• Title/Summary/Keyword: Animated Character

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Research on the Value Shift of Ne zha's Character Image in Different Periods : Take Ne Zha : I am the destiny(2019) and Ne Zha Conquers the Dragon King(1979) as Examples (시기별 나타 캐릭터의 가치전향 연구- <나타지마동강세(2019)> <나타요해(1979)>를 중심으로 -)

  • Wang, Xin-Xin
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.239-249
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    • 2020
  • Ne Zha: I am the destiny(2019)and Ne Zha Conquers the Dragon King(1979)as animated films based on the theme of Ne zha in different eras and contexts, reflecting the value and significance of different artistic images of Ne zha, The study of the value turn in the character image of Ne zha reflects the different styles of artistic images of Ne zha. This thesis attempts to interpret the changing values behind the different artistic expressions of the Ne zha character in different films. The transformation of Ne zha's image from good to evil, and the shift from the idea of "submit to the will of heaven" to the idea of "taking one's destiny into one's own hands" reflect the different values and meanings of Ne zha's image in different eras. Each film is distinctly contemporary, and Ne Zha: I am the destiny is an innovative and in-depth look at the character of Ne zha in the new era of cinema. There are many forms of artistic expression, and these differences greatly increase the appeal of Ne zha's artistic image, making Chinese animation films more space and value for development.

Semiotic analysis focusing on protagonist and antagonist in the feature animation (장편애니메이션에서 프로타고니스트와 안타고니스트를 중심으로 하는 내러티브의 기호학적 분석 : <마당을 나온 암탉>을 중심으로)

  • Lee, Young Hun
    • Cartoon and Animation Studies
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    • s.33
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    • pp.79-97
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    • 2013
  • Animation is the aggregate of signs based on narrative. Algirdas Julien Greimas made structuralist frame and analyzed the meaning with it. Greimas's semiotics among the animated characters appearing in the conflict structure is suitable for the analysis and figure out the structure and meaning of the conflict which is hidden. Because Greimas Semiotic Square is suitable for apprehending meaning structure, it help for us to identify between characters and meaning that from character. Actantial Model help to apprehend power relations in structure between characters by axis of desire. This study search Greimas's semiotics and based on this analyse animation, . Also this study analyse conflicts between protagonist and antagonist with Greimas Semiotic Square after analysing narrative of like Vladimir Proof's folktale analysis. Unlike the protagonist's internal conflict, the antagonist's internal conflict moves the audience's emotions. Finally, this study analyse animation in the synchronic structure with the Actantial Model.

On Parameterizing of Human Expression Using ICA (독립 요소 분석을 이용한 얼굴 표정의 매개변수화)

  • Song, Ji-Hey;Shin, Hyun-Joon
    • Journal of the Korea Computer Graphics Society
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    • v.15 no.1
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    • pp.7-15
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    • 2009
  • In this paper, a novel framework that synthesizes and clones facial expression in parameter spaces is presented. To overcome the difficulties in manipulating face geometry models with high degrees of freedom, many parameterization methods have been introduced. In this paper, a data-driven parameterization method is proposed that represents a variety of expressions with a small set of fundamental independent movements based on the ICA technique. The face deformation due to the parameters is also learned from the data to capture the nonlinearity of facial movements. With this parameterization, one can control the expression of an animated character's face by the parameters. By separating the parameterization and the deformation learning process, we believe that we can adopt this framework for a variety applications including expression synthesis and cloning. The experimental result demonstrates the efficient production of realistic expressions using the proposed method.

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A study on cassandre's advertising poster"Dubonnet" (카산드르의"뒤보네"광고포스터 연구)

  • 강순천
    • Archives of design research
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    • no.16
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    • pp.185-196
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    • 1996
  • The series of ‘Dubonnet’poster is one of the masterpieces of Cassandre who was the leader of advertising poster in 1920's and 1930's. Orihinally it was a triptych, but it was developed as a serial work later through lettering and seasonal advertising posters. It was kept in circulation for more than two decades and issued in a variety of formats. In this thesis I tried to figure out the artistic character and uniqueness of Cassandre's poster by analyzing it with many different points of view of the poster, the stream of changing style and influence from the Avant-garde painting. In chapterII, objectively analyzing the series of‘Dubonnet’one by one, I examined the method that Cassandre used to deliver the concept of advertising and his message. The triptych, the first one of series of Dubonnet poster is witty, the slogan is a pun using the words dubo(doubt), bon(good), and Dubonnet, and the theme is treated as an animated sequence in the manner of a comic strip. In the following winter and summer seasonal advertising posters, the‘Dubonnet man’in the same position is enjoying the‘Dubonnet’, irrespective of the hazards of climate and season, There was a change towards 1929 that rectilinear design gave place to supple and undulating lines in Cassandre's posters. Seasonal advertising posters also showed the change, and the tendency of realistic and concrete elements of an expression was strengthened. In chapterIII, I studied three as main characters of Cassandre's poster. The first one is simple and geometric expression, second one is uniqueness of figures and the last one is important roll of lettering. Cassandre believed that there were fundamental differences between the function of a poster and that of a painting. He also recognized that the symbol was the essential element in the poster design, which would be simply and swiftly recognized. The recognition led him to simple design and bold geometric abstraction. He was a man who knew the value of copy in advertising and developed it fully in his simplified geometric compositions by integrating of letterforms and image. The‘Dubonnet man’is geometrized, almost featureless. This approach of rendering human beings was one that Cassandre had used from the early years, most notably in his posters for Dubonnet.

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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.

Research of Mobile 3D Dance Contents Construction Using Motion Capture System (모션캡처 시스템을 이용한 모바일 3D 댄스 콘텐츠 제작 연구)

  • Kim Nam-Ho
    • The Journal of the Korea Contents Association
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    • v.6 no.9
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    • pp.98-107
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    • 2006
  • By improving performance of mobile machine(3D engine, 3D accelerator chip set, etc) and developing wireless network technology, a demand for actual contents of users is being increased rapidly. But, there are some difficulties yet for the speedy development of actual contents because of the limitation of development resources that is dependent on each mobile device's different performance. In general, much of the animated character-creation work for mobile environment is still done manually by experienced animator with the method of key frame processing. However, it needs a lot of time and more costs for creating motion. Additionally, it is possible to cause a distortion of motion. In this paper, I solved the difficulties by using a optical motion capture system, it was able to acquire accurate motion data more easily and quickly, and then it was possible to make 3D dance contents efficiently. Also, I showed techniques of key reduction and controlling frame number for using huge amounts of motion capture data in mobile environment which requires less resources. In making 3D dance contents, using an optical motion capture system was verified that it was more efficient to make and use actual-reality contents by creating actual character motion and by decreasing processing time than existing method.

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Chinese relationship between animation and best pole - Focused on the aesthetic principles of the Cultural Revolution period (중국 애니메이션과 모범극의 상관관계 연구 - 문화대혁명 시기의 미학 원칙을 중심으로)

  • Kong, De Wei
    • Cartoon and Animation Studies
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    • s.39
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    • pp.215-231
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    • 2015
  • The Cultural Revolution in the history of Chinese animation hinder the development of the initial animation, and after a negative assessment instrument provided the cause is to become sluggish growth of the Chinese animation. So this time animation are things that are the subject of academic research studies or analysis has been depreciating almost uniformly without evaluation. However, of all the cultural and artistic creation it is developing in its own specific historical conditions and has the aesthetic results. This paper puts the primary purpose is to hold in consideration the aesthetic principles that led to cultural and artistic creativity and objective perspective the achievements the Chinese animation of the time period of the Cultural Revolution. Cultural Revolution is avoided to the previous period in accordance with the socialist ideology of Mao Ze-dong(毛澤東) sikindaneun highlight the culture of the proletariat and placed our goal to create a new class culture. Therefore, cultural and artistic creation of this period is often inconsistent with this part of our aesthetic principles generally accepted character has a non- elitist and anti properties. Best drama is a creative one hand as a model to implement the principles of aesthetics, art and culture Cultural Revolution period kkophimyeo reference for understanding the aesthetic principles that animated the Chinese Cultural Revolution period of orientation. This paper has San Tu Chu(三突出), Hong Guang Liang(紅光亮), and Gao Da Quan(高大全) at the time of the Cultural Revolution aesthetic principles are reflected in how the concrete work, the Cultural Revolution when the animation is how to accommodate these aesthetic principles and placed emphasis on comparative studies on best pole and correlation of the Cultural Revolution when the Chinese animation to ensure that adaptation in own way. First, after analyzing whether the aesthetic principles of focusing on the similarities of the best pole time of the Cultural Revolution and China, and how to implement animation in the works, these aesthetic principles according to the analysis of positive and negative influence on the creation of Chinese animation It was described as neutral. The detailed analysis and comparative study courses were trying to access in two significant aspects of the characters and scenes directing. In terms of character animation of the Cultural Revolution in China when a young boy or girl, emphasis should emphasize the health tinged with red lips and cheek blush to highlight the desired Gong Nong Bing(工農兵) shape as the main character and smooth texture and sophisticated highlights the glittering feeling to the touch, it was confirmed focused hayeoteum to implement the principle of 'Hong Guang Liang', highlighting the brilliant colors with a clean, bright colors. Highlighting a number of protagoniste compared to the antagonist in the animated scene of the Cultural Revolution a few times in terms of production and, among a number of protagoniste also emphasizes the outstanding hero figure, "yet three outstanding heroes heroic figures also emphasize the leading figures among the the director of the extrusion step-by-step approach "('San Tu Chu')was used. In addition, the hero figure is generally high and low angle by directing a large and perfect aesthetic appearance was to faithfully implement the principle of 'high-charged'('Gao Da Quan').

Animated characters of Disney animation using the transformation and alter ego of fantasy (변신과 분신의 환상을 활용한 디즈니애니메이션의 인물표현)

  • Lee, Hye-Won
    • Cartoon and Animation Studies
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    • s.44
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    • pp.117-141
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    • 2016
  • The various representations are receiving attention in modern society that has so many contents. Among them, the fantasy shows that you can not see in reality. But the intention of these fantasies is not giving a visual fun. The fantasy show the reality through stories that are not in reality. The fantasy that allows readers to continue to make the suspect between the real and the imagination and that suspect arises from the desire of real life. If the desire break the community, the social ideology will collapses. Conversely, if the desire is overturned by community, the social will be maintained. The goal of the fantasy which has the relationships of society is revealed through the various expressions of existence. They are divided into the subject and the other show the inner side of the main character. The subject shows the inner side of the main character by the transformation, alter ego and the other exists. The other shows the desire of the subject by the transformation, alter ego and the strangers. Disney animation studios select the target audience and the message in relation with the society. They choose the original like the fairy tale, myth and change them to satisfy the middle class. The characters of Disney animation says that messages by the expression of fantasy. The subject go through the transformation by twice. The first transformation is antisocial and the second transformation is social. The second shows a complete transformation. The other characters personified show the many kinds of the main character. The other as the alter ego of the main character represents the desire of the subject. They are described as an object of fear and exclusion. They expresses as a dark and menacing looks and hinders the complete transformation of the subject. But they were overthrown by the subject at the end of the story and it strengthen the social ideology. As a result, Disney highlights the value and the moral message of the society by using the representation of fantasy.

Comparative Analysis of Markerless Facial Recognition Technology for 3D Character's Facial Expression Animation -Focusing on the method of Faceware and Faceshift- (3D 캐릭터의 얼굴 표정 애니메이션 마커리스 표정 인식 기술 비교 분석 -페이스웨어와 페이스쉬프트 방식 중심으로-)

  • Kim, Hae-Yoon;Park, Dong-Joo;Lee, Tae-Gu
    • Cartoon and Animation Studies
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    • s.37
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    • pp.221-245
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    • 2014
  • With the success of the world's first 3D computer animated film, "Toy Story" in 1995, industrial development of 3D computer animation gained considerable momentum. Consequently, various 3D animations for TV were produced; in addition, high quality 3D computer animation games became common. To save a large amount of 3D animation production time and cost, technological development has been conducted actively, in accordance with the expansion of industrial demand in this field. Further, compared with the traditional approach of producing animations through hand-drawings, the efficiency of producing 3D computer animations is infinitely greater. In this study, an experiment and a comparative analysis of markerless motion capture systems for facial expression animation has been conducted that aims to improve the efficiency of 3D computer animation production. Faceware system, which is a product of Image Metrics, provides sophisticated production tools despite the complexity of motion capture recognition and application process. Faceshift system, which is a product of same-named Faceshift, though relatively less sophisticated, provides applications for rapid real-time motion recognition. It is hoped that the results of the comparative analysis presented in this paper become baseline data for selecting the appropriate motion capture and key frame animation method for the most efficient production of facial expression animation in accordance with production time and cost, and the degree of sophistication and media in use, when creating animation.

Expression Factors of Pace and Dynamics in Drawing Animation - Focused on Japanese Hero TV Animation Series - (드로잉 애니메이션에서 속도감과 역동성의 표현 요소 연구 - 일본 초인물 TV 애니메이션 중심으로-)

  • Kim, Hyun-Woo;Kim, Jae-Woong
    • Cartoon and Animation Studies
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    • s.40
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    • pp.109-137
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    • 2015
  • As Digital technology developed, drawing animation, using traditional production method which expresses many feelings with drawn lines loses the youth group, the primary audience, to the realism of the digital cinema. Drawing animation, which drew attention of the youth by the spectacles in the film such as hectic pace, dynamics and punch, declined for a while. However, it has been developed a way to express pace and dynamics of its own by establishing an effective directing method, which combines digital technology as it is needed. This study has a purpose to investigate what causes the dynamics and feeling of fast movement of the character in Japanese limited animation. Though some action-animated films that heroes with supernatural powers take the leading role that feeling of velocity and dynamics are emphasized we compare the directing method before and after the introduction of the digital technology. This research reaches the conclusion by factoring each Bergson and McLuhan's discussion to the intervention of indexical signs and the audience's participation according to skipping technique. This study has a significance of researching the element of drawing animation that maximizes the expansion of the senses by defying the limitation of the law of physics through its unique way of directing together with growth of the hero films, which will continue.