• Title/Summary/Keyword: Animation Production

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Study of Next Generation Game Animation (넥스트 제너레이션 게임애니메이션 연구)

  • Park, Hong-Kyu
    • Cartoon and Animation Studies
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    • s.13
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    • pp.223-236
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    • 2008
  • The video game industry is obsessed by the perception of "Next Generation Game". Appearance of the next generation game console has required the video game industry to renovate new technologies for their entire production. This tendency increases a huge mount of production cost. Game companies have to hire more designers to create a solid concept, artists to generate more detailed content, and programmers to optimize for more complex hardware. All those high cost efforts provide great locking games, but the potential of next generation game consoles does not end there. They also bring possibilities of the new types of gameplay. Next generation game contains a much larger pool of memories for every video game elements. The entire video game used to use roughly 800 animation files, but next generation game is pushing scripted event well over 4000 animation flies. That allows a lot of very unique custom animation for pretty much every action in the game. It gives game players much more vivid and realistic appreciation of the virtual world. Players are not being able to see any recycling of the same animation over and over when they are playing next generation game. The main purpose of this thesis is that defines the concept of next generation game and analyzes new animation-pipeline to be used in the shooter games.

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Case Analysis of Regietheater shown in Opera Performance - With a Focus on of Komische Oper Berlin that Uses Animation - (오페라 공연에서 나타나는 레지테아터(Regietheater) 사례 분석 -애니메이션을 활용한 코미셰 오퍼 베를린 <마술피리> 프로덕션을 중심으로-)

  • Lim, Jung-eun;Kim, Hyeong-soo
    • Cartoon and Animation Studies
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    • s.51
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    • pp.1-33
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    • 2018
  • In contemporary performance arts, we can see diverse types of performances that use advanced technology and visual media. It is notable that animation based on narratives and images, is grafted on to performance arts. Cases emerge that introduce animation in opera performances as part of a new stagecraft. Regietheater that turns on directors' interpretation, has been expanded in full scale through major music festivals and theaters through many different attempts to embody. In this state, recently visual media have been actively employed in opera performances. It has led to expansion of time and space along with more attempts. Not least of all, introduction of animation has been conducive to reinforcing functionality of opera performances in many aspects. This study suggests requirements for ideal Regietheater production in opera performances. For this end, the functions of animation strategically used are evaluated through analyzing $Zauberfl{\ddot{o}}te$)> production of Komische Oper Berlin. Through this research, this study is to look deeply into effects created from new and different attempts by grafting animation on to opera performances.

The Analysis of Stop Motion Animation based on 3D Printing (3D프린팅 기반 스톱모션 애니메이션 분석)

  • Zhang, Wan;Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.207-209
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    • 2017
  • 3D printing, will make it integrated into one of the important branches of animation art, such as stop-motion Animation, to improve stop-motion Animation and put the modern science and technology and the manual craft into perfect combination. Throughout the development of stop-motion Animation, innovation in traditional concept is needed, to put the 3D printing integrated into traditional making and apply it to stop-motion Animation creation, and make sure to reconsider the animation production technology and production material, exploit its unique and distinctive features in multi-level and multi-angle, reshape art form of stop-motion Animation so as to highlight the advantages of 3D printing in making stop-motion animation.

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A Study on the Line of Action Shown in Characters' Poses of a Game 'Over Watch' (게임 '오버워치' 캐릭터의 Pose에 나타난 Line of Action 연구)

  • Lee, YuSeop;Chung, JeanHun
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.489-494
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    • 2017
  • In spite of lots of differences in the production process of film animation, the animating method through computer is not much different between game animation and film animation. It is because the principles of film animation are also emphasized for the production of game animation. This study aims to consider the line of action showing the direction of movement and flow of energy among many considerations for the character pose work in case when producing game animation. Starting from the basic theory of drawing, the line of action plays a role of bible in the pose work including cell animation and 3D animation. After examining the theoretical background through preceding researches in order to understand the application of the line of action to the pose work of game characters, the poses of hero characters of a 3D online game 'Over Watch' were collected and then lines were directly drawn to analyze them. And as a result, the pose of characters with simple and clear 'Line of action' was good. This study aimed to consider the expression techniques of character pose in the production of game animation, which is expected to be used as an important reference for game animators at work.

A Study of the Standard 3D Efficient Lighting Model for the 3D Pre-Production (3D 애니메이션 프리프로덕션을 위한 효율적인 3D 표준 조명 모델에 관한 연구)

  • Kwak, dong-min;Yun, pil-seong;Park, dong-jun
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.203-207
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    • 2008
  • The production process of the 3D-animation roughly consists of the pre-production, the main-production and the post-production. The pre-production, which is not only the outset of whole procedure among them but also the process to predict and design overall plan collectively is the most important step. A much more specific and perfect pre-production structure is needed to produce a high quality 3D-animation. Moreover, the standard 3D efficient lighting model is gathering strength as 2D and 3D artworks which are completed in this step maintain colors and looks in the main as well as post-production consistently. This study will make up for the weak points and help both to predict the color range of the overall 3D-animation product and to promote the application range of the 3D lighting system on the pre-production stage by developing the standard 3D lighting model applicable on the early step and calculating its lighting parameter properties.

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A Study on the Danger of Flickering Phenomena in Animation Production (애니메이션제작에 있어서 명멸현상의 위험성에 관한 연구)

  • Jeon Hyoung-Do
    • The Journal of the Korea Contents Association
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    • v.6 no.8
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    • pp.57-67
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    • 2006
  • The motion effect of animation can be maximized by using the intended number of frame(flickering phenomena) responding to the viewer's perception in the production processes. But, the high contrast of chroma in a color arrangement can cause very dangerous situation if a particular effect(scheduled number of frame for the intended rapid flickering in a zoom-in scene of the warning light of police car and the traffic light) or a excessive visual stimulus is tried. The danger of flickering phenomena is defined as 'Flash Nervousness Attack Symptom' in medical terminology, which has received wide attention because the damage to the viewers of Pocket Monster was very serious in Japan. Producing a piece of animation work, the quality control of colors is important but the color setting considering the psychological aspects, the danger of repetitive flickering of flashes and patterns in image effect are more serious, so these factors should be checked in the production stages. After investigating the domestic and foreign prescriptions including the guidelines for animation production technique in Japan, a solution to reduce the danger of flickering phenomena of color and light was suggested through statistical comparative analysis with the test results.

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A Study of Direction of VR Animation <Goodbye Mr Octopus> (VR애니메이션 <Goodbye Mr Octopus> 연출 연구)

  • Lee, TaeGu;Park, Sukyung
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.135-140
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    • 2023
  • VR animation allows you to see 360-degree screen production that cannot be seen in existing animation production while being located in the space within the animation. <Goodbye Mr Octopus>, a VR animation produced in 2020, was selected at the 77th Venice Film Festival as an immersive short film. This is the story of an adolescent girl, Stella, who is celebrating her 16th birthday, and her conflict with her strict father is resolved through a letter from her mother. It is a narrative composed of a total of 11 scenes, and in each scene, new directing elements of VR video grammar, such as gaze induction, time flow, and space conversion directing, were analyzed. Gaze-inducing directing minimized the inconvenience of 360-degree gaze, and time and space conversion directing was analyzed as an effect of increasing the audience's immersion according to narrative events.

3D game animation production pipeline and application instance proposal (3D게임 애니메이션 제작 파이프라인 및 적용 사례 제안)

  • Han, Dong Hoon;Ryu, Seuc-Ho;Lee, Dong-Lyeor;Che, Te-June;Lee, Hung-Woo
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.644-646
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    • 2007
  • On-line game industry had accomplished much growths and development. One in pain of the game enterprises according to quality of on-line comes to be short Game production pipeline and it is suitable in quick production schedule and to be easy to the standard research of form by of 3D game character animations which are various the game production at the time of application is possible, operation by and type by in necessity. Element by model classification of the digital base game character which is used in game it set from the research which it sees and research it analyzed and the fundamental data which is necessary to 3D game character animation productions escape it tried. And the digital motioncapture it applies a cap department system and real picture of the character animation which is various at real-time the control research moving and it advances at the time when the effectiveness is short highly in game industry and digital contents industry application the character animation production process which is possible and production pipeline escape the reporter to do it does.

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A Comparison of Forest Contents in Animation of Background: Focused on 「Alice's Adventures in Wonderland」, 「Princess Mononoke」 (애니메이션에 배경으로써 표현된 숲의 이미지 분석 : 「이상한 나라의 앨리스」, 「원령공주」를 중심으로)

  • Jeong, Jae-Pil
    • The Journal of the Korea Contents Association
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    • v.19 no.9
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    • pp.144-151
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    • 2019
  • The expression of natural backgrounds in a digital clip such as forest, water and sky break new ground and evolve. The process of arriving at a certain background style and designing belongs to the pre-production stage of animation produuction. Due to the advancement of CG technology, the production and consumption of animation has accelerated and so in an effort to reduce production time, the natural background has increasingly becomme normalised. For the distinction in contents, narrative and characters are emphasized in pre-production since it is believed that the background design will simply be a still image. However, there is a need to focus on background design as it is a tool that can effectively emphasize the narrative. This research is an analysis of the background design's role in forest background in productions such as "Alice's Adventures in Wonderland"(1951) and "Princess Mononoke"(1997). It details how appropriate each background forest was for the artist's intent using the 7 types of forest landscapes according to dendrology.