• Title/Summary/Keyword: Animations

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Depaysement in Henry Selick's Animations (헨리셀릭의 애니메이션에 나타난 데페이즈망 기법)

  • Park, Youn-O;Kim, Jae-Woong
    • The Journal of the Korea Contents Association
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    • v.10 no.7
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    • pp.179-186
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    • 2010
  • In the base of tale stories, main character in Henry Selick's works is always faced with CAOS situation such as the separated world as two part real and cyber. That makes audience feel the sense of the real. I concentrated to research how audiences' estimate was formed and reversed and what type of surrealism techniques will happened in the animation for the near future. Animation will be shown the new possibilities with extension and harmony of all kinds of arts expression. This paper examines the study of animations by Henry Selick who is the world famous stop-motion animation director, production Art director. The case works are focused on 'Depaysement technique of Surrealism' in his works.

Development and Effect of the Cancer Prevention Education Program Using Different Media

  • Lee, Young Sung;Choi, Seong Woo;Jeon, Mi Yang
    • International Journal of Contents
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    • v.9 no.4
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    • pp.60-66
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    • 2013
  • Purpose: This study was intended to develop and evaluate the cancer prevention education for general population with different educational media such as booklets, cartoons, web frame comic strips, web flash animation and flash animations on personal digital assistants (PDA). Methods: A total of 125 subjects were divided into 5 groups, each group having 25 members and assigned a different educational media. An educational media was assigned to each group to evaluate the effect of education in the first intervention. In the second intervention, 4 other media, excluding the previously used one, were used to educate the subjects and find out the preferences of educational media. Results: Knowledge about cancer increased significantly after cancer prevention education. They preferred animations on the internet to other media, the highest. Conclusion: Educational programs with various media should be developed for subjects to choose based on their preferences.

Metamorphosis of Reality in Animation (애니메이션에서 리얼리티의 역사적 변용)

  • Rieh, Jae-Gyu
    • Cartoon and Animation Studies
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    • s.9
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    • pp.220-234
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    • 2005
  • The article deals with the reality subject of animations. Animations are created on the basis of fantasy. Disney's introduction of the narratives and styles of live action film into the field of animation, which laid a foundation for the hyper-reality animation, has produced an unintended consequence of marginalizing other animation genres which have emphasized fantasy through free experimentations of various images. A combination of Disney's world view of hyper-reality with later-developed 3D computer animation technology has made fantastic figures and spaces much more real than the real ones, and succeeded in creating a matrix of simulacre, a world of mere copies without the original.

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A Study of Improvement Direction for Korean Animation Broadcasting Act : Focusing on Assessment Guideline of Korean Animation (한국애니메이션 방송법의 개선방향 연구 - 국내제작애니메이션판정지침을 중심으로 -)

  • Choi, Don-Ill
    • Cartoon and Animation Studies
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    • s.11
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    • pp.169-177
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    • 2007
  • This study analyzed the assessment guideline of domestic animations related to the Broadcasting Act. That is, it analyzed assessment objectives, target subjects, procedures, restrictions in examination, assessment standards according to each item, resolution procedures, etc, and suggested problems. Then it presents the improvement plan of assessment guidelines for promoting and fostering creation of animations to be broadcasted.

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Computer Assisted Line Pattern Drawing with Animator's Artistic Characteristics (애니메이터의 예술적 특성을 반영한 라인패턴 자동생성 기법)

  • Im Hun;Lee Jong-Weon
    • Journal of Game and Entertainment
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    • v.2 no.1
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    • pp.27-34
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    • 2006
  • Computer-assisted animation production tools have an important role in animation production industries. They could reduce the production cost and time, but they rarely copy artistic characteristics of an animators. In this paper, a new computer-assisted line pattern drawing system is proposed. The system automatically copies artistic characteristics of an animator and applies them to computer-generated animations. The artistic characteristics are captured from key frames drawn by an animator. The result shows that the presented approach can copy artistic characteristics from key frames well and reduce time and cost for producing artistic animations.

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Linear Interpolation Transition of Character Animation for Immediate 3D Response to User Motion

  • Lim, Sooyeon
    • International Journal of Contents
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    • v.11 no.1
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    • pp.15-20
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    • 2015
  • The purpose of this research is to study methods for performing transition that have visual representation of corresponding animations with no bounce in subsequently recognized user information when attempting to interact with a virtual 3D character in real-time using user motion. If the transitions of the animation are needed owing to a variety of external environments, continuous recognition of user information is required to correspond to the motion. The proposed method includes linear interpolation of the transition using cross-fades and blending techniques. The normalized playing time of the source animation was utilized for automatically calculating the transition interpolation length of the target animation and also as the criteria in selecting the crossfades and blending techniques. In particular, in the case of blending, the weighting value based on the degree of similarity between two animations is used as a blending parameter. Accordingly, transitions for visually excellent animation are performed on interactive holographic projection systems.

A Study on Animation Cubic Character Modelling Based on Plasticity (조형성을 바탕으로 한 애니메이션 입체 캐릭터 모델링 연구)

  • Choi, Don-Ill
    • Cartoon and Animation Studies
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    • s.6
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    • pp.116-131
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    • 2002
  • Character plays an important role not merely in animation but also in the modern image industry. From this perspective a new academic approach to and an analysis of character seems of much significance. With this in view this study carried out an elucidation of the basic factors and concept of plasticity for the creation of animation character on the basis of animation structural elements. Furthermore, an inquiry was conducted into fundamental requirements and factors of animation characters, human anatomy serving as the basis of forms for animation character modelling, the characteristics and techniques for creating animation cubic character, and then suggested a method of creation. In this process it was revealed that integral cubic character was applied to diverse animations, that character of high density was prerequisite for the creation of creative and effective animations, and that cubic character plasticity played a catalytic role in activation popular sympathy and the character industry.

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A Study of the Beautiful Girls' Fashion Styles in the Japan Animations (일본 애니메이션에 나타난 미소녀 캐릭터 패션 연구)

  • Choi, Yoo-Jin
    • Journal of the Korean Home Economics Association
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    • v.49 no.3
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    • pp.67-77
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    • 2011
  • The purpose of this study was to clarify the symbolic meanings of the beautiful girls' character fashion in modern Japanese animations. This study investigated the currency and characteristics of the beautiful girls' characters from the 80's to the present. The fashion style of a beautiful girl's character was categorized into four styles: trendy style, adult style, Lolita style and fantasy style. These fashion styles were analyzed, and as a result, three symbolic meanings of the fashion style of a beautiful girl's character are discussed. Firstly, these occidentalized body styles represented idealized body images that are not traditionally Japanese. Secondly, the adult style (growth) represented coming out, i.e. the desires to develop from a child into an adult. Thirdly, the adult (transformation), Lolita and fantastic styles appealed to maniac consumers, having a "Moe" feeling.

A Study on Timing in Stop-motion Animations (스톱모션 애니메이션에서의 타이밍에 관한 연구)

  • Bang Woo-Song;Kim Soon-Gohn
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.461-465
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    • 2005
  • How to express movement in animation is one of the most important elements which form a work. An Interaction of the expression of a movement and the timing is a basic element which we need to understand and create an animation as a visual art. At this point the timing is an amount of the time required to move object or characters. This paper clears up the fundamental principle of the timing in stop-motion animations and shows Ideal timing methods by comparisons and experiments of the timings which change on a camera's angles.

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The Learning Effect of Teaching Materials Using Computer Animation of Particulate Model in Elementary School Science Classes (초등학교 과학 수업에 적용한 입자 모델의 컴퓨터 애니메이션 교수자료의 학습 효과)

  • 박재원;백성혜
    • Journal of Korean Elementary Science Education
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    • v.23 no.2
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    • pp.116-122
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    • 2004
  • The purpose of this study is to investigate effects of computer animations using particulate model in elementary science classes related to air pressure. To do those, four classes of 5th grade in an elementary school located in a city were selected. As an experiment group, two classes were applied the teaching materials of computer animations developed for this study based on particulate model. The other classes as a control group were not applied these materials in science classes. The total scores of experiment group in which computer animation using particulate model was applied in science classes are higher than those of the control group in the conception test. Only in one conception related to high and low atmospheric air pressure, the scores of the two groups are not significantly different at 0.05 significance level.

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