• Title/Summary/Keyword: 하청애니메이션

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A Study on Subcontract Animation in Korea during the Industrialization Era - Centered around Animations in 1970-80s - (산업화시대 한국 하청애니메이션에 대한 연구 - 1970-80년대 애니메이션을 중심으로 -)

  • Kim, Jong-Ok
    • Cartoon and Animation Studies
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    • s.43
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    • pp.47-75
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    • 2016
  • This study has analyzed the history of the subcontract animation in Korea that began with Golden Bat of TBC Animation Division in 1966 to 1980s and shed the light on the history of subcontract animation that has been processed over 30 years in Korean animation. For this purpose, through the outlined status of subcontract animation, such as, production company, production status, scale of industry and so forth, the status of the OEM industry then has been checked and it links the solidified background of animation into subcontract production industry with the situation in time for analysis. In addition, on the basis of the foregoing, it is intended to broaden the horizon of the history of animation through the analysis on new search for facilitating the creative animation by overcoming the issues and limits generated by the subcontract animation industry. 1970s was the time that the national objective is to advance heavy-chemical industry and export-led economic growth. From the late 1970s, the animation has been spot lighted as the main-stream export industry through the overseas subcontract orders for animation. Expansion of the subcontract animation production has been influenced from the national policies on public culture, dispersion of color TV, facilitation of video production market and other media changes of the time that led the decline of animation audiences in theaters, and another cause would be in lack of platform of broadcasting companies that avoided the independent animation production for its economic theory. The subcontract animation industry may have the positive evaluation in the aspect of expanding the animation environment, such as, structuring of animation infra, development of new human resources and etc. However, the technology-incentive 'production'-oriented advancement has created distorted structure in advancing the professional human resources due to the absence of 'pre-production' of planning and others as well as the insufficient perception on 'post production (post work)', and it was unable to formulate domestic market by re-investing the capital accumulated for OEM industry into the production of creative animation and it has been assessed as negative aspect. Animation is a cultural and spiritual product of a country. Therefore, the systematic support policy for the facilitation of the creative animation, such as, development of professional human resources, creation of outstanding work, formation of market to make the pre-circulation structure and so forth has to be sought. However, animation is an industry, but there is no perception that it is a cultural industry based on the creativeness, not hardware-oriented manufacturing business. Such a lack of recognition, there was no policies to make the market and facilitate the creative animation by the animation of Korea for this period through the long-term plan and investment for independent work production. Such an attempt is newly begun through diverse searches for protection and advancement of creative animation in Korea after 1990s.

3D 애니메이션

  • Park, Hyeon-Su
    • Digital Contents
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    • no.2 s.153
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    • pp.52-56
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    • 2006
  • 해외 시장에서 국내 3D 애니메이션 제작 업체들의 선전이 이어지고 있다. 전통적인 2D 애니메이션 시장에서는 하청 국가에 머물렀던 우리나라가 3D 애니메이션 분야에서는우수한IT 기술과 참신한 기획력이 접목돼 세계시장에서 주목받고 있는 것. 뉴미디어 시대를 대표하는 문화콘텐츠로 부상하고 있는 3D 애니메이션이 새로운 한류문화를 전파하기 시작했다.

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CEO 칼럼- 오드패밀리’와 함께 한 국산 애니메이션‘활로찾기’

  • Kim, Su-Hun
    • Digital Contents
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    • no.7 s.134
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    • pp.42-45
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    • 2004
  • 서태지 등이 인터뷰에서 종종‘창작의 고통을 덜기 위해 은퇴하고 싶다’란 말을 했던 것처럼 애니메이션에 있어서도 창작’이라는 요소는 그야말로 방대하고, 까다로우며, 결과를 예측하기 힘든 집단작업임이 분명하다. 소위 지난 시절 1억달러 이상 수출 효자노릇을 했던‘2D 하청제작’이란 것도 갓 출발한 3D 애니메이션과는 다소 거리가 있어 3D 제작사들에게는 처음부터 창작이라는 깃발이 무거우면서도 뭔가 한 번 도전해 볼만한 짐이 돼버린 것이다. 그러나 창작의 선언, 그리고‘3D’라는 작업도구는 무언가를 담을 그릇에 불과했다. 그릇이 번지르르하면 처음에는 시선을 끌 수 있으나 결국 사람들의 관심은 그 안을 채울 먹을거리가 아니겠는가. 자연스럽게 관심은‘새로운 컨셉, 새로운 캐릭터, 그리고 3D 안에서도 새로운 비주얼의 창작’이 됐다.

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System Construction Of Appropriate Flash Animation Production Technique For Television Series Animations (TV용 애니메이션에 적합한 플래쉬 애니메이션 제작 시스템 구축)

  • Rhim, Young-Kyu
    • The Journal of the Korea Contents Association
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    • v.8 no.2
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    • pp.100-115
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    • 2008
  • This case study states the suitability of using the program, Flash, when producing television series animations. It states the conveniences for the users of Flash when used as an animating tool, the advantages Flash has due to compatibility with other programs, the reduction of production costs, and more. The purpose of this case study is to introduce new overseas Flash animation production techniques for easier production, technically and financially. The outcome of the analysis states the importance of training animators that are able to make high quality television series animations using the new overseas flash animation techniques.

A Study on the Relation Between Korean Animation and Korean Film Policy: From Late 60's to Early 80's (한국 애니메이션과 영화정책의 관계에 대한 연구: 60년대 후반에서 80년대 초반까지)

  • Moon, Jae-Cheol
    • The Journal of the Korea Contents Association
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    • v.9 no.6
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    • pp.72-81
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    • 2009
  • This article deals with the relation of korean animation and film policy from the late 1960s to early 1980s. The korean film policy was based on ideology of modernization. Animation industry was under the this policy. The result of effect of this film policy on animation was following. Firstly, there was the boom up of making of animation. Secondly was increasing of subcontract. The encouragement of exportation of government drove many companies to this trend. Lastly, many animations conspired to exercise the ideology of regime. Example was anti-communist animation. In that period the historical specificity of Korean animation had been built in these process.

An analysis on the factor and types of plagiarism of Korean animation (한국 애니메이션의 표절요인과 유형분석)

  • Lee, Hyun-Seok
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.327-335
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    • 2019
  • In the 1970s, Korea actively produced so many animated works which is called the "golden age" of korean animation. However, Korea imported and subcontracted foreign animations than creating original works and, there has been a constant controversy that many of the korean animations imitated foreign works. Therefore, this paper aims to analyze the factors that caused this and its patterns, focusing on works suspected of plagiarism in Korean animation during the 1970s and 1980s. First, the focus will be on the definition and composition of plagiarism in art creation, secondly, on the political-ideological, industrial-administrational, production-structural, and copyright awareness aspects of the factors of plagiarized animation. Thirdly, 30 korean animations produced at the time will be analyzed on the degree of design theft and plagiarism based on six criteria focusing on characters' shapes and color arrangements. By analyzing the social factors and patterns of plagiarism, this study aims to provide a social and cultural understanding of academic value about the process of korean animation's development.

Strategic Plans for The Production System of Korean Animation Industry followed by Analyses of Deficiencies on Current System (한국 애니메이션 제작 및 지원시스템의 구조적 모순점 분석 및 국가 기간사업으로의 활성화 방안 연구)

  • 오근재;신성순
    • Archives of design research
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    • v.15 no.1
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    • pp.389-398
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    • 2002
  • With the awareness that the world market of animation industry is large enough to be concerned as our next generation industry and worthy enough to invest our resources, many animated films have been made and are still being made in these days. These animated films are no more a OEM based production that Korean animation industry have depended on for a long time. This is very positive situation we make our own animated films from plaining to final output. Nevertheless one thing we should aware here is these animations are behind in quality and contents compared to those in advanced country. There should be many reasons in this matter, but the most fundmental problem that the Korean animation industry is facing is lack of its central force like Walt Disney in United States. This study will research the problems of our animation production system and show alternative plans by comparing and analyzing those in advanced country.

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An Activated Analysis of the Development of Animation in Taiwan (대만애니메이션의 발전과 그 동향 분석)

  • Jo, Jeong-Rae
    • The Journal of the Korea Contents Association
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    • v.14 no.1
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    • pp.40-47
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    • 2014
  • Animation in Taiwan has been profoundly influenced by the production of labor intensity for American and Japanese in the early days of its development. This phenomenon of the labor intensity reached peak in the 1980s. Information Bureau of Taiwan began to establish a system of supportive funding for its animation industry in the 1990s. During this period, the animation industry in Taiwan gave special emphasis to the theme of the local culture and to the creative works of the animation. By the 2010s, the elements of Chinese culture were introduced in the animation production in Taiwan. Through cross-national cooperation in production with other advanced countries, the Taiwan-made animation was successfully expended to the international market. However, the animation industry in Taiwan is facing the following problematical challenges: Firstly, the Taiwan government gives special attention to the financial support of animation industry rather than training university students to become professional experts in animation production. Secondly, there is no professional higher institution established to train specialized professional animation film-makers. Thirdly, Due to the lack of the cultural inspiration and the original mind, the form of its creative animated production is primarily imitated from other advanced countries. And fourthly, despite the fact that there is a cooperation and exchange programs between Taiwan and other foreign animation industries.

A Comparative Study on Government Policy for Animation Industry between Korea and China (한국과 중국의 문화콘텐츠 산업정책 비교 : 애니메이션 산업정책을 중심으로)

  • Kim, Young-Jae
    • Cartoon and Animation Studies
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    • s.13
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    • pp.45-65
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    • 2008
  • The animation industries of Korea and China shares the effort for transition from work-for-hire Industry Into creative industry. In spite of similar industry background and characteristics, and the aggressive government policy to support this industry transition at the same point of time, the current status of animation industries in Korea and China are showing very different statistics as of the end of 2007. The production amount of Chinese original animation has grown rapidly since 2004, which has made China the top class country in the world in original animation production amount, and more than 600 million audience of Chinese TV animation has firmly established the Chinese domestic animation market basis. On the other hand, despite the Korean government support, original animation production of Korea has been showing a slow and sluggish growth, and Korean animations are losing the domestic market basis with only 1% TV ratings due to unfavourable Korean TV stations' programming practices against Korean animations. This different status of animation Industries of two countries are the result of different government policies and the fallacy of Korean government. While the Chinese government has focused its industry policy on the facilitating the domestic market by establishing the stable broadcasting TV distribution and encouraging the animation production through organic cooperation between related government agencies, Korean government spent lots of effort into facilitating the development of original animation projects, without cooperative structure In the government, and without sincere consideration on the importance of establishment of domestic market consumer basis.

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A Study on the Education and Training system in Korean Animation Industry - Suggestions about Curriculum in a Department of Animation in Korean Universities from the Perspective of Arts and Cultural Management (한국 애니메이션 인력 양성 시스템에 대한 연구 - 대학 애니메이션 교육 과정에 대한 예술경영적 제언)

  • Kang, Yunju
    • Cartoon and Animation Studies
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    • s.34
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    • pp.317-344
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    • 2014
  • Perspectives on the basis of arts and cultural management, this study intends to suggest improvements in core curriculums that are required in order for South Korea, a country that has initiated into the animation industry through outsourcing from big-budget animation production countries such as America and Japan, to develop its own strong base in creative animation industry. The perspectives of arts management in this context means an integration nexus between human studies, social science and management, and suggestions are as follow: First, it is crucial to understand the current trend of animation industry structure across the globe, as well as to develop the ability of co-production. Animation industry often requires technical skills, capital strength and human resources, each having equal importance. Therefore, thorough analysis of the three components in worldwide animation industry must be preceded for animation production services. To do so, collaboration with major animation creation countries is the best option and is highly encouraged, so that the national animation curriculum shall be enhanced to meet such demands and hence develop various abilities. The second is a good understanding of new-media and new-platforms. Not only the traditional distributor of animation such as television and theater, the distribution system expands its scope to a variety of online sources including pod-casts and the Internet. Under these circumstances, a deep understanding towards animation distribution system and an analysis of the new consumer channel are also of paramount importance for animation production. Third, a possibility of animation supply chain through diversified routes and media have paved the way for a possible animation production services and distribution without a mega-budget. Thus, new curriculum shall need to reinforce marketing and management aspects that will in turn help individuals to establish a self-employed creative business. Last but not least, this study further includes illustration of current curriculum of animation studies in national universities, followed by detailed suggestions for the curriculum improvements based on the above mentioned three factors. It was observed that the current curriculums have been solely focused on practical works and technical skills of animation and art studies; a four-year-course colleges that provide animation courses usually lack components of human studies, social science and management. Thus, this study proposes essential contexts of management studies that are needed for individual business and also curriculum improvements that are derived from the analysis of the current industry and the new media.