• Title/Summary/Keyword: Japan animation

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A Study on Character Fashion - The Focus on Animation Character - (캐릭터 패션에 관(關)한 연구(硏究) - 애니메이션 캐릭터를 중심(中心)으로 -)

  • Lee, Jung-Im;Chun, Hae-Jung
    • Journal of Fashion Business
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    • v.5 no.1
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    • pp.97-116
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    • 2001
  • Character fashion was already turned up in Egyptian age and nowadays was worn to everybody as regardless of ages, level and sex of people. This paper reviewed character fashion and animation character based on USA and Japan that is outstanding more coming up today and compared and analyzed with our country's situation. Usually, character fashion would give imagnation of products and companies themselves for aesthetic sense and can show possessive feeling and personality. And that mean fashion used by character like pictures and signals(that include words figures and special signals) and these fashion using by animation character was come out in 1929. In spite of third producer, Korea, back from USA and Japan about character fashion, we faced many problems. In order to solve these problems, we must make our own pure character that do not need to pay royalty and must spread marketing strategy with character fashion of more various designs. Therefore we should concentrate for raising high quality works and avoid uneconomic investment and plagiarism and finally we must expand recognition concerning character fashion.

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A Study on the current and Development of the Korea Independent Short Animation (한국 독립 단편애니메이션의 현재와 발전방향에 대한 연구)

  • Son, Gook-Whan
    • Cartoon and Animation Studies
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    • s.48
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    • pp.1-22
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    • 2017
  • Independent short animation was the expression method for young animation creators through creative and progressive representation. Since the birth of animation, independent short animation has become a driving force for qualitative development and diversification of animation. This has brought many works to the world that emphasize experimentation and challenges in the history of animation and in countries that have the rich animation resources such as France, Japan, and Canada, they recognize its importance and supports young creators in order to maintain the value of it. However, Korean animations are evaluated the quality of works by the popularity of the children, moreover, companies that focus on developing and selling products, including toys, rather than animation works themselves and public awareness that accepts them are formed throughout the Korean animation industry. Because of these points, Korean animation creators can not express the creative vision for the future and philosophical awareness of the problem and they are trapped in commercial animation markets. In order to re-leap and expand the Korean animation industry, which has reached the saturation level with infant animation, it is necessary to reestablish the value of independent short animations with challenging and experimental characteristics and requires the creative environment and support system for the diversity of Korean animation industries, including the achieving commercial goals through good planning, story development and technological innovation. For this purpose, this paper analyzes the current state of production, screening, distribution, and government support of independent short animation in Korea, and explores the structural problems and solutions.

A Study on Freedom Constraints of Comics Expression of Korea & Japan (한국.일본의 만화표현의 자유 규제 연구)

  • Yoon, Ki-Heon;Kim, Byoung-Soo
    • Cartoon and Animation Studies
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    • s.14
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    • pp.1-13
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    • 2008
  • The infinite imagination and variety of material, and freedom of expression are fundamental elements of the comics. However, although the freedom of comics expression is linked with the liberty of speech and press, it's expression is constrained by a public authority and social pressure, self-regulation. This paper explains some problems and desirable freedom of expression thought researches on constraints of comics expression of Korea and Japan.

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Study on the Academic Discussion about Animation Authorship (애니메이션 작가주의에 대한 학술담론 연구)

  • Jeon, Gyongran
    • Cartoon and Animation Studies
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    • s.43
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    • pp.123-150
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    • 2016
  • There has been discussed very little about animation authorship studies, especially the themes of authors and their original animation texts since 1990s. This study is to explore the academic discourse of animation authorship studies understanding the media aesthetics of animation and the scholarly approach of animation studies about authorship. This article examines 55 articles via meta analysis about animation authorship studies drawn from the 1,516 articles on the general animation studies. The results were as follows. First, the domestic animation studies on the authorship were made about animators of Japan, US, and european countries. Second, It was dominant that scholarly interest on the screen direction and visual expression of animation texts. This shows the authorship approaches were mainly about visual aspects of animations. The domestic animation authorship studies did not trace the authorship issues on author's world view and visual style revealed in the corpus of texts. Instead, they discussed authorship issues on the characteristics of individual animation text. It has been evident that animation studies were not enthusiastic about building the independent theory on animation. Therefore, animation studies have tried theorizing the animation issues borrowing the literature and film theories. This study can contribute to increase phase of animation studies by drawing the intensive discussion of animation authors and their authorship.

The Success of Animation in Korean Film Industry: An Exploratory Analysis (애니메이션 영화의 흥행에 관한 탐색적 연구)

  • Kim, Hyo D.
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.12
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    • pp.57-70
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    • 2014
  • The study proposes an exploratory analysis on the success of animation films in Korea industry. It identifies animation films that have been successful in the Korean film industry during 2004-2013 period and explores (1) how the number of screens allocated to the films have been changed; (2) what are the major factors that influence the success of the films; (3) what are the differences between Japan and the US animation in terms of plots and genres; and (4) how the characteristics of the US animations are related to the success of the US market, the global market, and Korean market. Analyses show that the number of screens allocated to the animation films has been consistently increased due to the vertical integration of Korean film industry; and the (FTA) period, months in year (summer and winter break months for middle and high school students), and the number of screens allocated to the films were the major factors influencing the financial success of animations. It also finds that specific characteristics embedded in its own cultural trait were shown in the plots and genres in the animations. Lastly the study also finds that specific set of characteristics extracted from IMDB site influence certain markets. Budgets and actor's power were found to influence the success in the US market while period (pre-FTA, FTA, post-FTA) only influence the success in Korean market. The study points out that the success of the US and Japan animations in Korean film industry are due to the historicity of animation cultures which are not found in Korean animation industry.

Creating a High-Definition Animation of Tsunami Propagation (지진해일 수치실험 결과의 고해상도 에니메이션 생성)

  • Kim, Kyeong-Ok;Yuk, Jin-Hee;Min, Byung-Il;Choi, Byung-Ho
    • Journal of Korean Society of Coastal and Ocean Engineers
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    • v.23 no.5
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    • pp.327-334
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    • 2011
  • Simulation of the trans-oceanic or trans-basin propagation of a tsunami is a computer-intensive task. This study demonstrates an effective and detailed visualization technique to deal with the vast amount of surface-elevation and velocity-field output. This high-definition visualization technique is used to present simulations of the 1960 and 2010 Chilean earthquake tsunamis and the 1983 Central East (Japan) Sea earthquake tsunami. This tsunami-visualization method using high-definition graphic animation is an appropriate tool to show detailed tsunami-propagation behavior over an ocean or coastal sea, as exemplified by the Pacific Ocean and East (Japan) Sea tsunami events.

A Study on the Meanings of Bodily & linguistic Expressions Appeared Animation Characters in Cultural Values (문화적 가치로 본 캐릭터 신체언어에 관한 연구)

  • Yoon, Jae-Jun
    • Cartoon and Animation Studies
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    • s.9
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    • pp.184-198
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    • 2005
  • Characters are composed of universal value system that can be applied to the oriental and western world, while there are based on the differences in general and cultural values distinguished by the said two worlds. In modern society expressed as the age of moving image, the products concerning the characters have played a role as a forerunner of the spread of culture in the formation of new markets, regardless of considering the relationship between animation industry in Korea and the counterparts in the USA and Japan. Furthermore, as a successful role model, eastern and western character industries have penetrated deeply into our daily lives, in terms of our cultural values. Based on the assumption that characters reflect the cultural values, This study investigates the meanings of bodily & linguistic expressions appeared in animation characters and reviews the method of enhancing their values and effectiveness as cultural assets.

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A study of a Japanese goblin character:Centered around the making method of goblins' image (요괴 캐릭터 연구:요괴 이미지의 생성원리를 중심으로)

  • Kim, Yoon-A
    • Cartoon and Animation Studies
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    • s.16
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    • pp.141-163
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    • 2009
  • This paper examined the goblin characters in Japan animation. The meaning of the goblin in this paper is not a just monster. They have a spirit. This concept is based on animism in japanese mind. I attempted a chase of goblin character's making methods. My theoretical approaches lean on the concepts "inter-textuality" of Julia Kristeva and "text" of Roland Barthes. First of all, I compared some beings of the old chinese myth-geographical book with some characters of Japan animation . The making method of goblin characters is two. One is 'Hybrid', the other is 'Mutant'. And than I appled to Japanese traditional image, "Baek-kuy-ya-hang-do"(hundreds of goblins' parade). The making method of goblins is combined to a inter-textual way as hybrid or mutant.

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The Research on Japanese Independent Animator Koji Yamamura's works (일본의 인디펜던트 애니메이션 작가 야마무라 코지의 작품 분석)

  • Park, Gi-Ryung
    • Cartoon and Animation Studies
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    • s.21
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    • pp.19-32
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    • 2010
  • In this essay, Japanese independent animator Koji Yamamura's works were analyzed. As understood from etymology of 'anima', animation is the expression media in which creation of moving image is assumed to be essence. In the independent animation, possibility of animation to the essence shows by the most original and experimental method. And it contributes to diversification of the animation style. Yamamura keeps producing animation independently from the 1980's, and he designed and tried technique and theme of new ideas. Here, on Yamamura's early and after works, his animation method considered by analisis of experimental attempt in technique and theme. In the case of Yamamura, he variously experimented technique on his early works and it was made foundation. And, after , Yamamura searched by the method to harmonize form of animation with content treating drawing animation technique with allegorical theme. Especially, independent animation in Japan has developed growing spontaneously. Therefore the individual aesthetics of Japanese independent animators can be discovered indeed variously intheir creation activity and work. So the importance of independent animation is recognized by concretely analyzing the case of Japanese independent animator. In addition, the way used on the side of possibility of animation expression tries to be considered individual case.

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Use of Licensing for Animation Business Promotion (애니메이션 산업 활성화를 위한 라이선싱 활용 방안)

  • Kim, Joon-Young;Kim, Jae-Woong
    • The Journal of the Korea Contents Association
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    • v.7 no.2
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    • pp.255-264
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    • 2007
  • This study considers the use of licensing for One source-Multi use revitalization for high profitability in domestic animation industry. To grasp the controversial point in domestic licensing case and establish success point through the study for expansion success case in USA and Japan. Workers in domestic animation industry vaguely think 'Licensing will be succeed naturally, when animation product gets the fame.' However, it is very important to consider licensing in making plan to reflect creating animation product. And also licensing property in included in animation product should have competitiveness, premise understanding of consumption type in relation industry market. Finally, it is necessary to expand by stage better than synchronistical way and management in marketing way, it should be accomplished to manage through technical know-how management system and relation the strategy systematic.