• Title/Summary/Keyword: Animation features

Search Result 164, Processing Time 0.032 seconds

A Study on the Stylistic Features of Muczynski's Music Which Affects Movie (무진스키의 음악이 영화에 미친 양식적 특성 연구)

  • Yoon, YoungJo
    • Cartoon and Animation Studies
    • /
    • s.49
    • /
    • pp.589-610
    • /
    • 2017
  • This study aimed at examining the music world of the composer Muczynski, who played an important and meaningful role in the various experimental trends of music which began to appear in the early $20^{th}$ century, and his works, thereby understanding his relationship with the development of music of various genres today. In the study, his pieces of piano music among his works, which formed the basis for his music, were analyzed. The study examined stylistic characteristics, that is techniques of various types including form, melody, harmony, tonality, rhythm and structure, and introduced the composer's growth in terms of music and philosophical background. Muczynski, the composer who showed the characteristics of neoclassicism, neoromanticism and neobaroque in contrast to the various forms of the $20^{th}$ music, namely music of free styles including atonal music, twelve-tone technique, avant-garde music and electronic music, used traditional forms. However, the characteristics of his works are very free. In addition, in the 1960s, he participated in the production of documentary movie music, creating very creative and sensational music. Muczynski's music has the features of tonality and shows neoclassic and neoromantic features including economical idea, lyrical melody, bitonality and nine-note scale. His music, therefore, is being evaluated as very creative and valuable and is largely significant in that it has provided a good basis for the development of modern movie music and jazz music today.

The Analysis for the Distinctive Directing of Speech Balloons in Webtoon (웹툰에 나타난 특징적 말칸 연출에 대한 분석)

  • Jeung, Kiu-Ha;Yoon, Ki-Heon
    • Cartoon and Animation Studies
    • /
    • s.36
    • /
    • pp.393-416
    • /
    • 2014
  • Comics has three components: cuts, gap between cuts, speech balloons. Still, it is true that speech balloons are not commonly subject to the study for comics. A few preceding researches pinpoint exactly the morphological features and functions of speech balloons. In today when webtoon becomes generalized, these features and functions are continued as they are and are used in webtoon. We can catch that speech balloons are also affected since the environmental elements of web induce the change in the overall comics directing. There are two perspectives to sort out the features of speech balloons: first, the placement issue of speech balloons. The unlimited expansion of web space gives the environment for comicss to use the gap between cuts as wide as they can. It leads to turn out some of the ways to place the balloons, so we can sort them out general placement, exterior placement, the upper and lower placement, scroll-use type. Second, as the directing techniques for webtoon become digitalized by the morphological issue, speech balloon itself has been expanded its ways to express by various expression methods. Analyzing and classifying, recording the newly emerged conditions on the preceding study are worthy of trying and will become the cornerstone for the follow research.

3D Facial Synthesis and Animation for Facial Motion Estimation (얼굴의 움직임 추적에 따른 3차원 얼굴 합성 및 애니메이션)

  • Park, Do-Young;Shim, Youn-Sook;Byun, Hye-Ran
    • Journal of KIISE:Software and Applications
    • /
    • v.27 no.6
    • /
    • pp.618-631
    • /
    • 2000
  • In this paper, we suggest the method of 3D facial synthesis using the motion of 2D facial images. We use the optical flow-based method for estimation of motion. We extract parameterized motion vectors using optical flow between two adjacent image sequences in order to estimate the facial features and the facial motion in 2D image sequences. Then, we combine parameters of the parameterized motion vectors and estimate facial motion information. We use the parameterized vector model according to the facial features. Our motion vector models are eye area, lip-eyebrow area, and face area. Combining 2D facial motion information with 3D facial model action unit, we synthesize the 3D facial model.

  • PDF

Guidelines for Virtual Clothes Modeling and Draping Software - Based on the Analysis of Maya Cloth - (가상의상 모델링 및 착장 소프트웨어를 위한 가이드라인)

  • Kim, Sook-Jin
    • Journal of the Korean Home Economics Association
    • /
    • v.44 no.2 s.216
    • /
    • pp.127-135
    • /
    • 2006
  • This paper suggests guidelines for virtual clothes modeling and draping software suitable for clothes designers. We first analyze Maya Cloth, which is widely used in game and animation fields, and which has been adopted by Pad System as a 3D cloth draping system. We then discuss what functions and procedures would improve Maya Cloth to assist designers in being able to create the clothes they have conceptualized. While Maya Cloth has many good functions and features forvirtual cloth modeling and draping, it treats input 2D patterns as approximat and it creates 3D clothes by considering other factors such as the 3D body model. As a result, it is hard for clothes designers to control the shape of the 3D clothes by changing 2D patterns. Furthermore, Maya Cloth does not handle seamlines satisfactorily. We suggest that the following new features should be added to Maya Cloth : respecting the input 2D patterns, handling seamlines, and controlling the shape of the clothes in 3D space.

A study on the narrative use of transitional object-characters in the family feature animation (가족용 장편애니메이션<인사이드 아웃>에 나타난 이행대상(transitional object) 캐릭터의 서사적 활용 연구)

  • Park, Hyoung-Dong
    • Cartoon and Animation Studies
    • /
    • s.49
    • /
    • pp.325-357
    • /
    • 2017
  • It can be assumed that the reasons why the animation characters, 'Olaf (in Frozen Kingdom)' and 'Minions (in Super Bad)', etc., which were very successful in the merchandising market while having won the popularity better than the main characters are very popular even though such characters appeared only by playing a funny role while assisting the adventures of the main characters are not only because of their cute appearances but also because such characters have their own core features in their inner world as the transitional object-characters. Simply expressing, a 'Transitional Object' as a concept suggested by a child psychologist, 'Donald Winnicott', means a lovey doll or an imaginary friend which temporarily replaces an infant's mother during the procedure when the infant is mentally separated from its mother. However, in case that the theory of transitional objects was applied directly to many narrative content characters for doing a study, there must have been done some studies in advance for establishing some new criteria and indexes related to the transitional object-characters of such narrative contents. Accordingly, while thinking that the 'emotional relationship' between a growth-subject and a growth mediator must be dealt with as the most important content in order to define a transitional object-character in a narration clearly, this researcher established some emotional index for judging the propensities of a transitional object-character on the basis of such way of thinking. The index is composed of 4 kinds of emotional roles (quasi-family member, growth mediator, lovey doll, an imaginary friend), 6 kinds of emotional supports (hugging, protecting, accepting, giving the initiative, improving the relationship and mutual supervising) and 4 kinds of emotional impressions (impression by contacting, impression to protect and impression accepting an attack). In case that some main characters of a family feature animation, 'Inside Out', are analyzed while the index mentioned above is applied, it was found that 'Bing Bong' and 'Sadness' have a high propensity as a transitional object-character. Especially, it could be inversely inferred in which ways some good transitional object-characters can help the narrations on growth of a family feature animation by taking a look at the character, 'Sadness' that has the highest propensity as a transitional object-character. The transitional object-character, 'Sadness' assists the narration on growth internally and externally by helping the internal maturity of a growth-subject in a way of projecting the tasks for the internal maturity of a growth-subject while helping the growth-subject to be successfully externally in a way of providing the growth-subject with some kinds of facilitating emotion. As the results from this Study, since such kinds of emotional experiences provided by such transitional object-characters are displaced to not only the relevant growth-subjects but also the audience who are emphasized with such growth-subjects as they are, such transitional object-characters play a role of hidden benefactors who induce some immersion into the narrations and provide child and adult audience with various layers of emotional satisfaction.

Analysis of Mosaic Image of Animation (애니메이션 <플랫 라이프>의 모자이크 이미지 분석)

  • Lee, Ji-Hyun
    • Cartoon and Animation Studies
    • /
    • s.49
    • /
    • pp.465-491
    • /
    • 2017
  • This paper analyzes the short animation film which faithfully follows the external dimension of cartoons, and studies the hidden subject and the way of narrative in the back of the figure. In this process, we analyze the theme of using the analysis method of mosaic image. The narrative of cartoons is usually the majority in discussing the differences in the aspectual part. However, this animation uses cartoons to reach the linear narrative of ordinary narrative movies. As Janet Murray explains, if a 'mosaic image' approaches a theme through a mosaic approach, we can limit the 'mosaic film' that are introduced in the film format among them. First of all, conceptually uses the characteristics of 'mosaic image', at the same time, it utilizes a work utilizing the narrative features of 'mosaic film'. By analyzing this animation film by bifurcation, the first half reveals the characteristics of open-minded mosaic video platform, and the second half introduces the linear narrative method of film narrative. This paper divides the narrative method of 'multi plot Film' into three types: mosaic narrative film, network narrative film, and multi-draft film. Thus, we can analyze the ending of as a narrative method of 'network narrative film' which is composed of parallel or juxtaposed stories. In other words, if the early part of the animation follows the 'mosaic narrative' as an 'extension of ensemble film', the latter part faithfully follows 'network narrative'. Even in the way of talking about the subject, this animated film uses the way of speaking the mosaic image. Considering the aspectual tendency of cartoons, it can be said that this film derives the meaning of 'humor' or 'satire' in an open way. If the first half refers to 'the ambiguous routine of modern man', the latter half draws a profound theme called 'the reality of human selfishness in modern society'. is a film for a wide range of social criticism designed for adults who can interpret meaning.

A Study on Development of a Cognitive Process Simulator Based on Model Human Processor (모델휴먼프로세서를 활용한 인지과정 시뮬레이터 구축에 관한 연구)

  • 이동하;나윤균
    • Journal of the Korean Society of Safety
    • /
    • v.13 no.4
    • /
    • pp.230-239
    • /
    • 1998
  • Though limited, Model Human Processor (MHP) has been used to explain the complex users' behaviors during human-computer interactions in a simplified manner. MHP consists of perceptual, cognitive and motor systems, each with processors and memories interacting with each other in serial or parallel mode. The important parameters of memory include the storage capacity, the decay time, and the code type of a memorized item. The important parameter of a processor is the cycle time. Using these features of the model, this study developed a computerized cognitive process simulator to predict the cognitive process time of a class match task process. An experimental validity test result showed that the mean prediction time for cognitive process of the class match task simulated 50 times by the simulator was consistent with the mean cognitive process time of the same task performed by 37 subjects. Animation of the data flow during the class match task simulation will help understand the invisible human cognitive process.

  • PDF

The Characteristics and Symbolic Meaning of the Appearance of Cospla Subculture in Korea (우리나라 코스플레 하위문화의 외모 특성과 상징적 의미)

  • 남궁윤선;황선진
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.25 no.1
    • /
    • pp.132-143
    • /
    • 2001
  • The purpose of this study was to observe cospla subculture in 1990s new generation of Korean youth, focused on activity that was reproducing the appearance of individual characters in animation, comic books and computer games, and to understand the representing process and meaning of appearance. The ethnographic methods including in-depth interviews and observation were used to approach such cultural form more closely from the youth generations perspective and their language. The results were as follows: 1. Although the cospla is originated from Japan, the local experience of Koreans make it the special youth subculture of Korea. 2. There are homological features and hierachical structure among group members of cospla subculture. The core values of Korean cospla are that they are realizing their ideal and elevating their own self-esteem. 3. Their appearance has connotation as symbolic resistance. The cultural activity of cospla is non-realistic, non-productive, but cosplayers conform to the social norm, too.

  • PDF

ZCS-PFM Series Resonant High Frequency Inverter for Electromagnetic Induction Eddy Current-Heated Roller

  • Mun, Sang-Pil;Jung, Sang-Hwa;Kim, Chang-Il;Kim, Sang-Don;Nakaoka, Mutsuo
    • Proceedings of the Korean Institute of IIIuminating and Electrical Installation Engineers Conference
    • /
    • 2008.05a
    • /
    • pp.419-422
    • /
    • 2008
  • This paper presents a novel prototype of ZCS-PFM high frequency series resonant Inverter using IGBT power module for electromagnetic induction eddy current-heated roller in copy and printing machines. The operating principle and unique features of this voltage source half bridge inverter with two additional soft commutation inductor snubber are presented Including the transformer modeling of induction heated rolling drum. This soft switching inverter can achieve stable zero current soft commutation under a discontinuous and continuous resonant load current for a widely specified power regulation processing. The experimental results and computer-aided analysis of this inverter are discussed from a practical point of view.

  • PDF

3D Digital Restoration of Five-Storeyed Stone Pagoda on Jeonglim Temple Site (정림사지오층석탑 3차원 디지털복원)

  • 박찬석;전병호
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2004.05a
    • /
    • pp.549-552
    • /
    • 2004
  • It restores digitally the five-storeyed stone pagoda on Jeonglim temple site which is one of representative cultural assets of Baekje dynasty with the necessity of virtual heritage. We ensure d the exact data by actual measurement to guarantee the accuracy of digital restoration and restored original features 1500 years ago. The restoration result presents the process of change by animation methods from the manufacture time past to flow.

  • PDF