• Title/Summary/Keyword: Animation Material

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A Study of the Direction on Wordless Comics Inflection as The Transition (장면전환으로서 '글 없는 만화연출'의 활용 연구)

  • Lee, Won-Seok;Yoon, Gi-Hyuen
    • Cartoon and Animation Studies
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    • s.12
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    • pp.13-26
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    • 2007
  • The wordless comics means comics without word and only the image. The study treats the research and the analysis on the wordless comics as the transition. The degree of study are the wordless comics is used as transition with material and scene, with subject and narrative and so on. These practical use of the wordless comics influence how much dramatic effect with comics rather than text comics.

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Material Handling System Improvement Analysis Applying Simulation Technique (시뮬레이션 기법(技法)을 이용한 물류(物流) 시스템 개선(改善)에 관한 연구(硏究))

  • Shin, Hyeon-Pio;Park, Sung-Yeon;Lee, Hwa-Ki
    • IE interfaces
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    • v.5 no.1
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    • pp.35-46
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    • 1992
  • This paper deals with analysis of material handling system efficiency of a heat-exchanger manufacturing line. This line is a typical flow shop type assembly line which consists of 10 steps of assembly stations. Each station have one or two workers who assemble and move components for the job, and no special transporters for component's movement. Therfore, all the workers are involoved in unnecessary moving activities which decrease overall production efficiencies of the line. To improve productivities, production outputs and worker's job performances for this assembly line, the several alternatives are considered such as installing new conveyor lines and automatic guided vehicle(AGV) system. Analyzing economic feasibilities and responses of the system alternatives, an experimental simulation model is built suing SIMAN Ver. 3. 5 simulation language with CINEMA package for animation of the process flow. Through this animation process a vivid picturial analysis could performed on the process flow.

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A Study on the Standardization of Cartoon and Animation Terminology and Publication of a Terminology Dictionary (만화애니메이션 학술용어 표준화 및 용어사전편찬 연구)

  • Kim, Il-Tae;Sul, Jong-Hoon
    • Cartoon and Animation Studies
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    • s.10
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    • pp.17-31
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    • 2006
  • The purpose of this study is to find out the problems related to the lack of research on rapidly changing digital information media and industry flow and to suggest solutions. In Korea what is needed is basic academic research on cartoon and animation field, and the development and systemization of teaching material. As a first step to achieve this goal, standardization of cartoon and animation related terminology and publication of a dictionary of terminology are underway. To reach agreements on terms, discover new terms, standardize terms and their interpretations, and publish a standardized dictionary, experts in the fields of cartoon and animation education, industry, and academia in North America, Europe, and Japan have been invited to work together. Through these efforts, a dictionary of terminology will be published, which will not only provide useful information but also solve problems related to the use of not standardized terms.

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Basic Study on the Animation Culture Prototype: A Comparison of Korea and Japan (애니메이션에 나타난 문화원형에 관한 고찰: 한·일간 비교를 중심으로)

  • Kim, Yunho
    • Journal of International Area Studies (JIAS)
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    • v.16 no.2
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    • pp.73-94
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    • 2012
  • Recently, Japanese cultural contents are being evaluated as a worldwide content. Among them, the animation takes an overwhelming place in the world market as a Japanese representative content. We need to understand that Japanese animation is being recognized world wide, because Japanese culture was grafted in to and it's very important to apply that to our situation. Cultural content to dominate the world has a fundamentally characteristics derived from regional culture. Cultural content includes elements of particular culture prototype. To investigate into cultural content that has globally used and is valuable, in-depth and systematic research for local (country) culture prototype showed be carried out. Our research aim to provide basic data so Korean animation can be developed as axis of Korean Wave. This compares and analyzes the Culture prototype from Korea and Japanese modern civilized media animation. Specifically for the animation shown in the culture prototype, we aim to - Analyze the content of culture prototype shown in Korea's animation: 'Hopi and Chadol Bawi', 'Heung-Bu and Nol-Bu', 'A Admiral's Diary', and 'Oseam'. - Analyze the content of culture prototype shown in Japan's animation: 'Genji', 'The Spiriting away of Sen and Chihiro', 'The Princess Mononoke', and 'Raccoon War Pom Poko'. - Compare and analyze the content of culture prototype depending on classifying criteria shown between Korea and Japan. We finally want to provide the basic data to develop the creation material for the global animation content based on these two countries throughout this research.

Analysis of the female character and modeling design features of 'Frozen 2' ('겨울왕국 2' 여성 캐릭터의 성격과 조형 디자인 특징 분석)

  • JIANG, QIANQIAN;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.19 no.6
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    • pp.309-314
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    • 2021
  • Disney animation can be said to be part of American culture and art. With the changes in American society and culture, we can see the changes in the personality and social status of female characters in Disney animation. Especially in the Disney animation works published after 2000, many works showing equality in the social abilities and status of women and men have been published. In this study, the characteristics of female characters of the 20th century and the 21st century is compared and analyzed the characters of Elsa and Anna, who expressed the female image in a metaphorical way of 'Frozen 2'. And studied the characteristics and meanings of clothing and colorful shapes. This paper reveals the design elements needed to construct a gender-equality image of female characters, and hopes that it will become a useful research material for the animation industry and academia in the future.

Chracteristics of Cosplay Costume (코스프레 코스튬의 특성)

  • Cho, Hyun-Jin;Cho, Woo-Hyun
    • Journal of the Korea Fashion and Costume Design Association
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    • v.8 no.2
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    • pp.109-123
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    • 2006
  • Cosplay is compound of 'costume' and 'play' and teenagerses disguise equally with populace star or cartoon master who like and it is typical culture of character generation as play that imitate to dress and hair style, gestures. Type of cosplay costume get devided as following according to cosplay object. Animation cosplay costume represent person who appear in cartoon and animation equally. Fan cosplay costume imitates entertainer or celebrity. Game cosplay costume represent character of internet on-line Same. Movie cosplay costume is more realistic than animation or game Character as that imitate moviestar. Character cosplay costume is used by commerce purpose brand or event. Characteristics that appeared commonly in types of cosplay costume are as following. First, cosplay costume is consisted of peculiar mechanism that cosplayer perform series progress such as work selection, design development, manufacture, production, acting alone in aspect of Performance costume. Second, according to cosplay object, degree of representation became different. Character is stronger, because the characteristic is emphasized, tendency that degree of reproduction becomes low showed. Third, cosplayer's distiction appeared according to material selection, design development method and analysis.

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Education Contents Development that Use Thermoelectric Power Plant Generation Facility Third Dimensional Model (3차원 모델을 활용한 발전설비 교육컨텐츠 개발)

  • Kim, Seok-B.;Back, Nam-H.;Son, Kwang-S.;Kim, Joo-Seok;Moon, Seung-Jae;Lee, Jae-Heon
    • 한국전산유체공학회:학술대회논문집
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    • 2008.03b
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    • pp.362-368
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    • 2008
  • The purpose of this is providing employees who take charge of operation and maintenance at power plant with education contents that can be used for self-studying and on the job training through their computers. We developed the education contents for making actually application possible using this piping and instrument diagram(P&ID), operation and maintenance procedure, unit specification and material of 500MW thermal power plant those include unit equipment 3-dimension animation, character and narration performance considering making teaching plan, flexibility, extension, reuse, maintenance and focusing on user. Specially, we developed the flash type education contents about power plant operation based on the plant 3-dimension animation and the spot real picture concerned about new generation trend for power plant incoming employees actual knowledge. in addition, this contents apparently contributed to improve the level of employees technical power as distributed to employees.

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Implementing a set of Direct3D Functions on OpenGL (OpenGL을 이용한 Direct3D 기능의 구현)

  • Do, Joo-Young;Baek, Nak-Hoon
    • The Journal of the Korea Contents Association
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    • v.11 no.11
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    • pp.19-27
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    • 2011
  • In this paper, we present an emulation library for the essential features and their API function calls provided by Direct3D, the most actively used API for computer game-related application programs on the MS-Windows-based desktop's, with OpenGL library in the Linux environment. In typical Linux-based systems, only the X window system and OpenGL graphics library are available. There are lots of needs for this kind of emulation library to convert the Direct3D-based game applications and user interfaces on these systems. Through carefully selecting the essential API functions from the DirectX version 9.0, we obtained the prototype implementation of that emulation library, to finally get the final full-scale DirectX implementation. Our implementation currently covers 3D coordinate transformations, light and material processing, texture mapping, simple animation features and more. We showed its feasibility through successfully executing a set of Direct3D demonstration programs including a real-world game character animation on our implementation.

The Effects of types of Presentation and cognitive load on multimedia learning (멀티미디어 환경에서 정보제시 유형과 인지부하가 정보처리에 미치는 영향)

  • 조경자;송승진;한광희
    • Korean Journal of Cognitive Science
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    • v.13 no.3
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    • pp.47-60
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    • 2002
  • The study investigated the effects of types of presentation and cognitive load on multimedia learning. In experiment 1, subject were 90 elementary school students. The subject were assigned in three conditions: Narration and Text (NT) condition, Animation and Narration(AN) condition, Animation and Text(AT) condition. The result showed that AN condition improved the learning performances in comparison with AT condition, NT condition. Experiment 2 was administrated to 87 undergraduate students. They were participated in three conditions, also. The conditions were Animation and Text (AT) condition, Animation and Narration (AN) condition, Animation, Narration and Text (ANT) condition. the results showed that AN condition was greater in AT, ANT condition. The results from a series of these experiments imply that varying the types of presentation of identical learning materials had influences on the performances. Multimedia presentation(animation and verbal conditions) improved the learning performances in comparison with monomedia presentation(verbal condition), and the advantage was raised when learners were provided the learning material in the multimodal and multimedia environment(AN condition). Also, it came out that redundant text identical to narration disrupted learning when learners were in the picture (either animation or illustration) and narration conditions. Likewise, also for adults, performances were improved in the multimodal conditions and redundant text identical to narration was not helpful for learning. These results are evidences for the dual-coding theory and the cognitive load theory.

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The Study of Satire Shown in Animation -Focusing on and (애니메이션에 나타난 풍자성 연구 -<대화의 차원>과 <이웃>을 중심으로)

  • Choi, Don-Ill
    • Cartoon and Animation Studies
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    • s.44
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    • pp.143-161
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    • 2016
  • This study was conducted focusing on the role of auteurism animation. The purpose of auteurism animation is to criticize irregularities of a society in witty and fierce way through satires from the sharp perspectives of a animator that is not bound by tastes of people or the interests or standpoints of specific groups, and thus to induce positive changes in a society as a purifier. In the context, this study investigated satires shown in by Jan Svankmajer and by Norman Mclaren among the animators who utilize animation as a tool to produce social meaning. As a result, the following characteristics and meanings were found. First, Dimensions of Dialogue is an animation that satires absurdity and irregularities of a human society in symbolic and exceptional way through directing by segmentations of images and omnibus structures. The satire carries the lesson of improvement in the hidden part of cynical attack to history, society, and human beings. It also maximizes absolute reality and engagement of images of Jan Svankmajer through unique and grotesque images of the animator such as alienated world, confusing shapes, and amusement of irregularities. Second, the movie, is an exemplary animation that applied core concept of animation through pixilation techniques based on an event story structure by causal relationship. It satires the changing process of a good man to violent madness through confrontation and conflicts for material desires, with exaggerated slipstick movements and humors as a black comedy. The satire methods of both animation works are delivered through unique image styles and symbolic wordage of the animators who triggered ironical laughter in attacking humanism and moral insensitivity that might be felt seriously otherwise. That is, the animators try to show the positive will for changing the society to a sound one through the form of negativity in terms of moral perspective in animation rather than destruction against the target. As such, the satires in both works worked as an auteurism allegory that maximizes social functions and artistic influence of animation.