• Title/Summary/Keyword: Animation Material

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Design and Implementation of Environment Education Virtual Experience Contents based 3D (3D 기반 환경교육용 가상체험 콘텐츠의 설계 및 구현)

  • Lee, Keun-Wang
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.2
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    • pp.570-575
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    • 2010
  • This paper designed 3D animation in consideration of human characteristics to stimulate their interest and to be more understandable to them. It was also confirmed that, using the 3D animation contents, general people came to recognize the problem of environment pollution and developed desirable attitude and behavior for protecting the environment. Furthermore, this paper suggested the direction of systematic environmental education and other general people education institutions using the developed 3D animation contents as a teaching material.

A Study on the Usefulness of Spot Animation Character of Television Stations (방송사 Spot animation 캐릭터의 유용성에 관한 연구)

  • Youm, Dong-Cheol
    • Cartoon and Animation Studies
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    • s.17
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    • pp.53-67
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    • 2009
  • According to the changes of current regulation of media, the broadcasting environment has been loosened by market power, and came into competitive era for broadcasting industry with new technology of combined broadcasting and communication. To resolve these issues, the broadcasting provides are trying process of new channel brand identity to introduce their channels. The purpose of the research is to analyze Spot animation that has fast access to viewers among channel brand identity factors, review expandability and usage of Spot animation character to plan, manage character that can improve awareness and loyalty. Therefore it will study creation background and production, activities of each character representing KBS and MBC, compare the structure, color, material, expression of Spot animation character and summarize properties. To conclusion, three characters of KBS and MBC failed to apply structured and professional plan and management, only expressed image that each channel pursue on Station ID Spot animation and had issues of not deeply sighting expandability and usefulness as a character. The important factor to improve channel brand value of broadcasting provider is to have differentiated identity, and the core of it is to make image-responsible Station ID to be effective. Therefore, Spot animation and character of Station ID is a very important factor so there must be professional research and structural management from the early planning and production for character that represents the providers.

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The Study on A Peculiarity of Mise-en-scene Found in Animation :Focused on Russian Animation (애니메이션 미장센 특성 연구 - 러시아 애니메이션을 중심으로)

  • Kim, MiRNaRae;Min, JunIl
    • Cartoon and Animation Studies
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    • s.44
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    • pp.1-31
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    • 2016
  • In this thesis, the movie with mise-en-scene established was compared with the peculiarity of the play that is the etymological source of the term to identify the peculiarity of mise-en-scene which was substituted into animation to find the peculiarity of mise-en-scene in animation. To emphasize the direct connection between the frame's visual peculiarity and the director's opinions, the mise-en-scene of director centered animation created under a restricted environment was reviewed. Mise-en-scene which started from movie critics theory does not simply mean the arrangement of images in a frame. Mise-en-scene emphasizes the exposure of the work's motive by the visual components. The animation's assuming the middle point of environmental share possessed by play and movie when schematizing the genre peculiarity of animation, play and movie was a noteworthy result. It can be said that the cause is that the animation's peculiarity yield different results depending on the making methods; we verified that this is a key factor in the analysis of animation's mise-en-scene. I emphasized that the peculiarity of animation mise-en-scene is in its making method and material and suggested identifying the work's making methods and analyzing the work's aesthetic results derived in this way. The russian animation which was perceived as peripheral arts was relatively free from the burden of censorship while receiving support from the Soviet as a media for propaganda. The russian animation's mise-en-scene which found the material for its works in the country's folklore was metaphorical, focused on new expression forms and achieved experimental elements. Russian animation pursues a unique aesthetic world through space expression based on the forms of opera or ballet and heavy motions formed static inbetweens.

Comparative analysis Gundam contents(Animation and Figure) and elements of a culture theory (건담 컨텐츠(애니메이션 및 건담 피규어)의 문화 성립 요소분석)

  • Sohn, Jong-Nam
    • Journal of Digital Convergence
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    • v.10 no.2
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    • pp.299-304
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    • 2012
  • First broadcasted in 1979's and until today very popular in the Original title video content Mobil Suit GUNDAM, it has difference to existing other two-way race other robot animation. According to director Tomino Yoshiyuki animation Gundam has an elements of drama. It's explain imply all untruth reality contents. The content of Japanese animation, GUNDAM beyond its wide range of industries around the world, further developed and expanded, and further is referred to as GUNDAM culture. Academic culture in terms of the five elements that make up culture (technology, values, social relations, language, and material) around the content analysis of GUNDAM. As a result, the five cultures of each of the elements that conflict with sufficient information and are believed to be worth.

A Study on Ontology in Stop-Motion Animation (스톱 모션 애니메이션에서 사물의 존재론에 대한 고찰)

  • Nah, So-Mi
    • Journal of Digital Convergence
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    • v.14 no.11
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    • pp.489-494
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    • 2016
  • Stop-Motion Animation is the work that gives lives to the objects. In order to give lives to objects and to form story line to persuade the audience, it is important that the reason of choice of color, material, and texture has something to do with the narratives. For this study, among the Garri Bardin's animation, the ones with good representation of the objects have been chosen: Conflict (1983), Fioritures (1987), and Adagio (2000). With these animations, I would like to look for the meaning of existence of the objects, and to consider the importance of the relationship between the types of objects that are represented and the narratives.

English Learning Application by Animation and Multimedia Software (애니메이션과 멀티미디어 소프트웨어의 영어 학습 연구)

  • Lee, Il Seok
    • Journal of Digital Contents Society
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    • v.16 no.5
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    • pp.707-715
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    • 2015
  • With the development of computer technology, the multimedia mediums that allow for animated videos, conversational illustrations are increasingly receiving attention for materials for educational purposes. Accordingly, there is a need to research whether multimedia resources and material is more effective compared to traditional educational material and resources. This study aims to compare traditional English reading and writing learning methods with learning methods using educational multimedia mediums such as illustrations or animation. Students were divided into a experimental group and a control group, and during 6 months the groups were exposed to different educational resources and on the basis of student evaluation feedback and grades, a new approach to English education is offered.

A case study on the costume making process of stop motion animation characters (스톱모션 애니메이션 캐릭터 의상제작과정에 관한 사례 연구)

  • Kim, Ki Hoon;Suh, Ji Sung
    • The Research Journal of the Costume Culture
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    • v.20 no.5
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    • pp.655-663
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    • 2012
  • Due to increased interest in character costumes, the field of animation character costume design is gradually developing into a specialized domain. The costume-making process for animation characters presents many differences from the costume-making process for regular apparel. However, there remains insufficient research on the actual process of making the character costumes used in stop motion videos both in Korea and abroad. The purpose of this study is to establish a costume design process for animation characters. Furthermore, this study presents a case study on the costume planning and making process for 3D stop motion animation characters. The character costume-making process was segmentalized into the following stages: character analysis stage, character modeling stage, and character costume making stage. In the character analysis stage, the investigator analyzed the character's movements, designed the character images, and analyzed the movements and motions of the animation characters. After completing character modeling, this study proposed a method for making the character costume. The style of the character costume was designed, and the structural design reflected the position and size of joints as well as the angle of movements. The patterns of the character costume were produced through dimensional tailoring after measuring the body size of the character. Afterward, the costume was completed after passing through the fitting and revision stages. The clothing material was selected to fit the colors and feelings shown in the illustration. To complete the costume after comparing it with the initial illustration, it was revised based on the assessment of its volume and overall atmosphere.

Factorial analysis on commercial success of the American theatrical CG animation movies : Focused on characters, situations, and images (미국 극장용 CG애니메이션의 흥행 요인 분석: 인물, 상황, 이미지를 중심으로)

  • Chang, Wook-Sang;Han, Boo-Young
    • Cartoon and Animation Studies
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    • s.30
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    • pp.59-86
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    • 2013
  • 'Spectacles' and 'factuality' provided by computer technology are strengths of CG animation to still lure the audience and after commercial success of a number of theatrical CG animations whose typical producing companies are PIXAR and DreamWorks, were produced to be commercially successful and they win massive popularity even now. In Korea as well, several works tried to achieve a box office success including , , etc. but the result was truly miserable. In the past, this failure was often attributed to a lack of 'technical expertise', but it became clear that in the process of continuous trial and error, 'narrative' and 'images of imagination' which are bases and characteristics of animation are key elements of commercial success. Actually, statistics indicate that narrative is what is considered to be the most important by the audience when they select animation and its importance is so absolute that they say the most significant thing in animation is 'story.' In particular, it can be said that 'characters', 'situations', and 'ideas' play a key role in them which become elements of the story. This paper studied with what characteristics each animation aroused pleasure and fun focused on characters, situations and images in relation to , , and which are American theatrical CG animation films which succeeded in gaining popularity home and abroad. We hope that analysis in this paper will be helpful even just a little bit as a reference material, which allows domestic writers and producers to develop familiar and characteristic works based on imagination and creativity expressing each work's unique personality and characteristics.

Multimedia Educational Material and Remote Laboratory for Sliding Mode Control Measurements

  • Takarics, Bela;Sziebig, Gabor;Solvang, Bjorn;Koro, Peter
    • Journal of Power Electronics
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    • v.10 no.6
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    • pp.635-642
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    • 2010
  • The paper presents a multimedia educational program of DC servo drives for distant learning with a special emphasis on sliding mode control. The program contains of three parts: animation, simulation and internet based measurement. The animation program explains the operation of DC motors, gives its time- and frequency-domain equations, transfer functions and the theoretical background necessary for controller design for DC servo motors. The simulation model of the DC servo motor and the controller can be designed by the students based on the animation program. The students can also test their controllers through the internet based measurement, which is the most important part from engineering point of view. After the measurements are executed, the students can download the measured data and compare them to the simulation results.

A Study on the Character of Animation for the Promotion of Regional Characteristic Content (지역특성콘텐츠 활성화를 위한 애니메이션 캐릭터 연구)

  • Ahn, Yong Jun;Lee, Young-Suk
    • Journal of Korea Multimedia Society
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    • v.24 no.3
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    • pp.508-517
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    • 2021
  • In this study, the possibility of contents was explored by extracting materials that can be used as regional-specific contents. To this end, the possibility of local content specialization was examined for Eomuk, the representative food of Busan. First, it looked at the content process of Busan's regional-specific material and developed it as a character. Next, it looked at the story development and the process of incorporating it into animation. In the future, based on this study, we would like to present guidelines for the spread of Korean-style regional-specific content.