• Title/Summary/Keyword: Game.Animation.Visual Image

Search Result 17, Processing Time 0.026 seconds

A Study on Realization of In-game Animation (인 게임 애니메이션의 실재화에 관한 연구)

  • Lee, Seon-Young
    • Cartoon and Animation Studies
    • /
    • s.42
    • /
    • pp.177-194
    • /
    • 2016
  • This study investigated an evolutionary process of In-game Animation and researched on the action of realization establishing virtual reality. In-game Animation, functioning as contents to visualize games, is responsible for conveying information to achieve goals of games. In-game Animation which is affected by graphic technology was initiated with setting up indicators by dot and line. Followed by the development of technology, In-game Animation has pursued realization, after passing through processes of iconography, materialization, and dimensionalization. The realization of In-game Animation does not simply imitate the real world but creates meaning of reality by establishing space with various factors such as characters and background along with the story, under the premise of virtuality. The realization of In-game Animation is very important to provide the experience of immersion, as it forms a sense of presence through such visual tactility. The process to create meaning of reality provides gamers with experiences, and leads them to expand senses through visual perception and finally absorb the virtuality as reality. Therefore, the image of In-game Animation does not simply imitate the real world but creates meaning of reality by establishing space with various factors such as characters and background along with the story, under the premise of virtuality. The realization of In-game Animation is not limited to blindly portray a realistic image. In addition, the process of realization pursued by In-game Animation is an action to immerse in the game rather than a mere product of technological development.

The Analysis on 3-Dimensional Stereoscopic Video Production Using Anaglyph Method_Focused on the Animation 'YGGDRASIL' (애너글리프(Anaglyph)를 이용한 3차원 입체영상 제작 사례에 대한 분석 -애니메이션 <이그드라씰>을 중심으로)

  • Kang, Hyun-Jong
    • Journal of Korea Game Society
    • /
    • v.13 no.3
    • /
    • pp.131-140
    • /
    • 2013
  • The study analyzes how to create stereoscopic image in 3-dimension animation 'Yggdrasil', produced in Autodesk Maya(3D animation software), using Anaglyph method that is the oldest in 3-dimension stereoscopic video production. The anaglyph method help to produce stereoscopic images easily and to give effective 3D effect encoding each eye's image using filters of different colors. In addition, space direction applied visual perception theory expresses necessary distance, depth and speed effectively in 'Yggdrasil'

PBSL(Project based Self Learning) for Pre-production of Game·Animation·Visual Images (게임·애니메이션·영상 기획 프로젝트 수업을 위한 PBSL(Project based Self Learning))

  • Lee, Hyun-Seok
    • Journal of Digital Convergence
    • /
    • v.17 no.11
    • /
    • pp.467-474
    • /
    • 2019
  • Key areas of digital contents, the games and animation industries are increasingly expanding. Therefore, training of a specialized workforce is required in accordance with these enterprises' growing demand. Education in the field of games and animation lies in cultivating talents with creative thinking, collaboration, and problem-solving skills. Thus, this paper aims to propose a PBSL teaching model for creative convergent talent through game and animation projects. The study will focus on the characteristics of creative convergence talents, project teaching, and related job competencies for game and animation education. Based on literature research, a 'Project Based Self Learning' instructional model is presented, in which creative thinking and collaboration competencies are explained in a way they can be performed by the learner. As a case study, D University's class was applied with PBSL. A survey showed that the autonomy aspects were higher than the creativity and convergence attitudes, indicating that the students improved their autonomy and motivation. However, the team composition needs further supplementation.

A Study on the Movement Production Method of Media-art with Immaterial Objects; Focusing on Media Art Practices (비물질적 오브제를 이용한 미디어아트의 움직임 제작방식에 관한 연구; 미디어아트 작품사례를 중심으로)

  • Lim, Sangguk;Kim, Cheeyong
    • Journal of Korea Multimedia Society
    • /
    • v.19 no.3
    • /
    • pp.673-679
    • /
    • 2016
  • Study the movement was formed and developed through the history of the birth of film and animation. The techniques of the immaterial object movement of in the media art which accompany movement have different operational and symbolic aspects with a film or a traditional(existing) animation. Focused on the works of media artist and want to study the movement of media art production methods.

Style for a Study on Visual Tactility of Game Animation (게임에니메이션의 시각적 촉각성 연구)

  • Park, Sung-Won
    • The Journal of the Korea Contents Association
    • /
    • v.6 no.11
    • /
    • pp.110-117
    • /
    • 2006
  • With the New media of present age we are living at, strongly entice consumers through various sensible technology and give influences on our life. They are visually formed but make us feel them as if formed tactile. The masses of today are meeting media through all the senses in daily life according to the spread of on-line media and in such course they want momentary and tactile share. Since appearance of mass society and cinema following such current, art has appealed to dispersive and tactile perception, and such public way of perception makes it possible to experience 'visual tactility' in daily life in accordance with the development of on-line game culture among others. The shock effects, given by editing of game animations which are produced for epic experience of on-line game, arouse tactility in addition to visibility. Under this assumption and on the basis of visual tactility theory as well as montage theory of image by Walter Benjamin, the research intends to explain that public tactile shock does not result from simple graphic effect but from montage effect and dispersive acceptance.

  • PDF

Real-Time Visual Production using Unity 3D

  • Lee, Dong-Min;Shin, Seung-Jung
    • International journal of advanced smart convergence
    • /
    • v.7 no.4
    • /
    • pp.138-146
    • /
    • 2018
  • Generally, the animation and image production process consists of three stages: Pre-Production, Main-Production, and Post-Production. Real-time video production is also made based on this configuration. On the premise of the increase of productivity by reducing the production time effectively in the main production stage that takes the most time, this study aims to summarize the process of producing videos, focusing on the concrete main production stage. To do this, we propose a method for creating a real-time image from the point of view of the general user using Unity 3D, one of the game engines. Also, this study utilizes the Cinemachine feature provided by Unity 3D, which is suitable for the implementation of the proposed module structure.

A Study on Aesthetic Impression of Cinemagraphs Expressed in Advertising Media (광고매체에서 표현된 시네마그래프의 심미성 연구)

  • Kim, YoungIl;Kim, Hyeon-seok;Kim, Cheeyong
    • Journal of Korea Multimedia Society
    • /
    • v.20 no.7
    • /
    • pp.1129-1135
    • /
    • 2017
  • Due to the development of the media, the digital image is gradually developed, giving some motion to the still image called Cinemagraphs, thereby enhancing the visual perceptional ventilation. In today's advertising media, visual stimuli are transmitted through Cinemagraphs. Demonstrate what is conveyed by aesthetics through case studies and experimental studies. In addition, through Cinemagraphs, the possibility of aesthetic technique is confirmed, and the features of Cinemagraphs will become a new trend in the field of design studying digital images. As IT technology becomes increasingly sophisticated and easy to make, it is expressed as a cultural symbolic pleasure of the masses. The value of future research will be significant.

Visual Narrative Strategy of Game Promotion: Comparative Analysis of Dead Island and Dead Island 2 Trailers (게임 프로모션 시각 내러티브 전략: <데드 아일랜드>와 <데드 아일랜드 2> 예고편 비교 분석)

  • Roh, Chul-Hwan
    • Cartoon and Animation Studies
    • /
    • s.48
    • /
    • pp.249-269
    • /
    • 2017
  • Promotion and marketing, which are essential to lower the investment risk and maximize commercial profit in the video game market. Game developers and publishers set up public relations strategies to encourage potential consumers' needs. Considering characteristics of video game, the trailer, which is the animated image advertisement material, could occupy a key position in its promotion and marketing plan. Cinematic spectacles and attractive narratives are essential ingredients for game trailers, which are usually produced in 3D animation. Dead Island is an open world first person shooters (FPS) game released in 2011. When launched, it grabbed a great attention with a trailer, awarded the Golden Lion Prize for the best internet film at the Cannes Lions International Festival of Creativity. The game was a commercial success and several spin-offs were producted. In 2014, its publisher, Deep Silver showed the official trailer of Dead Island 2 at Electronic Entertainment Expo, the world's largest game show. Dead Island 2 was scheduled to be released in 2016, but has been now delayed until 2018. This study compares and analyzes two trailers of Dead Island 1 and Dead Island 2. We examine the narrative structure of the trailer for the sequel promotion of a successful game. The differences between the two could be useful for building a promotion strategy of other game series.

A Study on the Visual Attention of Sexual Appeal Advertising Image Utilizing Eye Tracking (아이트래킹을 활용한 성적소구광고 이미지의 시각적 주의에 관한 연구)

  • Hwang, Mi-Kyung;Kwon, Mahn-Woo;Lee, Sang-Ho;Kim, Chee-Yong
    • Journal of the Korea Convergence Society
    • /
    • v.11 no.10
    • /
    • pp.207-212
    • /
    • 2020
  • This study analyzes the Soju(Korean alcohol) advertisement image, which is relatively easy to interpret subjectively, among sexual appeal advertisements that stimulate consumers' curiosity, where the image is verified through AOI (area of interest) 3 areas (face, body, product), and eye-tracking, one of the psychophysiological indicators. The result of the analysis reveals that visual attention, the interest in the advertising model, was higher in the face than in the body shape. Contrary to the prediction that men would be more interested in body shape than women, both men and women showed higher interest in the face than a body. Besides, it was derived that recognition and recollection of the product were not significant. This study is significant in terms of examining the pattern of visual attention such as the gaze point and gaze time of male and female consumers on sexual appeal advertisements. In further, the study looks forward to bringing a positive influence to the soju advertisement image by presenting the expression method that the soju advertisement image should pursue as well as the appropriate marketing direction.

A Study on Element Features and Research Frames of Game Trailers (게임 트레일러의 유형 및 산업적 연구 프레임에 관한 고찰)

  • Kwon, Jae-Woong
    • Cartoon and Animation Studies
    • /
    • s.41
    • /
    • pp.187-222
    • /
    • 2015
  • The quantitave increase and qualitative development in the game industry leads to bitter competition and makes game companies struggle to find better ways promoting their own games. The game trailer is one of the critical ways to publicize diverse games by showing visual images directly. There are three reasons why the game trailer comes into the spotlight these days; the rapid growth of the Internet speed handling the large size of files, the remarkable development of visual image quality just like digital movies, and the advent of video websites such as You Tube that shows huge amount of videos regardless of the type and size. However, there are not enough amount of research on the game trailer because using game trailers as the marketing source is still at an early stage. Therefore, this research focuses on providing characteristics of game trailers that are available for practical market analysis. First, this research shows that game trailers can be divided by the category of display, style, and contents type. Second, this research provides the component parts of game trailers that are divided into contents factors such as characters, backgrounds, events and promotional factors such as title, production company name, distribution company name. Third, this research explores research frames that would be needed to analyze marketing strategies, effects of game trailers, production pipelines and so on. These categorizations would be useful for producing game trailers efficiently and utilizing them effectively.