• Title/Summary/Keyword: Cartoon image

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The sound analysis of (<이야기 속의 이야기> 사운드 분석)

  • Mok, Hae-Jung
    • Cartoon and Animation Studies
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    • s.20
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    • pp.87-104
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    • 2010
  • Animation creates meaning and affection by combinig image and sound like film. directed by Yuri Norstein is a good text for analyzing animation sound in that it combines image and various music and sound effects well. This study focuses on analyzing the way that sound function to make meaning in this text. Generally sound is categorized into dialogue, music, and sound effect. And animation has its own characteristic in each category. The voice for dialogue is created corresponding to the image of the character and the rhythm is very important in Animation. Plus Sound effect in animation can be said to mimic not just sound but also movement. This study analyzes sound based on three sound factors and the concepts of the point of listening, subjective sound, and sound bridge. Subjective sound using the point of listening of the wolf and the baby bestows a special position on the main characters in the text. It is the overall characteristic of the sound use of this text that the repetitive combination of sound and image, the linguistic and annotative function of sound effect, and comparatively conventional use of music and sound effect enhance the affection and readability.

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A Study for Expressing the Image of Anticommunistic Ideology Reflected in (<똘이 장군>에 반영된 반공적 이데올로기 이미지 표현에 관한 연구)

  • Jang, Yeon-Yi
    • Cartoon and Animation Studies
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    • s.15
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    • pp.109-122
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    • 2009
  • Cultural policy, a part of ideological policy has affected remarkable changes in movie and animation. Korean animation was called cartoon movie and popular only among children, but works dealing with anti-communism ideology have been introduced in Korea since before/after 1970s. Animation focusing on ideology is not unique in Korea, but division of two Koreas after Korean War made great influence on social, cultural and educational aspects of the nation. Moreover, modification in movie-related laws and regulations made in 1960s - 1970s affected movie and animation significantly and is a means of strengthening anti-communism. In particular, Director Cheong-gi Kim's released in 1978 is meaningful in that it is the first long piece of animation movie. In this study, I clarify anticommunistic ideology reflected on the anticommunistic animations and the imageable expression of ideology reflected on . Most of all, I emphasize on clarifying how the cultural policies and social & cultural background influence on the advent of anticommunistic animation in 1960${\sim}$1970. Also, to communicate anticommunistic ideology reflected on produced under the social & cultural background, I clarify the expressive characteristic which the image of animation has.

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A Complementary Quadtree in Consideration for Gradient of Homogeneous Regions (동질 영역의 기울기를 고려한 상보 쿼드트리)

  • Kim, Sin-Jin;Lee, Jong-Yeop;Kim, Yeong-Mo;Go, Gwang-Sik
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.39 no.3
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    • pp.36-41
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    • 2002
  • Generally, cartoon images are simple and involve a small number of colors and often include large homogeneous regions with same color or gradient. In this paper, effective compression method for complementary quadtree was suggested for cartoon images, by using those properties. And with progressive transmission, this method involves a progressive increase in the image resolution at the receiver from a lower to a higher resolution during the transmission of data. This is an effective way of using a limited transmission channel, because, after estimating the value of the data in the early transmission period, a decision can be made whether or not to proceed with the transmission of the remaining part. Since the proposed method is lossless and involves progressive transmission, it was compared with progressive PNG and progressive GIF, which had same functions.

A Study of Stage setting(image) device based on Animation : Ani-Stage (애니메이션을 이용한 영상무대장치에 대한 연구 : 애니 스테이지(Ani-Stage))

  • Min, Kyung-Mi
    • Cartoon and Animation Studies
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    • s.11
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    • pp.105-120
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    • 2007
  • This treatise has defined afresh the stage setting(image) device with use of animation which is known as virtual studio, cyber studio and all that sort of things as a word 'Ani-Stage' and has also adjusted it's generative background. It will be suggest that the established stage setting device with some confined techniques need to be grafted other various animation techniques together in order to make room for 'Ani-Stage-oriented' and will be offer a device able to make free use of composition angles, simplification of composite process free from limited factors. The purpose of this treatise is that raise up the recognition on ani-stage of the specialistic competent person who playing a role in the sphere of animation and that give a new definition about the stage setting device based on animation.

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A Study on the expression of Surrealism Collage in Animation - Focusing on Raoul Servais animation film called - (애니메이션에 나타난 초현실주의 회화의 꼴라쥬 기법과 표현에 관한 연구 - 라울 세르베의 작품 <밤의 나비들>을 중심으로 -)

  • Kim, Yun-Kyung
    • Cartoon and Animation Studies
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    • s.11
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    • pp.73-85
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    • 2007
  • The purpose of this study is to analyze collage of animated film is able to build up total embodiment of thought. Surrealism Collage intend to combination of various characters including new attempts and pluralistic features. In particular, the fantastic, irrational characteristics of expression and extravagant and unfamiliar artistic technique of Surrealism Collage are actively introduced and explored as elements to make new image and suggest the possibility of another reality. This image has been connected Raoul Servais animation film called . The use of this film technique gives a touch that is sensibly different from the digital encrustation technique which justifies it. Representative animator of Surrealism Raoul Servais expands the domain of his own creative works by succeeding to Surrealistic movement.

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Mobile Web Capture notes system Research on learning maturity (모바일 웹 캡처 메모 시스템의 학습 완성도에 대한 연구)

  • Lee, Yean-Ran;Lim, Young-Hwan
    • Cartoon and Animation Studies
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    • s.32
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    • pp.363-381
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    • 2013
  • In this paper, on the web, offline mobile learning content to reinforce the learning of the video frame-by-frame necessary for re-learning area to capture only the important areas. The frame of the captured image and the image in the form of advanced training time saved and also a description of the notes feature to store. The area needed for the capture area re-learning the learner to learner-centered custom systems can be applied. In order to capture the learning program, regardless of the configuration of the selected frame by frame in order to capture the user-centric storytelling-based learning can be applied. Capture the full effect of the system compared to learning and learner-centered learning time-saving reconstruction of the frame according to the customized learning to play a positive role in improving effectiveness.

A Study on Jean-Charles de Castelbajac (장 샤를르 드 카스텔바작 (Jean-Charles de Castelbajac)에 대한 연구(硏究))

  • Cho, Mal-Hee
    • Journal of Fashion Business
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    • v.2 no.3
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    • pp.73-86
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    • 1998
  • Jean-Charles de Castelbajac is gaining worldwide recognition as a designer who is not conscious of fashion and meet the desire of times. Castelbajac's works can be devided into three periods. 1. Creative challenge period. (1968~78) - His works started from creative challenge against haute-couture attract with practical design and extraordinary textile use. 2. Artistic development period. (1979~88) - He made unique ideas with the four primary colors affected by modern formative art. Pop-art clothes using cartoon or graffito were highlighted. 3. Aesthetic maturity period. (1989-now) - He received chevalier of Arts and the Letters at 1989. He was acquainted with other many designers in the world at 1990s, and his works came to mature. The aesthetic qualities in Castelbajac's works can be identified with the following themes. 1. Geometrical simplicity - Geometrical form without decoration and unnecessary lines used for the most comfortable cloth to wear and act gives an impression of explicitness and intelligence. 2. Humorous decoration - An unique idea having wit and humor shows his philosophy that must be new, vital and delightful. 3. Parody presentation - Pictures or people are reorganized 9Y work philosophy, then that get satirical and comic effects. 4. Pop-art image - Using mass communication media like a cartoon, figures, flag, graffiti, it produces clear and bright image.

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A Study on the Design of Pop Art Applied to T-Shirt (티셔츠에 표현된 팝아트 디자인 연구)

  • Kim, Eun-Ha;Cho, Jean-Suk
    • The Research Journal of the Costume Culture
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    • v.16 no.3
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    • pp.409-424
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    • 2008
  • This study intends to analyze T-shirt designs, particularly in connection with pop art. 444 pieces of T-shirts which conveyed the pop art spirits of well-known designers were selected for five years from 2001 to 2005, through fashion magazines(Collection: Dong-ah TV, Collezioni: Italy). The findings are as follows. As for formative characteristics of pop art in T-shirts, previous studies were analyzed to set classifications criteria such as popularization of images, eroticism, lettering and graffiti, assemblage. The design factor of the image popularization includes everyday images, cartoon, celebrities, and caricature. Everyday images ranked first followed by cartoon, caricature and celebrities. The design factor of eroticism ranges from the see-through look, partial exposure of human body, symbolization of underwear, and to printing of sexy images. The see-through look was ranked first, followed by partial exposure of human body, symbolization of underwear, and printing of sexy images. The design factor of lettering and graffiti encompasses letters, numbers, symbols and logos. Adoption of letters, numbers or symbols was ranked first, followed by brand logos and graffiti. The design factor of Assemblage is closely related to a three-dimensional effect. Varied expressions are possible: combination of two different textiles and fusion of textile and non-textile. Combination of two different textiles are higher than fusion of textile and non-textile.

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Study on the Visual Characteristics and Subjectivity in the Live Action Based Virtual Reality (실사기반 가상현실 영상의 특징과 주체 구성에 대한 연구)

  • Jeon, Gyongran
    • Cartoon and Animation Studies
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    • s.48
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    • pp.117-139
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    • 2017
  • The possibility of interactivity of digital media environment is adopted in human expression system and integrates the dynamic aspect of digital technology with expressive structure, thereby transforming the paradigm of image acceptance as well as image expression range. Virtual reality images have an important meaning in that they are changing the one-way mechanism of production and acceptance of images that lead to producers-video-audiences beyond the problem of verisimilitude such as how vividly they simulate reality. First of all, the virtual reality image is not one-sided but interactive image composed by the user. Viewing a virtual reality image does not just see the camera shine, but it gets the same view as in the real world. Therefore, the image that was controlled through framing changes to be configured positively by the user. This implies a change in the paradigm of image acceptance as well as a change in the existing form of the image itself. In addition, the narrative structure of the image and the subjects that are formed in the process are also required to be discussed. In the virtual reality image, the user 's gaze is a fusion of the gaze inside the image and the gaze outside the image. This is because the position of the user as the subject of the gaze in the virtual reality image is continuously restricted by the device of the discourse such as the editing and the narration of the shot. The significance of the virtual reality image is not aesthetically perfect but it is reconstructed according to the user to reflect the existence of the user positively and engage the user in the image.

A Study on Ontology of Digital Photo Image Focused on a Simulacre Concept of Deleuze & Baudrillard (디지털 사진 이미지의 존재론에 관한 연구 -들뢰즈와 보드리야르의 시뮬라크르 개념을 중심으로)

  • Gwon, Oh-sang
    • Cartoon and Animation Studies
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    • s.51
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    • pp.391-411
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    • 2018
  • The purpose of this thesis is to examine ontology of digital photo image based on a Simulacre concept of Gilles Deleuze & Jean Baudrillard. Traditionally, analog image follows the logic of reproduction with a similarity with original target. Therefore, visual reality of analog image is illuminated, interpreted, and described in a subjective viewpoint, but does not deviate from the interpreted reality. However, digital image does not exist physically but exists as information that is made of mathematical data, a digital algorithm. This digital image is that newness of every reproduction, that is, essence of subject 'once existing there' does not exist anymore, and does not instruct or reproduce an outside target. Therefore, digital image does not have the similarity and does not keep the index instruction ability anymore. It means that this digital image is converted into a virtual area, and this is not reproduction of already existing but display of not existing yet. This not-being of digital image changes understanding of reality, existence, and imagination. Now, dividing it into reality and imagination itself is meaningless, and this does not make digital image with technical improvement but is a new image that is basically completely different from existing image. Eventually, digital image of the day passes step to visualize an existent target, nonexistent things have been visualized, and reality operates virtually. It means that digital image does not reproduce our reality but reproduces other reality realistically. In other words, it is a virtual reproduction producing an image that is not related to a target, that is to say Simulacre. In the virtually simulated world, reality has an infinite possibility, and it is not a picture of the past and present and has a possibility as the infinite virtual that is not fixed, is infinitely mutable, and is not actualized yet.