• Title/Summary/Keyword: Narration

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A Study on the Post modern Reality in Animation - Focused on Animatrix - (애니메이션에 나타난 포스트모던 리얼리티 연구 - 애니매트릭스를 중심으로 -)

  • 이준수
    • Archives of design research
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    • v.17 no.2
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    • pp.403-412
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    • 2004
  • Animation has been developed with trying a transformation of a reality continuously. The animation's trio is needed to study how the reality is expressed, transform, and developed through postmodernism, which the culture characteristic is one of culture phenomenons. First of all, to study, it s need to define what is animation and postmodernism. And then, the characteristic of postmodernism is studied to figure out how to relate with the reality in animation by the definition, and the reality is classified and expressed properly by a animation film. According to the study, the theory of simulation in animation based on Jean Baudrillard is to express the reality of post modern animation. 11 also shows what master narration is collapsed by the disorganization an outlook on consideration of an idealism and an absolutism and by the reality based on the implication aesthetic through the stream of the times. Finally, according to the combination of the genre such as the mixing 3-Dimensional and 2-Dimensional images, the appearance of the new genre is a result of the autogenous efforts in the animation which makes up the lack of the narrative due to the magical character of the hyper-realism image and the external image caused by the rapid development of technology. In this paper, the post modern reality is analyzed by a animation film such 'Animatrix', and the paper discusses how to express and re-analyze post modern reality in the animation.

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A Study on Using Rhetoric for Graphical Ideation Tools (수사법을 활용한 그래픽 발상툴 연구)

  • Han, Ki-Beom;Kim, Maeng-Ho
    • The Journal of the Korea Contents Association
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    • v.16 no.10
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    • pp.598-607
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    • 2016
  • The purpose of this study is to suggest necessity of idea expression method suitable for people in our country and deduct Graphic Ideation method by grasping problems of existing idea expression method. The idea expression method (association stimulating method, conceptual shifting method, information combination method) used by many graphic designers is effective in suggesting initial keyword, but has difficulty in the course of deducting the concept. Though deduction of core keyword is important to develop as a concept, the course of separation, combination in keyword connection play an important role, and most of idea expression methods are unavailable for suggesting concrete method for the course. Also as most of idea expression methods were developed and delivered in English-speaking world, it is suitable in English-speaking world culture which has thinking focused on words, but people in our country, which have thinking focusing on narration, cannot consider difference in language thinking due to limitation in idea for each stage. This study deducted idea expression method suitable for emotion of people in our country by proving the value of this idea expression method with style of suggesting and demonstrating 4 hypotheses in order to make the course for easy connection, separation, combination of keyword deducted by existing idea expression method, as well as suggesting idea expression method design based on these hypotheses. This idea expression method used rhetoric so that it is suitable for people our country who are strong for narration expression.

Comparison between the director Cheong-gi Kim's and Narration of Bible (김청기 감독의 <다윗과 골리앗>과 성경의 서사 비교)

  • Park, Jin-Ok
    • Cartoon and Animation Studies
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    • s.16
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    • pp.125-140
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    • 2009
  • In the1970's, Korean movie industry was down because of widely supplied Television. During the time, directed by Kim Cheong-ki was Big hit at the box-office that is bring Korean feature animation industry back to life. In 80's, when new military regime started, SF animation was prohibited to be on air by government because that assumed have bad influences on children, and korean animation industry was faced with recession, such as various imported foreign animations which were on color TV and wildly provided video recorders. At that time, director KIM Cheong-ki try to overcome the recession of animation industry by producing, < David and Goliath>, which was based on the Bible. The Bible, was based on the historical facts and had written by the time flow, that made few changes while it was transformed to a feature animation. Animation does not only reproduce the reality as it is, but also analyzing the story to create a new reliable world, by changing characters, creating new supporting characters, and expanding and reducing of narrative. Despite of such an effort, didn't achieve it's goal at the box office and not satisfied audience either because it was excessive reproduction of the Bible, not standing on the basis of those days social and cultural environment and popularity. This study is aimed at confirming changed narrative shown Kim Cheong-Ki's, and compare it with two other animated, directed by others, so that suggest the new direction of the religious feature animation production.

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Textuality and Vision : Visual Narrative of Ancient Chinese Literature Art Focused on Narratology's Viewpoint (중국 고대예술의 도상서사와 시각문화 연구 -회화의 이시동도법과 만화의 칸의 상호 해석-)

  • Jo, Jeong-rae;Huang, Kuo-Li
    • The Journal of the Korea Contents Association
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    • v.16 no.9
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    • pp.779-790
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    • 2016
  • This study is to exhibit the iconographic narrative and visual culture of ancient Chinese art. The focus of the study is the composite integration of literature and graphic forms, in particular the heterochronous expression of different scenarios of scenes occurring in different time periods in pictures of ancient art. The unity of their origins with picture narration and comic art creation is the fusion of our modern times. The ancient Chinese understanding of visual art includes the traditional style of images and their symbolic meanings. Among artistic narrative expression, imagery contemplation and visual presentation have significance. Artistic thinking is inseparable from visual articulation. It is a rational thought process through creative language interpretation in visual media of imagery narratives. The characteristics of ancient imagery thinking and the way of presenting sequential incidents in the form pictures is a creative space of time. This is the spatial thinking of modern comic art, which is demonstrated through acceptance in artistic styles. Image narration needs new forms and media styles, including integrating with cultural values as aesthetic communication is necessary.

A Study on the First Person Narrator in Animation : Focusing on the narration of childhood experience as retrospection (애니메이션의 일인칭 서술자 연구 : 회상으로서의 유년 체험 서술을 중심으로)

  • Cho, Mi-Ra
    • Cartoon and Animation Studies
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    • s.22
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    • pp.31-45
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    • 2011
  • The paper holds its purpose to analyze the descriptive function and meaning of first person animation which the focalizer, character, and all narrators are indicated as 'I', For the purpose, the following was reviewed; the relation between 'I' as child memorizing the days of childhood as adult and the current 'I' as adult, and the aesthetic effect of experience and sense of the child on the audience reading the narration. The retrospective narrating situation of the adult narrator brings descriptive effect which comes from 'the tension between the experiencing self (self as child) and the narrative self (self as adult). The works focus on the content of child experience through the confession of the adult narrator, but the view of the adult always heading towards 'the present'. That is, the aesthetics contained by the first person narrator is related to endless arousal of the values of hidden and forgotten things. In addition, the descriptive method of child focalizer as 'the subject of experience' brings qualitative change which enables reasoning of the subject as itself, which is free from the view tamed by rational system. Becoming an adult, the lost ability of mimesis brings qualitative change by meeting with the generality of childhood sense. Therefore, it can be known that the meaning the narrator contains in the first person narrator condition of animation links with the degree of aesthetic completion of the work, but also, it is a highly strategic descriptive device which determinately affects even the acceptance of audiences regarding the work.

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A Study on Visual and Auditory Inducement of VR Image Contents and the Inducement Components of for Immersion Improvement (몰입감 향상을 위한 VR 영상 콘텐츠의 시청각 유도와 구성요소에 관한 연구)

  • Lee, Lang-Goo;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.14 no.11
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    • pp.495-500
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    • 2016
  • Since 2016, the VR market has been on the rapid growth. The most critical and arising issue in the VR market is VR contents. That is because it is necessary to develop making techniques and various VR contents to satisfy users' immersion and interaction as much as possible. Therefore, this study focused on VR image contents, conducted domestic and foreign cases of the components of visual and auditory inducement to keep and improve immersion, and thereby tried to find a right direction of visual and auditory inducement. As a result, the visual and auditory components of visual and auditory inducement were found to be photographing, edition, lighting, stitching, graphics, effect, voice actor's narration, dubbing, character voice, background sound, and sound effect; its technical and content components were found to be photographing technique, edition technique, lighting, stitching, graphics and effect, sound and sound effect, and theatric direction based on Mise-en-Scene, lines and narration of characters, and movements of characters and objets. For VR image contents, not only visual and auditory components, but technical and content components are necessary to improve immersion. In the future, it will be necessary to continue to research them.

Study upon Microscopic Narrative Structure of Illusion Interactive Media Art (환영적 인터랙티브 미디어 아트의 미시 서사구조에 대한 연구)

  • Ha, Im-Sung
    • Cartoon and Animation Studies
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    • s.28
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    • pp.181-208
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    • 2012
  • Illusion played by mutual communication in Interactive Media Art is studied in this thesis from the narrative point of view, not from the entertaining point of view. Microscopic narrations founded in screen changes are analyzed by traditional narrative factors such as plot, point of view, narration, time creating the identity of Interactive Media Art. Traditional narrative factors in consequence have been converted to different forms after being combined with the features of Interactive Media Art. Plot has been converted to fragmentary plot and creators' point of view in many work pieces has been recreated to the outside participants' point of view. Also, creators' narrations described from various points of view has transferred to participants' narrations based on physically spacious search. Times of the present sharing with the past are observed in Interactive Media Art, too. It is concluded that audience's active participation through mutual communication makes an influence on the change of essentially traditional narrative factors. Moreover, the factors mentioned in this thesis are regarded as the unique identity of out of various kinds of modern media art.

A Study on the 'fragmentation' trend of modern film montage (현대영화 몽타주의 '파편화(fragmentation)' 경향 연구)

  • LEE, Jiyoung
    • Trans-
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    • v.3
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    • pp.29-53
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    • 2017
  • The film scholar Vincent Amiel divides into three types of montage through his book The Aesthetics of Montage ; Montage narratif, Montage discursif, and Montage decorrespondances. These three categories are the concept that encompasses the aesthetic class to which most movies belong. Early films pursued the essential and basic functions of editing, which tend to be modified in the direction of enhancing the director's goals over time. In this way, "Expressive Montage" is one of most important concepts of montage, not as a 'methodology' that combines narrative but as a 'purpose'. In the montage stage, the expressive montage work is done through three steps of decision. The process of 'combining' to combine the selected films in a certain order, after the process of 'selection' which selects only necessary parts of the rush film, and 'connection' to determine the scene connection considering the duration of the shot. The connection is the final stage of the montage. There are exceptions, of course. When fiction films of classical narratives use close-ups, or when using models or objects of neutered animals, the film induces the tendency of a "montage decorrespondances" rather than a "montage narratif" or "montage discursif". This study attempts to analyze the tendency of montage of works with 'uncertain connection' through 'collage' used by close-ups and montage decorrespondances as 'fragmentation tendency of modern films'. The fragmentation of the montage in contemporary film breaks the continuous and structural nature of the film, and confuses the narration structure that is visible on the surface of the film. The tendency of the fragmentation of the montage, which started from this close-up, seems to give an answer to the extensibility of the modern image.

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A Study on Jin Tai Quan Zhuan (金臺全傳): A Narration in the Form of a Xylographic Book (한국 소장 『김대전전(金臺全傳)』의 판본과 서사 연구)

  • Kim, Myung-Sin
    • Cross-Cultural Studies
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    • v.41
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    • pp.85-112
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    • 2015
  • This article studies The Complete Story of JinTai(金臺全傳), a Korean and Chinese xylographic book, and wishes to makes a case for the value of this work. The Complete Story of JinTai, is an anonymous Xia-Yi (俠義) novel from the late Qing Dynasty. The oldest edition is at Nanjing Rare Book Library. This work was published in 1881 when Emperor Guangxu (光緖) ruled China. Currently, a copy of this book is at the Kookmin University Rare Book Library, however, it is somewhat different in form from that in the Nanjing Library. But it is almost the same story. The Complete Story of JinTai narratives the life story of the hero, Jintai (金臺). Jintai's appearance, alliance, ordeal, contribution, and return proceed sequentially, thus, the story gradually explicates Jintai's heroic aspects. Jintai is a young hero. Exceptionally, he married an official dancing girl. He values honor, hangs out with friends, slays a wicked villain, to the defense of the country, and eventually becomes a king. The hero of more than 500 is categorized as conductor, strategist, activist, intuitive type. They are from Geumsan Mountain, took a pledge of brotherhood, and try to resolve a national crisis. The remarkable Jintai fights wicked enemies and does battle with the villains in many conflicts.

A Study on the Multi-space Method in Fashion Illustration (현대 패션일러스트레이션의 다중공간 표현에 관한 연구)

  • Lee, Jee-Hyun
    • Journal of the Korean Society of Clothing and Textiles
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    • v.33 no.4
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    • pp.644-654
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    • 2009
  • The purpose of this study is to analyze the characteristics of current fashion illustrations within the framework of Multi-space method. Multi-space means being piled up one moment & space on others, and being amassed in a scene. This method is related with Dadaism, Surrealism and Postmodernism, and also influences on the current fashion illustration. In this study, the types of Multi-space method could be classified into 4 types; Repetitive Time Mixture in Multi-space, Juxtaposed Time Mixture in Multi-space, Reiterated Space Mixture in Multi-space, Projected Space Mixture in Multi-space. The characteristics of Multi-space were analyzed and the results are as followed. The distinctive methods for Time Mixture in Multi-space are repetition and juxtaposition in a scene. Time Mixture in Multi-space can make the nonlinear narration and unreal illusory space in fashion illustrations more effectively. Reiterated Space Mixture in Multi-space can be related with the heterogeneous, surrealistic illusions in current fashion illustrations. Projected Space Mixture in Multi-space can be characterized into inter-penetration. It can derive spectators to mix the projected & transparent images in a scene for their own imaginary stories. The final imagination can be made differently according to the personal experiences of spectators.