• Title/Summary/Keyword: Animation Sound

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A Study on Rhythm and Fidelity of Sound in Animation (애니메이션에서 음향의 리듬과 충실성에 대한 연구)

  • Choi, Yoo-Mi;Seong, Rye-Ah
    • Cartoon and Animation Studies
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    • s.6
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    • pp.132-151
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    • 2002
  • Animation is an art, which experiences through visual and auditory sense. The purpose of this study is to find out whether the theory of film sound can be also applied to animation sound. The study also aims to find out whether the mood and feeling of animation can be influenced by rhythm and fidelity of sound. To begin with, exampled a few animations and analyzed their sound base on the theoretical background of film sound and found out that influence of rhythm and fidelity of sound in animation is much more effective than in film. To find out the relationship between the changes of the mood according to different rhythm, I have applied the various rhythms of sound in a same sequential images. Result proved that the mood of animation was changed according to different rhythms that applied to animation. sound has a great ability of delivering the mood prior to images and different sound can change the overall feeling and mood of animation. Also proved that influence of fidelity of sound is much greater than rhythms of sound, especially in comic animation.

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The sound analysis of (<이야기 속의 이야기> 사운드 분석)

  • Mok, Hae-Jung
    • Cartoon and Animation Studies
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    • s.20
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    • pp.87-104
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    • 2010
  • Animation creates meaning and affection by combinig image and sound like film. directed by Yuri Norstein is a good text for analyzing animation sound in that it combines image and various music and sound effects well. This study focuses on analyzing the way that sound function to make meaning in this text. Generally sound is categorized into dialogue, music, and sound effect. And animation has its own characteristic in each category. The voice for dialogue is created corresponding to the image of the character and the rhythm is very important in Animation. Plus Sound effect in animation can be said to mimic not just sound but also movement. This study analyzes sound based on three sound factors and the concepts of the point of listening, subjective sound, and sound bridge. Subjective sound using the point of listening of the wolf and the baby bestows a special position on the main characters in the text. It is the overall characteristic of the sound use of this text that the repetitive combination of sound and image, the linguistic and annotative function of sound effect, and comparatively conventional use of music and sound effect enhance the affection and readability.

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Research on Animation Sound (애니메이션 사운드에 관한 연구)

  • Lim, Woon-Ju
    • The Journal of the Korea Contents Association
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    • v.7 no.6
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    • pp.127-134
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    • 2007
  • The biggest purpose of sound is communication with spectator in animation. Animation sound delivers background to spectator more naturally through music age enemy, space enemy of fantastic, realistic work and use rhythm and rhythm according to smoke action of character and character delineation and specific character of character, atmosphere as is intimate to spectator. This research achieved research of connection literature data to grasp the importance of role and function that sound reaches in animation reflex. Because is companionate with reflex at animation sound manufacture process with this, in work whole atmosphere in Naereotibeu's structure progress of the event smoothly connect and focused to if make video and interaction of sound smoothly and deliver to spectator.

A Study on Rolls for the Association of Sound as Subtext for Animation (애니메이션의 하위 텍스트로서의 음향의 연상 작용과 역할에 관한 연구)

  • 김지홍
    • Archives of design research
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    • v.16 no.2
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    • pp.15-22
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    • 2003
  • This is a study on the roles in the association of sound as subtext for animation. On this study, it will be helpful to develop sound concepts and to create animations with creativity. For animation without sound can be produced as an artistic purpose, however, most animations are created with sound. It is not means that sound is less important than visual in animations. Sound is also one of significant element to create animations. Sound have many important rolls for subtext such as parts of action, leitmotif, characteristic, time, ethnic, localization in the animations. It will be analyzed two animations such as Shrek (DreamWorks Pictures production/ Director: Andrew Adams) and Monsters Inc. (Walt Disney Pictures/ Director: Peter Doctor).

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A Program for Korean Animation Sound Libraries (국내용 애니메이션 사운드 라이브러리 구축 방안)

  • Rhim, Young-Kyu
    • Cartoon and Animation Studies
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    • s.15
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    • pp.221-235
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    • 2009
  • Most of the sounds used in animated films are artificially made. A large number of the sounds used are either actual sound recordings or diversely processed artificial sounds made with professional sound equipments such as synthesizers. One animation episode contains numerous amounts of sounds, resulting in significant sound production costs. These sounds have full potential to be reused in different films or animations, but in reality we fail to do so. This thesis discusses ways these sound sources can be acknowledged as added new values to the present market situation as a usable 'digital content'. The iTunes Music Store is an American Apple company product that is acknowledged as the most successful digital content distribution model at the time being. Its system's sound library has potential for application in the Korean sound industry. In result, this system allows the sound creator to connect directly to the online store and become the initiative content supplier. At the same time, the user can receive a needed content easily at a low price. The most important part in the construction of this system is the search engine, which allows users to search for data in short periods of time. The search engine will have to be made in a new manner that takes into consideration the characteristics of the Korean language. This thesis presents a device incorporating the Wiki System to allow users to search and build their own data bases to share with other users. Using this system as a base, the Korean animation sound library will provide development and growth in the sound source industry as a new digital sound content.

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Natural 3D Lip-Synch Animation Based on Korean Phonemic Data (한국어 음소를 이용한 자연스러운 3D 립싱크 애니메이션)

  • Jung, Il-Hong;Kim, Eun-Ji
    • Journal of Digital Contents Society
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    • v.9 no.2
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    • pp.331-339
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    • 2008
  • This paper presents the development of certain highly efficient and accurate system for producing animation key data for 3D lip-synch animation. The system developed herein extracts korean phonemes from sound and text data automatically and then computes animation key data using the segmented phonemes. This animation key data is used for 3D lip-synch animation system developed herein as well as commercial 3D facial animation system. The conventional 3D lip-synch animation system segments the sound data into the phonemes based on English phonemic system and produces the lip-synch animation key data using the segmented phoneme. A drawback to this method is that it produces the unnatural animation for Korean contents. Another problem is that this method needs the manual supplementary work. In this paper, we propose the 3D lip-synch animation system that can segment the sound and text data into the phonemes automatically based on Korean phonemic system and produce the natural lip-synch animation using the segmented phonemes.

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A Study on Sound Synchronized Out-Focusing Techniques for 3D Animation (음원 데이터를 활용한 3D 애니메이션 카메라 아웃포커싱 표현 연구)

  • Lee, Junsang;Lee, Imgeun
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.2
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    • pp.57-65
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    • 2014
  • The role of sound in producing 3D animation clip is one of the important factor to maximize the immersive effects of the scene. Especially interaction between video and sound makes the scene expressions more apparent, which is diversely applied in video production. One of these interaction techniques, the out-focussing technique is frequently used in both real video and 3D animation field. But in 3D animation, out-focussing is not easily implemented as in music videos or explosion scenes in real video shots. This paper analyzes the sound data to synchronize the depth of field with it. The novel out-focussing technique is proposed, where the object's field of depth is controlled by beat rhythm in the sound data.

Directed Identification, Synchronization by Aesthetic Recognition of Animation Field (애니메이션 분야의 심미적 인식에 의한 동일시와 동기화 연출)

  • Lee, Hyun Woo;Ryu, Chang Su
    • Journal of Korea Multimedia Society
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    • v.25 no.10
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    • pp.1475-1482
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    • 2022
  • Mickey Mousing perfect match between animation sound and image was an aesthetic in the field of animation, but since the 2000s, works such as and released by producers such as DreamWorks and Pixar have expanded the perfection of synchronization to irony. It also influenced the identification system of sentiment. It is time to view the directing attempt of these elements as a factor that changed the new paradigm of narrative, and related research is needed. In this study, the scene of was analyzed as a case study for the synchronization of animation sound and image components and the boundary direction on the recognition of identification between reality and fiction. Aesthetic recognition of the research work is based on the premise of real time and space perception, and the audience can recognize in the conceptual world as an integrated art by playfully producing fictional time and space. The direct antithesis of synchronization and identification was drawn to maintain the curiosity of the next scene by repeating selective concealment and disclosure of information in the direction of conveying an unfamiliar and heterogeneous feeling to the audience.