• Title/Summary/Keyword: 한국애니메이션

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Analysis of Media Literacy Evaluation Items in Early Childhood Animation (유아동 교육 애니메이션의 미디어 리터러시 평가항목 요구도 분석)

  • Jang, Eunyoung
    • Journal of Digital Convergence
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    • v.19 no.5
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    • pp.365-373
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    • 2021
  • This work aims to derive data-based requirements by analyzing the importance and performance of media literacy in early childhood animations. For this, a survey was conducted on parents with young children after drawing questions of assessment items through expert focus group interviews (FGI). The analytical instruments, Borich Needs Formula formulation and The Locus for Focus Model were used together to improve accuracy. Based on the results, it is meaningful in that it recognized the demand of the inmates for children's education animation and prepared systematic indicators for it.

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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Visual textuality of stereoscopic 3D animation (3D 입체 애니메이션의 영상 특징에 대한 연구)

  • Jeon, Gyong-Ran
    • Cartoon and Animation Studies
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    • s.20
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    • pp.31-45
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    • 2010
  • Stereoscopic 3D animation contents are in the rise as a key part of contents market. Major animation studios are planning to produce 3D animations in a stereoscopic process. This study aims at understanding the visual textuality of 3D animation contents at its early stage. To understand 3D animation, , are analyzed. Stereoscopic 3D animations are exploring the new visual aesthetics using the specific storytelling, sequence ordering, camera working, shot size and camera angles etc. Based on these visual textualities, stereoscopic 3D animations are constructing telepresence, multi-senses of individual spectators. Stereoscopic 3D animations have formed their own aesthetics and cultural meanings in the digital age.

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The beginning of abstract animation and semiotic meaning (추상애니메이션의 태동과 기호학적 의미 연구)

  • Lee, Young-Hun
    • Cartoon and Animation Studies
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    • s.48
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    • pp.23-44
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    • 2017
  • This study explored aspect and intermedial characteristics at the beginning of the abstract animation and the semiotic meaning of abstract animation. Abstract animation was formed by arbangaridist, and there was an abstract painting on its foundations. The abstract painting belong to 'symbol sign' and do not represent specific objects. The abstract animation loses its object and we knew that the abstract animation itself to be object. Abstract animation is a category of ' media combination ' that combines abstract painting and music with intermediality. Abstract animation began based on abstract paintings, but was combined with music and time, and evolved into new media. The abstract animation was started by avant-gardists such as Walter Ruttman, Viking Eggeling and Hans Richter. They set aside their own time of abstract animation based on music. Oskar Fischinger was influenced by Walter Ruttman who completed abstract animation and went to America to continue his work. After Oskar Fischinger, John Whitney continued his genealogy using computer graphics. The abstract animation was faithful to the underlying meaning of the medium in the absence of the object for representation.

A study on the expression of colors in 2D animation image : Focusing on the colors of short animation different from the representation of three dimension space (2D 애니메이션 이미지의 색채 표현 연구 : 3차원적 공간 재현을 탈피한 단편 애니메이션의 색채를 중심으로)

  • Oh, Jin-Hee;Kim, Jea-Woong
    • Cartoon and Animation Studies
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    • s.16
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    • pp.113-124
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    • 2009
  • This study shows that there is an essential difference between colors of animation and live action film through the expressive colors of 2D animation as distinct from three dimension space. While live action film has an obvious object of representation, the image of 2D animation is a creature made by human without the process of mechanical representation. And this is revealed sharply in the expressive colors of 2D animation. Therefore the expressive colors of 2D animation are the important points in which the autonomous meaning of animation image is revealed.

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Current status and development trend of Chinese animation industry (중국 애니메이션 산업 현황 및 발전 추세)

  • Yang, Desheng
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.149-154
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    • 2022
  • In recent years, the development of China's animation industry has gradually increased its share of gross national product. Looking at the current status of the animation industry in China, there are still many shortcomings compared to the Korean animation industry. This paper focuses on the current status of the Chinese animation industry and future development trends, and the text first discusses the current development of the Chinese animation industry, and second, verifies the problems facing the current Chinese animation industry. Finally, it is of key significance in designing policy directions so that the creative animation industry can be fostered by building the right animation industry chain and training talent in related directions in the future development direction. These three directions are believed to promote the development of the Chinese animation industry in the future.

Sketch-based smart object interface for creating interactive animations (인터랙티브 애니메이션 생성을 위한 스케치기반 스마트 객체 인터페이스)

  • Sohn, Ei-Sung;Choy, Yoon-Chul
    • Proceedings of the Korean Information Science Society Conference
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    • 2011.06a
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    • pp.266-269
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    • 2011
  • 본 논문은 상호작용을 지원하는 애니메이션 객체를 통하여 쉽게 애니메이션을 생성할 수 있는 스케치기반 스마트 객체 인터페이스 기법을 제안한다. 제안된 인터페이스의 핵심은 친숙한 스케치방식을 기초로하여 상호작용성을 가진 애니메이션 객체를 생성하고, 이를 단위 블럭으로 사용하여 보다 복잡한 모션과 장면을 가진 결과 애니메이션을 구성하는 데 있다. 이는 스케치 입력 환경에서 기존의 방식보다 다양한 표현범위를 가진 양질의 결과 애니메이션을 생성할 수 있는 방식이다.

The Digital Animation Performance for peace of the world (세계평화를 기원하는 디지털애니메이션 퍼포먼스)

  • 김현호
    • Proceedings of the Korea Contents Association Conference
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    • 2004.05a
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    • pp.562-565
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    • 2004
  • 본 작품은 보통의 애니메이션에서 나타나는 캐릭터는 등장하지 않고 거의 시종일관 미술적으로 창조된 이미지들의 애니메이션이다. 흔히 구체적인 스토리에 의해 등장하는 캐릭터들의 움직임 및 그 감정을 표현하는 애니메이션과 본 작품과 같이 구체적인 대사나 캐릭터에 의존하지 않는 이미지애니메이션을 비교해 보면 이미지애니메이션은 감독의 의도와는 상관없이 관객에 따라 느끼는 감정이 다양할 수 있다. 이는 추상미술을 감상하는 것과 같이, 보는 이에 따라 전혀 다르게 해석할 수도 있지만, 전체적인 분위기에서 감독이 의도한 것이 무엇인가를 생각하면서 감상하는 것도 좋은 감상법일 수 있다.

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Text Animation with Music (음악이 흐르는 텍스트 애니메이션)

  • Park Doojin;Park Jong C.
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.11b
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    • pp.526-528
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    • 2005
  • 음악은 스토리텔링에서 이야기의 분위기와 흐름을 전달하는데 중요한 역할을 한다. 최근 컴퓨터 애니메이션에 자동으로 알맞은 음악을 삽입하기 위하여 많은 연구가 진행되고 있지만 이야기가 있는 애니메이션보다는 주로 영상물의 동기화를 위한 연구가 대부분이었다. 텍스트 애니메이션은 동화를 자동으로 분석하여 애니메이션을 만들어 주는 연구이다. 본 논문에서는 동화의 이야기 구조에 근거하여 각 장면의 분위기에 맞는 음악 자질을 자동으로 추출하는 과정을 보이고 이를 이용하여 텍스트 애니메이션에 음악이 삽입될 수 있는 방법에 대하여 논의한다.

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애니메이션리뷰- 게임 신화 이어가는 애니메이션‘라그나로크’

  • Sin, Seon-Ja
    • Digital Contents
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    • no.8 s.135
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    • pp.94-96
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    • 2004
  • 어릴 적부터 소꼽 친구였던 소드맨 로안과 어콜라이트 유파는 목적 없는 여행을 하고 있었다. 그런데 마법사 타키우스를 만나고 다른 여러 사람들과 조우하면서 생각도 못한 일들에 말려들어가게 되고 죽은 걸로 알고 있었던 유파의 친오빠인 나이트 키오의 행방이 나타나게 되는데…. 귀여운 캐릭터로 한국, 일본 등 아시아 지역에서 큰 인기를 얻고 있는 그라비티의 MMORPG라그나로크의 애니메이션 줄거리다. 온라인게임에서의 신화를 애니메이션까지 이어간다는 복안으로 기획된 라그나로크 애니메이션은 이 게임의 일본내 서비스를 맡고 있는 겅호 온라인 엔터테인먼트와 그라비티가 함께 TV시리즈로 제작했다. 현재 일본에서 상영중이며 높은 시청률을 기록하며 많은 관심을 모으고 있다. 순조로운 출발로 고공행진을 하고 있는‘라그나로크’애니메이션을 만나본다.

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