• Title/Summary/Keyword: Animated image

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Metaphorical imagination and storytelling in short animations (단편 애니메이션에 나타나는 은유적 상상력과 스토리텔링 - <페이퍼맨>을 중심으로 -)

  • Lee, Dong-Eun
    • Cartoon and Animation Studies
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    • s.45
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    • pp.435-450
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    • 2016
  • Animation is an artificial image created by artist's imagination. Animation is defined as "the art of the animated image" in the sense that immobile images can be seed as a living creature. In other words, the term "diegesis" in modern arts genre is generally considered as something that indicates fictional world in which narration develops. Therefore, when we say that animation world is formed based on diegesis, it represents the fictionality of animation world. The problem occurs at this point. Even thought the animation world is recognized as a fictional world, we contradictorily believe that the event occurring in the screen world are real and accept them as a true message. This condition is called "quasi-emotion". Quasi-emotion is not fake bit not real either, and it is the third emotional state. It happens when we "make believe" that we believe a fictitious figure or a situation. However, in order to actively operate this "make-believe" state, an appropriate environment and props are required, specially metaphorical imagination and storytelling in short animated film. So that this article will draw a conclusion from the method that make-believe the fictional world and communicate the message through analysing the short animate film, form Disney.

A Study of The Crystal-image in Yuri Norstein's Animated Film (유리 노르슈테인의 <이야기 속의 이야기>에 나타난 결정체-이미지 연구)

  • Kim, Hyun-Jeong
    • Cartoon and Animation Studies
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    • s.38
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    • pp.93-114
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    • 2015
  • In the history of animation, which created by Yuri Norstein is one of the best animations in the world. Out of all animations that Yuri Norstein created, is one animation that most people have hard time to understand because unexpected images and complicated structure of this animation get us confused. And also since this animation is based on Yuri Norstein's childhood memories and his own experiences, people who doesn't understand Russian culture and history will be lost. The purpose of this study is to analyze created by Yuri Norstein through the crystal-image in of Deleuze. According to Deleuze, we can see and understand unorganized time through the crystal-image which is the door way understanding and recognizing the time-image. In the there are some of the crystal-image appears. Eternity episode is one of the Crystal-images. In eternity episode we can see a peaceful life as simply continue endlessly. This is also the part that shows subject of animation and time itself accoding to Deleuze. By Yuri Norstein reflects Deleuze's claims that time-image we think and realize through crystal-image is eventually human life and universe.

A Theory of Intermediality and its Application in Peter Greenaway's (상호매체성의 이론과 그 적용 - 피터 그리너웨이의 <프로스페로의 서재>를 중심으로)

  • PARK, Ki-Hyun
    • Cross-Cultural Studies
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    • v.19
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    • pp.39-77
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    • 2010
  • The cinema of Peter Greenaway has consistently engaged questions of the relationship between the arts and particularly the relations of image and writing to cinema. When different types of images are correlated and merged with each other on the borders of painting, photography, film, video and computer animation, the interrelationships of the distinct elements cause a shift in the notion of the whole image. This analysis proposes to articulate the complex relationship between the 'interartial' dimension and the 'intermedial' dimension in Peter Greenaway's film, (1991). If the interartiality is interested in the interaction between various arts, including the transition from one to another, the intermediality articulates the same type of relationship between two or more media. The interactional relationship is the same on both sides; on the contrary, the relationship between art and media does not show the same symmetry. All art is based on one or more media - the media is a condition existence of art - but no art can't be reduced to the status of media. This suggests that if the interartiality always involves the intermediality, this proposal may not be reversed. First, we analyse a self-conscious investigation into digital art and technology. Prosospero's Books can be read as a daring visual essay that self-consciously investigates the technical and philosophical functions of letters, books, images, animated paintings, digital arts, and the other magical illusions, which have been modern or will be post-modern media to represent the world. Greenaway uses both conventional film techniques and the resources of high-definition television to layer image upon image, superimposing a second or third frame within his frame. Greenaway uses the frame-within-frame as the cinematic equivalent of Shakespeare's paly-within-play : it offer him the possibility to analyse the work of art/artist/spectator relationship. Secondly, we analyse the relationship between the written word, oral word and the books. Like the written word, the oral word changes into a visual image: The linguistic richness and nuances of Shakeaspeare's characters turn into the powerful and authoritative, but monotone, voices of Gielgud-Prospero, who speaks the Shakespearean lines aloud, shaping the characters so powerfully through his worlds that they are conjured before us. Specially each book is placed over the frame of the play's action, only partially covering the image, so that it gives virtually every frame at least two space-time orientations. Thirdly, we try to show how Peter Greenaway uses pictorial references in order to illustrate the context of the Renaissance as well as pictorial techniques and language in order to question the nature of artistic representation. For exemple, The storm is visualised through reference to Botticelli's : the storm of papers swirling around the library is constructed to look like a facsimili copy of Michelangelo's Laurentiana Library in Florence. Greenaway's modern mannerism consists in imposing his own aesthetic vision and his questioning of art beyond the play's meta-theatricality: in other words, Shakespeare''s text has been adapted without being betrayed.

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.

Real-Time Simulation of Single and Multiple Scattering of Light (빛의 단일 산란과 다중 산란의 실시간 시뮬레이션 기법)

  • Ki, Hyun-Woo;Lyu, Ji-Hye;Oh, Kyoung-Su
    • Journal of Korea Game Society
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    • v.7 no.2
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    • pp.21-32
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    • 2007
  • It is significant to simulate scattering of light within media for realistic image synthesis; however, this requires costly computation. This paper introduces a practical image-space approximation technique for interactive subsurface scattering. We use a general two-pass approach, which creates transmitted irradiance samples onto shadow maps and computes illumination using the shadow maps. We estimate single scattering efficiently using a method similar to common shadow mapping with adaptive deterministic sampling. A hierarchical technique is applied to evaluate multiple scattering, based on a diffusion theory. We further accelerate rendering speed by tabulating complex functions and utilizing level of detail. We demonstrate that our technique produces high-quality images of animated scenes with blurred shadow at hundreds frames per second on graphics hardware. It can be integrated into existing interactive systems easily.

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Producing Stereoscopic Video Contents Using Transformation of Character Objects (캐릭터 객체의 변환을 이용하는 입체 동영상 콘텐츠 제작)

  • Lee, Kwan-Wook;Won, Ji-Yeon;Choi, Chang-Yeol;Kim, Man-Bae
    • Journal of Broadcast Engineering
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    • v.16 no.1
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    • pp.33-43
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    • 2011
  • Recently, 3D displays are supplied in the 3D markets so that the demand for 3D stereoscopic contents increases. In general, a simple method is to use a stereoscopic camera. As well, the production of 3D from 2D materials is regarded as an important technology. Such conversion works have gained much interest in the field of 3D converting. However, the stereoscopic image generation from a single 2D image is limited to simple 2D to 3D conversion so that the better realistic perception is difficult to deliver to the users. This paper presents a new stereoscopic content production method where foreground objects undergo alive action events. Further stereoscopic animation is viewed on 3D displays. Given a 2D image, the production is composed of background image generation, foreground object extraction, object/background depth maps and stereoscopic image generation The alive objects are made using the geometric transformation (e.g., translation, rotation, scaling, etc). The proposed method is performed on a Korean traditional painting, Danopungjung as well as Pixar's Up. The animated video showed that through the utilization of simple object transformations, more realistic perception can be delivered to the viewers.

The Internal Representations of (1973) as seen through Walter Benjamin's Dialectical Images (프랭크 무리스의 콜라주 애니메이션 <프랭크 필름>(1973)에 나타난 내적 표현 : 발터 벤야민의 변증법적 이미지를 중심으로)

  • Kim, Young-Ok;Moon, Jae-Cheol
    • Cartoon and Animation Studies
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    • s.38
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    • pp.53-70
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    • 2015
  • In industrialized societies throughout the 19th and 20th centuries, Over Produced and Mass consumption images were constantly shown to people via Mass-Media as means to provoke one's desire. Frank Mouris, the American independent animator, captured and showed the infinite nesting of industrialized image with his autobiographical story through his work (1973) and made it as an intense visual flow. This innovative art animation has broke the traditional form of narrative animation and won the Annecy Animation Festival Grand Prix and the Academy Awards in 1974. This was also selected for preservation in the United States National Film Registry by the Library of Congress as being culturally, historically, or aesthetically significant in 1996. This study explores and shows that how these a-half million images to express Franks Mouris's autobiographical story in could be analyzed by the concept of Walter Benjamin's 'dialectical images'. Typically, the term 'dialectic' need to be formed by contradiction or opposite concept in the basic principles, but a dialectical image of Benjamin could be formed without any opposite concept while maintaining the uniqueness of each new relationship of the past. Benjamin's dialectical images are no longer stay in the historical past, It always meets with the present when someone realizes the past in the present moment. I suggest three different aspect according to Benjamin's point of view to analyse this animated film such as 'Historical-dialectical imaging of private/collective memory', 'Reconfiguring of present through analysing the relationship between the image flows and its own time/space', and 'Old future over the existing fragment and the presence of fragment. has the great value not only to present the experimental and innovative aesthetics of animated film, but also to show an analysis of contemporary culture and social aspect in mid-20th century. This study is to explore the diversity of animation representation, aesthetics, and also to suggest a new aspect of animation studies.

The Study on the Role of 3D Animated Pre-visualization in VFX FilmProduction (VFX 영화 제작을 위한 3D animatied Pre-visualization(3D애니메이티드 사전시각화)의 역할에 관한 연구)

  • Park, Sung-Ho
    • Cartoon and Animation Studies
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    • s.51
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    • pp.293-319
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    • 2018
  • Thanks to the advancement of the related technologies and equipment, today's video contents like movies, animations and soap operas are rapidly expanding their expressible cinematic imagination area. In order to fulfill the elevated visual expectations of audiences and realize exciting storytelling and fantastic world, the fusion of different techniques is actively used, and the reality for visual effects and image synthesis is increasing more and more. Accordingly, recent VFX-oriented movies using CG have a much more complicated production process than before. Therefore, the importance of Pre-visualization, aka Pre-vis is becoming bigger in the planning process for sophisticated design. Pre-vis means that the advance visualization for stories or directing ideas in the planning process before starting production of movies or animations. 3D animated Pre-visualization realizing directors' abstract and ambiguous ideas in 3 dimensional environment in advance is, as a powerful means for visual storytelling, briskly used focusing on the VFX film industry on which the present CG is broadly used, and the role of Pre-vis throughout productions has increased compared to the past. The studies, however, on the role and utility of Pre-vis are not enough. Therefore, this study was conducted on the role of Pre-vis used for present VFX movie productions using the examples of 3D animated Pre-visualization production in which the researcher of this study participated. In this study, the role of the Pre-vis that is subdivided presently, is divided into and 3D animatics and their each role is analyzed with the example images. Through this, the characteristics that Pre-vis should have are clarified and the concept of the advantages and utility led by the use of Pre-vis in productions is strengthened. The goal of this study is to induce active uses of Pre-vis throughout productions after forming consensus about the various roles of Pre-vis and their utility.

DEEP-South: Performance of Moving Object Detection Program in Different Observation Modes

  • Oh, Young-Seok;Bae, Yeong-Ho;Kim, Myung-Jin;Roh, Dong-Goo;Jin, Ho;Moon, Hong-Kyu;Park, Jintae;Lee, Hee-Jae;Yim, Hong-Suh;Choi, Young-Jun
    • The Bulletin of The Korean Astronomical Society
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    • v.41 no.2
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    • pp.48.3-49
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    • 2016
  • We have five different types of observation modes with regard to the Deep Ecliptic Patrol of the Southern Sky (DEEP-South); Opposition Census (OC) for targeted photometry, Sweet Spot Survey (S1) for discovery and orbit characterization of Atens and Atiras, Ecliptic Survey (S2) for asteroid family studies and comet census, NEOWISE follow-up (NW) for near simultaneous albedo measurements in the visible bands, and Target of Opportunity (TO) observation for follow-up either for unpredictable events or targets of special interests. Different exposures with such different modes result in a wide range of background noise level, the number of background stars and the mover's projected speed in each image. The Moving Object Detection Program (MODP) utilizes multiple mosaic images being taken for the same target fields at different epochs at the three KMTNet sites. MODP employs existing software packages such as SExtractor (Source-Extractor) and SCAMP (Software for Calibrating Astrometry and Photometry); SExtractor generates object catalogs, while SCAMP conducts precision astrometric calibration, then MODP determines if a point source is moving. This package creates animated stamp images for visual inspection with MPC reports, the latter for checking whether an object is known or unknown. We evaluate the astrometric accuracy and efficiency of MODP using the year one dataset obtained from DEEP-South operations.

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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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