• Title/Summary/Keyword: Animations

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Comparative Analysis of the Correlation between the Musical Element and the Storyline of the <Fantasia> and <Fantasia 2000> (<환타지아>와 <환타지아 2000>에서 나타나는 음악적 요소와 내러티브 상관관계의 분석)

  • Kim, Ho
    • The Journal of the Korea Contents Association
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    • v.11 no.9
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    • pp.118-128
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    • 2011
  • The function of music in a motion picture ranges widely from supporting the storyline to being the main storyline delivering the major plots. This trend and can be seen in recently produced films, advertising as well as in music videos. Many attempts were made to express music visually in the past. But it was through Disney's creative production, "Fantasia", that such attempts became a reality in a motion picture. This paper will look into the difference between the "Fantasia" and "Fantasia 2000" through a comparative analysis of the correlation between the musical element and the storyline of the 2 Disney animation movies. The most distinct difference is that the "Fantasia" has a storyline that is faithful to the original interpretation of the true meaning of the music, while, on the other hand, the "Fantasia 2000" has a storyline that endeavors to express the special features of the overall sound of individual pieces as best as possible. And the differences between the two animations, thus compiled, is hoped to facilitate and enhance a better understanding of the two Disney's finest animations.

An Education Effects through 3D Animation implementation using Educational Programming Language (교육용 프로그래밍 언어를 이용한 3D 애니메이션 제작을 통한 교육효과)

  • Rim, Hwa-Kyung;Lee, Gil-Liean
    • Journal of Digital Contents Society
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    • v.13 no.3
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    • pp.459-467
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    • 2012
  • In this work, we develop an instructional method in which students create 3D animations based on problem-solving techniques and computational thinking. The educational, easy-to-learn programming environment/language called "Alice 2.3", which supports story-telling, is used for the delivery of the instructional method. Unlike typical 3D animation instructional methods using command-based demonstrations and/or 3D animation tools, learners engage in a group project in which they develop a story and solve problems by creativity, computational thinking and reasoning skills. Then they develop animations based on the story by programming with Alice. The analysis based on the collected data showed that learners had to put much effort while working on the project, but their critical-thinking skills were improved. It also showed they were more involved and their interests were heightened in developing animation through programming.

Design of Flight Learning System Using Sketch-based Interface (스케치 인터페이스를 이용한 항공기동 학습 시스템 개발)

  • Kim, Sang-Jin;Park, Tae-Jin;Choy, Yoon-Chul
    • Journal of Korea Multimedia Society
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    • v.13 no.5
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    • pp.771-779
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    • 2010
  • Sketch-based interface is used more and more in developing animation contents. Particularly, there has been a system where the user's sketch inputs are interpreted and presented as live motions. In this study¸ it is to design an animated flight learning system using sketch-based interface. Most of the flights include movements in three-dimensional space and have unique and complex flight patterns. In other words, the actual flight movements not only include acceleration and deceleration, rising and falling, straight or circular flying, but also may include combinations of two or more movements as they simultaneously occur such as accelerating while falling, or slowing down while rising, and so forth. And, currently existing flight learning animation system cannot present such complex flight patterns to the pilots of aircrafts or to those personnel for air-traffic controllers. Hence, it is to be shown in this study that unit-path sketch animation method can support quicker ways to create animations to present those complex flight movements, and requires lesser inputs compared to the existing frame-based animation method. Also, the flight learning system suggested uses the flight-route realization tasks to reflect complex flight patterns, and therefore creates animations close to real as possible.

Internet Game Overuser and Disembodiment : Neural Correlates as Revealed by Functional Magnetic Resonance Imaging (인터넷 게임 과다사용자와 탈신체화 : 기능적 뇌자기공명영상을 이용한신경 상관물)

  • Oh, Jong-Hyun;Son, Jung-Woo;Kim, Ji-Eun;Shin, Yong-Wook
    • Korean Journal of Biological Psychiatry
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    • v.21 no.2
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    • pp.57-64
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    • 2014
  • Objectives The purpose of this study was to investigate the difference of brain activity between internet game overusers in adulthood and normal adults in a state of disembodiment. Methods The fMRI images were taken while the internet game overuser group (n = 14) and the control group (n = 15) were asked to perform the task composed of ball-throwing animations. The task reflected on either self-agency about ball-throwing or location of a ball. And each block was shown with either different (changing viewpoint) or same animations (fixed viewpoint). The disembodiment-related condition was the interaction between agency task and changing viewpoint. Results 1) In within-group analyses, the control group exhibited higher brain activation in the left precentral gyrus, the left inferior frontal gyrus, and the left insula. And the overuser group exhibited higher activation in the right cuneus, the left posterior middle occipital gyrus, and the left parahippocampal gyrus. 2) In between-group analyses, the control group exhibited higher activation in the right posterior superior temporal gyrus. And the overuser group exhibited higher activation in the left cuneus, and the left posterior middle occipital area. Conclusions These results show that the disembodiment-related brain activation of internet game overusers in adulthood is different from that of normal adults.

Personality Structures of Heroines in Miyazaki Hayao Animations (미야자키 하야오 애니메이션에 나타난 히로인의 성격구조)

  • Yang, Se-Hyeok;Kim, Il-Tae
    • The Journal of the Korea Contents Association
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    • v.8 no.8
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    • pp.90-102
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    • 2008
  • One of the most distinctive characteristic of the animations of Miyazaki Hayao is appearance of heroines with firm beliefs as well as compassion and generosity.. This study aimed to conduct research into the common points and differences in personality structures targeting <Nausicca of the Valley of WInd>, <Laputa: the Castle in the Sky>, <Mononoke Hime>, and <The Spiriting Away of Sen and Chihiro>, in which heroines appear out of long animation films created and directed by Hayao, In order to analyze the personality types, the study applied the classification criteria of MBTI and enneargram, and it analyzed the personality structures in comprehensive consideration of organic relationships and external characteristics according to the roles of the characters. This study analyzes that their personality type could be created very indivisually by changing their behavior motives, though Miyazaki's heroines are both Savior and idealist. Also, the study defined the characteristics of the personality structures of heroines created by Miyazaki Hayao and prepared data about them based on the results.

Empirical Analysis of the Feeling of Shooting in 2D Shooting Games (2차원 슈팅 게임에서의 타격감에 대한 실험적 분석)

  • Seo, Jin-Seok;Kim, Nam-Gyu
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.2
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    • pp.75-81
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    • 2010
  • Feeling of shooting is one of the most important features of shooting games. Game developers have tried to improve feeling of shooting by using various techniques, such as visual/sound effects, rumble effects, animations, and camera techniques. In this paper, we introduce the results of the empirical analysis of the several techniques in a 2D shooting game. We carried out two experiments in which levels of feeling of shooting were measured in a simple 2D shooting game. The first experiment was configured with 16 combinations of the four techniques (visual, animation, sound, and rumble effects) applied to a shooting object (a cannon), and the second was configured with 16 combinations of the two techniques (visual and sound effects) applied to both or either side of a shooting object and exploding objects (enemy ships). The analysis results of the experiments showed that all of each techniques were statistically significant factors. We could also found that sound effects and rumble effects are more effective than visual effects and animations and that exploding objects are more important that a shooting object.

The Surface and the Inside of Japanese Feature-Length Animation: Focused on the Characteristics of Signification (일본 장편 애니메이션의 겉과 속: 의미작용의 특징을 중심으로)

  • Oh, Dong-Il
    • Journal of Digital Contents Society
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    • v.15 no.6
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    • pp.701-710
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    • 2014
  • The analysis on the characteristics of the signification system of Japanese feature-length animations that this essay centrally deals with eventually examines the characteristics of representation and communication in Japanese feature-length animations. In general, most animation works focusing on characters and stories contain the signification systems related to 'denotation' and connotation.' However, tendency of the aesthetic representation and communication that appears differently, depending on the characteristics of the signification system that each animation work pursues. From this point of view, Japanese feature-length animation emphasizes connotative signification system and aesthetic representation, unlike Disney animation that strongly shows the tendency that makes the audience directly immersed in the theme and message of the work conveyed further in the myths by pursuing denotative signification system. And, in the case of Japanese feature-length animation, the 'dissenting and arbitrary interpretation' of the theme, the message that the animation work intends to convey and myths pursued is bound to appear diversely, depending on the audience's experiences and cultural and social backgrounds.

A Study of 3D Stereoscopic TV Animation Production: A Case Study of Pororo, the Little Penguin (3D TV 입체 애니메이션 제작에 대한 연구: <뽀롱 뽀롱 뽀로로> 4 시즌 테스트 제작사례분석을 중심으로)

  • Choi, Sung-Kyu;Oh, Jun-Heon
    • Cartoon and Animation Studies
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    • s.28
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    • pp.101-124
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    • 2012
  • Success of brought a large revolution in the world of cinema and the media market. They have predicted new industrial possibility for 3D Stereoscopic image and trends started to support for producing in the field of various media platform. We can see our domestic technology creates higher added value in the sphere of hard-wear for the market of worldwide home TV electronics. But in reality we are short of effective and organized pipeline of producing and we should analyse cases more for Stereoscopic 3D animations. Therefore in this paper, we present case study on animation made into Stereoscopic 3D animation to build up suitable Stereoscopic 3D TV animations pipeline. We differentiate from any other Stereoscopic content by applying artistic elements and technological elements, especially human factor and 3D Sweetening to elevate the level of 3D Stereoscopic effect for main audience, children. We propose how to strengthen the competitiveness of Korean animation for world animation market.

Interactive Animation of Articulated Bodies using a Procedural Method (절차적 방법을 이용한 다관절체의 대화형 동작생성)

  • Bae, Hui-Jeong;Baek, Nak-Hun;Lee, Jong-Won;Yu, Gwan-U
    • Journal of KIISE:Computer Systems and Theory
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    • v.28 no.12
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    • pp.620-631
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    • 2001
  • In interactive environments including computer games and virtual reality applications, we have increased need for interactive control of articulated body motions. Recently, physically based methods including constrained dynamics techniques are introduced to this area, in order to produce more realistic animation sequences. However, they are hard to achieve real-time control of articulated bodies, due to their heavy computations. In this paper, we present a procedural method for interactive animation of articulated bodies. In our method, each object of the constrained body is first moved according to their physical properties and external forces, without considering any constraints. Then, the locations of objects are adjusted to satisfy given constraints. Through adapting this two-stage approach, we have avoided the solving of large linear systems of equations, to finally achieve the interactive animation of articulated bodies. We also present a few example sequences of animations, which are interactively generated on PC platforms. This method can be easily applied to character animations in virtual environments.

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the study of timing using animation sounds : focus on the mickey mousing (애니메이션 사운드를 이용한 타이밍에 관한 연구 : Mickey Mousing을 중심으로)

  • Lee, Myung-hwan;Ryu, Chang-su
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.585-587
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    • 2013
  • one of the most difficult thing for beginner animators is timing. In animations, timing can help to make character animatedly and have function that delivers the character's feeling. However, it is impossible to formulate this timing, since timing for certain time and situation can only express the character's environment, so it is important to make you own timing. the timing has special relationship with animation sounds. This sound decides the animation's mood. Even only accurate cord and music can make dramatic mood for animations. One of the technique is mickey mousing which synchronizes movement and music together. This these will explain about the animation sound using mickey mousing technique to get for animation timing and character movement followed by sound rhythm and tempos with examples 'Tom and Jerry' and 'Nightmare of christmas'.

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