• Title/Summary/Keyword: Animation Characters

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A study on 3D Animation Direction Method of Robert Zemeckis Focusing on and (로버트 지메키스의 3D 입체 애니메이션 연출 방법에 관한 연구 -<폴라 익스프레스>와 <크리스마스 캐롤>을 중심으로-)

  • Kim, Ho
    • The Journal of the Korea Contents Association
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    • v.13 no.8
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    • pp.93-100
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    • 2013
  • Works of director Robert Zemeckis have attracted much attention after the appearance of in which realistic digital characters appeared. Although he quitted animation production after , his 3D animation contributed to the 3D stereoscopic animation direction considerably. This study compared and analyzed representative 3D stereoscopic works of Robert Zemeckis with special reference to the theoretical background of 3D stereoscopic, cubic effect awareness factor using single eye sight and dual eye sight and matters of consideration in the direction of 3D stereoscopic image. This study also examined an expression method used in his works to improve cubic effects focusing on and .

A Study on the Application of Character Animation for Motion Analysis Using Motion Capture Data (모션 캡쳐 자료를 이용한 동작 분석용 캐릭터 애니메이션의 적용 방법에 관한 연구)

  • Son, Won-Il;Jin, Young-Wan;Kang, Sang-Hack
    • Korean Journal of Applied Biomechanics
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    • v.17 no.4
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    • pp.37-44
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    • 2007
  • This study compared the Character Studio of 3ds Max and OpenGL to find an adequate modeling method of character animation to be used in motion analysis in the area of motor mechanics. The subject was one male golfer. We obtained the positional coordinates of marks needed by photographing the subject's golf swing motions. Because the method based on the Character Studio used meticulously designed character meshes, it enabled high.level animation but it took a long time in applying physique and demanded the repeated adjustment of each motion data. With the method based on OpenGL, a character completed once could be usable to almost every testee and desired program control was available, but because each character had to be created by making a computer program, it was hard to make characters delicately. Because the method using the Character Studio is actively studied not only in motor mechanics but also in many research areas, it is expected to be more usable in the near future. On the contrary, the method based on OpenGL is easily applicable and allows the convenient use of other mechanical data.

A Study on Korean Lip-Sync for Animation Characters - Based on Lip-Sync Technique in English-Speaking Animations (애니메이션 캐릭터의 한국어 립싱크 연구 : 영어권 애니메이션의 립싱크 기법을 기반으로)

  • Kim, Tak-Hoon
    • Cartoon and Animation Studies
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    • s.13
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    • pp.97-114
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    • 2008
  • This study aims to study mouth shapes suitable to the shapes of Korean consonants and vowels for Korean animations by analyzing the process of English-speaking animation lip-sync based on pre-recording in the United States. A research was conducted to help character animators understand the concept of Korean lip-sync which is done after recording and to introduce minimum, basic mouth shapes required for Korean expressions which can be applied to various characters. In the introduction, this study mentioned the necessity of Korean lip-sync in local animations and introduced the research methods of Korean lip-sync data based on English lip-sync data by laking an American production as an example. In the main subject, this study demonstrated the characteristics and roles of 8 basic mouth shapes required for English pronunciation expressions, left out mouth shapes that are required for English expressions but not for Korean expressions, and in contrast, added mouth shapes required for Korean expressions but not for English expressions. Based on these results, this study made a diagram for the mouth shapes of Korean expressions by laking various examples and made a research on how mouth shapes vary when they are used as consonants, vowels and batchim. In audition, the case study proposed a method to transfer lines to the exposure sheet and a method to arrange mouth shapes according to lip-sync for practical animation production. However, lines from a Korean movie were inevitably used as an example because there has not been any precedents in Korea about animation production with systematic Korean lip-sync data.

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Visual Extensions on Brand Using Secondary Images of Animation - Focused on Disney's The Jungle Book and Alice in Wonderland (애니메이션의 2차 이미지를 활용한 브랜드의 시각적 확장 - 디즈니 정글북과 이상한 나라의 엘리스 사례를 중심으로)

  • Kim, Kyong-Ju
    • The Journal of the Korea Contents Association
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    • v.17 no.5
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    • pp.262-272
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    • 2017
  • This study will analyze a case that utilizes not just the characters, which are a primary licensing component in traditional animation licensing, however secondary images such as animation backgrounds, and one that has visually extended their brand. Secondary image plays an important role in developing the narration of the animation, and provides the space where the narrative takes place. It also gives important clues for the characters to be able to develop a narrative, through its chronological and geographical dimensions. This study distinguishes the components that can be used in the licensing process of an original animation into primary usage and secondary usage, and defines the scope of each. Focused on two collaboration cases, Disney's The Jungle Book & KENZO, and Disney's Alice in Wonderland & Marc by Marc Jacobs, It investigates the relationship of visual utilization between the expressive components related to secondary usage in the collaborative case of licensing, and the actual product. This study found the possibility of secondary images as a vehicle to deliver brand identity. As the spectrum of licensing elements is extended, it is necessary to develop an alternative licensing system for the new process of collaboration.

For exchange compared Korea-china-animation industry support policy - government support policies Focuse on since 2000 - (한-중 애니메이션산업 교류를 위한 지원정책 비교)

  • Kim, Jin-Young
    • Cartoon and Animation Studies
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    • s.33
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    • pp.203-221
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    • 2013
  • While visual industry of the 21st century is becoming higher value-added industry, animation which is a representative genre of visual industry is also developed to the industry focused by government. Korea and China also pursue the development of animation as government executed animation industry promotion policy after the 2000s. However, its results are still under the expectation. Korea hopes advance of Chinese market because of the limitation of market and China is also one of the markets we want to grow together due to the vitalization of Korean visual market. Therefore, if examining characteristics of Korean and Chinese animation industry which is still influenced by government policy and analyzing characteristics of government policies of two countries so as to seek measures to exchange each other with mutual confidence, Korea showed manufacture supporting policies focusing on creation and design, but China focuses on support policies grasping markets of animation and establishing the space for production. Now, it has been about 10 years and Korean market of animation is unstable and it's difficult to release new manpower because of the insufficient space of creation. But, China secured animation market and established creation space in every region of the whole country, but there are not desirable outcomes because of the limitation of materials and characters and insufficient factors of designing and creation. If trying collaboration or joint production and sharing the market by utilizing characteristics of Korean and Chinese animation, both of two countries will obtain better outcomes.

Modernist painting style in Disney animation (디즈니 애니메이션에 나타난 모더니즘 회화스타일 : 색, 형태, 공간을 중심으로)

  • Moon, Jae-Cheol;Kim, Yu-Mi
    • Cartoon and Animation Studies
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    • s.33
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    • pp.31-53
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    • 2013
  • In the early twentieth century, history of animation began by modern artists, they produced various experimental images with the newly invented film and cameras. Artists in the field of movie, photography, paintings and others manipulated images in motion. But as some animated movies won industrial success and popularity, they became the trend but experimental style of early animation preserved by so-called non-mainstreamers or experimental animators, counteracting commercialism. Disney animation also followed the trend by applying realistic Hollywood film style, the worse critics placed a low value on the animation and it tarnished the image, although it was profitable investment from a business standpoint. To make images realistic, they opened a drawing class that animators developed skills to imitate motions and forms from subjects in real life. Also some techniques and gizmos were used to mimic and simulate three dimensional objects and spaces, multiplane camera and compositing 3D CG images with 2D drawings. Moreover, they brought animation stories from fairly tales or folk tales, and Walt's personal interest in live-action movies, they applied Hollywood-film-like narratives and realistic visual, and harsh criticism ensued. On the surface early disney animations' potential seems to be weakened, but in reality it still exists by simplifying and exaggerating forms and color as modern arts. Disney animation employs concepts of the modernism paintings such as simplified shapes and colors to a character design, when their characters are placed together in a scene, that visual elements cause mental reaction. This modification gives a new internal experience to audiences. As conceptual colors in abstract paintings make images appeared to be flat, coloring characters with no shading make them look flat and comparing to them, background images are also appeared to be flat. On top of that, multi-perspective at background images recalls modernist paintings. This essay goes in details with the animation pioneers' works and how Disney animation developed its techniques to emulate real life and analyses color schemes, forms, and spaces in Disney animation compared with modern artists' works, in that the visual language of Disney animation reminds of impression from abstract paintings in the beginning of the twentieth centuries.

Character Analysis from the Perspective of Traditional Chinese Aesthetics -Centered on "Nezha: Birth of the Demon Child"- (중국 전통 미학 관점에서의 캐릭터 분석 -<나타지마동강세>를 중심으로-)

  • Liu BingJie;Lee TaeGu
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.5
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    • pp.585-592
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    • 2024
  • Recent Chinese animations emphasize the harmony between content and form, as well as the fusion of reality, emotion, and aesthetic ideals, through character designs that blend traditional cultural elements with modern aesthetic sensibilities. We have observed that this fusion has significantly contributed to the development of the Chinese animation industry. In particular, "Nezha: Birth of the Demon Child" stands out as an important example, where traditional character images are reinterpreted in a modern way, showcasing a unique artistic direction. In this study, we have conducted an in-depth analysis of the major characters in "Nezha: Birth of the Demon Child", focusing on their form, acting, and movement elements based on the theoretical foundation of traditional Chinese aesthetics.We explored how traditional Chinese costumes, totems, and painting styles were utilized in the design of the characters' forms, and discovered that these elements imparted a distinctive artistic quality. Furthermore, we found that the acting and movement elements were influenced by Chinese cultural practices, traditional theater, and martial arts, enriching the characters' motions and expressions. Through this research, we aim to highlight how Chinese animation integrates tradition and modernity, creating new artistic value, and establishing a unique competitive edge in the global animation market.

Verification of the Effectiveness of the Identification Directing in Animation (애니메이션에서의 동일시 효과 검증)

  • Kim, Young-A;Shin, Seung-Yun;Lee, Un-Hee;Kim, Jae-Ho
    • The Journal of the Korea Contents Association
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    • v.12 no.10
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    • pp.43-53
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    • 2012
  • It is well known, with many researches, that identification is an important element for inducing audiences' emersion. If the director makes the audience to see with the eyes of characters, be identified, and understand the movie situations, the narrative can be transferred more effectively. The directing method of identification for visually connecting the characters and the audiences is studied. The effectiveness is verified by comparing animations and analyzing the responses of audiences. The authors want to establish the basis of directing the identification for real production.

Space-Time Warp Curve for Synthesizing Multi-character Motions

  • Sung, Mankyu;Choi, Gyu Sang
    • ETRI Journal
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    • v.39 no.4
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    • pp.493-501
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    • 2017
  • This paper introduces a new motion-synthesis technique for animating multiple characters. At a high level, we introduce a hub-sub-control-point scheme that automatically generates many different spline curves from a user scribble. Then, each spline curve becomes a trajectory along which a 3D character moves. Based on the given curves, our algorithm synthesizes motions using a cyclic motion. In this process, space-time warp curves, which are time-warp curves, are embedded in the 3D environment to control the speed of the motions. Since the space-time warp curve represents a trajectory over the time domain, it enables us to verify whether the trajectory causes any collisions between characters by simply checking whether two space-time warp curves intersect. In addition, it is possible to edit space-time warp curves at run time to change the speed of the characters. We use several experiments to demonstrate that the proposed algorithm can efficiently synthesize a group of character motions. Our method creates collision-avoiding trajectories ten times faster than those created manually.

Research Activities for Cyber Characters in Korea

  • Lee, Ee-Taek;Park, Chan-Jong;Park, Jung-Jo
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1999.06a
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    • pp.11-14
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    • 1999
  • The forthcoming century will be the "era of cyber society" . In a virtual environment, a cyber character plays the role of an agent for the human being. In this paper, we introduce active researches of industries, universities, and research institutes in Korea. After Adam Soft Inc. presented a cyber singer,“Adam”, a few cyber characters have succeeded commercially through Internet, TV, CF, movies and etc. Some universities had their own characters to make fundamental researches in the fields of modeling, motion control, and VR. Research institutes have been funded recently to a cyber character related researches. This paper briefly reviews the recent research works, and future trends in Korea. in Korea.