• Title/Summary/Keyword: Animation industry

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Regionalism and Globalism of the Animation Industry : The Case Study of Chuncheon Animation Cluster (애니메이션 산업의 지역화와 국제화 : 춘천 애니메이션 클러스터에 관한 사례연구)

  • Kwon, Jae-Woong
    • Cartoon and Animation Studies
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    • s.12
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    • pp.56-72
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    • 2007
  • The purpose of this study is to analyze the characteristics of animation cluster in Chuncheon. It has been over 10 years since Chuncheon was designated as the cluster raising the animation industry. The Chuncheon cluster is trying to differentiate through managing several unique strategies. In order to realize the micro-regionalism, it focuses on co-production not with domestic companies but with foreign companies. Especially, for establishing the whole concrete production pipe-line, it concerns to make co-production contracts dealing with not only for the main production part but also pre- and post-production parts. Based on these production experience, it is building the production complex in the name of ICT convergence cluster. The changed role of the policy-management organization(Gangwon Information & Multimedia Corporation, GIMC) enables these differentiated strategies by itself. The establishment of the Asian Animation Round(AAR) is recognized as the characteristic of macro-regionalism. Starting from the year of 2006, the AAR tries to place Chuncheon as the hub of animation production in Asia and focuses on constructing the network of animation production countries that have developed their production capabilities through sub-contracts. This type of production and market bloc has not been made before.

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Promoting the regional cultural industries through the animation festival : WAF case study (애니메이션 페스티벌 공모전과 지역문화산업 육성전략의 연계 모델 연구 : WAF 사례 분석을 중심으로)

  • Yim, Hak-Soon
    • Cartoon and Animation Studies
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    • s.14
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    • pp.129-150
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    • 2008
  • The article concerns the relationship between the animation festival and the regional cultural industries. In particular, the article studies the WAF(Web Animation Festival) case, in which has hold since 2004 by the Gwangju Information & Culture industry Promotion Agency in the city of Gwangju. The WAF case will be examined in terms of the promotion of the selected web cartoons and animations in the festival competition. As a result, the competion festival has been managed in connection with the support programs for the promotion of the regional cultural industries. In the process, the Gwangju Information & Culture industry Promotion Agency has sought to connect the selected arts works with the CEOs in the field of content business and media business. The article concludes the WAF need to be reestablished in the context of the development of the Gwangu cultural industries cluster and the reinforcement of the international exchange and networking through the grand project of Asian Cultural Capital Gwangu.

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Use of Licensing for Animation Business Promotion (애니메이션 산업 활성화를 위한 라이선싱 활용 방안)

  • Kim, Joon-Young;Kim, Jae-Woong
    • The Journal of the Korea Contents Association
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    • v.7 no.2
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    • pp.255-264
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    • 2007
  • This study considers the use of licensing for One source-Multi use revitalization for high profitability in domestic animation industry. To grasp the controversial point in domestic licensing case and establish success point through the study for expansion success case in USA and Japan. Workers in domestic animation industry vaguely think 'Licensing will be succeed naturally, when animation product gets the fame.' However, it is very important to consider licensing in making plan to reflect creating animation product. And also licensing property in included in animation product should have competitiveness, premise understanding of consumption type in relation industry market. Finally, it is necessary to expand by stage better than synchronistical way and management in marketing way, it should be accomplished to manage through technical know-how management system and relation the strategy systematic.

Current State of Animation Industry and Technology Trends - Focusing on Artificial Intelligence and Real-Time Rendering (애니메이션 산업 현황과 기술 동향 - 인공지능과 실시간 렌더링 중심으로)

  • Jibong Jeon
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.821-830
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    • 2023
  • The advancement of Internet network technology has triggered the emergence of new OTT video content platforms, increasing demand for content and altering consumption patterns. This trend is bringing positive changes to the South Korean animation industry, where diverse and high-quality animation content is becoming increasingly important. As investment in technology grows, video production technology continues to advance. Specifically, 3D animation and VFX production technologies are enabling effects that were previously unthinkable, offering detailed and realistic graphics. The Fourth Industrial Revolution is providing new opportunities for this technological growth. The rise of Artificial Intelligence (AI) is automating repetitive tasks, thereby enhancing production efficiency and enabling innovations that go beyond traditional production methods. Cutting-edge technologies like 3D animation and VFX are being continually researched and are expected to be more actively integrated into the production process. Digital technology is also expanding the creative horizons for artists. The future of AI and advanced technologies holds boundless potential, and there is growing anticipation for how these will elevate the video content industry to new heights.

3D Animation Skills Training Research based on Performance Technology - based on the 3D Animation Skills Training in R Animation Company - (성능 기술 기반 3D 애니메이션 기술 훈련 연구 - R 애니메이션 회사 3D 애니메이션 기술 훈련 중심으로 -)

  • Ma, Ben;Lee, Hyun-Cheol;Kim, Eun-Seok;Hur, GI-Taek
    • Proceedings of the Korea Contents Association Conference
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    • 2011.05a
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    • pp.417-418
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    • 2011
  • In recent years, the rapid development of 3D animation industry promoted the 3D animation skills training progress. In this article, the author analyzed deeply the 3D animation skills training situation based on the training practice and comprehension in R animation company, constructed the 3D animation skills training mode, and made further discussion of improving the performance of training.

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A Negative Effect of Animation Character in Mass Culture of Korea (한국의 대중문화에 Animation Character가 미치는 부정적인 영향)

  • 김홍산;신정숙
    • Archives of design research
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    • v.14 no.2
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    • pp.147-154
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    • 2001
  • The Animation Character is high value-added industry in an aspect of economic value. Because Animation Character creates various synergic effects. First and most importantly, the value of animation character is role of communicator in mass culture. The diverse personality and behavior of Animation character affects masses's a way of thinking and act. But the personality and behavior of Animation character express an extreme inclination, for the most part. And presentation of role's model that is necessary for maintenance and continuance of mass society is Auctioning wrongfully.

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A Study on the real motion capture of 3D Game character and classificatory proposal the type, the shapes of 3D character animation (3D 게임캐릭터의 실사 움직임(Real working)과 3D 캐릭터 애니메이션의 종류별, 형태별 모델 분류 제안)

  • Yun, Hwang-Rok;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Shon, Jong-Nam
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.269-272
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    • 2006
  • Game industry is one of the most popular sector in the world cultural industries in the digital era. 2D and 3D Animation with development of computer technology it. Because Animation needs to show real motion image. The computer hardware and software technique quick change it leads and 2D and 3D the animation is the tendency which provides the growth which is infinite. But recently Game graphic design have a trend 3D Game that is absorbed and easy handling. 2D Game Character is changing to 3D Game Character more and more. This thesis have significant the real motion capture of 3D Game Character and the types, the shapes of 3D Game Character animation. First of all this thesis will define about 3D Game Character as well it will be show examples of real motion capture also it will proposal data of real motion capture. Therefore it will be bring the high technology Animation industry with Digital Contents industry. also hope for the growth of Game Character Animation process and 3D Game Character Animation in Game industry as well contents industry.

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The Spatial Composition for Animation Competency Education -By Focusing on the Studio Environment and Spatial Composition of Walt Disney (애니메이션 분야 역량기반 교육을 위한 공간구성 -Walt Disney스튜디오 작업환경과 공간구성 사례를 중심으로)

  • Lee, Hyun-seok
    • Cartoon and Animation Studies
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    • s.46
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    • pp.1-22
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    • 2017
  • The practical learning requires the new paradigm in its content of education and environment along with the rapid development of information communication technology and the expansion of digital content industry. Especially, the animation education, core area of digital content industry, has attempted to improve the content and method of education by focusing on creativity, convergence and practical education. However, education environment in the previous form of computer laboratory has not been reflected the characteristics of animation education. In the light of this, this research would suggests the effective education environment implemented animation job competency and the characteristics of animation production. Firstly, the problem of previous educational environment will be explored through looking at computer rooms of domestic Universities. The characteristics of animation production consisted of Pre-production, Main-production, Post-production and elements of animation job competency will be reviewed by focusing on three phases of production, Pre-production, Main-production and Post-production, and six particular jobs, concept art, modeling & texturing, animating, lighting, VFX and compositing. Secondly, 6 types of space adapted from space syntax, possibly explored the embedded meaning of the structure of space and environment, will be reviewed by focusing on integration, separation and interaction. Thirdly, based on the characteristics of animation production, the element of animation job competency, 6 types of space, analytical tools about animation project education will be deducted, and the case study regarding animation studio, Walt Disney studio, will be processed by focusing on its production environment and spatial composition by focusing on Pre-production, Main-production, Post-production. Fifthly, the effective spatial composition for animation project education will be explored based on the interpretation of literature reviews and case study. In regard to this, the research addresses the spatial composition reflected the characteristics of practical learning and job competency in animation education, which differs from the previous form of standardized education spaces.

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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Study on the Correlation between the shift of paradigms toward North Korea and South-North Korea Animation Exchange Industry (대북정책 기조변화와 남북 애니메이션 협력사업의 상관성 연구)

  • Park, Kibog
    • Cartoon and Animation Studies
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    • s.30
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    • pp.87-112
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    • 2013
  • The effort to make the peaceful mood between South and North Korea that had started from so-called 'Sunshine Policy' of the People's Government since 1998, lasted until Rho Mu-hyun government. On the other hand, Lee Myung-bak government changed the policy toward North Korea to more practical and principle-oriented one than the previous two governments. By the shift of the policies, the industry of animation of South and North Korea has been influenced so much. The purpose of his study is to point out the crisis of the status of the animation industry of the Korean Peninsula through the change of the policies, and to propose one method of the new paradigm to the next government in order to build a turning point of South and North Korea animation exchange. First, the paradigms toward North Korea through the past governments are compared. Second, the result and situation of animation industry of South and North Korea are analyzed. Finally, by examining deducted problems, the forward policy toward North Korea and, by extension, the improvement direction and practical tasks of South and North Korea animation exchange policy are considered.