on the role of Pre-vis used for present VFX movie productions using the examples of 3D animated Pre-visualization production in which the researcher of this study participated. In this study, the role of the Pre-vis that is subdivided presently, is divided into and 3D animatics and their each role is analyzed with the example images. Through this, the characteristics that Pre-vis should have are clarified and the concept of the advantages and utility led by the use of Pre-vis in productions is strengthened. The goal of this study is to induce active uses of Pre-vis throughout productions after forming consensus about the various roles of Pre-vis and their utility.

Variation of the Cinema and Techniques of the Expression in the Digital Technology (디지털 테크놀로지와 영화 표현기법의 변화)

  • Jeon, Pyoung-Kuk;Kim, Hyeung-Doo
    • The Journal of the Korea Contents Association
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    • v.9 no.1
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    • pp.205-214
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    • 2009
  • There has been a change in the production of the movie and techniques of the expression in the digital technology which has been used universally since 2000. As the focus of the production system of the movie has moved from the production procedure centering around filming to the procedure centering around editing used by the digital tools. The flows and boundaries of the production system which is consist of pre-production, production and post-production are getting indistinct. In the point of view of aesthetics and technology, this kind of change expands the creativity and originality for the screenwriters and provides the reality and vitality which haven't been found in previous films for the audience. It also elevates the quality of the movie. However, this ‘illusionary spectacle' has a vulnerable point that shows the aura and details of the movie soundly for the audience.

A Study on Pipeline for Effective Production of VR Animation (VR 애니메이션의 효율적인 제작을 위한 파이프라인 연구)

  • Kang, Jiyoung;Choi, Sang-Il
    • Journal of Digital Contents Society
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    • v.19 no.5
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    • pp.971-979
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    • 2018
  • Currently, Virtual Reality video content is rapidly increasing in number of users due to the rapid growth of related hardware and software. Accordingly, Virtual Reality animation is also being produced in a new form by rapidly integrating with Virtual Reality technology among video contents. Currently, research on Virtual Reality animation has focused on how films are produced and how they are directed, and no research has been done to organize the pipeline for efficient VR animation production. Therefore, this study drew the characteristics of the pre-render VR animation pipeline by comparing it with the production pipeline of the existing 3D animation to produce the VR animation efficiently. Through this, we presented organic integration of production and post production processes suitable for the production of VR animations and reduced rendering time using Render Pass for efficient production.

A Study on Effective Collaborative Production Processes for Multimedia Convergence Performances (다매체 융합공연을 위한 효율적인 협업제작과정 연구)

  • Kim, Ga-Eun;Park, Jin-Won
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.49-61
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    • 2020
  • Recently, the convergence of genre-mixed collaboration and technology-mixed collaboration in performance art strategically fuses different goals and different properties, satisfying anticipated demand, and developing into experimental forms that bring out convergence contents of new value. To supplement problems of convergence attempts and heighten levels of completion, the effective collaborative processes of media experts must be studied and improved. This thesis attempts to study effective collaborative production plans of convergence performance that correspond to the demands of the times through multimedia convergence performance prototypes(Live performance play + Pre-made digital animation). It categorizes performance production processes into pre-production and production and researches the effective collaborative production processes of convergence performances that utilize these two forms of media through work selection, production direction establishment, human resource constituents, production schedule plan establishment, visualization processes, and performance practices and rehearsals. Continuous research must be conducted based on convergence performance contents planning, changes in production methods, and an understanding of distinct characteristics among convergence contents for the industrial development systemization and vitalization of convergence contents to be made possible.

A Comparison of Forest Contents in Animation of Background: Focused on 「Alice's Adventures in Wonderland」, 「Princess Mononoke」 (애니메이션에 배경으로써 표현된 숲의 이미지 분석 : 「이상한 나라의 앨리스」, 「원령공주」를 중심으로)

  • Jeong, Jae-Pil
    • The Journal of the Korea Contents Association
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    • v.19 no.9
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    • pp.144-151
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    • 2019
  • The expression of natural backgrounds in a digital clip such as forest, water and sky break new ground and evolve. The process of arriving at a certain background style and designing belongs to the pre-production stage of animation produuction. Due to the advancement of CG technology, the production and consumption of animation has accelerated and so in an effort to reduce production time, the natural background has increasingly becomme normalised. For the distinction in contents, narrative and characters are emphasized in pre-production since it is believed that the background design will simply be a still image. However, there is a need to focus on background design as it is a tool that can effectively emphasize the narrative. This research is an analysis of the background design's role in forest background in productions such as "Alice's Adventures in Wonderland"(1951) and "Princess Mononoke"(1997). It details how appropriate each background forest was for the artist's intent using the 7 types of forest landscapes according to dendrology.

Analysis of the Distinction of the Korean Movies in the Japanese Market (일본에 수출된 한국영화 특성 분석)

  • Seo, Yu-Jung;Hwang, In-Suk;Ahn, Sung-Ah
    • The Journal of the Korea Contents Association
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    • v.8 no.1
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    • pp.386-397
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    • 2008
  • The purpose of the study is to identify the characteristics of films to be exported into a larger market abroad, especially the Japanese film market which occupies more than a half of the export costs of the Korean movies. Our analysis shows that the factors such as the reputation of a director and actors in Japan, the box-office record in Korea and genres have influence upon the export to the Japanese market. Among genres, comedy movies were less exported, while melodramas was more. We expect that this result will be helpful when film producers plan movies for export from the stage of pre-production.

A Study on the Efficient Improvement of the Animatics for Animation Production in Education (애니메이션 교육을 위한 애니메틱스 제작의 효율적 방안 연구)

  • Hong, Il-Yang
    • Journal of Korea Multimedia Society
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    • v.13 no.9
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    • pp.1391-1398
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    • 2010
  • Animation is breathing life into drawings through motion. Animation is formed by the afterimage phenomenon, that is, deviation of sequential pictures in every frame makes a person possibly perceive it as a live video. Consequently, animation is mostly produced using traditional frame-by-frame methods. The study of relations on timing has been a major concern of animation theory. Nevertheless, issues of timing on production outcomes and effectiveness are mostly ignored. Special focus, analysis and leadership studies on timing are addressed on animatics. Creating better timing through animatics, that is writing movies, directing, scheduling and amending storyboard in pre-production stage, eventually shorten time to animation production. This research is centered on animatics as a cutting edge educational courses. This course will introduce students to the animation production skill and instructors to in-depth teaching points. One of the concepts that we want to go for is keeping animatics apart from mere storyboard. In conjunction with the animation theory, this research conducted under the focus of production of animatics will lead to more efficient way of education on animatics.

A Study of the Standard 3D Efficient Lighting Model for the 3D Pre-Production (3D 애니메이션 프리프로덕션을 위한 효율적인 3D 표준 조명 모델에 관한 연구)

  • Kwak, dong-min;Yun, pil-seong;Park, dong-jun
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.203-207
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    • 2008
  • The production process of the 3D-animation roughly consists of the pre-production, the main-production and the post-production. The pre-production, which is not only the outset of whole procedure among them but also the process to predict and design overall plan collectively is the most important step. A much more specific and perfect pre-production structure is needed to produce a high quality 3D-animation. Moreover, the standard 3D efficient lighting model is gathering strength as 2D and 3D artworks which are completed in this step maintain colors and looks in the main as well as post-production consistently. This study will make up for the weak points and help both to predict the color range of the overall 3D-animation product and to promote the application range of the 3D lighting system on the pre-production stage by developing the standard 3D lighting model applicable on the early step and calculating its lighting parameter properties.

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