• Title/Summary/Keyword: Animated Films

Search Result 39, Processing Time 0.024 seconds

A Study on Gameplay Narrative of Contemporary Animated Films (당대 애니메이션 영화의 게임플레이성 서사에 관한 연구)

  • Qin, Jianbo
    • Journal of Korea Entertainment Industry Association
    • /
    • v.13 no.4
    • /
    • pp.83-91
    • /
    • 2019
  • Gameplay exists not only in game activities, but also in other art forms. An animated film with strong gameplay whose gameplay narrative follows the presupposition principle, achieved through unimaginable sound effects, exaggerated visual styling, hypothetical time and space concepts, fictional storylines and character performances. The strength or the presence or absence of gameplay in animated films is reflected in the grasp and use of these gameplay elements in the process of animated film narratives. The gameplay narrative of animated films fully utilizes the characteristics of gameplay thinking. In the process of scriptwriting and narrative, it combines entertainment, action, adventure, competition and other elements to fully reflect the characteristics of "gameplay". Gameplay narratives often use the strategies of reverse setting, repetition and interaction, and rules and challenges setting, which not only enhances the fun of animated film narratives, but also attracts the attention of the audience, which then can enhance the audience's viewing experience.

Characteristics of Postmodernity in Chinese Animation Films

  • Cao Yijun;HyunSeok Lee
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.16 no.1
    • /
    • pp.297-306
    • /
    • 2024
  • At a specific juncture in industrial development, animation emerges as a product imbued with discernible features characteristic of the mechanical replication era. Through the integration of technology, it continually gives rise to postmodern cultural traits. Notably, the trajectories of postmodernism in China and Western Europe exhibit divergence. Following the reform and opening up, both postmodernism and modernism found acceptance and became interwoven. Chinese animated films, influenced by postmodernism, actively challenge traditional animation norms, exemplifying postmodern characteristics such as deconstruction, intertextuality, indeterminacy, collage, and diversity. This article endeavors to delve into the discourse surrounding postmodernism in both Western and Chinese contexts. It aims to scrutinize the manifestation of postmodern features, particularly with regard to ethnic elements, traditional mythological texts, and gender representations in Chinese animated films. Consequently, it becomes imperative to contemplate the affirmative adaptation and independent development of postmodernism within the unique Chinese milieu. Building upon an analysis of noteworthy traditional animated film genres and developmental trends in China, this study focuses on animated films from the 21st century, specifically Monkey King: Hero is Back, Big Fish & Begonia, Dahufa, White Snake and Nezha: Birth of the Demon Child. The paper seeks to explore the overarching characteristics of postmodernity reflected in the linguistic environment of postmodernism in China.

A Study on Painterly Representation in the Animated Film , Focusing on Visual Representation and Narrative Features (애니메이션 <아버지와 딸>의 회화적 표현에 관한 연구 - 시각적 표현 및 서사적 특징을 중심으로)

  • Kim, Min-kyu
    • Cartoon and Animation Studies
    • /
    • s.51
    • /
    • pp.59-82
    • /
    • 2018
  • This study notes that the concept of painterliness, as defined by Heinrich $W{\ddot{o}}lfflin$, can apply to represent features in $Micha{\ddot{e}}l$, Dudok de Wit's animated short film Father and Daughter. It intends to examine the animated film's visual representation and narrative features in terms of painterliness. Comparing the Renaissance art style of the 16th century to the Baroque art style of the 17th century, $W{\ddot{o}}lfflin$ conceptualized the features of painterly style. In respect to this animated film, the images drawn by drawing tools are represented are represented by irregular and ambiguous shapes and meet $W{\ddot{o}}lfflin^{\prime}s$ conditions for painterly representation. Such a representation method in this animated film effectively functions as a double entendre or ambiguous narrative, while playing a key role in representing lyricism. In this animated film, painterliness contrasts with clarity, which commercial animated films provide, and plays a critical role in the representation methods utilized by auteurist animation directors. Painterliness in animated films is an element that should be highlighted, especially in the contemporary world where the forms of representation are becoming increasingly monolithic due to digital techniques. Continued research is greatly needed on this subject matter. Based on Father and Daughter, this study aims to examine the method of painterly representation that can be used in animation films, to explore its meaning and to underscore the importance of diversity in the forms of representation in animated films.

A Research of Ink and Wash Elements on the 3D Animation Film <Deep Sea>

  • Biying Guo;Xinyi Shan;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.15 no.3
    • /
    • pp.82-87
    • /
    • 2023
  • <Deep Sea> is an 3D animated film that stands out for its exceptional special effects and distinctive artistic style. The film employs a multitude of dazzling and vibrant ink particles, creating a strong sense of three-dimensionality and weightlessness, while simultaneously portraying a dreamlike and elegant representation of a deep sea ink painting. Furthermore, through the utilization of fragmented stream of consciousness narrative technique, the film establishes a unique artistic effect infused with a Chinese atmosphere. This paper by analyzing the unique particle ink art style and color and stream of consciousness narrative methods in film, this paper discusses the innovative art style generated by traditional ink art style combined with three-dimensional technology, and the integration of traditional ink art ideas and artistic conception in animated films. The objective is to cultivate a new ink art style and prove the importance of traditional cultural expression in animated films, while providing new perspectives for the future application of traditional art in animation.

Research on the Creative Style of DreamWorks' Animated Film Script (드림웍스 애니메이션 영화 시나리오의 창작 스타일에 관한 연구)

  • Yan, Liu
    • Journal of Korea Entertainment Industry Association
    • /
    • v.14 no.1
    • /
    • pp.97-106
    • /
    • 2020
  • The mainstream of cinema animated film in today's world is the animated film produced by film companies such as Disney, DreamWorks, and 20th Century Fox. These animated films are influenced by Hollywood blockbusters, high cost, and big-budget, which have brought a gorgeous and splendid audio-visual feast to the global audience. DreamWorks Studios founded in 1994 has become noted in just over ten years. It has produced many high-quality animated works which are well-known all over the world. This achievement is no doubt inseparable from its superior external animation industry environment, and benefited from the American animation industry which commercially operated for almost 100 years. However, in addition to these external environmental factors, DreamWorks' achievements have also come from the extraordinary and superior creation of the animated film scripts, strong narrative script ensures the logic and appeal of animated films. This article takes Kung Fu Panda series, Shrek series, The Prince of Egypt, The Croods, Chicken Run, Megamind and other representative films produced by DreamWorks as key analysis object, using Jean Baudrillard's simulation and imaging theory, Syd Field's screenwriting skills, and Hegel's aesthetic point of view, explores the Creative Style of DreamWorks' Animated Film Script which contains the following four aspects. The script is exaggerated and novel, and the subject matter is rich and targeted. The script creation is very imaginative and can fully express the visual beauty. The structure of the story is well controlled, the space comes from reality but full of imagination. The characters have distinctive personality and the dialogue is moderated but forceful.

Analysis on Color Shaping the Space of Animated Film Coco (애니메이션영화 <코코> 색상이 공간의 모델링 분석)

  • Yue, Xiao Ling
    • Journal of Korea Entertainment Industry Association
    • /
    • v.13 no.3
    • /
    • pp.343-350
    • /
    • 2019
  • As an important visual element, color in animated films can not only depicts the reality, but also conveys emotion and meanings, which play an important role in shaping the space of animated films. As one of the most outstanding animated films, Coco uses bold and unique color language to shape the film space. It uses the national color to blend the Mexican culture into the story space making it full of Mexican regional and cultural connotation, uses color contrast to shape the physical space, highlighting the three-dimensional and deep sense of the physical space. And also uses color association to create the psychological space, leading audience into the spiritual world of the film. Based on the analysis of the Coco, we an see that when shape the film space of animation, the film maker should give full play to the characteristics and function of color, and apply different color language to shape different space according to the role of the film space, so as to expand and deepen the connotation and expressiveness of film space.

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
    • /
    • v.15 no.1
    • /
    • pp.389-398
    • /
    • 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.

  • PDF

Analysis on the Traditional Cultural Elements of the Chinese Animated Film Big Fish & Begonia (중국 애니메이션 영화 <나의 붉은 고래>의 전통문화원소 분석)

  • Dou, Guo-Hao
    • Journal of Korea Entertainment Industry Association
    • /
    • v.13 no.7
    • /
    • pp.165-172
    • /
    • 2019
  • The animated film Big Fish & Begonia is a new attempt of Chinese animated films in recent years. Both market performance and artistic creation are an improvement. In the process of creation in the past ten years, Big Fish & Begonia has profoundly excavated Chinese myths and legends and combined them with modern art. This study takes the traditional Chinese cultural elements in the film as the starting point for research, from the aspects of character design, scene design and national culture. Through the analysis of the traditional cultural elements in Big Fish & Begonia, try to find a better direction for the development of animated films, such as the integration of modern art and traditional culture. It is precisely because of the large number of Chinese cultural elements incorporated in the Big Fish & Begonia that it is ingeniously set up to bring visual enjoyment and inner resonance to the audience.

A Study on Non-Verbal Expressions for the Realization of Narrative Visualization -Focusing on a 3D Cat Character, "Puss" (내러티브 시각화 구현을 위한 비언어적 표현 연구-3D 고양이 캐릭터 "Puss"를 중심으로)

  • Lee, Young-Suk;Kim, Sang-Nam
    • Journal of Korea Multimedia Society
    • /
    • v.19 no.3
    • /
    • pp.659-672
    • /
    • 2016
  • In animated films, characters materialize narratives through acting. The narrative is an element to materialize accurate delivery of lines and emotions. The non-verbal actions should express lots of emotions and lines in scenes, and also they can be used as a way of empathy. This study analyzed the visualization factors of narrative focusing on a cat character frequently shown in animated films. For this, the visualization factors of non-verbal actions expressed in characters' personal space and dynamic space were extracted. Based on this, it aims to suggest the emotion expressing method of characters to realize effective narrative visualization. In the future, it aims to be used as reference data in case when producing non-verbal communication for 3D characters.

A Comparison of Symbolic Content in American and Japanese Animation: Food Scenes in "The Simpsons" and "Atashin'chi" (미 · 일 애니메이션에 표현된 음식장면의 상징적 속성 비교 -가족 구성의 애니메이션 <심슨>과 <아따신찌>를 중심으로-)

  • Koo, Bo-Room;Kwon, Kyung-Min
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.11
    • /
    • pp.79-86
    • /
    • 2013
  • In general, food depicted in animated films symbolically conveys cultural emotions. And yet, as diverse studies have shown, even from the perspective of cultural semiotics, there are different ways to interpret food symbolism. This study focuses on food depicted in American and Japanese animation, through a comparative analysis of scenes from "The Simpsons" (1989-present), the longest-running American animated program, and "Atashin'chi" (2002-2009), a much-beloved animated sitcom that follows the daily experiences of a Japanese family. It is hoped that the research presented here may be applied as a criterion in the production stage for understanding the cognitive function of cultural underpinnings and symbolic expression in animated works.