• Title/Summary/Keyword: Cartoon Expression

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HEEAS: On the Implementation and an Animation Algorithm of an Emotional Expression (HEEAS: 감정표현 애니메이션 알고리즘과 구현에 관한 연구)

  • Kim Sang-Kil;Min Yong-Sik
    • The Journal of the Korea Contents Association
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    • v.6 no.3
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    • pp.125-134
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    • 2006
  • The purpose of this paper is constructed a HEEAAS(Human Emotional Expression Animaion System), which is an animation system to show both the face and the body motion from the inputted voice about just 4 types of emotions such as fear, dislike, surprise and normal. To implement our paper, we chose the korean young man in his twenties who was to show appropriate emotions the most correctly. Also, we have focused on reducing the processing time about making the real animation in making both face and body codes of emotions from the inputted voice signal. That is, we can reduce the search time to use the binary search technique from the face and body motion databases, Throughout the experiment, we have a 99.9% accuracy of the real emotional expression in the cartoon animation.

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Expression Types and Characteristics of Body Parts Shown in Modern Fashion Design: Focused on from 2001S/S to 2008S/S (현대패션디자인에 나타난 신체부위의 표현유형과 특성 : 2001S/S$\sim$2008S/S를 중심으로)

  • Kim, Sun-Young
    • Journal of the Korean Home Economics Association
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    • v.47 no.8
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    • pp.25-35
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    • 2009
  • This study analyzed expression types and characteristics of modern fashion designs using body parts. The research was conducted based on a literature review and empirical research of fashion magazines published in Korea and other countries from 2001 to 2008. Four fashion statements predominated. Most frequently, body parts presented in modern fashion design, included realistic expressions, simplification, anatomic expression and a mixture with other patterns and logos. A body part, such as an eye, a lip, a hand or a chest was characteristically located in an unfamiliar position, as part of modern fashion design using body parts. Other parts and surrealistic images were shown with accessories utilizing body shapes. Second, amusing images were emphasized with humorous expressions, including simplification of body parts, childish decorations, fairy tale illusions and cartoon factors. Third, erotic images were presented with a more realistic expression of a partial image of a female body part, such as a lip or a tongue. Fourth, the use of facial images of celebrities in modern fashion design showed the phase of the times and the characteristic utilization of pop art as an image.

Une etude sur la representation reepetative de la decorativite : autour du sounziang manwha et d'autres genres d'expression(affiche, illusatation, shojo manga) ('장식성'의 반복적 출현에 대한 소고 : 순정만화와 타 장르(포스터, 일러스트, 서정화, 소조망가)를 중심으로)

  • Han, Sang-Jung
    • Cartoon and Animation Studies
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    • s.12
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    • pp.44-55
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    • 2007
  • Nous conduisons tous les codes graphiques specifiques d'un genre de la bande dessinee coreenne, sounziang manwha, e la "decorativite". Afin de mieux rendre compte de cette decorativite, nous suivons un chemin qui aborde des divers etats de cette specificite. Etant donne que la decorativite n'est pas originaire, ni propre totalement au genre, nous nous interessons e ses formes differentes dans les genres precedentes : dessin de mode, dessin lyrique, illustration, affiche, shojo manga, etc. Ils nous permettent e voir des ressemblances et des differences dans les styles graphiques. Nous parvenons enfin e comprendre ce que la decorativite en bande dessinee est attachee intimemnt aux traits fictifs et irreels du diegese.

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A Study on the Function of Props in Animation 1 (애니메이션 소도구의 기능에 관한 소고(小考) 1)

  • Baek, Seung-Gyun
    • Cartoon and Animation Studies
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    • s.9
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    • pp.143-160
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    • 2005
  • This study was performed on purpose to consider the charade function of props in directing animation. The prop is gradually expanded its role and scope in modern animation. Its scope covers dramatic factors, creating and changing characters, the means of psychological description or emotional expression, mise-en-scene, montage, creating products etc. Like this, the prop has an important function emotionally or indispensably in human life. Thus, the prop should be a subject that can speak to audiences or viewers, not worthless and silent subject. Hence, the prop should be recognized as a charade having productional function. Nevertheless, the prop has been unnoticed up to now. The function of props should be valued hereafter. The prop itself is meaningless, but it always speaks to audiences on the screen.

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Processing Manufacture of Mobile 3D Animation Based on Commercial Cartoon Images (카툰 이미지를 바탕으로 한 모바일 3D 애니메이션 제작과정)

  • Kim, Hye-Jung
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.521-524
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    • 2006
  • Mobile industry has been progressed rapidly with new mobile technique develpment. The mobile is a communication device for the young generation and give great additional images through animations and characters. It is expected that the mobile industry would elevate greatly in means of the animation characters that is connected directly, closely, and amicably to the sense of humane beings. Of those animations, 3D animation is a high communication technique that rinks to directly the expression of person in way of a sense of space, three dimension, and reality. Surely the new 3D animation will be developed constantly and in various way. It is consideralbe that the manufacture of 3D mobile animation links closely to cartoon that forms concerns of people.

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The study on framing of animation -Centering on Gestalt theory (애니메이션의 장면화(framing)에 관한 연구 - 게슈탈트(Gestalt)이론을 중심으로)

  • Sun, Kyung-Hee
    • Cartoon and Animation Studies
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    • s.6
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    • pp.34-71
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    • 2002
  • Animation has been developed as a part of artistry, and maintained a correlation with other various genres such as art, film and music to bring changes in form and to seek new things. Recently, technological advancement also has supported digitalization of producing process with variety in its method. Basic unit of animation production is a frame. A set of frames which has an image of producer's intention comes to life as animation when constructed, connected and transformed. A producer usually goes through a series of trouble when deciding how to express one's intention in images. Framing in animation is a kind of visual information which reflects producer's visual perception. A producer does not simply characterize matters into geometrical figures or give circumstantial explanation, but does framing work that relies on expression. Artistic psychology based on Gestalt Theory does not concentrate on abstract artistic philosophy with conventional beauty as its center, but pursues ambiguity and coherence of formative arts to support on accepting systematic order. Therefore, the purpose of this study is to find theoretical assistance which may be fundamental part in framing of animation. First, ten elements of Rudolf Arnheim centering on Gestalt Theory shall be redefined as concepts. Based on its ground, I will attempt to analyze shape-quality of framing of conventional animation, and make an approach with my personal experimental project. From this research project, I intend to analogize systematic aspect of framing in animation and to make framing of animation possible to assist in actual production of animation.

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A Study on Richmedia Application in Internet Advertisement (인터넷 광고에서 리치미디어의 활용방안 연구)

  • Kwon, Sang-Oh
    • Cartoon and Animation Studies
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    • s.10
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    • pp.149-157
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    • 2006
  • With the expansion of the Internet population, the online market is achieving a rapid growth and the size of the Internet advertisement market is increasing at a high rate. Different from passive types of information transmission, online media allows active two way communication thanks to communication and network technologies, so they can ascertain the effects of advertisement and users' response immediately. Rich media refer to such new advertisement techniques on the Internet, and are expected to lead the future Internet advertisement market. Thus, the present study purposed to analyze the visual expression elements of rich media advertisements in order to understand and enhance the effects of rich media advertisements with higher interactivity than existing Internet advertisements, and to propose guidelines for applying unique designs for the promotion of businesses and organizations and the provision of effective information to users.

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A Study on the Motivation for the Participation in Video UCC Production and Its Effects (동영상 UCC 제작 참여 동기와 효과에 대한 연구)

  • Lee, Seung-Whan
    • Cartoon and Animation Studies
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    • s.18
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    • pp.73-88
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    • 2010
  • With the recent trend of Web 2.0, experts argue that the UCC age has blossomed where people themselves produce their own content and share it on the Internet. However, more academic studies on video UCC production are needed to understand fully the video UCC phenomenon in Korea. This study was done as an exploratory study to investigate the motivations for video UCC production and its effects. Results reveal that the important motivations for participating in video UCC creation are fun, sharing, and self-expression. For the rewards for video UCC creation participation, feedback, sharing and self-satisfaction are considered valuable psychological rewards by the video UCC creators. Furthermore, the total amount of video UCC production is positively correlated with self-evaluation of fun, importance, and practicality of the video UCC content.

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A study on differences in the humor embedded in stories between Korean and American feature-length animation (한·미 장편 애니메이션에서 스토리와 관련된 유머의 차이에 대한 고찰)

  • Kim, Yun-Jung
    • Cartoon and Animation Studies
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    • s.35
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    • pp.67-88
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    • 2014
  • Internationally, the Korean feature-length animation is not making a successful box office hit. Being a box office hit all around the world is related with entertainment and laughter cannot be excluded as a element that gives such enjoyment. Although the humor would be playing an important role in globalization of Korean animation, studies that analyzed humor in Korean and U.S. animation are still lacking. Recently, there are cases that several Korean animations aim at overseas market entrust pre-production of scenario or storyboard. This paper examines the humor embedded in stories of feature-length animations that had the most differences by analyzing frequency and contents, and through interviews. It also proposes ways to improve the humor embedded in stories of Korean animations.

A study on the Significance of Hand Image in Animation (애니메이션 텍스트와 이미지로써 손의 의미작용에 관한 연구)

  • Kim, Yun-Kyung
    • Cartoon and Animation Studies
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    • s.14
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    • pp.53-63
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    • 2008
  • This paper examines the expression of hand appeared in animation. The hand changed its role from the status of the traditional representation to the enlarged meaning; the hand image has shown the individual consciousness and the social reality that has been reflected to our society. On the basis of clarify these concern, the hand appeared in animation gives a new communication and another way to express reality. Futhermore, the hand is no longer an image with realistic representation which generated a form of the consciousness of human being based on the reflection of its own self-identify through the exaggeration and transformation. This means that the hand as a whole is represented by naming one of its parts or vice versa. Therefore, the main purpose of this paper to study the effect and signification process which a synecdoche creates on the work of animation. In conclusion, the expression of hand as new interpretation appeared in animation adapts itself to changing the perspective on animation.

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