• Title/Summary/Keyword: Film Animation

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A Study on the Cartoon Style in Image Contents (영상 콘텐츠에 나타나는 만화적 표현에 관한 연구)

  • Lee, Young-Sook;Lee, Heon-Woo
    • Cartoon and Animation Studies
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    • s.24
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    • pp.65-82
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    • 2011
  • Since the arrival of the internet, numerous creative content industries have been active online. In particular, additional training has been necessary due to higher interest in e-Book publishing, and the opening and expansion of the online comics industry. However, as for the study of film grammar, there is a lack of research on lively and diverse expression in cartoon directing. In this study, animation and painting techniques, with examples of cartoons being expressed cartoon is intended to provide the possibility of directing. In addition, the comics industry one source multi user to the related industries is a key element with the value-added industries. So in other media expressed a wide range of research on the techniques of comic culture shall serve as key elements of the content looks.

Identification Patterns for Immersion of Visual Storytelling -Based on Disney Animation- (비주얼스토리텔링의 몰입을 위한 동일시 패턴 -디즈니 애니메이션을 중심으로-)

  • Kim, Young-A;Shin, Seung-Yun;Kim, Jae-Ho
    • The Journal of the Korea Contents Association
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    • v.12 no.7
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    • pp.54-64
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    • 2012
  • This thesis is on the identification pattern for immersion of visual storytelling and studied identification which is psychological action in the visual aspect. Shots which the audience were identified with character's eyes in animation were classified and connection structures of shot and shot were coded through semiological analysis. In shot's coded combination regularly organized, identification patterns which have characteristic meanings were discovered. These patterns which have characteristic meanings can be used by choice following the narrative situation. Therefore identification visual patterns which can be used in real production environment are to be suggested.

Coarticulation Model of Hangul Visual speedh for Lip Animation (입술 애니메이션을 위한 한글 발음의 동시조음 모델)

  • Gong, Gwang-Sik;Kim, Chang-Heon
    • Journal of KIISE:Computer Systems and Theory
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    • v.26 no.9
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    • pp.1031-1041
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    • 1999
  • 기존의 한글에 대한 입술 애니메이션 방법은 음소의 입모양을 몇 개의 입모양으로 정의하고 이들을 보간하여 입술을 애니메이션하였다. 하지만 발음하는 동안의 실제 입술 움직임은 선형함수나 단순한 비선형함수가 아니기 때문에 보간방법에 의해 중간 움직임을 생성하는 방법으로는 음소의 입술 움직임을 효과적으로 생성할 수 없다. 또 이 방법은 동시조음도 고려하지 않아 음소들간에 변화하는 입술 움직임도 표현할 수 없었다. 본 논문에서는 동시조음을 고려하여 한글을 자연스럽게 발음하는 입술 애니메이션 방법을 제안한다. 비디오 카메라로 발음하는 동안의 음소의 움직임들을 측정하고 입술 움직임 제어 파라미터들을 추출한다. 각각의 제어 파라미터들은 L fqvist의 스피치 생성 제스처 이론(speech production gesture theory)을 이용하여 실제 음소의 입술 움직임에 근사한 움직임인 지배함수(dominance function)들로 정의되고 입술 움직임을 애니메이션할 때 사용된다. 또, 각 지배함수들은 혼합함수(blending function)와 반음절에 의한 한글 합성 규칙을 사용하여 결합하고 동시조음이 적용된 한글을 발음하게 된다. 따라서 스피치 생성 제스처 이론을 이용하여 입술 움직임 모델을 구현한 방법은 기존의 보간에 의해 중간 움직임을 생성한 방법보다 실제 움직임에 근사한 움직임을 생성하고 동시조음도 고려한 움직임을 보여준다.Abstract The existing lip animation method of Hangul classifies the shape of lips with a few shapes and implements the lip animation with interpolating them. However it doesn't represent natural lip animation because the function of the real motion of lips, during articulation, isn't linear or simple non-linear function. It doesn't also represent the motion of lips varying among phonemes because it doesn't consider coarticulation. In this paper we present a new coarticulation model for the natural lip animation of Hangul. Using two video cameras, we film the speaker's lips and extract the lip control parameters. Each lip control parameter is defined as dominance function by using L fqvist's speech production gesture theory. This dominance function approximates to the real lip animation of a phoneme during articulation of one and is used when lip animation is implemented. Each dominance function combines into blending function by using Hangul composition rule based on demi-syllable. Then the lip animation of our coarticulation model represents natural motion of lips. Therefore our coarticulation model approximates to real lip motion rather than the existing model and represents the natural lip motion considered coarticulation.

An Analysis on the Title Sequence of Disney Full-length Animation (디즈니 장편애니메이션 타이틀 시퀀스 분석)

  • Kim, Seol-Mi;Kim, Kyu-Jung
    • Cartoon and Animation Studies
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    • s.39
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    • pp.183-214
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    • 2015
  • For a long time, Disney has made animations including world views such as family-focused, conservative ideology, happy ending, etc. for families. Periodical situation and spectators' demands have been changed little by little, but Disney is still a company who is the most successful both nominally and virtually in animation industry. For the secrets of their success, there is fantasy world of fabricated animation, thoroughly organized story and image. When spectators watch animations, their sufficient immersion in the fantasy is to let them forget realities. In the introduction of Disney animations, spectators turn off the switch of realities and turn on the switch of fantasy world through the procedure to recognize and confirm virtual world sufficiently. In the switch of the introduction used frequently by Disney, there are four methods. First is to start while opening the cover of storybook. Second is to start while storyteller gives a talk directly. Third is to start with live action film and continue to animation. Fourth is musical method. Those four switches play a role of the gate which distinguishes spectators' realities from Disney's fantasy clearly. The process makes an opportunity to set spectators who feel uneasy due to the vague boundary between realities and fantasy at ease and let them immerse in animation sufficiently with mind at ease.

Found Footage Film of Self-Reflexivity (자기반영적 파운드 푸티지 필름)

  • Suh, Yong Chu
    • Cartoon and Animation Studies
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    • s.33
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    • pp.317-341
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    • 2013
  • Found Footage Film has been increasingly addressed between film and visual art world in the age of rapid media change. With regards to this self-conscious found footage filmmaking, narrative structures are unraveled to relate new stories, images are removed from their original context only to reappear in a different context, new layers that alter the meaning are added, stereotypes from Hollywood movies are exposed, and new montages are used to destroy the illusion of the medium itself. The physical properties of the original material are also emphasized or altered in order to add a new meaning. The starting point of this study is the recognition of the origin of found footage film. It traces back to the found object from primitive impulse and found art from Dada and surrealism. Many found footage films have been at least partly inspired by Duchamp's ready-mades. These films use footages that the filmmakers did not shot, and even footage that was never intended as art. This essay deals with the found footage practices and interrogates the aesthetic implications by the concept of self-reflexivity. Self-reflexivity means consciousness turning back on itself, and found footage film is about films which call attention to themselves as cinematic constructs. It breaks with art as illusionism and exposes their own factitiousness as textual constructs. Furthermore, the inevitable mortality of celluloid and temporal reconstruction of original film will be treated. Recentely, many attention has been given to role of Found Footage Film. I hope to add the understanding of the artistic found footage film with this study.

97부천국제판사스틱영화제(PiFan97)용 공식 리더필름(ID Film)의 제작 사례

  • Lee, Yong-Bae
    • Cartoon and Animation Studies
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    • s.5
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    • pp.535-539
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    • 2001
  • 이 글은 제 1 회 부천국제판타스틱영화제(1997년 8월 29일부터 9월 5일까지 경기도 부천시에서 개최)조직위원회로부터 1997년 6월경에 의뢰를 받아 35mm 필름으로 작업한 20초 분량의 영화제 공식 리더필름에 대한 작업 결과를 요약한 것이다. 작업 내용에 있어서는 3D 컴퓨터그래픽의 무리한 적용보다는 최소한의 절제하고 주로 드로잉 냄새가 강한 2D 캐릭터를 부각시켜, 국내 최초로 도입되는 ‘판타스틱’ 장르 영화제의 취지를 반영해보고자 고심했다. 배경은 3D로 처리하고 캐릭터는 직접 페이퍼에 그려 스캐닝 한 후 2D 공정을 거쳐 이 둘을 합성하였다. 이 작업방식은 당시의 컴퓨터 환경에서는 꽤 거친 공정을 필요로 하였다. 역사적인 조르주 멜리에스의 <달세계 여행> 스틸 컷을 활용한 도입부와 돌비스테레오 녹음방식을 채택한 이 작품의 개요를 정리하면 다음과 같다. ${\circ}$화면형식 : 35mm 스텐다드 사이즈 필름(상영용은 Beta버전) ${\circ}$작품길이 : 20초 ${\circ}$음향 : 돌비스테레오 방식(Only music) ${\circ}$제작기간 : 1997년 6월 - 8월 ${\circ}$사용S/W : 포토샵, 툰즈, 소프트이미지

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A study on the Chinese Animation Film-focusing on the Chinese Culture feature (<대성귀래>를 통해본 중국 전통 스타일 연구)

  • Ma, qing;Choi, chul-yong
    • Proceedings of the Korea Contents Association Conference
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    • 2016.05a
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    • pp.143-144
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    • 2016
  • 깊은 전통 문화를 지닌 중국 전통 요소들은 줄곧 예술 창작의 발원지였고 사람들에게 잘 알려진 신화, 전설과 고전 명작들을 탄생해냈다.<대성귀래>의 성공은 단지 수많은 애니메이터들의 꿈일 뿐만 아니라 중국 전통 요소들의 재차 발광과 승화이다. <대성귀래>는 중국 고전 <서유기>를 배경으로 영화 전반의 제작에 중국 요소를 활용함과 동시에 사상에 대한 전통 문화의 속박을 깨뜨려 현실 생활과 절묘하게 결합해 대중들에게 전면적이고 새로운 영화 이념을 펼쳐냈다.<대성귀래>를 연구 대상으로 하는 것은 우리가 중국 애니메이션 콘셉트의 발전 추이를 알아가는데 새로운 시각을 제공할 것이다. 본문은 중국 전통 요소인 <대성귀래> 속 배역과 장면 및 배경 음악의 활용에 대한 분석을 통해 <대성귀래>속 중국 요소가 뛰어난 빛을 낸 활용에 대해 연구하였다.

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Postfilic Metamorphorsis and Renaimation: On the Technical and Aesthetic Genealogies of 'Pervasive Animation' (포스트필름 변신과 리애니메이션: '편재하는 애니메이션'의 기법적, 미학적 계보들)

  • Kim, Ji-Hoon
    • Cartoon and Animation Studies
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    • s.37
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    • pp.509-537
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    • 2014
  • This paper proposes 'postfilimc metamorphosis' and 'reanimation' as two concepts that aim at giving account to the aesthtetic tendencies and genealogies of what Suzanne Buchan calls 'pervasive animation', a category that refers to the unprecedented expansion of animation's formal, technological and experiential boundaries. Buchan's term calls for an interdisciplinary approach to animation by highlighting a range of phenomena that signal the growing embracement of the images and media that transcend the traditional definition of animation, including the lens-based live-action image as the longstanding counterpart of the animation image, and the increasing uses of computer-generated imagery, and the ubiquity of various animated images dispersed across other media and platforms outside the movie theatre. While Buchan's view suggests the impacts of digital technology as a determining factor for opening this interdisciplinary, hybrid fields of 'pervasive animation', I elaborate upon the two concepts in order to argue that the various forms of metamorphorsis and motion found in these fields have their historical roots. That is, 'postfilmic metamorphosis' means that the transformative image in postfimic media such as video and the computer differs from that in traditional celluloid-based animation materially and technically, which demands a refashioned investigation into the history of the 'image-processing' video art which was categorized as experimental animation but largely marginalized. Likewise, 'reanimation' cne be defined as animating the still images (the photographic and the painterly images) or suspending the originally inscribed movement in the moving image and endowing it with a neewly created movement, and both technical procedues, developed in experimental filmmaking and now enabled by a variety of moving image installations in contemporary art, aim at reconsidering the borders between stillness and movement, and between film and photography. By discussing a group of contemporary moving image artworks (including those by Takeshi Murata, David Claerbout, and Ken Jacobs) that present the aesthetic features of 'postfilmic metamorphosis' and 'reanimation' in relation to their precursors, this paper argues that the aesthetic implications of the works that pertain to 'pervasive animation' lie in their challenging the tradition dichotomies of the graphic/the live-action images and stillness/movement. The two concepts, then, respond to a revisionist approach to reconfigure the history and ontology of other media images outside the traditional boundaries of animation as a way of offering a refasioned understanding of 'pervasive animation'.

Analysis of Montage Pattern of e-book as a Film Language (영상 언어로써 이북(e-book)의 몽타주 패턴)

  • Shin, Seungyun
    • Journal of Korea Multimedia Society
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    • v.19 no.7
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    • pp.1216-1224
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    • 2016
  • This study analyzed the montage pattern of e-book in a bid to include e-book in the film language system. To this end, this study targeted three pieces of e-books which reproduced the animation for theater use of Disney Company. This study did research on characteristics of montage in films, and kinds of film vectors, and defined it as 'Montage of Experience' according to media characteristics of e-book. This study deducted the montage pattern of 3 sorts of classification, and 10 sorts of detailed classification by doing research on the analysis object. This study has a significance in that it pioneers a new perspective in e-book research which has been biased towards a functional perspective. Analysis of the point of contact where the existing visual media, and new media meet with each other could be a driving force promoting the growth of the relevant industry, and this study thinks that the analysis of the point of contact is the research which is helpful to working out qualitative improvement of e-book contents.

A study for Kureougy Balmyungwang (Prankster Invention King), and its characteristic as a propaganda (1980년대 과학진흥정책 홍보영화 <꾸러기 발명왕>의 프로퍼간다적 성격에 대한 연구)

  • Park, Yoo-Shin
    • Cartoon and Animation Studies
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    • s.15
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    • pp.49-71
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    • 2009
  • This study analyzes Kureougy Balmyungwang (Prankster Invention King), produced by Chung-ki Kim in 1984. [Prankster Invention King (Kureougy Balmyungwang)] has been known as science education film. However, around the time this film was produced in 1980s in South Korea, Science and Technology is basis for development of nation driven by military dictatorship for increasing national welfare and individual capability. In this regards, Kureougy Balmyungwang (Prankster Invention King) is an animated movie not only about education and science, but also a propaganda describing children making every effort to develop their country by scientific research. In this regards, this film is in accordance with Director Kim's other animated films such as General Toli, who also served for the government, advertising its policy. This article compares and analyzes Kureougy Balmyungwang (Prankster Invention King) with various propaganda works after World War I, to clarify the propaganda characteristic and contemplate the contemporary meaning of this work.

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