• Title/Summary/Keyword: 픽사

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Analysis of the Storytelling Structure of Digital Animation Trailers - Focus on PIXAR's Animation Trailers (디지털 애니메이션 트레일러의 스토리텔링 구조 분석 - 픽사 애니메이션 사례를 통해)

  • Jang, Tae-Kwon;Ahn, Shin-Hyun;Jun, Bong-Gwan
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.63-69
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    • 2007
  • 트레일러는 2분 내외의 짧은 시간 동안 관객에게 영화의 장점을 소개하여 영화를 소비하게 하는 일종의 영화 광고이다. 인터넷 보급과 스트리밍 기술의 발달은 비교적 용량이 작은 트레일러의 소비를 확산시켰다. 전에 비해 관객이 트레일러를 접하게 되는 경우가 많아지고 있으며, 이로 인해 트레일러 또한 작품 흥행에 영향을 끼치는 중요한 요소로 인식되고 있다. 이에 본 연구에서는 트레일러에 대한 수요 증가와 마케팅에서의 중요성 증가에 맞춰 사례 연구를 통해 효과적인 트레일러 스토리텔링 구조에 대해 분석하였다. 먼저, 영화의 메타정보, 캐릭터, 배경, 사건, 분위기, 기술력 등의 애니메이션 스토리텔링의 주요 요소를 도출하고 몬스터 주식회사(Monster Inc., 2001), 니모를 찾아서(Finding Nemo, 2003), 인크레더블(The Incredibles, 2004) 등 픽사 애니메이션 3가지 사례에서 이들 요소가 등장하는 시점과 비중을 분석함으로써 스토리텔링의 전체적인 구조를 파악하는 사례 연구를 수행하였다.

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Humor Elements Analysis of Pixar Short Films Based on Henri Bergson's Theory of the Comic (픽사 단편 애니메이션에서 나타나는 유머요인 분석: 앙리 베르그송의 희극론을 중심으로)

  • Kim, Yun-Jung
    • Cartoon and Animation Studies
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    • s.19
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    • pp.51-64
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    • 2010
  • Although there has been a significant technological and representational achievements in domestic animation industry since the beginning of the 21th century due to the high expectation and boost in production, domestic long and short film animations have been less favored compared to foreign animations because they are less entertaining. For small scale productions including students, it is easier to create short film animations due to small budget and short time frame. In addition, as shown in Pixar animation studios case, production of short film animations can lead to success in production of long film animations from better ideas and technology improvements. This research studies factors that contribute to entertainment and humor of short film animation by examining Pixar's short film animations based on Henri Bergson's comedy factors, which are shape, movement, situation and language, and personality. The most noticeable fact is that the humor by situation is found in all short films. Comedy aspect shown in the form of character's internal characteristic is something that has to be considered from the beginning of character design. Contribution of language is minor compared to movement or gesture, which are more often used to cause humor. Finally, character's personality has to be clear and decided beforehand in order to create comedy situations. After studying various short film animations, I found out that the more successfully humorous an animation is, the more it uses various combinations of the above mentioned comedy factors. By fully analyzing and adopting commercially and artistically successful Pixar's short film animations as the benchmark, planning and production of domestic short film animations can perform entertainment role both domestically and globally.

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V+현장탐방_(주)디지아트프로덕션 - 토종애니메이션기술 해외에서 '빛'나다

  • Song, Hyeon-Ho
    • Venture DIGEST
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    • s.129
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    • pp.22-23
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    • 2009
  • 가필드, 파이스토리 등 3D 애니메이션영화를 자체 제작하여 수출하고 있는 회사, 국내에서 보다 해외에서 더 유명한 회사. 국내에서 유일하게 3D장편 애니메이션을 제작할 수 있는 능력을 갖춘 회사. 바로 디지아트가 가지고 있는 타이틀이다. 실제로 전 세계적으로 장편 3D 애니메이션을 제작할 수 있는 곳은 열 손가락 안에 꼽힐 정도로 높은 기술력을 요구한다. 디지아트는 100% 자체 기술로 픽사, 디즈니 등 세계적인 회사와 공동으로 작업하면서 실력을 인정받았다. 불모지나 다름없는 애니메이션 시장에 새지평을 열어가고 있는 디지아트를 찾았다.

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The Character Types and Analysis for 3D Animations : Based on Pixar's Animation (3D 애니메이션의 캐릭터 유형 및 성격 분석 : 픽사의 애니메이션을 중심으로)

  • Oh, Si-Ryong;Suk, Hae-Jung
    • Cartoon and Animation Studies
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    • s.9
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    • pp.161-183
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    • 2005
  • In the main current 3D animations which are put on the screens, the characters in the animations have a directly effect on the audiences by being closely connected with their descriptive constructions. In this research i am going to recognize the importance of characters and trace the points of sameness in the characters that appear in the 3D animations by analysing them. For this, 1 divided the characters that made lots of box-office profits all over the world and were made at Pixar which focused on characters and stories into 7 types according to written by Vladimir Propp and grasped the characters with MBTI system. 1 found out the points of sameness between the characters with this system. That will be able to be made use of referring the streams of stories and fixing the characters at the planning and producing stages. If we should make a study of figures, expressions, motions of the characters in connection with this research, it could help us to create the characters which are suitable for animations not only formative elements but also acting.

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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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Analysis of Tendency of 3D Computer Graphic Techniques in 2D Animations: Majorly in Japanese Animations (2D 애니메이션 작품에서 활용되고 있는 3D 컴퓨터그래픽스 기술 경향 분석 : 일본 장편애니메이션 중심으로)

  • Park, Sea-Young
    • Cartoon and Animation Studies
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    • s.10
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    • pp.121-135
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    • 2006
  • At present, it is very common to use techniques beyond the 2D (two-dimensional) in animations which are found in motion pictures, OVA and TV series. As you can see, PIXAR and Disney have reduced their 2D departments and recently put more effort into 3D (three-dimensional) animation. There is no doubt that producing 3D animation is the big trend. Along with this trend, the national education institutions and the national support policies are also changing to be supportive of 3D animations. We, however, should ask ourselves, if we are on the right track with this change. Through the analysis of the methods of creating 2D animation which we should keep as it is, but instead we import and incorporate with 3D techniques of Japanese 2D animation, I would like to present the importance and the significance of the 2D animation and also to suggest an effective way to create 2D fused with 3D computer graphics techniques.

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Luxo character control using deep reinforcement learning (심층 강화 학습을 이용한 Luxo 캐릭터의 제어)

  • Lee, Jeongmin;Lee, Yoonsang
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.4
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    • pp.1-8
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    • 2020
  • Motion synthesis using physics-based controllers can generate a character animation that interacts naturally with the given environment and other characters. Recently, various methods using deep neural networks have improved the quality of motions generated by physics-based controllers. In this paper, we present a control policy learned by deep reinforcement learning (DRL) that enables Luxo, the mascot character of Pixar animation studio, to run towards a random goal location while imitating a reference motion and maintaining its balance. Instead of directly training our DRL network to make Luxo reach a goal location, we use a reference motion that is generated to keep Luxo animation's jumping style. The reference motion is generated by linearly interpolating predetermined poses, which are defined with Luxo character's each joint angle. By applying our method, we could confirm a better Luxo policy compared to the one without any reference motions.

New 3D Animation Style in (<스파이더맨 뉴 유니버스>를 통해 본 새로운 3D 애니메이션 스타일 연구)

  • Lee, Yong Min
    • The Journal of the Korea Contents Association
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    • v.20 no.2
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    • pp.127-140
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    • 2020
  • Since the first episode of (1995) by Pixar, a world leading animation company, 3D animation has been focused on realistic motion and rendering techniques. However, in 2018, 3D animation was released, with unique backgrounds created through illustration techniques and dynamic movements of characters that seemed to be produced by hand rather than computers. It shows a lot of difference from other 3D animations. In this study, I analyzed 's new production techniques and expressions into two categories, first, the use of old comics techniques, and second, other factors that made the animation stand out. in 3D animation market focused on realistic motion and rendering techniques can have positive implications in terms of expanding animation diversity. This study is expected to be used as academic or research data for researchers studying new production techniques in related fields.

Determinants of U. S. Theatrical Animation Box Office Performance (미국 극장용 애니메이션 흥행 결정요인 연구: 100대 흥행 애니메이션을 중심으로)

  • Kuem, Hyun Soo;Park, Su Kyeong;Han, Seo Yeon;Hong, Seon Yeong;Chon, Bum Soo
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.597-607
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    • 2013
  • This research examined factors in determining the success of theatrical U.S. animation movies. Based on movie characteristics and content factors, this study explore determinants of the success for animation movies. The results are follows: firstly, the success of animation movies were determined by some factors such as production expenses, the way of producing animation movies, sequential movies and viewer ratings. Secondly, there differences between the success in the U.S. and other countries. Although the success of animation movies in the U.S. were more production related factors, those in other countries were more quality related factors.

An Analysis of the Inherent Fear and Desire of the Character: Based on the Enneargram Personality Types Theory (<니모를 찾아서> 캐릭터에 내재된 두려움과 욕망 분석: 에니어그램 성격유형론에 근거하여)

  • Yang, Se-Hyeok
    • Cartoon and Animation Studies
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    • s.29
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    • pp.1-36
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    • 2012
  • The (2003) by Pixar, by succeeding at box office hit with good criticism, could be the film that made Pixar the most influential animation producer. Especially such character oriented narrative strategy, by raising the degree of characterizing and relationship, could made remarkable achievement as it is called a textbook of characterizing. This study focused on the inherent fear and desire of characters in . The inherent fear and desire were assumed to be the elements that strengthen characterizing and relationship more dynamically. In general, every single choice and behavior of human beings are likely to be depending on fear and desire, it is believed that human's life is dominated by those two elements. In this point, the characterizing of has three big features. It is that (1) it clearly described the fear inherent in characters and the effort to avoid the fear better than any other films of Pixar. (2) it strikingly accords with the interaction of characteristics of fear and desire established by Enneargram personality types. (3) the way of relieving fear of the main characters (Marlin and Nemo), as a unique feature of rescue and escape plot in which two characters are being apart, is not by interaction of characteristics of two main characters but is by characterizing the spiritual value supplementary to the deficiency of main character as sub character (Dory and Gill). In the previous study, , characterizing of panda 'Poe' is too outstanding and this fact is working as paradoxical limitation. On the other hand, set up of fear and desire of two main characters, Poe and Shifu and dynamics of characteristics are very delicate and effective. On the other hand, in the , in the course of settling down the conflicts between two main characters, father and son, it shows fresh and firm narrative structure with various characters and sub plots. However, though the degree of described fear and desire of main characters are very outstanding, it still reveals it limitation that the course of settlement is somewhat dependent. In conclusion, this study is considered to be another approach to animation characterizing, and also hopefully can be helpful in characterization and setting up relationships in the future.