• Title/Summary/Keyword: Media Acting

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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.

(ro)Bot as media An experimental discussion on news chatbot (미디어로서의 봇(bot) 뉴스 챗봇에 대한 시론적 논의)

  • Oh, Se Wook
    • Korean journal of communication and information
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    • v.79
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    • pp.70-103
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    • 2016
  • In the face of crisis in the news media industry, many people prospect that new technology can save it. But there is no discussion about how new technology works and what is its limitations and which direction of development is needed. In view of media, this article analyzed 'news chatbot' as new technology. Firstly, this article defined bot and discussed bot's agency based on actor network theory. Secondly, it analysed bots which are acting as media and discussed features of the messenger platform as a communication tool. Thirdly, it presents examples of news chatbot and analyzed how they work. Finally, it predicts the future of news chatbot and discussed the possibility of journalism.

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Dynamic Responses on Semi-Infinite Space Due to Transient Line Source in Orthotropic Media (선형하중에 의한 직교이방성 매체의 반구계에서 동적 응답 특성)

    • Journal of KSNVE
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    • v.8 no.5
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    • pp.974-980
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    • 1998
  • The analysis of dynamic responses are carried out on several orthotropic systems due to transient line source. These include infinite and semi-infinite spaces. The media possess orthotropic or higher symmetry. The lode is in the form of a normal stress acting with parallel to symmetry axis on the plane of symmetry within the materials. The results are first derived for responses of infinite media due to a harmonic line source. Subsequently the results for semi-infinite are derived by using superposition of the solution in the infinite medium together with a scattered solution from the boundaries. The sum of both solutions has to satisfy stress free boundary conditions thereby leading to the complete solutions. Explicit splutions for the displacements due to transient line loads are then obtaind by using Cargniard-DeHoop contour.

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Comparison of Acting Style Between 2D Hand-drawn Animation and 3D Computer Animation : Focused on Expression of Emotion by Using Close-up (2D 핸드 드로운 애니메이션과 3D 컴퓨터 애니메이션에서의 액팅(acting) 스타일 비교 -클로즈-업을 이용한 감정표현을 중심으로-)

  • Moon, Jaecheol;Kim, Yumi
    • Cartoon and Animation Studies
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    • s.36
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    • pp.147-165
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    • 2014
  • Around the turn of 21st century, there has been a major technological shift in the animation industry. With development of reality-based computer graphics, major American animation studios replaced hand-drawn method with the new 3D computer graphics. Traditional animation was known for its simplified shapes such as circles and triangle that makes characters' movements distinctive from non-animated feature films. Computer-generated animation has largely replaced it, but is under continuous criticism that automated movements and reality-like graphics devaluate the aesthetics of animation. Although hand-drawn animation is still produced, 3D computer graphics have taken commercial lead and there has been many changes to acting of animated characters, which calls for detailed investigation. Firstly, the changes in acting of 3D characters can be traced from looking at human-like rigging method that mimics humanistic moving mechanism. Also, if hair and clothing was part of hand-drawn characters' acting, it has now been hidden inside mathematical simulation of 3D graphics, leaving only the body to be used in acting. Secondly, looking at "Stretch and Squash" method, which represents the distinctive movements of animation, through the lens of media, a paradox arises. Hand-drawn animation are produced frame-by-frame, and a subtle change would make animated frames shiver. This slight shivering acts as an aesthetic distinction of animated feature films, but can also require exaggerated movements to hide the shivering. On the contrary, acting of 3D animation make use of calculated movements that may seem exaggerated compared to human acting, but seem much more moderate and static compared to hand-drawn acting. Moreover, 3D computer graphics add the third dimension that allows more intuitive movements - maybe animators no longer need fine drawing skills; what they now need is directing skills to animate characters in 3D space intuitively. On the assumption that technological advancement and change of artistic expressionism are inseparable, this paper compares acting of 3D animation studio Pixar and classical drawing studio Disney to investigate character acting style and movements.

Exposure of Middle School Students to Pornography (일 지역 중학생의 음란물 접촉 실태)

  • Yom, Young-Hee;Yun, Yang-So;Lee, Kyu-Eun
    • Research in Community and Public Health Nursing
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    • v.13 no.1
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    • pp.137-146
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    • 2002
  • Purpose: To analyze the exposure of middle school students to pornography. Method The Questionnaire. The data collected were from November 6 to November 12, 2000. The subjects of this study consisted of 664 middle school students in Kangwon Province. The data collected were analyzed using, percentage, mean, standard deviation, t-test and Pearson Correlation. The Result: The most frequently viewed program was computer pornography. Except no response about eighty-five percent (85%) of the subjects viewed the pornography prior to elementary school. Moreover, The subjects viewed pornography for the first time in a PC room. Lastly, this study found that there was a significant relationship between the frequency. consumed time and numbers of viewing media violence and the impulse to imitate and imitation acting after viewing the pornography. Conclusion: Realistic and future-directed strategies should be developed for middle school students to decrease their exposure to pornography.

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Interacting or Just Acting? -A Case Study of European, Korean, and American Politicians' Interactions with the Public on Twitter

  • Otterbacher, Jahna;Shapiro, Matthew A.;Hemphill, Libby
    • Journal of Contemporary Eastern Asia
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    • v.12 no.1
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    • pp.5-20
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    • 2013
  • Social media holds the potential to facilitate vertical political communication by giving citizens the opportunity to interact directly with their representatives. However, skeptics claim that even when politicians use "interactive media," they avoid direct engagement with constituents, using technology to present a façade of interactivity instead of a genuine dialogue. This study explores how elected officials in three regions of the world are using Twitter to interact with the public. Using the Twitter activity of 15 officials over a period of six months, we show that in addition to the structural features of Twitter that are designed to promote interaction, officials rely on language to foster or to avoid engagement. We also provide evidence that the existence of interactive features does not guarantee interactivity.

A Study on the Compensation Algorithm for Tension of Belt which is used as the Force Transfer Media Induction Motor (유도 전동기의 동력전달매체로 사용되는 벨트의 장력 보상 알고리즘에 관한 연구)

  • 김승환;임무생
    • The Transactions of the Korean Institute of Electrical Engineers A
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    • v.48 no.9
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    • pp.1126-1130
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    • 1999
  • This paper persents an algorithm compensating for the change of tension acting on a belt which is used as a force transfer media of the induction motor that drives a washing machine. The induction motor adopted in a washing machine is operated not only for the power-transmission device, but also for the detection of clothes load. The load of clothes is determined by the duration of inertial rotation which is occurred by the induction motor during a specific time. The tension of belt also affects the determination of clothes load as another load and this change of the tension is a significant disturbance for accurate determination. This paper mentions the algorithm compensating for the amount of change in tension and the application of the algotithm proved to be effectively increasing the washing performance and reducing the noise and the vibration.

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A Thrombus Growth Model Based on Level Set Methods

  • Ma, Chaoqing;Gwun, Oubong
    • Smart Media Journal
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    • v.5 no.1
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    • pp.137-142
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    • 2016
  • In this paper, a multi-scale model is applied to the simulation of thrombus growth. This model includes macroscale model and microscale model. The former is used to model the plasma flow with Navier-Stokes equations, and the latter is used to model the platelets adhesion and aggregation, thrombus motion, and the surface expansion of thrombus. The force acting on platelets and thrombus from plasma is modeled by the drag force, and the forces from biochemical reactions are modeled by the adhesion force and the aggregation force. As more platelets are merged into the thrombus, the thrombus surface expands. We proposed a thrombus growth model for simulating the expansion of thrombus surface and tracking the surface by Level Set Methods. We implemented the computational model. The model performs well, and the experimental results show that the shape of thrombus in level set expansion form is similar with the thrombus in clinical test.

Flow Uniformity Analysis of DOC-DPF System using CFD (CFD를 활용한 DOC-DPF 조합의 유동 균질도 분석)

  • Kim, Taehoon;Park, Sungwook
    • Journal of ILASS-Korea
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    • v.24 no.3
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    • pp.122-129
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    • 2019
  • Flow uniformity in aftertreatment system is an important factor in determining uniform catalytic reaction and filtration. In this study, variety types of DOC-DPF system design were analyzed to increase flow uniformity. For this analysis, ANSYS Fluent was used with porous media setup for DOC and DPF. Turbulent flow was modeled by standard $k-{\varepsilon}$ model excepting porous media. Uniformity index was utilized to evaluate the flow uniformity quantitatively. Reference design showed low velocity region because two large vortex were generated before baffle. When radius of DOC-DPF system was increased, exhaust pressure acting on the inlet decreases and velocity distribution was shifted to one side. When inlet pipe was set to axial center of DOC-DPF system velocity distribution was symmetric. However, flow was not dissipated until the front end of DOC and showed higher uniformity index. When the volume of DOC was reduced while fixed volume of entire DOC-DPF system and baffle plate is located downstream of the DOC-DPF system, there was improvement in uniformity index.

Relationship characteristics of intermedia and fashion show in the Chanel collection (샤넬 컬렉션에 나타난 인터미디어와 패션쇼의 관계적 특성)

  • Lee, Seulah;Lee, Younhee
    • The Research Journal of the Costume Culture
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    • v.24 no.3
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    • pp.367-384
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    • 2016
  • The aim of this paper is to examine relationship characteristics and the relevance there of in the context of the Chanel collection, between the contemporary fashion show viewed from the artistic side and intermedia on interaction. This study analyzed the relationship characteristics between intermedia and fashion shows by focusing on Chanel fashion shows from 2010 S/S to 2016 F/W as actual case. The results are as follow: First, participational accessibility indicates the experience of a designer and audience in active participation changing into passive participation. Second, audience immersion is represented by the perception of being involved by the audience in the place and acting. Third, conceptual symbolism is sending of messages through the designer's concept manifesting in the specific features of the design. Finally, expandability of media explains trans-boundaries in experimental attempts. It concludes that fashion show is a space where the audience can have visual as well as new knowledge and experience through multi-sensory channels. The Chanel collection which is considered a huge art project at the fashion show, showed a relationship between philosophy and the direction through season concepts and brands. The Chanel collection has brought a new experience through the convergence of communications and cultural media, such as music and art according to traditional brand image.