• Title/Summary/Keyword: Expression Animation

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Cartoon Criticism; The subject and the gaze based on Lacan' s theory otherness of vision : focusing on KUBRICK of Kang, Do-Ha (라캉의 시각의 타자성(대상 a)에 근거한 만화비평으로서의 주체와 응시 : 강도하의 큐브릭을 중심으로)

  • Yang, Seung-Kyu
    • Cartoon and Animation Studies
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    • s.26
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    • pp.79-108
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    • 2012
  • This thesis is on the purpose of seeking for the possibility of a mechanism in interpreting, analyzing and criticizing cartoons which are applied to the concept of "the gaze" based on "the otherness of vision", which states a pluralistic visual world. It proves that cartoons are in line with other art works that are the subject to "lack and desire"; the gaze, greets reality and acts as an important criterion of analyzing and criticizing the trend in contemporary art, in which the cartoon expresses the gaze in harmony within its work of art. In this thesis, the artist, Kang Doh-ha structuralized ambiguous and difficult forms of art as he has cumulated experimental minds by working in an indie cartoon plane for a long period of time. Among his works of art, he identified the "invisible world" through his piece "Kubrik". Therefore, he represented: a metaphor and a metonymy, an ambiguously situational expression, an intentional and emotional error, the structure of individuality and integration, and finally tension beyond its meaning through use of 'the gaze' that is both the cause and the subject of a desire in the visible world which Lacan academized when he interpreted and analyzed "Kubrik". The concept of the gaze can be used in a variety of ways to display one another's presence in relation each character, revealing a spot of lack by staring back at readers or audiences and furthermore, to analyze and criticize the hidden side of the art piece by critics. The most important details are the artist's gaze, which is seen in the eyes of the analysis and also his or her criticism of the cartoon, which functions as a metaphoric screen in which the subject himself or herself betrays the law of desires thus enabling the violent and cruel reality to be masked and indulged in plays. This will serve as an element that will lead into an art as well as control the degradation to just a piece of enjoyment with the cartoon remaining only within the visual world.

An Analysis on the Personality and Relation according to he Blood Types of Characters in the Comics (만화 <나루토> 속 캐릭터의 혈액형에 따른 성격과 관계 분석)

  • Park, Keong-Cheol
    • Cartoon and Animation Studies
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    • s.39
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    • pp.233-259
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    • 2015
  • Comics is a medium that characters lead a story as words are combined with pictures. Despite characters are simple and exaggerated fictive ones, readers empathize with personality of the character through outer appearance of face and clothes, expression, behavior lines etc. Personality of a character is established by the author or story writer of the comics. Basically, established personality must be maintained through the comics without being broken. To establish personality of a character, understanding of human personality is important. One method for the foregoing is to refer to the framework used for analyzing human personality. As for personality type by blood type, it is considered that there is a specific type of personality according to blood type, and human personality is analyzed by four blood types of A, B, AB and O. Personality type by blood type is convenient to access in the way that it is easy and simple without complexity. The process of establishing personality of a character may be easier by referring to the personality according to blood type. Kishimoto Masashi, the author of the comics is establishing blood types for each character. This study aims to analyze personality depending on the blood types and relations according to blood types among of main and surrounding characters appearing in . As for research methods, this study, first, analyzed how blood type is related to personality in 'the relation between blood type and personality'. Second, this study analyzed blood type and personality in 'personality by blood type of characters in comics '. Third, in the 'personality and relations according to the blood types of characters in the comics ', this study analyzed personality and relations according to the blood type by using a 'caring relationship' which is a like-minded relation according to the blood type. Relations that this study analyzed include '1) Relation between team manager and team member in a team Naruto is belonging', '2) Naruto's eternal triangle and family relations', '3) Naruto's teacher-pupil relations and team manager relation', '4) Main rivalries in ' and '5) change in Naruto and Sasuke's relationship from adversarial to cooperator relationship'. From the relations according to blood types between personality and character established by the author, it is possible to infer that the author referred to the personality of each blood type. Like this, establishing personality of characters and making relations among characters based on the personality type by blood type may be one of useful methods for creating a story.

A Study on Cultural Planning Based on the Characteristics of Domestic Cultural Archetypes: Focusing on the Jeju Folktale 'Seolmundae Halmang and Obaek General' (국내 문화원형 특징을 기반으로 한 문화 기획 연구: 제주 설화 '설문대 할망과 오백장군'을 중심으로)

  • Lee, Ji-Hun
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.7
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    • pp.259-269
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    • 2021
  • This study examines the legend of 'Grandmother Seolmundae and Five Hundred Generals', the cultural archetypes of Jeju, and analyzes the characteristics of its contents. After analyzing the feasibility of using the analyzed cultural prototype as cultural contents such as games and animations, based on this analysis, we tried to suggest a cultural planning approach based on the cultural prototype to the cultural agency. Therefore, the implications of this study are as follows. First, among the cultural prototypes in Korea, 'Grandmother Seolmundae and Five Hundred Generals', which represent the legends of Jeju Island, are being organized centered on many historical researchers and Chaerokga, but there is no precise establishment of the exact timing of the legend and how it arose. Therefore, when planning and developing content based on the cultural prototype, it is most important for cultural agencies to develop a story after researching historical evidence and opinions of local residents to identify a consistent point of view. Second, although the contents of the cultural archetype are arranged slightly differently by historians and recorders, the main contents and characteristics of the story are found to have a similar form. Therefore, cultural agencies should focus on finding the point of view and characteristics of a story, even if a story is written differently by different people when doing a cultural prototype. Third, when planning a game based on the cultural prototype, the main elements such as the elements to be expressed in the game and the fun elements should be found and presented. In particular, because fun and rules are the most important parts of games, if this part cannot be derived from the story of the cultural archetype or cannot be made, it is difficult to transform the cultural archetype into a game. Therefore, it can be seen that it is important for cultural agencies to set their game plan intentions in consideration of story expression and fun, even if it is the core or non-core of the entire story of the cultural archetype. Lastly, although the cultural prototype 'Grandmother Seolmundae and Five Hundred Generals' was presented as animation content, it is important to develop it considering the story, characters, media, and audience. Therefore, cultural agencies should be able to derive the elements such as stories, representative and auxiliary characters, and viewers that can be adapted from the cultural prototype as much as possible. It will be an important part of raising.

A Study of the Relationship between Realistic Expression of Objects and Graphic Novel in Korean Comics - Focused on the work by Kwon, Ga-Ya - (한국만화에 있어 대상의 사실적 표현과 그래픽 노블의 연관관계에 대한 연구 - 권가야의 <남한산성>작품을 중심으로 -)

  • Park, Hee-Bok;Kim, Kwang-Su
    • Cartoon and Animation Studies
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    • s.37
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    • pp.361-392
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    • 2014
  • Regarding works that express objects realistically in painting, Gustave Courbet advocated realism in the mid-19th century, France, resisting the then academist style of painting, and works in realist style were produced in earnest by painters such as H. Daumier or Jean F. Millet, who went along with him. Later, realism has expanded into the realm of general literature, including fine art, which has had profound impacts on works of art and literary works. In comics, too, in the same historical context as a form of painting, realistic comics began to be produced by painters or cartoonists at the time. These realism comics are those dealing with stories based on facts, and in terms of contents, objective description and representation of the social realities of the times is one of the most important objectives, but it could not be concluded that in their visual aspect, that is, that of expressing the objects, they were realistic. In the meantime, a graphic novel was born, which was the intermediate form between comics and novels around the United States and Europe since the 1980s. Graphic novels appeared in forms and styles with strong literary and artistic values in the comics market in the U.S. which was full of the superhero genre (comics around heroes), and their major characteristics are very realistic expressions in terms of contents and visual aspect. They are complex and delicate and even have artistic, literary values as if readers read a fiction or literary work of which its narrative structures or pictures are produced with graphics. The characteristics of realistic expressions shown in graphic novels are very different from the previous works of comics. It is noteworthy that they began to be acknowledged as works of art like painting or illustration, thanks to their features of strongly individual auteurist painting style, a fairly high degree of completion of the works, and creative and experimental expression techniques or methods, instead of following the fashion of the times. In recent years, in South Korea, Hollywood blockbuster films have been released one after another and become box office hits, there are increasing interest and demand for the original graphic novels. Accordingly, many original graphic novels have been translated and started to be sold, and keeping pace with this global flow of fashion, some writers in Korea began to produce works of graphic novels. However, to look into the domestic works produced claiming to be graphic novels, there are various opinions on their format and authenticity. In this sense, this study focused on Ga-ya Kwon's Namhansanseong, one the representative works of Korean style graphic novels, and in particular, it attempted to analyze their characteristics and commonalities focusing on the visual aspect of realistic expressions of objects. It is expected that there would be an opportunity to seek for ways so that Korean style graphic novel can be further developed as a genre of comics, with competitiveness by looking back on the identity and present state of domestic graphic novels and developing and applying Korea's original subject matters differentiated from those of graphic novels in the U.S., Europe or Japan through this study. In addition, it is desired that they will be a new energizer for the stagnant domestic comics market.

Component Analysis for Constructing an Emotion Ontology (감정 온톨로지의 구축을 위한 구성요소 분석)

  • Yoon, Ae-Sun;Kwon, Hyuk-Chul
    • Korean Journal of Cognitive Science
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    • v.21 no.1
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    • pp.157-175
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    • 2010
  • Understanding dialogue participant's emotion is important as well as decoding the explicit message in human communication. It is well known that non-verbal elements are more suitable for conveying speaker's emotions than verbal elements. Written texts, however, contain a variety of linguistic units that express emotions. This study aims at analyzing components for constructing an emotion ontology, that provides us with numerous applications in Human Language Technology. A majority of the previous work in text-based emotion processing focused on the classification of emotions, the construction of a dictionary describing emotion, and the retrieval of those lexica in texts through keyword spotting and/or syntactic parsing techniques. The retrieved or computed emotions based on that process did not show good results in terms of accuracy. Thus, more sophisticate components analysis is proposed and the linguistic factors are introduced in this study. (1) 5 linguistic types of emotion expressions are differentiated in terms of target (verbal/non-verbal) and the method (expressive/descriptive/iconic). The correlations among them as well as their correlation with the non-verbal expressive type are also determined. This characteristic is expected to guarantees more adaptability to our ontology in multi-modal environments. (2) As emotion-related components, this study proposes 24 emotion types, the 5-scale intensity (-2~+2), and the 3-scale polarity (positive/negative/neutral) which can describe a variety of emotions in more detail and in standardized way. (3) We introduce verbal expression-related components, such as 'experiencer', 'description target', 'description method' and 'linguistic features', which can classify and tag appropriately verbal expressions of emotions. (4) Adopting the linguistic tag sets proposed by ISO and TEI and providing the mapping table between our classification of emotions and Plutchik's, our ontology can be easily employed for multilingual processing.

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Implementation of Random Controlling of Convergence Point in VR Image Content Production (VR 영상콘텐츠 제작을 위한 컨버전스 포인트 임의조절 구현)

  • Jin, Hyung Woo;Baek, Gwang Ho;Kim, Mijin
    • Smart Media Journal
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    • v.4 no.4
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    • pp.111-119
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    • 2015
  • As a variety of HMD(Head Mounted Display) has come out, the production of 3D images onto which VR(Virtual Reality) technologies are grafted has been contributed to activating the production of image contents depending on a tangible or immersing type. VR-based image contents have enlarged their applicability across the entertainment industry from animation and game to realistic images. At the same time, the solution development for producing VR image contents has also gained elasticity. However, among those production solutions which have been used until now, fixed stereo camera based photographing has a limit that the binocular disparity of a user is fixed. This does not only restrict a way of expression a producer intends to direct, but also may cause the effect of 3D or space not to be sensed enough as view condition is not considered enough in a user's side. This study is aimed at resolving with skills applying in the latter part of 3D image production the problem that convergence points may be adjusted with restriction, which tends to happen at the time of the production of VR image contents. The later stage of the 3D imaging work analyzes and applies to game engines the significance of adjusting convergence points through the visualization of binocular disparity so that it is available to implement a function that the points could be controlled at random by a user.

Sound Visualization based on Emotional Analysis of Musical Parameters (음악 구성요소의 감정 구조 분석에 기반 한 시각화 연구)

  • Kim, Hey-Ran;Song, Eun-Sung
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.104-112
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    • 2021
  • In this study, emotional analysis was conducted based on the basic attribute data of music and the emotional model in psychology, and the result was applied to the visualization rules in the formative arts. In the existing studies using musical parameter, there were many cases with more practical purposes to classify, search, and recommend music for people. In this study, the focus was on enabling sound data to be used as a material for creating artworks and used for aesthetic expression. In order to study the music visualization as an art form, a method that can include human emotions should be designed, which is the characteristics of the arts itself. Therefore, a well-structured basic classification of musical attributes and a classification system on emotions were provided. Also, through the shape, color, and animation of the visual elements, the visualization of the musical elements was performed by reflecting the subdivided input parameters based on emotions. This study can be used as basic data for artists who explore a field of music visualization, and the analysis method and work results for matching emotion-based music components and visualizations will be the basis for automated visualization by artificial intelligence in the future.

Study on Chinese Youth Film Expression through Defamiliarization :Taking Us and Them(后来的我们) as Example ('낯설게 하기'를 통한 중국 청년 영화의 표현에 관한 연구 : 중국 영화 <먼 훗날 우리> (后来的我们)를 중심으로)

  • Zhang, Lin
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.1
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    • pp.117-124
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    • 2020
  • Chinese youth films fall into the dilemma of continuous development after experiencing rapid development from 2013 to 2017. How to update the creative ideas and methods of the films, arouse the audience's interest in watching and stimulate a new aesthetic experience has become a focal point for the creators who concern about the Chinese film market. "Us and Them" is a successful youth film in 2018. Its creative practice proves that defamiliarization can provide theoretical and methodological basis for the creation of Chinese youth films. Therefore, taking the current situation of Chinese youth film as the research background, treating "Us and Them" as the research object, the defamiliarization of narrative discourse and narrative content used in the film are analyzed. First, the defamiliarization of narrative discourse composed of scenes, characters and plots makes the film "stand out" from the real world. Second, the defamiliarization of narrative content composed of metropolis adoration, self-identity and hometown affection makes the film "stand out" from the existing context. These methods of creation not only meet the needs of the contemporary, but also provide an effective reference for the creation of other youth films. Research will be needed to utilize the elements of defamiliarization through the analysis of the successful case in spite of the time change.

동서양 종교와 철학의 기초 - '죽음'의 문제를 바라보는 두 눈 -

  • Yu, Heun-U
    • Journal of the Daesoon Academy of Sciences
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    • v.16
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    • pp.69-85
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    • 2003
  • Death has been one of the basic objects in philosophy and religion. Why do people feel afraid about death? Maybe it is because they don't know the situation after death or because they have a wrong idea about it. Someone may think that he/she doesn't care the situation. But this attitude is wrong. We must understand that our attitude about life is shaped by our knowledge of the situation after death. A recurrent theme about death in popular thought is the idea that death is mysterious. As we have seen, it is difficult to formulate a satisfactory philosophical analysis of the concept of death. If it is impossible to analyse the concept of death, then it is impossible to explain precisely what we mean when we say that something dies. It might be said therefore that, in virtue of this fact, death is mysterious. Of course, death is not distinctively mysterious - all other unanalysable concepts are equally mysterious in this way. Reflection on death gives rise to a variety of philosophical questions. One of the deepest of these is a question about the nature of death. Typically, philosophers interpret this question as a call for an analysis or definition of the concept of death. Plato, for example, proposed to define death as the separation of soul from body. However, this definition is not acceptable to those who think that there are no souls. It is also unacceptable to anyone who thinks that plants and lower animals have no souls, but can nonetheless die. Others have defined death simply as the cessation of life. This too is problematic, since an organism that goes into suspended animation ceases to live, but may not actually die. The eastern philosophers proposed to define death as the nonduality of life and death. Taoists, for example, do not believe in the Wheel of Life of the Buddhists nor in the Heaven or Hell of Christianity. Taoists view existence as glorious. The whole Universe, they teach, is a marvelous, vibrant Unity wherein everything, visible and invisible, pulses with energy and changes. As being develops through the experience of existence, its vessels are swept onwards by the mighty stream of the eternal TAO to other forms of expression and activity. Man does not die; he merely extends into new fields. Taoists teach that the end of a person is the return to the Ultimate Reality. "Life is uncertain - Death is certain": This is a well known saying in Buddhism. Knowing very well that death is certain and it is a natural phenomenon that everyone has to face, we should not be afraid of death. Yet, instinctively, all of us fear death because we do not know how to think of its inevitability. We like to cling to our life and body and so develop too much craving and attachment.

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Visual Media Education in Visual Arts Education (미술교육에 있어서 시각적 미디어를 통한 조형교육에 관한 연구)

  • Park Ji-Sook
    • Journal of Science of Art and Design
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    • v.7
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    • pp.64-104
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    • 2005
  • Visual media transmits image and information reproduced in large quantities, such as a photography, film, television, video, advertisement, or computer image. Correspondence to the students' reception and recognition of culture in the future. arrangements for the field of studies of visual culture. 'Visual Culture' implies cultural phenomena of visual images via visual media, which includes not only the categories of traditional arts like a painting, sculpture, print, or design, but the performance arts including a fashion show or parade of carnival, and the mass and electronic media like a photography, film, television, video, advertisement, cartoon, animation, or computer image. In the world of visual media, Image' functions as an essential medium of communication. Therefore, people call the culture of today fra of Image Culture', which has been converted from an alphabet convergence era to an image convergence one. Image, via visual media, has become a dominant means for communication in large part of human life, so we can designate an Image' as a typical aspect of visual culture today. Image, as an essential medium of communication, plays an important role in contemporary society. The one way is the conversion of analogue image like an actual picture, photograph, or film into digital one through the digitalization of digital camera or scanner as 'an analogue/digital commutator'. The other is a way of process with a computer drawing, or modeling of objects. It is appropriate to the production of pictorial and surreal images. Digital images, produced by the other, can be divided into the form of Pixel' and form of Vector'. Vector is a line linking the point of departure to the point of end, which organizes informations. Computer stores each line's standard location and correlative locations to one another Digital image shows for more 'Perfectness' than any other visual media. Digital image has been evolving in the diverse aspects, such as a production of geometrical or organic image compositing, interactive art, multimedia art, or web art, which has been applied a computer as an extended trot of painting. Someone often interprets digitalized copy with endless reproduction of original even as an extension of a print. Visual af is no longer a simple activity of representation by a painter or sculptor, but now is intimately associated with a matter of application of media. There is some problem in images via visual media. First, the image via media doesn't reflect a reality as it is, but reflects an artificial manipulated world, that is, a virtual reality. Second, the introduction of digital effect and the development of image processing technology have enhanced a spectacle of destructive and violent scenes. Third, a child intends to recognize the interactive images of computer game and virtual reality as a reality, or truth. Education needs not only to point out an ill effect of mass media and prevent the younger generation from being damaged by it, but also to offer a knowledge and know-how to cope actively with social, cultural circumstances. Visual media education is one of these essential methods for the contemporary and future human being in the overflowing of image informations. The fosterage of 'Visual Literacy' can be considered as a very purpose of visual media education. This is a way to lead an individual to the discerning, active consumer and producer of visual media in life as far as possible. The elements of 'Visual Literacy' can be divided into a faculty of recognition related to the visual media, a faculty of critical reception, a faculty of appropriate application, a faculty of active work and a faculty of creative modeling, which are promoted at the same time by the education of 'visual literacy'. In conclusion, the education of 'Visual Literacy' guides students to comprehend and discriminate the visual image media carefully, or receive them critically, apply them properly, or produce them creatively and voluntarily. Moreover, it leads to an artistic activity by means of new media. This education can be approached and enhanced by the connection and integration with real life. Visual arts and education of them play an important role in the digital era depended on visual communications via image information. Visual me야a of day functions as an essential element both in daily life and in arts. Students can soundly understand visual phenomena of today by means of visual media, and apply it as an expression tool of life culture as well. A new recognition and valuation visual image and media education is required to cultivate the capability of active, upright dealing with the changes of history of civilization. 1) Visual media education helps to cultivate a sensibility for images, which reacts to and deals with the circumstances. 2) It helps students to comprehend the contemporary arts and culture via new media. 3) It supplies a chance of students' experiencing a visual modeling by means of new media. 4) There are educational opportunities of images with temporality and spaciality, and therefore a discerning person becomes to increase. 5) The modeling activity via new media leads students to be continuously interested in the school and production of plastic arts. 6) It raises the ability of visual communications dealing with image information society. 7) An education of digital image is significant in respect of cultivation of man of talent for the future society of image information as well. To correspond to the changing and developing social, cultural circumstances, and the form and recognition of students' reception of them, visual arts education must arrange the field of studying on a new visual culture. Besides, a program needs to be developed, which is in more systematic and active level in relation to visual media education. Educational contents should be extended to the media for visual images, that is, photography, film, television, video, computer graphic, animation, music video, computer game and multimedia. Every media must be separately approached, because they maintain the modes and peculiarities of their own according to the conveyance form of message. The concrete and systematic method of teaching and the quality of education must be researched and developed, centering around the development of a course of study. Teacher's foundational capability of teaching should be cultivated for the visual media education. In this case, it must be paid attention to the fact that a technological level of media is considered as a secondary. Because school education doesn't intend to train expert and skillful producers, but intends to lay stress on the essential aesthetic one with visual media under the social and cultural context, in respect of a consumer including a man of culture.

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