• Title/Summary/Keyword: Cartoon Expression

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A Study on the code and design elements as a way of transition (애니메이션 화면 전환 수단으로서의 조형 요소 변화에 대한 연구)

  • Kim, Jean-Young
    • Cartoon and Animation Studies
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    • s.14
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    • pp.83-99
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    • 2008
  • In general, the cut or dissolve or etc., collective changeover represents the change of scene in the film. Animation film makes scene's various parts to allow intended sensibility and narrative factors by special manufacturing skill generating frame image one by one and transfer it to the different symbolic dimensional expression. Nowadays sequential scene composition is not any more the unique special treatment for 2D animation according to image handling skill like morphing, metamorphosis, etc. becomes diverse and elaborate. But 2D manual animation makes spectator to be absorbed into different visual dimensions continuously and strongly beyond character and background, namely object and space. that is 2D manual animation's strong attractiveness. Finally these characteristics enable literary function which makes it possible to do delicate metaphorical through full scene composition basis and to communicate a implicative meaning system The analysis about scene broke boundary between symbolic perspective world and plane formative world and it became more diverse and complicated. Hereupon the analyzing the composition basis of formative element in the animation film scene and it's application effect make it helpful to analysis and application in the modern image scene having new absorbing methods

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The Study of Disney's Twelve Animation Method in (<인크레더블>에 표현된 디즈니의 12가지 애니메이션 기법에 관한 연구)

  • Lee, Dong-Jin;Lee, Jong-Han
    • Cartoon and Animation Studies
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    • s.12
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    • pp.74-85
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    • 2007
  • The animation exercises its influence all over the our lives, specially it has originated the new film industry by combining and applying with movies and CF. The current of time being active of animation industry brought about many changes to all the field of making films, planning and consumption. This paper is written for to inspect animation techniques that has developed to expand and break the limit of the animation's processing and expanding the part of expression. Specially by analyzing which is made by PIXAR, inquired how the 12 Disney animation skills were applied. As a result, the 12 Disney animation skills were combined to express one natual movement. Even though is 3D animation made by not Disney but PIXAR and made in 2004, it was applied and followed the 2D animation's the processing skill in 1987. Consequently, we could know even if the production, the way to produce and the time change, the exact same way of the 1987's producing skill has applied for now.

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A Study on the Characteristics of Minimalism on GUI in Game (게임 그래픽 유저 인터페이스(GUI)의 미니멀리즘(Minimalism) 특성에 관한 연구)

  • Kim, Yun-Kyung
    • Cartoon and Animation Studies
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    • s.31
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    • pp.249-266
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    • 2013
  • The purpose of this research is to study a case of the minimalism on Game Graphic User Interface design in Computer game. It is to analyse the minimal tendency on Game Graphic User Interface design in several Computer games such as Prince of Persia, Mirror's Edge, Splinter Cell, Gears of War, Call of Duty4, Metro 2033, Crysis2. These games expanded the field of Game Graphic User Interface design with the unique form of minimalism. Minimalism came from the formative arts in the 1960s and influenced to other fields of art. It seems to be an expression of various styles that promptly meet the needs of the times. Therefore, in this research, I would highlight the phenomenon of minimalisation in Game Graphic User Interface design and research the influence of Minimalism that appears in modern design focused on "simplicity" and "minimum" which are representative trend of Minimalism.

Cao-e's story and Its Case Study on the culture archetype contents (조아(曹娥)설화와 문화원형콘텐츠 사례연구)

  • Jo, Jeong-rae
    • Cartoon and Animation Studies
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    • s.47
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    • pp.439-461
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    • 2017
  • The filial piety culture represented by Cao-e was regarded as moral rule mechanism in order to maintain patriarchal system and property relations in ancient China as an agricultural society. Exactly, In the process of Cao-e's story spreading, oral inheritance and literature processing have a relation of learning and penetration each other in order to beautify, deify, systematic stories. This is expression of human being's thought method of pursuing perfection. For instance, The traditional piety culture is increasingly weakened, that is why it is important to recognize the fundamental connotation behind the cultural identity in the modern society, to create the social foundation of Cao-e' filial piety cultural contents root, and to explore the core values of piety culture contains. Looking Cao-e' filial piety Culture and culture archetypes as study object, this article analyzes the spreading of Cao-e's story texts for understand the connection between literature processing and image formation from aspect of Cao-e deification.

Considerations on the Origins of Shojo Manga Style: The Works of Nakahara Junichi (일본 소녀만화의 시각적 표현의 원류에 관한 고찰 : 나카하라 준이치의 작품을 중심으로)

  • Kim, So-Won
    • Cartoon and Animation Studies
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    • s.18
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    • pp.1-16
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    • 2010
  • As manga is a genre characterized by combined use of letters and pictures, visual expression, that is style, is one of the most important representative elements, even beyond the structuring of the story. Shojo Manga (lit. Young girl's Manga) in particular is distinguished by visual style clearly differentiated from other manga genres. Shojo Manga uses a variety of unique techniques that cannot be found in other manga genres. The use of starry eyes in the depiction of the characters, taller than life characters, and the creative use of frames which disregard the traditional square shape are some examples. Therefore, the question arises of by whom and when such visual characteristics in Shojo Manga were created. This paper will analyze the figure of Nakahara Junichi (1913-1983), illustrator of Shojo magazines active between the 1930's and 1950's, and who as it has been stated in previous research, influenced the splendorous illustrations of Shojo Manga. Therefore, I will look for the commonalities and differences between Shojo Manga and Nakahara's oeuvre, shedding light on the origins of Shojo Manga and attempting to theorize the relationship existing between them.

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A Study on Image Representation of Digital Synthesis Methodology (디지털 합성을 통한 이미지 표현 연구)

  • Chang, Wook-Sang;Park, Youn-Seul
    • Cartoon and Animation Studies
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    • s.49
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    • pp.203-220
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    • 2017
  • In the field of visual arts, the introduction of synthesis allowed us to express various expressions that were outside the constraints of time and space. Digital synthesis is constrained by realistic representation due to technical limitations. However, it is no exaggeration to say that after digital synthesis has been fully established, at least the limits of image representation through synthesis have almost disappeared. The existing research papers on composing are either technical studies on the production techniques, or the synthesis was mainly focused on the change of the space-time concept and meaning of the visual arts. I felt the need for research on. In addition, I felt the need to look back on the changes in my view of art. Therefore, in this paper, rather than dealing with the conceptual theory of the technical part or spatio-temporal extension, it is necessary to classify it as natural, heterogeneous, heterogeneous and natural according to the traits revealed in the artistic expression of art, And diversity.

Symbolism Expressed in Clothing of Cartoon 『Gobau』 (시사만화 『고바우 영감』에 표현된 복식의 상징성)

  • Kang, Minjung;Ha, Jisoo
    • Journal of the Korean Society of Clothing and Textiles
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    • v.40 no.1
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    • pp.56-68
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    • 2016
  • Popular culture has symbolic meaning and has been constructed through different mass media. Newspapers played a significant role in 1950s and 1960s public culture. In particular, editorial cartoons in newspapers expressed social aspects of the age implicitly through satire and criticism. This study examines delivered culture by reflecting the past social aspects and inquiring on clothing featured in the editorial cartoon "Gobau". As for a research method, literature research was conducted on clothing of the age with a review of "Gobau". As for a research range, examination was done based on the complete works of Gobau composed of 5 volumes published as a first edition by Hankookmunhwasa on November, 1973. Early "Gobau" cartoons from 1951-1963 were published in 5 volumes; therefore, research was conducted for the era from 1950s to the early 1960s. Clothing expressed in "Gobau" were reviewed, classified into formative characteristics and internal meaning. Internal meaning was examined by dividing into the expression of social aspects and criticism of society. The research findings are as follows. First, clothing in "Gobau" reflected characteristic in direct manner. There was a coexistence of Hanbok and western-styled, clear distinction between men's trousers and women's skirt. Besides, various kinds of women's western-styled dress appeared in the 1960s. Second, they showed the dress culture that reflected past social aspects. Many aspects were included to reconstruct old and worn clothes due to scarce resources after the Korean War, and cherishing clothes, buying fabric directly to making clothes, making clothes from dressmaking shop, and restrictions on imported goods and luxury items. Third, the study also examined the social norms for fashion. It contained negative perspectives on women wearing pants, short skirts, and new hair styles (like perms) from western culture as well as lipstick.

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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Analysis on the Figure of Black and White in the Comic Strip which are Mounted on the Book Pages (책 페이지에 구현된 만화의 흑백 연출 의미 분석 - 흑과 백이 갖는 상징성의 조화와 대립을 중심으로)

  • Yun, Bo-Kyoung
    • Cartoon and Animation Studies
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    • s.40
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    • pp.177-209
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    • 2015
  • The purpose of this study is to determine the meaning and function of black and white in the comic strip, which are mounted on the book pages. The role of space in comic strip, compared to the role of time in the cinema, enable to feel the role of the time in the book. Therefore storytelling of comic strip has been placed in the inseparable relationship with space. My aim is to think about the black and white meaning in the visual media, especially the use of black and white which is highlighted in the comic strip. Black and white doesn't mean a loss of color in the comic strip but it works around 2 important notions : readability, modernity (with minimalism). In comic strip, 'black and white' is not a true colour but it is complex items which indicate symbolic significances. Moreover it is also a notion which enhance 'existence and absence' and 'visible and invisible'. That's why to analyze and to understand how the space is organized in comic strip page, i chose several examples extract from black and white comic strip.

A Study of the Commercial Function and Characteristic of Fashion Illustration - a domestic research - (패션 일러스트레이션의 상업적 기능과 특성에 관한 연구 - 국내를 중심으로 -)

  • 성광숙
    • Journal of the Korean Society of Costume
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    • v.50 no.7
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    • pp.165-179
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    • 2000
  • This research centers on studying the function and characteristic of fashion illustration for advertisement and publication which is, among plenty of fashion illustration's functions, the commercial one. Here are some purposes of the research. First, it presents the function of fashion illustration. Second, under the contemporary circumstance of specialization and subdivision. It givers people the better understanding of fashion illustration by providing a variety of its classification bases other than the typical, simple grouping of style drawing and fashion illustration. Third, this research helps fashion illustration establish itself as commercial art by showing how fashion illustration is utilized in the field as a part of the fashion industry. The methods and contents of the research are described that the concept of fashion illustration, characteristic, classification bases and commercial function are presented and than the data of fashion illustration which hale been used as goods since 1990 in the nation are selected in order to analyze the media for the application of fashion illustration. its expression methods, factors and images. By doing so, advertising fashion illustration are much less than those of published fashion illustration and even most cases of advertising fashion illustration are related just to poster advertisement such as magazines, fashion events or public subscription. The published fashion illustration isn't also attracting the public since it focuses on fashion information books, fashion magazines or fashion -clothing books. Another finding is that the expression style of fashion illustration is not various or distinctive. The expression remains in the trends of painting, figurative drawing, sometimes adopts post-modernism which is reflected in popular cartoon and figures exaggerates or simplifies the human body. The image of fashion illustration is simple. casual or feminine in the rough. For the development of commercial fashion illustration, it is required to produce fashion illustrators, not works but goody, with various concepts appealing to the public.

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