• Title/Summary/Keyword: Cartoon image

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A study on the expression of space and time by match cut in the image media -focusing on the movie, Bram Stoker's Dracula (1992)- (영상미디어에서 매치 컷을 통한 시·공간 표현 연구 -영화<드라큘라>(1992)를 중심으로-)

  • Lim, Yong-Seob
    • Journal of Digital Convergence
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    • v.16 no.5
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    • pp.419-424
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    • 2018
  • Match cut is the montage technique that is widely used in the image media. This technique is versatile to generate the receivers a variety of meanings. In this article, the match cut shorts applied in the movie, Bram Stoker's Dracula, were analyzed based on the meanings occurred between the shorts. In addition, the analysis methods were based on the philosophical issues of Gilles Deleuze which had been analyzed focusing on the generation competency. Also, Francis Bacon's paintings, 'painting' (1946) and 'self-portrait' (1969) demonstrating similar meanings were compared to assist understanding. Upon the analyses of these two media, the meanings of 'becoming' that had the feature of nomadism between the shorts and occurred in the process of combined generation were analyzed. Therefore, match cut occurred in the image media was found to function to the receivers in a variety of ways and the degree of its utilization was not limited upon this analysis.

A Study on effective directive technique of 3D animation in Virtual Reality -Focus on Interactive short using 3D Animation making of Unreal Engine- (가상현실에서 효과적인 3차원 영상 연출을 위한 연구 -언리얼 엔진의 영상 제작을 이용한 인터렉티브 쇼트 중심으로-)

  • Lee, Jun-soo
    • Cartoon and Animation Studies
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    • s.47
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    • pp.1-29
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    • 2017
  • 360-degree virtual reality has been a technology that has been available for a long time and has been actively promoted worldwide in recent years due to development of devices such as HMD (Head Mounted Display) and development of hardware for controlling and executing images of virtual reality. The production of the 360 degree VR requires a different mode of production than the traditional video production, and the matters to be considered for the user have begun to appear. Since the virtual reality image is aimed at a platform that requires enthusiasm, presence and interaction, it is necessary to have a suitable cinematography. In VR, users can freely enjoy the world created by the director and have the advantage of being able to concentrate on his interests during playing the image. However, the director had to develope and install the device what the observer could concentrate on the narrative progression and images to be delivered. Among the various methods of transmitting images, the director can use the composition of the short. In this paper, we will study how to effectively apply the technique of directing through the composition of this shot to 360 degrees virtual reality. Currently, there are no killer contents that are still dominant in the world, including inside and outside the country. In this situation, the potential of virtual reality is recognized and various images are produced. So the way of production follows the traditional image production method, and the shot composition is the same. However, in the 360 degree virtual reality, the use of the long take or blocking technique of the conventional third person view point is used as the main production configuration, and the limit of the short configuration is felt. In addition, while the viewer can interactively view the 360-degree screen using the HMD tracking, the configuration of the shot and the connection of the shot are absolutely dependent on the director like the existing cinematography. In this study, I tried to study whether the viewer can freely change the cinematography such as the composition of the shot at a user's desired time using the feature of interaction of the VR image. To do this, 3D animation was created using a game tool called Unreal Engine to construct an interactive image. Using visual scripting of Unreal Engine called blueprint, we create a device that distinguishes the true and false condition of a condition with a trigger node, which makes a variety of shorts. Through this, various direction techniques are developed and related research is expected, and it is expected to help the development of 360 degree VR image.

Analysis of Mosaic Image of Animation (애니메이션 <플랫 라이프>의 모자이크 이미지 분석)

  • Lee, Ji-Hyun
    • Cartoon and Animation Studies
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    • s.49
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    • pp.465-491
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    • 2017
  • This paper analyzes the short animation film which faithfully follows the external dimension of cartoons, and studies the hidden subject and the way of narrative in the back of the figure. In this process, we analyze the theme of using the analysis method of mosaic image. The narrative of cartoons is usually the majority in discussing the differences in the aspectual part. However, this animation uses cartoons to reach the linear narrative of ordinary narrative movies. As Janet Murray explains, if a 'mosaic image' approaches a theme through a mosaic approach, we can limit the 'mosaic film' that are introduced in the film format among them. First of all, conceptually uses the characteristics of 'mosaic image', at the same time, it utilizes a work utilizing the narrative features of 'mosaic film'. By analyzing this animation film by bifurcation, the first half reveals the characteristics of open-minded mosaic video platform, and the second half introduces the linear narrative method of film narrative. This paper divides the narrative method of 'multi plot Film' into three types: mosaic narrative film, network narrative film, and multi-draft film. Thus, we can analyze the ending of as a narrative method of 'network narrative film' which is composed of parallel or juxtaposed stories. In other words, if the early part of the animation follows the 'mosaic narrative' as an 'extension of ensemble film', the latter part faithfully follows 'network narrative'. Even in the way of talking about the subject, this animated film uses the way of speaking the mosaic image. Considering the aspectual tendency of cartoons, it can be said that this film derives the meaning of 'humor' or 'satire' in an open way. If the first half refers to 'the ambiguous routine of modern man', the latter half draws a profound theme called 'the reality of human selfishness in modern society'. is a film for a wide range of social criticism designed for adults who can interpret meaning.

Magical Realism of Korean Independent Animation (한국독립애니메이션 <무림일검의 사생활>에 나타난 마술적 사실주의)

  • Cho, Young-Eun;Seo, Chae-Hwan
    • Cartoon and Animation Studies
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    • s.39
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    • pp.59-83
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    • 2015
  • Magical realism, blooming and improving in Latin America, opened the new vision about reality and rationalism, coming out from the out-styled frame of past. While having common points with unrealistic literature, which uses fantastical components, magical realism is different from Surrealism and fantasy literature that is focusing on reality and realizing reality intensely. In the early stage of this research, magical realism was restricted by the characteristics of literature of Latin America, but the research of magical realism is expanding in planning Post-Modernism nowadays. Lately, the influence of magical realism is identified in literatures, arts, films, and animations over the world; according to the research, however, research about magical realism in animations was not done in Korea before. A Korean independent animation "A coffee vending machine and its sword" was evaluated positively in many international film festivals is valuable as the research of magical realism. Throughout this study, this animation "A coffee vending machine and its sword" was analyzed by its narrative and images. The analysis of narrative consists two parts. One is about the form of narrative and the other is about contents through the story. Analysis of Image is also divided into two parts: background image and character image. In this animation, the protagonist is narrating about the fantastic accidents in his life and his own feelings towards it. The narration leads audience to understand his situation and feelings in meta-fiction. On the surface, audience watches the love story of a normal girl and coffee vending machine in this artwork, but deep inside the animation, it is visible that the directors tried to make audiences think about the life of 880,000-won Generation in Korea. The background image was represented as real places in Seoul including the landmark of Seoul, making mimesis of reality in Korea. The character image has two conflicting aspects with reincarnated warrior, Jinyoungyoung and a coffee vending machine. It is a hybrid-character transmogrifying between two characters. Likewise, "A coffee vending machine and its sword" has the characteristics of Korean magical realism through form, content and image. Through analyzing the Korean independent animation "A coffee vending machine and its sword", this research tried to find a way of using factors of fantasy, of representing reality as a dramatic device and of using magical realism of Korean animation for bond of sympathy with audience.

Research on the Value Shift of Ne zha's Character Image in Different Periods : Take Ne Zha : I am the destiny(2019) and Ne Zha Conquers the Dragon King(1979) as Examples (시기별 나타 캐릭터의 가치전향 연구- <나타지마동강세(2019)> <나타요해(1979)>를 중심으로 -)

  • Wang, Xin-Xin
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.239-249
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    • 2020
  • Ne Zha: I am the destiny(2019)and Ne Zha Conquers the Dragon King(1979)as animated films based on the theme of Ne zha in different eras and contexts, reflecting the value and significance of different artistic images of Ne zha, The study of the value turn in the character image of Ne zha reflects the different styles of artistic images of Ne zha. This thesis attempts to interpret the changing values behind the different artistic expressions of the Ne zha character in different films. The transformation of Ne zha's image from good to evil, and the shift from the idea of "submit to the will of heaven" to the idea of "taking one's destiny into one's own hands" reflect the different values and meanings of Ne zha's image in different eras. Each film is distinctly contemporary, and Ne Zha: I am the destiny is an innovative and in-depth look at the character of Ne zha in the new era of cinema. There are many forms of artistic expression, and these differences greatly increase the appeal of Ne zha's artistic image, making Chinese animation films more space and value for development.

A line study on movement expression in Dragonball of Toriyama Akira (토리야마 아키라의 <드래곤볼>에 나타난 운동표현에 관한 선 연구)

  • Cho, Dai-Ho;Park, Keong-Cheol
    • Cartoon and Animation Studies
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    • s.31
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    • pp.153-176
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    • 2013
  • In the early 20th century, the some of futurist painter was attempted to represents the 'fast-paced' and 'dynamism' on a two-dimensional picture. The expression of fast-paced and dynamic for look like move image in the painting have evolved as a variety of visual symbol. Visual symbols that represent these movements were settled as the line of the most movement expression in the comic. The of Toriyama Akira gained worldwide popularity is emphasized speed and dynamism as the action genre in cartoon, is nice a data to research the line of the movement expression of cartoon. There is three terms as the action line, The speed line, the effect line on the movement expression in The glossary of in the dictionary of , but it not easy to Separate them by means similar. This study is willing to says the semantically problem of previous lines on the movement expression and to present a new alternative in order to study the line on the movement expression of . This study Separate the line on movement expression from symbolic the perspective and try to newly define by using, was classified lines of four kinds by add the afterimage line on existing the speed line, the motion line, the effect line. First, the speed line was defined as 'The line expressing the movement expression of a moving target as the concept of speed'. It on the way of expression was subdivided the direct as speed line when it alter the shape of the target and the indirect speed line when it alter the background of the target. Second, the motion line was defined as 'The line simplified the moving form or the moving path of moving target'. Third, the effect line was defined as 'the line emphasizing the movement expression of a moving target by Sensory expression or emotional expression. Fourth, the afterimage lines was defined as 'The line expressing slowly moving or swaying the movement expression of target to the afterimage effect. The terminology presented in this study will be able to help the understanding of the line on the movement expression .

The Evolution of Cyber Singer Viewed from the Coevolution of Man and Machine (인간과 기계의 공진화적 관점에서 바라본 사이버가수의 진화과정)

  • Kim, Dae-Woo
    • Cartoon and Animation Studies
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    • s.39
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    • pp.261-295
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    • 2015
  • Cyber singer appeared in the late 1990s has disappeared briefly appeared. although a few attempts in the 2000s, it did not show significant successes. cyber singer was born thanks to the technical development of the IT industry and the emergence of an idol training system in the music industry. It was developed by Vocaloid 'Seeyou' starting from 'Adam'. cyber singer that differenatiated typical digital characters in a cartoon or game may be subject to idolize to the music as a medium. They also feature forming a plurality of fandom. therefore, such attempts and repeated failures, this could be considered a fashion, but it flew content creation and ongoing attempts to take advantage of the new media, such as Vocaloid can see that there are expectations for a true Cyber-born singer. Early-Cyber singer is made only resemble human appearance, but 'Sciart' and 'Seeyou' has been evolving to becoming more like the human capabilities. in this paper, stylized cyber singer had disappeared in the past in the process of developing the technology to evolve into own artificial life does not end in failure cases, gradually led to a change in public perceptions of the image look looking machine was an attempt in that sense. With the direction of the evolution of the mechanical function to obtain a human, fun and human exchanges and mutual feelings. And it is equipped with an artificial life form that evolved with it only in appearance and function. in order to support this logic, I refer to the study of the coevolution of man and machine at every Bruce Mazlish. And, I have analyzed the evolution of cyber singer Bruce research from the perspective of the development process since the late 1990s, the planning of the eight singers who have appeared and design of the cyber character and important voices to be evaluated as a singer (vocal). The machine has been evolving coevolution with humans. cyber singer ambivalent development targets are recognized, but strive to become the new artificial creatures of horror idea of human desire and death continues. therefore, the new Cyber-organisms are likely to be the same style as 'Seeyou'. because, cartoon forms and whirring voice may not be in the form of a signifier is the real human desires, but this is because the contemporary public's desire to be desired and the technical development of this type can be created at the point where the cross-signifier.

Expression types and characteristics of photomontage in the contemporary fashion (현대패션에 나타난 포토몽타주의 표현유형과 특성)

  • Kim, Sun Young
    • The Research Journal of the Costume Culture
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    • v.21 no.3
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    • pp.309-323
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    • 2013
  • This study examined the expression mode and feature about photomontage indicated in the 21st century's Contemporary fashion. This intends to have better understanding on photomontage and to provide theoretical explanation to help a creative design development using photomontage in the future. For the research method, review over photomontage concept and its historical background was carried out with relevant literature and precedent studies. Then, analysis was followed about 258 pieces of photomontage application works featured in the four major global collections from 2001S/S to 2011F/W. Among types of photomontage expression in the Contemporary fashion, objects in the nature like animal, plant, scenery picture took up the highest frequency as motive. Other types appeared in the following order: the people-oriented type such as eminent person's figure or partial body, the ready-made image including diverse daily goods in the modern consumption society, a variety of printed stuff like cartoon, newspaper and magazine, the type of photomontage expression through borrowing the earlier famous art pieces or doing the cooperative work with artists in different fields, applications like architecture, land marks in many cities in the world, and interior, things assembled with various images, modified religious images in photomontage from Buddha or holy picture. Therefore, the modern fashion that uses photomontage could possibly feature popularity, naturalism, playfulness and creativity.

A study on the Contemporary Art Inspiration in Contemporary Fashion Design (현대패션에 나타난 Contemporary Art Inspiration 연구)

  • Baik, Jeong-Hyun;Bae, Soo-Jeong
    • Journal of Fashion Business
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    • v.14 no.1
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    • pp.143-162
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    • 2010
  • The purpose of this study is to suggest more specific method to express art connected to the factor of fashion design by classifying fashion case combined with contemporary art, which is expressed through visual factor of fashion, analyzing exchange phenomenon, trend and change aspect of art and fashion and researching its expression type under the background of art preference phenomenon of contemporary art. From the result of measuring the frequency of contemporary art type, it was found that various types and artists' works were applied to fashion industry. Therefore, the scope of contemporary art, which is used for fashion, is being enlarged and new type is appearing every year continuously. Especially, its frequency was highest in 2008 S/S. In addition, it was found that it was more frequent in S/S season rather than in F/W season. From the result of analyzing expression method of contemporary art inspiration shown in fashion by classifying it into structure aspect, print aspect and 3D decoration aspect, in most cases, the contemporary art was used as a print or pattern for dress or accessory. The print aspect could be divided into geometric abstraction pattern, expressional abstract pattern, trompe-l'oeil pattern, graffiti pattern, picture image pattern and cartoon pattern in detail.

Design and Implementation of Web-based UCC Authoring System without Data Redundancy (데이터 중복을 고려한 웹 기반 UCC 저작 시스템의 설계 및 구현)

  • Seong, Dong-Ook;Park, Jun-Ho;Park, Hyoung-Soon;Roh, Kyu-Jong;Park, Chan;Yoo, Kwan-Hee;Yoo, Jae-Soo
    • The Journal of the Korea Contents Association
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    • v.10 no.4
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    • pp.36-44
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    • 2010
  • Various contents are needed by many users as more developing the internet technologies. However, the conventional contents service structure can't support these requirements sufficiently. Therefor, the UCC that novel contents type is made based on the Web 2.0 concepts. It is needed the contents authoring tools that can use easily for creating multimedia UCC. In this paper, we analyze problems of exist ActiveX based contents authoring tool and local application based contents editor. we design and propose new authoring system that solve problems of exist system.