• Title/Summary/Keyword: Animations

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A Study of the Narrative Features in Animation as an Art Form - Focusing on Brad Bird's "The Iron Giant(1999)", "The Incredibles(2004)", "Ratatouille(2007)" - (예술 형식으로서의 애니메이션의 서사적 특성 연구 - 브래드 버드 감독의 "아이언 자이언트(1999)", "인크레더블(2004)", "라따뚜이(2007)"를 중심으로 -)

  • Kim, Soong-Hyun;Lee, Tae-Hoon
    • Journal of Digital Convergence
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    • v.16 no.3
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    • pp.429-438
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    • 2018
  • Brad Bird, a screenwriter and animation director in the United States, criticized the situation in which most animations were produced and released for the children since the early 2000s. He said that animation is an art form capable of conveying messages not only to children but also to adults, and that their development potential is high. In this study, I analyzed overall components such as narrative structure, character, subplot, symbol, and foreshadow of Brad Bird's animated feature films , , and examined his narrative features and strategies. As a result, the narrative features of animation as an art form are as follows: First, conveying the message of a serious subject that will deeply sympathize with adults as well as children. Second, expressing the social agenda which criticizes the contradiction of the real world and the periodic mistakes. Third, solid narrative structure through a dense plot based on realistic situation setting. I hope that this study will be used as basic research material for various animation production in the future.

The Usage of Animation and Social value.Clothing behavior of Adolescents (청소년들의 애니메이션 이용현황과 사회적 가치관.의복행동에 대한 연구)

  • Kim, Tae-Kyung;Chae, Jin-Mie;Oh, Kyung-Wha
    • Journal of Korean Home Economics Education Association
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    • v.21 no.2
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    • pp.127-138
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    • 2009
  • The purpose of this study was to find out the usage of animation and its relation to the social values and clothing behaviour of adolescents. A survey was conducted in four different high schools in the metropolitan area (Seoul) and 187copies were analyzed by SPSS 12.0 package. The results were as follows; First, According to Usage survey, a number of adolescents watched animations mainly through the internet and 39% of them used the internet $2{\sim}3$ times a week. The most watched genre of animation was action/science-fiction but some differences were observed between male students and female students. Male students enjoyed action/science-fiction, comedy and drama/romance, whereas female students enjoyed drama/romance, action/science-fiction and comedy in the decreasing order. Second, It was found that the favorite genre of animation by adolescents had influence on their community mind and materialism. The most significant genre affectingcommunity life was drama/romance and the one affecting materialism of adolescents was action/science-fiction. Third, Materialism had a significant influence on clothing conformity and the next was community mind. Only materialism proved to be a significant variable affecting fashion followers. In conclusion, the results of this study showed that the adolescents' community life and materialism were significantly influenced by their favorite genre of the animation, and their social values were related to their clothing behaviors.

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Performance Analysis of Screen Contents Coding Tools to Reduce Inter-Color Component Correlation (색 공간 내 중복 정보 감소를 위한 HEVC 스크린 콘텐츠 부호화 기법 성능 분석)

  • Kang, Je-Won
    • Journal of Broadcast Engineering
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    • v.20 no.5
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    • pp.687-696
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    • 2015
  • JCT-VC (Joint Collaborative Team on Video Coding) continues developing HEVC/Screen Content Coding (HEVC/SCC) as an extension for efficiently coding screen content videos, including computer animations, graphics, and electrical documents, based on HEVC/Range extension (HEVC/RExt.). Color space conversion from RGB space being captured from CCD sensors is popular in natural video coding. However, the conversion is often undesired for screen contents because of a significant loss in perceptual quality. Therefore, several coding tools including cross-component prediction (CCP) and in-loop adaptive color space transform (ACST) have been developed for an efficient screen content video coding in order to reduce the redundancies between color spaces while maintaining the original color space. In this paper, we review the two coding tools, i.e., CCP and ACST exploiting the correlation in the RGB color space and conduct the performance analysis of the coding tools. In our simulation results, CCP and ACST provide 11.7% BD-rate saving and 16.4% BD-rate saving, respectively, while the two coding tools provide 18.2% BD-rate saving in total. Following this idea, if the two coding tools are exclusively selected, we provide 93% encoding measurement time with a 0.3% coding loss.

Development and Application of the e-learning courseware about the Earth Science I (based on the Earth Environmental Change) (지구과학 I의 e-learning 교수·학습자료 개발 및 적용 - 지구환경변화 단원을 중심으로 -)

  • Kim, Yun-Jeong;Lim, Seong-Kyu
    • Journal of Science Education
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    • v.32 no.2
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    • pp.17-32
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    • 2008
  • The purpose of this study was to analyze the use of the e-learning courseware which is about the properties of earth environmental change. I made these materials using Lectora program, and to have more visual effect, I used movies and animations as much as possible. A lot of movies and pictures are added to help student understand the geographical age. Especially the forms of performance test questions are various, and student can check the answer right after taking test. Because of this, they can get a immediate feedback. In addition, this allows you to adapt yourself to the age of information by using the internet. Every plug-in is already linked together, so you only need to once. Pictures and moving reflections can be edited with ease. I hope this study will provide valuable aid for the education of earth science and a chance to develop better materials.

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Stylized Specular Reflections Using Projective Textures based on Principal Curvature Analysis (주곡률 해석 기반의 투영 텍스처를 이용한 스타일 반사 효과)

  • Lee, Hwan-Jik;Choi, Jung-Ju
    • Journal of the HCI Society of Korea
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    • v.1 no.1
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    • pp.37-44
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    • 2006
  • Specular reflections provide the visual feedback that describes the material type of an object, its local shape, and lighting environment. In photorealistic rendering, there have been a number of research available to render specular reflections effectively based on a local reflection model. In traditional cel animations and cartoons, specular reflections plays important role in representing artistic intentions for an object and its related environment reflections, so the shapes of highlights are quite stylistic. In this paper, we present a method to render and control stylized specular reflections using projective textures based on principal curvature analysis. Specifying a texture as a pattern of a highlight and projecting the texture on the specular region of a given 3D model, we can obtain a stylized representation of specular reflections. For a given polygonal model, a view point, and a light source, we first find the maximum specular intensity point, and then locate the texture projector along the line parallel to the normal vector and passing through the point. The orientation of the projector is determined by the principal directions at the point. Finally, the size of the projection frustum is determined by the principal curvatures corresponding to the principal directions. The proposed method can control the position, orientation, and size of the specular reflection efficiently by translating the projector along the principal directions, rotating the projector about the normal vector, and scaling the principal curvatures, respectively. The method is be applicable to real-time applications such as cartoon style 3D games. We implement the method by Microsoft DirectX 9.0c SDK and programmable vertex/pixel shaders on Nvidia GeForce FX 7800 graphics subsystems. According to our experimental results, we can render and control the stylized specular reflections for a 3D model of several ten thousands of triangles in real-time.

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Development and Application of Internet-based Consumer Education Program for Children (인터넷 기반 아동소비자 교육프로그램 개발 및 적용)

  • 김영옥
    • Journal of Korean Home Economics Education Association
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    • v.15 no.3
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    • pp.13-28
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    • 2003
  • This study presents a development of internet-based consumer education program for children. We also investigate how this program affects on the children's consumer competency and how much children are interested in this program. This program consists of 6 domains: the concept of consumer. wants and scarcity. advertisement, tips on purchasing. consumer's rights. and consumer's problem imd solutions. In order to attract children. multimedia data such as pictures. drawings. and animations were included in designing the screens. The subjects of this study were 40 children at forth grade to participate in consumer education program. Surveys were conducted twice to collect data for consumer competency and children's interest in the program. According to the results of t-test. We found that consumer education has a positive effect on consumer knowledge and consumer-role attitude but has not a positive effect on consumer skill. We also found that children's interest on this program was very high.

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From Hiroshima to Fukushima: Nuclear and Artist Response in Japan (히로시마에서 후쿠시마까지, 핵과 미술가의 대응)

  • Choi, Tae Man
    • The Journal of Art Theory & Practice
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    • no.13
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    • pp.35-71
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    • 2012
  • The purpose of this essay is to examine the responses of artists on nuclear experiences through an analysis of the nuclear images represented in contemporary Japanese art. Japan has previously as twice experienced nuclear disaster in 20th century. The first atomic bombs were dropped in 1945 as well as the 5th Fukuryumaru, Japanese pelagic fishing boat, exposed by hydrogen bomb test operated by the US in 1954 nearby Bikini atoll. Due to Tsunami taken place by the great earthquake that caused the meltdown of Fukushima Nuclear Power Plant in March 2010, Japan is being experienced a nuclear disaster again. Despite practical experiences, comtemporary Japanese art has avoided the subject of nuclear disasters since the end of the Asia-Pacific War for a variety of reasons. Firstly, GHQ prohibited to record or depict the terrible effect of atomic bomb until 1946. Secondly, Japanese government has tried to sweep the affair under the carpet quite a while a fact of nuclear damage to their people. Because Japan has produced numerous war record paintings during the Second World War, in the aftermath of the defeated war, most of Japanese artists thought that dealing with politics, economics, and social subject was irrelevant to art as well as style of amateur in order to erase their melancholic memory on it. In addition, silence that was intended to inhibit victims of nuclear disasters from being provoked psychologically has continued the oblivion on nuclear disasters. For these reasons, to speak on nuclear bombs has been a kind of taboo in Japan. However, shortly after the atomic bomb dropped on Hiroshima, the artist couple Iri and Toshi Maruki visited to ruin site as a volunteer for Victim Relief. They portrayed the horrible scenes of the legacy of nuclear bomb since 1950 based on their observation. Under the condition of rapid economical growth in 1960s and 1970s, Japanese subculture such as comics, TV animations, plastic model, and games produced a variety of post apocalyptic images recalling the war between the USA and Japanese militarism, and battle simulation based on nuclear energy. While having grown up watching subculture emerged as Japan Neo-Pop in 1990s, New generation appreciate atomic images such as mushroom cloud which symbolizes atomic bomb of Hiroshima. Takashi Murakami and other Neo-Pop artists appropriate mushroom cloud image in their work. Murakami curated three exhibitions including and persists in superflat and infantilism as an evidence in order to analyze contemporary Japanese society. However, his concept, which is based on atomic bomb radiation exposure experience only claimed on damage and sacrifice, does not reflect Japan as the harmer. Japan has been constructing nuclear power plants since 1954 in the same year when the 5th Fukuryumaru has exposed until the meltdown of Fukushima Nuclear Plant although took place of nuclear radiation exposures of Three Mile and Chernobyl. Due to the exploding of Fukushima Nuclear Power Plant, Japan reconsiders the danger of nuclear disaster. In conclusion, the purpose of this paper may be found that the sense of victim which flowed in contemporary art is able to inquire into the response of artist on the subject of nuclear as well as the relationship between society, politics, culture, and modern history of Japan and international political situation.

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A Study on the Types of Love in and : Focusing on Plato's Theory of Eros (<센과 치히로의 행방불명>과 <하울의 움직이는 성>에 나타난 사랑의 유형에 대한 연구: 플라톤의 에로스론을 중심으로)

  • Kim, Min-Kyu
    • Cartoon and Animation Studies
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    • s.43
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    • pp.1-22
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    • 2016
  • So far, the Studio Ghibli's major masterpieces, and have been studied extensively from mythical and psychological perspectives due to the films' intrinsic symbolism within their characters and events. However, there have been insufficient in-depth research on the types of love the two works have. Therefore, this study will focus on how the types of love in the two animations mirror the concept of love in Plato's theory of Eros through the analysis of two films' characters. The desire for memory and recovery can be seen in , and glimpses of each phase of aim towards changes in physical appearance can be shown in . These describe the function and the purpose of Eros that Plato states in Socrates' terms in Phaedrus and Symposium. Plato ultimately defined Eros as a spirit that leads to the world of Ideas and suggested the five stages of love that are divided in accordance with the ultimate purpose and attitude of mankind towards Eros. The cognition area, changes in appearance of the characters and spatial ranks in and critically reveal such core concepts of the theory of Eros. It is noteworthy that the two works show the origin of the most universal ideology of the West. These two animation films are particularly significant in terms of that they reflect the western epistemology while covering exclusive and covert ethnic emotions.

Study on the Academic Discussion about Animation Authorship (애니메이션 작가주의에 대한 학술담론 연구)

  • Jeon, Gyongran
    • Cartoon and Animation Studies
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    • s.43
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    • pp.123-150
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    • 2016
  • There has been discussed very little about animation authorship studies, especially the themes of authors and their original animation texts since 1990s. This study is to explore the academic discourse of animation authorship studies understanding the media aesthetics of animation and the scholarly approach of animation studies about authorship. This article examines 55 articles via meta analysis about animation authorship studies drawn from the 1,516 articles on the general animation studies. The results were as follows. First, the domestic animation studies on the authorship were made about animators of Japan, US, and european countries. Second, It was dominant that scholarly interest on the screen direction and visual expression of animation texts. This shows the authorship approaches were mainly about visual aspects of animations. The domestic animation authorship studies did not trace the authorship issues on author's world view and visual style revealed in the corpus of texts. Instead, they discussed authorship issues on the characteristics of individual animation text. It has been evident that animation studies were not enthusiastic about building the independent theory on animation. Therefore, animation studies have tried theorizing the animation issues borrowing the literature and film theories. This study can contribute to increase phase of animation studies by drawing the intensive discussion of animation authors and their authorship.

A Study on the Role of Public Fund for Improvement of Korean Animation Funding System (한국 애니메이션 재원조달 활성화 방안 연구 : 공적기금의 역할을 중심으로)

  • Kim, Young-Jae
    • Cartoon and Animation Studies
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    • s.18
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    • pp.17-35
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    • 2010
  • The purpose of this study is to find out the way to improve the funding system of Korean animation, which will lead the establishment of virtuous circle of Korean animation industry. The funding structure of Korean animations in the period of 2005-2009 is analyzed to find out that the funding surveyed to find out that the domestic funding source for Korean animation has reached its limitation. Without any active involvement of public fund, this will result in the shrink of Korean animation industry with heavy reliance on foreign capital and limited quality of Korean animation. This is not only a serious problem of Korean animation industry, but also the problem of Korean cultural identity and variety because it is related with the diminish and degradation of Korean children and family content. Meanwhile, in France and Canada, which are the major co-production partners of Korean animation, the animation production is being activated by the full support of government fund system, because the animation is regarded as the important genre which plays a critical public role in establishing the cultural identity and variety of such countries. Improvement of Korean animation funding system is not pursued by more injection of public fund into the industry. It should be designed to facilitate the investment from the private sector by improving the profitability of Korean animation. This goal can be achieved by public fund with annual budget of 25 billion Korean Won supporting the distribution and production of Korean animation. Discussion should be needed for securing the funding resources such as establishment of new animation fund or utilization of existing fund.

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