• Title/Summary/Keyword: Animated Character

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Story of the monkey: The modular narrative and its origin of

  • Wang, Lei
    • Cartoon and Animation Studies
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    • s.29
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    • pp.61-75
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    • 2012
  • The essay explores the narrative structure of the classical Chinese feature animation, (a.k.a. Da Nao Tian Gong, 1964). The film is presented with a modular structure which is quite unique compared with the storytelling in feature animated films from other cultures, but could be connected with the tradition narrative structure in Chinese Zhanghui style novels in Ming and Qing Dynasty. By relating the original text of the story, the 16th century novel Journey to the West (a.k.a. Xi You Ji), with the film , the essay addresses the question of how the narrative tradition in Chinese classical literature influenced the Uproar in Heave for its segment narrative structure, character driven storytelling strategy and mirrored repetitive 2 plot lines. The subject of this essay is even more significant after the restored 3D version of was re-released in the spring of 2012 and became one of the best-selling animated feature film in the history of the country.

Analysis of User's Eye Gaze Distribution while Interacting with a Robotic Character (로봇 캐릭터와의 상호작용에서 사용자의 시선 배분 분석)

  • Jang, Seyun;Cho, Hye-Kyung
    • The Journal of Korea Robotics Society
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    • v.14 no.1
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    • pp.74-79
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    • 2019
  • In this paper, we develop a virtual experimental environment to investigate users' eye gaze in human-robot social interaction, and verify it's potential for further studies. The system consists of a 3D robot character capable of hosting simple interactions with a user, and a gaze processing module recording which body part of the robot character, such as eyes, mouth or arms, the user is looking at, regardless of whether the robot is stationary or moving. To verify that the results acquired on this virtual environment are aligned with those of physically existing robots, we performed robot-guided quiz sessions with 120 participants and compared the participants' gaze patterns with those in previous works. The results included the followings. First, when interacting with the robot character, the user's gaze pattern showed similar statistics as the conversations between humans. Second, an animated mouth of the robot character received longer attention compared to the stationary one. Third, nonverbal interactions such as leakage cues were also effective in the interaction with the robot character, and the correct answer ratios of the cued groups were higher. Finally, gender differences in the users' gaze were observed, especially in the frequency of the mutual gaze.

Dragging Body Parts in 3D Space to Direct Animated Characters (3차원 공간 상의 신체 부위 드래깅을 통한 캐릭터 애니메이션 제어)

  • Lee, Kang Hoon;Choi, Myung Geol
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.2
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    • pp.11-20
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    • 2015
  • We present a new interactive technique for directing the motion sequences of an animated character by dragging its specific body part to a desired location in the three-dimensional virtual environment via a hand motion tracking device. The motion sequences of our character is synthesized by reordering subsequences of captured motion data based on a well-known graph representation. For each new input location, our system samples the space of possible future states by unrolling the graph into a spatial search tree, and retrieves one of the states at which the dragged body part of the character gets closer to the input location. We minimize the difference between each pair of successively retrieved states, so that the user is able to anticipate which states will be found by varying the input location, and resultantly, to quickly reach the desired states. The usefulness of our method is demonstrated through experiments with breakdance, boxing, and basketball motion data.

A Study on the Performance Factors of Cute Characters Center Around a Two-Headed Character (애니메이션 캐릭터의 귀여움 표현 요소 연구 : 이등신 캐릭터를 중심으로)

  • He, Shan;Park, Sung-Won
    • Journal of Information Technology Applications and Management
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    • v.27 no.4
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    • pp.85-91
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    • 2020
  • Animation is a field of popular visual art that is established in human life, and the form of characters appearing is an important factor that is highly anticipated by the public. Designing animation characters according to aesthetic characteristics not only satisfies people's aesthetic needs but can also increase their artistic immersion in animation works. In addition, animation storytelling is delivered around characters and enhances the value of the work by encouraging more public to focus on it. In this paper, we tried to analyze the design elements of Minions characters to derive the reason why they are loved by the public. Among the morphological characteristics of bicepsin characters, a study was conducted on the fact that bicepsin characters visually express 'cute' through the study of infantile eating and color. The visual cuteness elements of a bisung character will soon be linked to the psychological satisfaction of the audience's work and will be a factor in the appreciation of the value of the work. By studying the elements of expression that represent isosin characters, I would like to discuss the factors that help the audience to immerse and get satisfaction with the characters. This will be used as an important factor for an animation character to have for the audience and will reveal its value. Second-class animation images belong to the art of small pieces, suitable for all the audience to enjoy. The two-size animated image has a strong appeal and entertainment, is a confusing visual attribute, can stimulate the audience's five senses. Compared with the actors in the movie, the visual form of the animation is more important.

Animation Technique and Significances Underlying in Michēle Cournoyner's Animated Film "Soif" - Focusing on the Expressive Form of Metamorphosis - (미쉘 꾸르놔이에(Michēle Cournoyner)의 "Soif"에 나타난 애니메이션 기법과 내재된 의미 - 메타모포시스(Metamorphosis) 표현양식을 중심으로 -)

  • Kang, Eun-Mi
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.255-266
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    • 2019
  • This paper examines the ink on paper technique that is being used in the animation works by the Canadian filmmaker Michēle Cournoyner from the National Film Board of Canada. It also discusses how in her animated film "Soif"(2013) this technique has been applied to compose the narrative significance and symbols through the use of metamorphosis as a form of artistic expression. Cournoyner had used the ink of paper technique as a means to abandon realistic representations of movement, and in "Soif" through expressive use of metamorphosis, portrayed changes of images in character and object not through chronological order of narrative flow, but through the body of the female character, which had been represented by the improvisation of the ink on paper technique in order to express the surrealistic and unconscious state of mind in animation. Also, the use of Surrealist automatism had been incorporated to evoke the film towards a form of abstract and metaphysical expression, which in terms of expression and technique connects with the character in the animation to give emphasis to its relevancy with the subject matter of the work.

INTERFACE DEVELOPMENT ENVIRONMENT BASED ON CHARACTER AGENT

  • Park, Young-Mee;Choo, Moon-Won
    • Journal of Korea Multimedia Society
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    • v.6 no.4
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    • pp.650-657
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    • 2003
  • We describe a scheme for developing character-based interface within the context of an agent-based tutoring system in the Web environment. The ideas in this paper stem from original work representing aspects of human emotion in tutoring computer models, where may provide mote natural ways for students to communicate with digital learning materials. The proposed system model is a set of software services that enable developers to incorporate interactive animated characters into their Web pages designed for on-line lectures. The prototypical application is developed and shown for validating the applicability and the effectiveness of this model in real tutoring settings.

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On the Development of Animated Tutoring Dialogue Agent for Elementary School Science Learning (초등과학 수업을 위한 애니메이션 기반 튜터링 다이얼로그 에이전트 개발)

  • Jeong, Sang-Mok;Han, Byeong-Rae;Song, Gi-Sang
    • Journal of The Korean Association of Information Education
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    • v.9 no.4
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    • pp.673-684
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    • 2005
  • In this research, we have developed a "computer tutor" that mimics the human tutor with animated tutoring dialog agent and the agent was integrated to teaching-learning material for elementary science subject. The developed system is a natural language based teaching-learning system using one-to-one dialogue. The developed pedagogical dialogue teaching-learning system analysis student's answer then provides appropriate answer or questions after comparing the student's answer with elementary school level achievement. When the agent gives either question or answer it uses the TTS(Text-to-Speech) function. Also the agent has an animated human tutor face for providing more human like feedback. The developed dialogue interface has been applied to 64 6th grade students. The test results show that the test group's average score is higher than the control group by 10.797. This shows that unlike conventional web courseware, our approach that "ask-answer" process and the animated character, which has human tutor's emotional expression, attracts students and helps to immerse to the courseware.

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Interesting visual element analysis of 3D character design - Based on the animated Disney - (3D캐릭터 디자인의 시각적 재미 요소 분석 -디즈니 애니메이션을 중심으로-)

  • Jin, Hui;Lee, Jong Han
    • Cartoon and Animation Studies
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    • s.44
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    • pp.163-181
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    • 2016
  • The 3D animation is the trend of more and more as the years go by. 2016 works "red soil" of the works through the analysis of the new changes, and also in the interest of those factors, which play an important role, how to performance in the appropriate way of expression. according to the focus of work in the process of modeling design of meaning and symbol and character, action and expression of the meaning of understanding and appreciation of the works, the meaning of double the fun.

The Hero's Journey of Animation from the Spatial Map Model (애니메이션 영웅서사의 공간지도 연구)

  • Shin, Yeonu
    • Journal of Korea Multimedia Society
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    • v.22 no.6
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    • pp.729-737
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    • 2019
  • This study defined the animation space as the concept of map based on the space of Joseph Campbell's heroic narrative. The space in which the animated character exists is an image symbolic language that reflects the inner and outer growth stages of the hero. I focused on the spatiality that plays the role of the power to lead the narrative and examined the meaning as the mediator that leads the heroic narrative. First, 6 spatial variables were derived by observing 'Hero's Journey 'which is used as a basis of US commercial animation scenario. Second, spatial variables are defined as 64 zones and proposed as 'Spatial Map Model of the Hero's Journey' (SMMH). Third, the character space of was applied to 'SMMH', and the change of space utilization rate and spatiality and the narrative meaning were analyzed. This study extended the narrative of animation space which was not actively studied to map concept. It is possible to provide a different viewpoint in animation production and research.

Study of Animation Comicality, Characters in (<슈렉> 캐릭터에 나타난 애니메이션 희극성 연구)

  • Lee, Chae-Ron
    • Cartoon and Animation Studies
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    • s.38
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    • pp.145-176
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    • 2015
  • In animation, 'laughter' is an important factor for the fun. Dreamworks' animation is a successful popular animation. It has four series and spin-off animations, and settled as a successful case that created fun with strategic use of parody throughout the productions. Most preceding studies on this animation have focused on its humor, parody, and satire. However, not many studies have discussed its independent comedy as a piece of animation that satisfies the needs of public. This study considered that viewers' desire to watch an animation comes from their fantasies to discuss the comedy of based on its animated characters. Animated characters communicate with the public with wits that ignore the rules of reality. The characters that do not exist in reality are created and animated to turn the world of reality upside down. The comedy in comes from the entertaining deformation of the society's fixed ideas and prejudices. It is a fun variation of the ideology behind fairy tales created by the Disney animations to challenge Disney in the animation market in reality, and twisted the world of fairy tales in the story to quench the thirst of the public. 'Shrek', a monstrous character, stands in the center of the story. A monstrous character that always played an anti-role has become the main character to break the rule of fairy tales. This is the subjectivation of anti-character. Second, it is a new anti-character with an exaggerated and distorted body. Lord Farquad, who looks abject compared to the monstrous character for a person with so much power and ambition, brings laughter. Third, it is the variation of various characters from fairy tales. The conventional fairy tale characters, both animals and non-living things, come out of the box and appear as humorous characters that bring life to the story. uses comedy characters in the process of reinterpreting the fixed ideas, prejudices, and ideologies of the real world created by fairy tales. I hope that it helps Korean animations establish a successful format for creating characters that bring life to the stories.