• Title/Summary/Keyword: Animation Characters

Search Result 426, Processing Time 0.031 seconds

A study of 4-way movement and upper-lower body separation animation for action game characters (액션 게임 캐릭터를 위한 4 방향 이동과 상 하체 분리 애니메이션 연구)

  • Lee, SangWon
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2020.07a
    • /
    • pp.525-526
    • /
    • 2020
  • 3인칭 슈팅 게임의 캐릭터가 모든 방향으로 자연스럽게 움직이며 플레이어의 조작에 적절히 반응하려면 3D 게임 엔진에서의 세부 설정과 DCC 툴(3ds Max)에서의 설정이 양 측 모두 긴밀하고 세심하게 관리되어야한다. 본 논문에서는 이와 관련된 필수적인 요구사항들과 문제점의 표준적인 해결 방법을 제시한다.

  • PDF

Analysis of Expression Types of Character Animation TV Advertisements (캐릭터애니메이션 TV광고의 표현유형 분석 연구)

  • Lee, Yong-Woo
    • Archives of design research
    • /
    • v.19 no.5 s.67
    • /
    • pp.85-94
    • /
    • 2006
  • In the 2000s, character animation technique is used at domestic TV character animation ads of diverse items displaying new character patterns and expression techniques of a high level. This study intends to identify the characteristics of TV character animation ads based ell character aesthetic theory and advertising rhetoric theory, and based on these findings, analyze trend and stream of expression in TV character animation ads by examining and classifying advertisements released in the past four years by items, character patterns and expression techniques. The results showed that TV character animation ads have been concentrated on confectionery, beverages and foods in the past, but the items have been diversified through the years. With reference to character patterns, personal and animal characters had made the main pattern, but recently product, virtual and composite characters are on the increase. In expression techniques, cell animation technique was found to be the most frequently used technique, which was followed by full-3D, cell and live action, cell and 3D and the clay animation technique. A trend like this suggests that TV character animation advertising items will continue to increase in line with the participation level of targets. In the meantime, personal and animal characters will continue to make the leading character pattern, while virtual and composite character patterns emerge in new forms. In expression techniques, live action combined with 30 technique and techniques using new expression materials will appear with cell animation technique as a central figure. As a whole, Korean character animation advertisement is expected to keep on growing to a new dimension in the aspect of items, character patterns and expression technique.

  • PDF

A Study of the Etched Animation Expression Techniques of Piotr Dumala (Piotr Dumala의 메조틴트 애니메이션에 나타난 동판화의 제작 기법 연구)

  • Jang, Seo-Woo;Kim, Jea-Woong
    • The Journal of the Korea Contents Association
    • /
    • v.17 no.8
    • /
    • pp.685-692
    • /
    • 2017
  • Fine art production methods are frequently incorporated into animation production. The Printing Expression method is often employed among fine art production. There are three main techniques in Printing Expression: Silk Screen, Woodcut and Etching. Animations that use Silk Screen and Woodcut techniques are quite common. However, it is rare to find Etching techniques in animations. So with that being said, I would like to introduce etching animation through the work of Piotr Dumala; the well known Ink Etched film director. Also, I analyzed the characters: movement, unique texture and sensuous feeling; that only mezzotinted Etched-Animation expression technique can show. If we can expand methods on how to show our imagination through etching techniques, it can allow many directors to produce etched animation films in which they can express their imagination.

Development of personality education program for university students - Focusing on animation (대학생의 인성교육 프로그램 개발 - 애니메이션을 중심으로)

  • Kim, Seong-Won;Youn, Jeong-Jin
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.7 no.8
    • /
    • pp.541-550
    • /
    • 2017
  • The purpose of this study is to develop a personality education program for university students based on animation. The selection of the animation media to be used in the character education program to cultivate the eight core value virtues, eg, efficacy, honesty, responsibility, respect, consideration, communication and cooperation, Based on the eight elements of self - identity of college students, such as job, religion, politics, philosophical lifestyle, friendship, heterosexuality, gender roles and leisure activities. The process of developing personality education program model and activity based on animation of this college student is as follows. The necessity of developing personality education program for college students, Setting basic direction of character education program based on animation, Selection of animation media, Development of personality education program model based on animation, Development of personality education program activity based on animation of self identification, And finalization of personality education program based on final animation. In this study, a total of 16 characters were developed according to the sub - factors of self - identity in the personality education program of university students based on animation.

Expression of Anthropomorphized Animal Characters in Animations -focused on the Animation of America- (애니메이션에 등장하는 의인화된 동물캐릭터의 표현 -미국 애니메이션 중심으로-)

  • Lee, Young-Suk;Hong, Soo-Hyeon;Kim, Jae-Ho
    • The Journal of the Korea Contents Association
    • /
    • v.10 no.11
    • /
    • pp.125-135
    • /
    • 2010
  • This study analyzed the influences of human personalities and physiognomies on anthropomorphized animal characters and the relationship between the personalities and images of anthropomorphized animal characters and the associated images of real animals when animations expressed the animals. At first, the study classified animals who often appeared in animations, selected the representative characters whose personalities were well expressed, visualized them and rated them with words expressing personalities. Then, it rated personalities which were associated with the name of each animal(word) with words expressing personalities and analyzed the relationship the images and word association. The study results indicates that the similarity of two tests is very high and the images of animals which are perceived by human are anthropomorphized and expressed with familiar images for human. The study suggests expressing appropriate personalities when expressing anthropomorphized animal characters in animations.

Analysis of Mis-conceptualizations regarding Evolution Originating from TV Animation and Science Books for Children (TV 만화와 아동 과학 도서에 의한 진화의 오개념 분석)

  • Ha, Min-Su;Cha, Hee-Young
    • Journal of Korean Elementary Science Education
    • /
    • v.25 no.4
    • /
    • pp.352-362
    • /
    • 2006
  • Many misconceptions regarding biology and evolution have been reported by students prior to being exposed to a formal education program of evolution which challenged them. This study sought to investigate and to analyze the misconception formation process of evolution originating from TV animation and science books for children. Firstly, to identify TV animation's influence on students' misconceptions of evolution, a questionnaire including TV animation characters was constructed and administered to 146 elementary school students, 161 middle school students, and 156 high school students. The data collected was analyzed. Secondly, 17 science books for children were sampled and the contents related to evolution were selected and analyzed in terms of five evolutionary explanations: creationism internal will explanation, teleological explanations, explanations of use and disuse, mutation and finally, natural selection. Children have understood 'growth' and 'metamorphosis' on TV animation as 'evolution'. The processes by which characters on TV animation undergo some forms of change, which are in fact a kind of metamorphosis has often been understood as 'evolution'. Many respondents have defined evolution incorrectly as the process of growing and changing shape. On the other hand, some science books fur children contained descriptions of evolution including' mutation and finally natural selection explanation'; however, most of the science books fur children sampled in this study were written through the perspectives of alternative evolutionary views such as 'teleology view', 'internal will view', and 'use and disuse view'. It is apparent that TV animation and science books fur children influence the formation of various misconceptions regarding evolution by children.

  • PDF

A Study on the Promotion of the Characters in the Local Governments, Japan (일본 지방자치단체 캐릭터의 프로모션 연구)

  • Lee, Hwa-ja;Kim, Gun
    • Journal of Digital Contents Society
    • /
    • v.16 no.5
    • /
    • pp.849-869
    • /
    • 2015
  • Since South Korean government pushed ahead with decentralization system in 1990s, each local government has developed 'local government's character' so that communication between local residents and between local government and residents could be going well for rural solidarity. Local governments have designed their sole symbolic characters, applied the characters to local specialities and tourist goods, and used the designed characters for the promotion of area. There is no difference between South Korea and Japan in the function of local government's character as above-mentioned details. However, 'Yuru-chara' characters which are designed by local governments in Japan are rising dramatically in the field of Japanese major characters. 'Yuru-chara' characters' name awareness is expanded to the entire area of Japan as well as the designed area. A remarkable difference in how to promote character rather than character design caused such a successful outcome. The local governments in Japan carried out a promotion for local residents in various, friendly, and active ways, utilized local government's character as a way to publicize the image of area, and turned the character into products to bring additional effects. In the above process, there was a remarkable difference between Japan and South Korea. The purpose of this study was to research detail data related to the characters of the local governments in Japan, to analyze the promotion of the characters, and to suggest a strategy for promoting the characters of the local governments in South Korea.

Analysis of Squash & Stretch Principle for Animation Action (애니메이션 동작을 위한 Squash & Stretch 원칙의 분석)

  • Lee Nam-Kook;Kyung Byung-Pyo;Ryu Seoc-Ho
    • Journal of Game and Entertainment
    • /
    • v.1 no.1
    • /
    • pp.47-54
    • /
    • 2005
  • Squash & Stretch principle is playing an essential principle for animation action. The application of this principle gives the illusion of weight and volume to an animation character, and makes it possible that an animation action be the smooth and soft by escaping from the stiffness and rigidity. If an action of human or object on animation is expressed like a real world, it seems to be unnatural. Any action without Squash & Stretch will look rigid, uninteresting and not alive. It can be applied to movement of all objects, characters' actions, dialogues and facial expressions with a basic rule of mass, volume and gravity. Any action will not be well expressed without this principle. To be a good animation action, it should be deeply applied in 3D animation, not only 2D animation. Thus, a systemic analysis of Squash & Stretch principle is required.

  • PDF

A Character Animation Tool Based on Motion Mapping (모션 매핑 기반의 캐릭터 애니메이션 개발 도구)

  • Lee, Minguen;Lee, Myeong Won
    • Journal of the Korea Computer Graphics Society
    • /
    • v.5 no.2
    • /
    • pp.43-52
    • /
    • 1999
  • In this paper, we present an animation toolkit based on motion mapping technique in a graphics user interface that can represent data structures necessary for generating character motions. The motion mapping means that an animation sequence generated once can be mapped to another object directly according a data structure in the graphics user interface. Users can generate animation sequences interactively using a mouse. These are obtained automatically by modifying motion data structures interactively. Compared with other conventional tools, the toolkit has different features that two hierarchical structures necessary for representing modeling and animation data are managed independently each other, and that animations generated can be applied to any other characters by connecting the two hierarchical structures in the user interface.

  • PDF

A Study on the Function of Props in Animation 1 (애니메이션 소도구의 기능에 관한 소고(小考) 1)

  • Baek, Seung-Gyun
    • Cartoon and Animation Studies
    • /
    • s.9
    • /
    • pp.143-160
    • /
    • 2005
  • This study was performed on purpose to consider the charade function of props in directing animation. The prop is gradually expanded its role and scope in modern animation. Its scope covers dramatic factors, creating and changing characters, the means of psychological description or emotional expression, mise-en-scene, montage, creating products etc. Like this, the prop has an important function emotionally or indispensably in human life. Thus, the prop should be a subject that can speak to audiences or viewers, not worthless and silent subject. Hence, the prop should be recognized as a charade having productional function. Nevertheless, the prop has been unnoticed up to now. The function of props should be valued hereafter. The prop itself is meaningless, but it always speaks to audiences on the screen.

  • PDF