• Title/Summary/Keyword: Animation Production

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A Study on the Animation Education in Jinling University during the Republic of China (1912-1949) (중화민국 시기의 애니메이션 교육 고찰 연구 (1912-1949) - 금릉(金陵)대학을 중심으로 -)

  • Gong, Nian;Lee, Dong-hun
    • Journal of Communication Design
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    • v.62
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    • pp.96-104
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    • 2018
  • Jinling University during the Republic of China (1912-1949) is the most representative academic institution in film education and filmscience, film production, film distribution and many other aspects. Although Jinling University had not yet formed an independent animation discipline, the opening of its animation curriculum, theoretical research, and the practice and production of animation have played an important historical role in the development of Chinese animation and are the beginning of China's animation education. This study investigates Jinling University comprehensively and systematically reviews the forms of animation education. At the same time, macroscopical education and microcosmic education concepts are used to analyze the social context of the Republic of China of discipline construction and external education concept at that time. It sketches the historical clues of the development of animation education in Jinling University in the Republic of China, and lays the foundation for further studying animation education in the Republic of China in theory.

Strategic Plans for The Production System of Korean Animation Industry followed by Analyses of Deficiencies on Current System (한국 애니메이션 제작 및 지원시스템의 구조적 모순점 분석 및 국가 기간사업으로의 활성화 방안 연구)

  • 오근재;신성순
    • Archives of design research
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    • v.15 no.1
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    • pp.389-398
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    • 2002
  • With the awareness that the world market of animation industry is large enough to be concerned as our next generation industry and worthy enough to invest our resources, many animated films have been made and are still being made in these days. These animated films are no more a OEM based production that Korean animation industry have depended on for a long time. This is very positive situation we make our own animated films from plaining to final output. Nevertheless one thing we should aware here is these animations are behind in quality and contents compared to those in advanced country. There should be many reasons in this matter, but the most fundmental problem that the Korean animation industry is facing is lack of its central force like Walt Disney in United States. This study will research the problems of our animation production system and show alternative plans by comparing and analyzing those in advanced country.

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A Study of Chinese Traditional Colors to Animation Production (중국 애니메이션제작을 위한 전통색채 연구 -한국과 중국 관객을 중심으로-)

  • Liu, Xuan-zi;Jo, Jeong-rae
    • The Journal of the Korea Contents Association
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    • v.17 no.5
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    • pp.174-181
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    • 2017
  • Colors that stimulate human emotions in everyday life are one of the important factors in animation production. The research on color has been actively carried out in relation to the importance and nature mainly for animation production. However, researches that investigated different views for specific color by geographic characteristics are rare. Therefore, information was collected through questionnaire survey and empirical analysis was conducted using SPSS statistical package to analyze preference of Korean and Chinese people for the Chinese traditional colors. The analysis results showed that both Korean and Chinese groups preferred red color among Chinese traditional colors. This preference for red was statistically significant in both groups, indicating that the intensity of preference for red was different even though Korean and Chinese equally preferred red. Furthermore, among 10 red colors, the preferred red was different between Chinese and Korean. Based on these results, it is suggested that the color should be selected considering the characteristics of the intended market for Chinese animation production and the personality of the viewers who watch the animation products.

Communication Effect Analysis by Book-Trailer Type (Book-Trailer 유형에 따른 커뮤니케이션 효과 분석)

  • Lee, Kwang-Sook;Kwak, Bo-Sun
    • Journal of the Korean Graphic Arts Communication Society
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    • v.29 no.3
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    • pp.65-76
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    • 2011
  • This research attempts to analyze communication effect of book-trailer as the promotion tool for book from various genre. For this research, existing book-trailers were classified into five types and prospective readers were selected as respondents for this research. Letter explanation type, Interview, cinematic production, stills and straplines, and animation were major type of book-trailer. Findings are 1) communication effect are different according to the type of book-trailers; 2) cinematic production and animation are the most effective type of book-trailers; 3) for memory and confirmation(sharing), a)stills and straplines, interview type, b) cinematic production and animation are founded as similar groups creating communication effect. Result of this research proposed the direction of production and practical use of book-trailer by scientific basis for publication marketer and book-trailer producer. ANOVA was used for analysis of hypothesis; measuring communication effect according to the type of book-trailer and sexuality.

Government Support for Animation as Audiovisual Policy (방송영상 콘텐츠로서의 애니메이션 지원제도 연구)

  • Kim, Young-Jae
    • Cartoon and Animation Studies
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    • s.39
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    • pp.27-58
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    • 2015
  • The crisis in profit and funding for animation is in evidence around the world. The change in media environment has forced broadcasting advertising revenue down and animation viewers spread out. Now, animation players in the strongest position are either the US major studios, or producers benefiting from domestic support schemes. Government support is available in many countries because many governments believe that support for domestic animation carries both economic and cultural benefits. This paper is designed to suggest new policy schemes for Korean animation industry. The new paradigm of animation policy needs a new perspective on content industry as a whole, not centered on the animation itself. The researchers on public policy for culture, audiovisual and content industry argued that the government should, (i) play the role of facilitator for virtuous cycle of industry value chain, (ii) provide fiscal support through automatic and selective schemes, (iii) provide tax benefit to strengthen the competitiveness of industry, and (iv) enforce the broadcasters to contribute to domestic programming and financing. Comparative analysis on French and Canadian audiovisual policy supports such arguments, and animation industry of two countries are enjoying the high audience ratings and sustainable production volume. From the analysis, this paper suggests the new government schemes for Korean animation industry, which are, (i) securing the public funding for fiscal support, (ii) introduction of automatic production support, (iii) modification of broadcasting quota, (iv) broadcaster's performance envelope and production quota, and (v) tax benefit as indirect support.

The Study on Efficiency Analysis of 3D Animation Production Process Using Unreal Live Link for Autodesk Maya (언리얼 라이브 링크를 이용한 3D애니메이션 제작 공정의 효율성 분석 연구)

  • Chongsan Kwon;Si-min Kim
    • Journal of Industrial Convergence
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    • v.21 no.9
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    • pp.11-21
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    • 2023
  • There have been many studies to improve the efficiency of the CG production process, but it was not easy to overcome the problem that it was difficult to check the result in the middle of work and it took a lot of time for rendering. However, as the possibility of using Unreal Live Link, which can check the result in real-time, is increasing, expectations for improving the efficiency of the production process are rising. This study analyzed the efficiency of the 3D animation production process using Unreal Live Link. To this end, modeling, rigging, animation, and layout work were done in Maya, and the final output image sequence was rendered in Unreal Engine through Unreal Live Link. And the difference between this production process and the existing production process in which the final output image sequence is rendered in the 3D software itself was compared and analyzed. As a result of the analysis, unlike the traditional 3D animation production process, it was possible to check the final work result in real-time by proceeding with the work through a high-quality viewport screen, and it was found that the efficiency of work was maximized by deriving the final result through real-time screen capture. Recently, the use of game engines in the 3D animation and film industry is gradually increasing, and the efficiency of work is expected to be maximized if Unreal Live Link is used.

A study on the System Process of Production pipeline of 3D animation (3D Animation 제작 파이프라인 연구 - 국내 소규모 3D애니메이션 제작을 중심으로 -)

  • Yang, sung-su
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.198-202
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    • 2008
  • Manufacturing process of large-scale 3D computer animation is becoming sophistication, ramification because of development of manufacturing technique and extravagant budget. Form of manufacturing pipeline has been variously changed to production type, manufacturing scale, manufacturing form. But it is time that renewed discussion is needed because change and development for the organization is insufficient in small manufacturing company. The project aims to try to help understanding for manufacturing pipeline of internal small-scale 3D animation and to find a plan of organization for internal small-scale production of the real situation. Organization model and methodology of manufacturing pipeline of small manufacturing company is not absolute because it is enough possible to be changed to inclination of the project and its environment. People must fully understand the purpose for organization of manufacturing pipeline of 3D computer animation and it must be organized to the situation for small-scale production so that every worker in production can share the information perfectly.

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A Study on 3D Character Animation Production Based on Human Body Anatomy (인체 해부학을 바탕으로 한 3D 캐릭터 애니메이션 제작방법에 관한 연구)

  • 백승만
    • Archives of design research
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    • v.17 no.2
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    • pp.87-94
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    • 2004
  • 3D character animation uses the various entertainment factors such as movie, advertisement, game and cyber idol and occupies an important position in video industry. Although character animation makes various productions and real expressions possible, it is difficult to make character like human body without anatomical understanding of human body. Human body anatomy is the basic knowledge which analyzes physical structure anatomically, gives a lot of helps to make character modeling and make physical movement and facial expression delicately when character animation is produced. Therefore this study examines structure and proportion of human body and focuses on character modeling and animation production based on anatomical understanding of human body.

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