• Title/Summary/Keyword: Film Animation

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Intertextuality between Comics and Films : A Case Study of (만화의 영화로의 전환 : 영화 <식객>의 사례연구)

  • Park, Seung-Hyun;Lee, Yun-Jin
    • Cartoon and Animation Studies
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    • s.17
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    • pp.97-115
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    • 2009
  • Most films have not made by original storytelling. They get their storylines and themes from diverse sources such as novels, comics, performing arts, and previous film products. Comics have become a primary source for film production since 1960s in such nations as Japan and USA. In the contemporary period, this becomes a more visible trend in many countries including Korea, China, and France. Unlike novel, comics combine words with images. Since a comic strip isa graphic medium in which visible images are created in order to express a sequential narrative, it seems more relevant when films adapt original comics in order to recreate new products. The progress of 3D graphics technology enables film creators to realize imagined images in screen, most of which were once imagined only in comics. Keeping an eye on the strength of comics, this study tries to tries to investigate the relationship between a comic strip and its adaptation to film. It will firstly discuss the cases of comics in Korea, which are adapted to film in Korea. And this study will discuss "Le Grand Chef"as a case study in order to investigate what is the difference between original comics and film adaptation.

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A Study on the Ethical Function about the Animation Films and Educational Methods of the Brigham Young University (브리그험 영 대학교의 교육방법과 애니메이션 작품에 대한 윤리적 기능에 대한 탐구)

  • Lee, Hyun-Seok
    • Cartoon and Animation Studies
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    • s.40
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    • pp.55-81
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    • 2015
  • Animation as a public visuals media have been expanding increasingly its social and cultural influences beyond the ages and nations on the basis of global consumption. However, animation increases the negative impact in modern popular culture, and in regard to this, 'the recovery of ethics' should be considered in a reflexive and educational perspectives for the social role of animation. Thus, the research addresses the animation films of Brigham Young University students which contain a ethical values and receive attention by New York Times, etc. as a successful educational model. To do this, firstly, literature has reviewed by focusing on the negative impact of animation, 1) violence, 2) excessive sensationalism, 3) confusion of cultural identity, 4) gender discrimination, and 5) distorted view of history. Secondly, the education system of animation course at Brigham Young University will be analysed. Thirdly, based on this, the case study will be conducted by focusing on the 13 animation films of students to reveal the characteristics of the way of film direction. Through this research, firstly, most of animation films are comic genre, consisting of children and animal characters, family-friendly and lyrical story style and deployment of coincidental and allegoric incident. Thirdly, the religious spirit and multidisciplinary methods of education in Brigham Young University has influenced to the ethical expression and technical perfection in animation filmmaking. In the light of this, the research and suggests the new paradigm is for the practical disciplines of animation in the restoration of the ethical perspective and explores how the animation production adopts the moral significance.

A study on the scene directing and overacting character expressions in accordance with creating actual comedy movie into animation Focusing on TV animation Mr. Bean (희극적 실사의 애니메이션화에 따른 장면 연출과 캐릭터 과장연기 표현 연구 - TV애니메이션 Mr.bean을 중심으로)

  • Park, Sung-Won
    • Cartoon and Animation Studies
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    • s.49
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    • pp.143-167
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    • 2017
  • The purpose of this study is to analyze the characteristics that appear when actual comedy movie is made into animation, from the singularities which arise from producing remake of existing media contents into animation. Animation and slapstick comedy movies possess a similarity in that they both evoke laughter from the viewer via exaggerated motion, expression and action. In the case of live action film, people must carry out the acting and there exists spatial limitations, whereas animation does not have such limits, which allows the comic animation to materialize spatial scene directing and acting which are different from that of live action comic films, despite the fact that they share elements of the same genre. Accordingly, this study performs comparative analysis of and which is based on the contents of the same event, from the English comedy TV program and the , the TV animation which is a remake animated version of the original series, to conduct comparative analysis the character acting and the scene directing in accordance with the live action movie and animation. The result of studying the point that makes it easy to create comic genre into animation and the advantages possessed by the media of animation, through analyzing two works that deal with the same character and the same event, were as follows. It was proven through the analysis that comedic directing with doubled composure and amusement is possible through the anticipation of exaggerated directing in the acting through expression and action, and diversity of the episodes with added imagination in the story, as well as the estrangement effect of the slapstick expression and etc.

The Road Map of Animation Festival in Korea through the Comparative Analysis of 4 International Animation Festivals (4대 국제애니메이션영화제 비교분석을 통한 한국애니메이션영화제 발전방향)

  • Choi, Young-Chul;Choi, Seung-Rak
    • Cartoon and Animation Studies
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    • s.25
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    • pp.177-201
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    • 2011
  • This article intends to draw the Road map of Korean International Animation Festival through the research of background and its identity of 4 International Animation Film Festivals Such as Annecy, Zagreb, Ottawa and Hiroshima. I was given opportunity to visit Annecy since 2009, it brought me to the real attraction of animation for watching of pleasure and passion of the people those who love animations. For the combining more advanced system and structure for Animation Festival in Korea, I had to do research all the information from the documents from the Annecy Collections. though I have not get the chance to go others except Annecy, However, I could get their background and history whenever I met the other Festival Committee Members. These Festivals showed us successful Road Map for the Animation Festivals in Korea as a role model. For the getting advanced system of Animation Festivals in Korea. It requires the animation theater for animation, effort for the Audiences's Convenience and international network composition system. However, the last task of us is to make people to entertain and enjoy the animation Films, its world of attraction.

Simulacra Theory as a Conceptual Framework for Understanding Expression and Technology in (<수면의 과학>에 나타난 시뮬라시옹 표현기법 연구)

  • Bang, Yoon-Kyeong
    • Cartoon and Animation Studies
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    • s.24
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    • pp.135-154
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    • 2011
  • Simulacra theory as propounded by Jean Baudrillard in his seminal treatise, "Simulacra and Simulation," explores the significance of images, media and art in contemporary culture. Its central theoretical premise is the simulacrum, a sign or symbol that plays a crucial role in constructing perceived reality but which lacks a real-world referent. In Michel Gondry creates simulacra in the form of hallucinatory dream imagery by combining stop-motion animation and live-action elements. As experimental film-making that combines analog and minimum digital technologies, the result is a tour-de-force of synchronization. This study analyzes the film's technique and expressive content and, by adopting simulacra theory as a conceptual framework, aims to provide a better understanding of Gondry's work.

Colors in Narratives of 3D Animation (3D애니메이션에서의 내러티브에 의한 색채)

  • Yim, Yu-Sang;Koh, Wook
    • The Journal of the Korea Contents Association
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    • v.9 no.4
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    • pp.162-171
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    • 2009
  • In directing a film, aesthetics are use for visual manifestation of narratives to audiences. Especially, colors have important roles in that process to express emotions and to convey the story. For 3D animation, they may play even more important roles due to the nature of colors being generated by computers. This paper studies the relationship between narratives and colors by analyzing how colors change by the rise and fall of tensions in narratives, and by investigating how emotional expressions are affected due to color changes.

The Effects of Anticipation in WALL·E (2008) (영화 WALL·E의 선행 움직임(Anticipation) 효과 연구)

  • Lee, Dong Min
    • Journal of Korea Multimedia Society
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    • v.20 no.10
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    • pp.1697-1709
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    • 2017
  • This paper aims to investigate the effect of anticipatory motion in Wall E (2008). For the purpose of the study, first of all, an overall discussion on the definition and role of anticipation presented through the related literature review. Based on this, the present study analyzed the functions of anticipatory movements of the main characters, Wall E and EVE in 29 scenes. As a result, this paper found that anticipation is involved in expressions of humanity, thought process, utterance and intonation, the degree of emotion and energy, reinforcement of the character's intention, and biological response within the film. Overall, these findings show that anticipation takes an important part in giving the illusion of life to the characters throughout the movie, which may imply that anticipation can be beneficial for characters with abstract form or limited modality. The ultimate goal of this study is to propose that the animation principles can be used as a tool to analyze character animation and can be applied academically or industrially to other fields such as artificial intelligence.

Study on the a hour applied color arrangement according to the choice of animation character (애니메이션 캐릭터 설정에 따른 시간대별 응용 색채 배색 연구)

  • Hwang, Ji-Yeon;Park, Jin-Wan
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.525-529
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    • 2006
  • A color analysis of an abroad film festival prime minister animation and a sensitivity color system natural disposition, a color arrangement of color according to the setting up of an animation character, We study an application color arrangement of color according to various hour, to enhance the level through data analysis which is the qualitative try to present by the plan.

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3D Character Animation: A Brief Review

  • Song, Hyewon;Heo, Suwoong;Kang, Jiwoo;Lee, Sanghoon
    • Journal of International Society for Simulation Surgery
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    • v.2 no.2
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    • pp.52-57
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    • 2015
  • Virtual Reality makes a virtual environment more realistic and, furthermore, it provides a variety of experiences which we cannot have in reality. A drastic growth of GPU performance and increase of computing capability make virtual environment more realistic than ever. One important element of constructing virtual environment is to animate 3D characters. Many researchers have been studying 3D characters animating and a myriad of methods have been proposed to make them more realistic. In this paper, we discuss the technologies and characteristics of 3D character animation. We believe that realistic characters in Virtual Reality will be applied to various fields: education, film and game industry, business and, particularly, medical area such as telemedicine, virtual surgery, etc.

Research on Efficient Game Production Methods using Digimon Series IP

  • Lee Jong Ho
    • International Journal of Advanced Culture Technology
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    • v.11 no.4
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    • pp.423-428
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    • 2023
  • Currently , the growth of various platforms is remarkable , both at home and abroad . With the growth of various platforms such as PC, console, and VR as well as mobile, the global gaming industry market size has grown to reach KRW 151 trillion . However , in order to revitalize the domestic game market , which is growing at a slower pace, improve the concentration phenomenon that is concentrated on mobile and PC platforms , and select one of the games using IP that is being discussed as a new breakthrough , and determine what form the game will take. Through this study, we would like to suggest whether multi-platform is appropriate. The Digimon series generally attracts many fans through animation , and the Digimon story Cyber Sleuth, which utilizes new scenarios to satisfy them and arouse interest at the same time , can be seen as a representative success example We believe that through this interaction, users can continue to play the main content on their PC, and create synergy by being able to play and enjoy minimal content through mobile anytime , anywhere while doing other things.