• Title/Summary/Keyword: Film Animation

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Real Life Emotions in Koreeda Hirokazu's Still Walking (사실적인 감정의 미학 : 고레에다 히로카즈의 <걸어도 걸어도>를 중심으로)

  • Min, Hwan-Ki;Nam, Yeon-Kyoung
    • Cartoon and Animation Studies
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    • s.27
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    • pp.199-219
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    • 2012
  • An innovative narrative film-making always came out of conflict and negotiation between reality and film form. A lesson we learn from their film-making is a certain reality is no more possible to be dealt with by conventional narrative. A dialectic between a real life and a representation drives a certain film-makers to make films. Kore-eda Hirokazu is internationally known as developing his own method of meshing of so-called real life and the artifice of film. As He began his career as a documentary film-maker, made several documentaries for TV and then turned to his feature film-making, documentary film-making defines the basic stance in all of his film-making. He in particular emphasized that he considered the fundamental ethical standpoint of documentary to be filming from the standpoint that one does not - or cannot - know the person one is filming. And therefore even in his fiction films he avoids subjective cinematic structures that offer easy access to the internal states of his characters. He makes his audience observe the internal states of his characters from the outside with his narrative strategy. This article will analyse two documentary films of Koreeda Hirokazu in such a way that his documentaries meshes a real life and the artifice of film and then explores such a fiction film like that changes its documentary methods into narrative strategy for the same effect on the audience.

A Study on the integrated art & culture education using short animations of Korea (한국단편애니메이션을 활용한 주제중심 통합교육 모형 연구)

  • Kim, Jae-Woong;Ko, Min-Jung
    • Cartoon and Animation Studies
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    • s.20
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    • pp.15-29
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    • 2010
  • Art & Culture Education for improving quality of life and cultural empowerment through the enjoyment of culture and the arts has spread as a variety of programs. However, Art & Culture Education in school has problems in the aspect of functional and superficial contents and ways of class. To achieve the ultimate purpose of Art & Culture Education and to take place as a effective education, quantitative growth in addition to qualitative depth should be considered. The purpose of this study is to develop the integrated Art & Culture Education model in elementary school curriculum using short animations of Korea, for improving the quality and vitalization of Art & Culture Education. For the interdisciplinary education short animation can be an effective asthetical teaching material, which transmits the world view, personality, social and historical reflection of the director. (2003) is a modern interpretation of a myth, which is Woncheongang Bonfuri from Cheju, and folkore paintings. This film can be such a stuff for the interdisciplinary class Korean and Ethics that language intellect and reflection intellect can be motivated. Moreover the thoughts and feelings about the film can be formulated in text, toon, painting that students can extend their language intellect and space intellect. communicates typically korean emotion and nature with its rural atmosphere and boy figure. With this film we can deliver a interdisciplinary class of science and art.

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A Study on Expressing 3D Animation by Visual Direction : focused on 〈 How to train your dragon 〉 (시각적 연출에 의한 3D 입체 애니메이션 표현 연구: 〈드래곤 길들이기〉를 중심으로)

  • Kim, Jung-Hyun
    • Cartoon and Animation Studies
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    • s.26
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    • pp.1-30
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    • 2012
  • The purpose of animation is to give interesting stories to an audience through motion. To achieve the purpose, over the past century since its inception, animation has adopted many kinds of technologies, and thus developed diverse narrative methods and visual expression techniques. In addition, with the advancement of expression techniques, all elements making up animation have gradually been systemized, and at the same time, have helped express the worlds beyond the reality. As a result, people have faced the era when an audience can watch everything imaginated by an animation director on a big screen. These days, more efforts have been made in order for the audience to feel much more than enjoy pictures moving in a frame. In other words, the purpose of the animation is changing from the passive viewing of animation to feeling and sensing stuffs through the animation. In the center of the changing process is 3D technology which gives new interesting to an audience. Sometime ago, a 3D animation movie was produced in Korea. But it did not bring out box-office profits, for it failed to give satisfaction to an audience who expected high perfection and beauty being able to be rivalled to those of international 3D animation movies. The failure is attributable to the fact that the domestic 3D animation production industry is merely in the early stage, and has not sufficient human resources, technology, and experiences in producing 3D animation films. Moreover, the problem is that most studies on 3D focus on the technologies related to reenactment, but that few studies on the images, which an audience directly faces, have been conducted. Under the domestic circumstance, the study on stereoscopic image screen of , a 3D stereoscopic animation film which was released in 2010 and has been seen as the best successful 3D stereoscopic animation, is worthwhile. Thus this thesis conducted theoretical consideration and case analysis focusing on the visual direction that creates the pictures to deliver abundant three dimensional effect so that it can be used as a basic data when producing high quality-domestic 3D animation and training professional labor forces. In the result, it was found that the 3D animation was not a new area, but the area which has been expanded and changed by applying the characteristics of 3D image based on the principles of the existing media aesthetics. This study might be helpful to establish the foundation of the theoretical studies necessary for producing 3D animation contents for realizing the sense of reality.

A Study on Time-Composition in Motiongraphics (모션그래픽스의 시간구성에 관한 연구)

  • 서계숙
    • Archives of design research
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    • v.16 no.3
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    • pp.263-272
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    • 2003
  • Motiongraphics is not short film and has a special communication method characteristic of design. As graphic design needs space-composition, motiongraphics requires time-composition. In the 1920's, artists belonged Bauhaus in Germany tried to realize time-composition in the plans for abstract animation. At that time the russian film director Eisenstein experimented with moving image composit on, creating new meanings through the montage of heterogeneous images. In the digital era of today, motiongraphics is composed of such various elements as moving image, photo, illustration, typography, etc. The editing in montage film is one-dimensional. Meanwhile, motiongraphics of these days consists of a lot of layers, composing various elements by editing. Motiongraphics needs time structure and visual rhythm as well as scenario or storyboard for time composition. The principle of time composition in motiongraphics ist similar to that of musical composition. If we compare the time composition of abstract animation or montage film with the melody in a solo, time composition for motiongraphicf is like a symphony. Various composing elements are developed under different tempos at the same time.

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Eroticism in Jan Svankmajer's Conspirators of Pleasure (얀 슈반크마이에르의 <쾌락의 공범자들>에 나타난 에로티즘)

  • Park, Jae-Yoon
    • Cartoon and Animation Studies
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    • s.16
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    • pp.245-256
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    • 2009
  • This Study analyzes the Eroticism in Jan Svankmajer's "Conspirators of Pleasure" which is Svankmajer's third feature film. the movie describes how six ordinary Prague people(: apartment-dwellers, a newscaster, a magazine vendor, and a postal delivery person) persue their own secret erotic fantasies. and Svankmajer self said this movie is actually a film about liberation, and about gaining a freedom. the poepose of this study is to find the meaning of liberation through investigate the erotic codes in "Conspirators of Pleasure" with Georges Bataille's Eroticism.

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An Analytical Study on the Visual Innovation of the Animation <Spider-Man: Across the Spider-Verse>

  • Zhihui Chen;Xinyi Shan;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • v.11 no.4
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    • pp.352-357
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    • 2023
  • This study focuses on the art style research of the 3D Animation <Spider-Man: Across the Spider-Verse>, exploring the film's innovation in art design. The article first analyzes how the movie skillfully blends American comics, watercolor painting style, Pollock drip painting, and ink painting, among other artistic techniques, to present a unique visual experience for the audience. By specifically dissecting the character design and scene composition in the movie, it explores the specific application of these art styles and their methods in digital image production. Ultimately, the paper emphasizes the contribution of <Spider-Man: Across the Spider-Verse> to 3D Animated cinema, particularly its innovation in the field of art design, as well as its inspiration and possibilities for the diversity of art styles in animated films. Overall, this study aims to provide in-depth academic insight into the field of animated film art design and to promote its development and innovation.

Expression Factors of Pace and Dynamics in Drawing Animation - Focused on Japanese Hero TV Animation Series - (드로잉 애니메이션에서 속도감과 역동성의 표현 요소 연구 - 일본 초인물 TV 애니메이션 중심으로-)

  • Kim, Hyun-Woo;Kim, Jae-Woong
    • Cartoon and Animation Studies
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    • s.40
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    • pp.109-137
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    • 2015
  • As Digital technology developed, drawing animation, using traditional production method which expresses many feelings with drawn lines loses the youth group, the primary audience, to the realism of the digital cinema. Drawing animation, which drew attention of the youth by the spectacles in the film such as hectic pace, dynamics and punch, declined for a while. However, it has been developed a way to express pace and dynamics of its own by establishing an effective directing method, which combines digital technology as it is needed. This study has a purpose to investigate what causes the dynamics and feeling of fast movement of the character in Japanese limited animation. Though some action-animated films that heroes with supernatural powers take the leading role that feeling of velocity and dynamics are emphasized we compare the directing method before and after the introduction of the digital technology. This research reaches the conclusion by factoring each Bergson and McLuhan's discussion to the intervention of indexical signs and the audience's participation according to skipping technique. This study has a significance of researching the element of drawing animation that maximizes the expansion of the senses by defying the limitation of the law of physics through its unique way of directing together with growth of the hero films, which will continue.

Character Analysis by Visual Recognition Elements of Formativeness - focusing on the Characters of 3D Animations, and - (조형성의 시각인지요소를 통한 캐릭터 분석 -3D 애니메이션 <인사이드 아웃>와 <미니언즈>의 캐릭터를 중심으로-)

  • Kim, Hye-Sung
    • Cartoon and Animation Studies
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    • s.42
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    • pp.53-79
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    • 2016
  • The public interest and popularity of animation has already forecasted the value of animation as the leader of pop culture and cultural industry. The trend in animation changed from 2D to 3D animation, a new genre that appeared in the 1990s with the development of computer technology and innovative changes in media, and 3D animation secured its position in the 2000s. Researches on 3D animation are conducted in various ways. Integrating the area it shares with film and the area it shares with design, it is produced and consumed. This study focused on 'formativeness(design)', the basis of character design, and tried to find out how it is recognized by the audience, who actually watch and feel it. Also, it approached basic theory and tried to deduce logic that is easy to understand and can analyze design or formativeness which keeps changing. Lastly, this study regards the parts that viewers are not satisfied with as problems, and tries to find out a developmental direction. Among the animations for theaters that were big hits in 2015, this study focused on the characters of and . It reviewed errors and what was lacking in the previous studies, collected experts' opinions and made adjustment. Using the frame prepared through this process, it conducted a survey on study participants, the viewers, to see how it is perceived by them. Finally, it tried to find out the reasons why the audience felt that way through theoretical reviews and applications.

Siamese Cats - Analysis of Six Thai Independent Animators

  • YOUNG, Millie
    • Cartoon and Animation Studies
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    • s.45
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    • pp.367-396
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    • 2016
  • As an animation educator at Mahidol University International College, Bangkok, for eight years I have been in a privileged position to be educating a small section of a new generation of Thai animators. Thailand has had little animation experimentation of their own and pre-internet had limited access to such diversity so I have attempted to bring some of the wealth of animation history, in particular British and European, as this is my background, into the classroom. In particular my teaching aim has been to introduce various possibilities to the choices of medium, styles and textual narratives that early (and current) experimental and independent animators have explored. Since the release of the first commercial feature film, Khun Kluay 2006, the Thai animation industry has gone through various highs and lows in the commercial sector, building a skilled workforce, many of whom trained and worked abroad then returned. Now there is strong evidence of an independent animation starting to emerge. In a continuation to my research on Thai Animation this paper will analyze selected independent works in more detail, exploring the themes, style and technology used. Whilst also acknowledging the possible mis- interpretation as that this is coming from the perspective of an outsider whose cultural language and interpretation may transcend the creators' given experiences and add alternative interpretation. The aim will be to contextualize the content, ideas and cultural perspective and bring more Thai works into the gaze of animation studies academics

Analysis of Roles of Lighting and Background Musik for Storytelling - a Case Study of Disney's Short Animated Film (스토리텔링에서의 조명과 배경음악의 역할 분석 -디즈니 단편 애니메이션 <페이퍼맨>을 중심으로)

  • Park, Eun-Hea
    • Journal of Korea Multimedia Society
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    • v.18 no.8
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    • pp.988-995
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    • 2015
  • In 2013, Academy Award for Best Animated Short Film was granted to Walt Disney's short animation, (2012). With various aspects of its excellence, I focus on the very effective use of digital lightings and underscores for storytelling as its success factors. In this respect, this paper aims at analyzing the roles of the visual factors, especially tone, contrast, etc. created by lightings, and audio factors, especially underscores, in the film's story development. I find that can be characterized by the well-built story structure with distinct three acts. The main stream of the story is expressed with the overall mood that is created by the fine adjustments of brightness of the main light, and contrast. And the direction and the intensity of the lighting successfully describe the emotions of the characters in each scene. In addition, I find that properly chosen and positioned underscores make the development of the story more dynamic and more harmonized.