• Title/Summary/Keyword: Series Animation

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A Study of Chuck Jones's Directing Style in (척 존스 Chuck Jones의 연출 특징 연구(Tom and Jerry를 중심으로))

  • Yoon, Jeong-Won
    • Cartoon and Animation Studies
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    • s.36
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    • pp.303-323
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    • 2014
  • After TV Broadcasting service started, American Animation Industry changed dramatically. Through 1930th to 1940th, Major Animation Studios made every effort to adapt to new Animation production environment. Those efforts led rapid improvement of Animation again by succession of heritage in the golden age of American Animation. in spite of successful outcome, some critic like Bernard Oma blamed Animation on repeated chasing pattern, glamorized violence with exaggeration and humor caused by lack of idea. Nevertheless the decade passed by, achievement of the era still have influenced today. The animated films of the age have attractive power in comparison to today's works and Chuck Jones was a glamorous one of the age-leading masters. "Tom and Jerry" series, "Bugs Bunny", "Daffy Duck", and so on, he planned, designed characters and directed those masterpieces. In this study, episodes of "Tom and Jerry" that had been directed by Chuck Jones during 1963 and 1967 are analysed in the view point of direction style. In recently, Korean Animation Industry seems to be accumulated power for rising again by showing new animations that are adapted to new media. Thus, this study aims to give an idea for the new vision of Korean Animation through analysing Chuck Jones' Masterpieces.

A Study on the producing of Non-realistic 3D Character Animation with the style of 2D Animation (비사실적 3D 캐릭터 애니메이션의 효과적인 2D 애니메이션 스타일 연출 연구)

  • Kim, Sungrae
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.894-898
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    • 2007
  • Now a day, lots of the animations include TV series Animations are made by the technique of 3D Animation. However, 3D Animation obstructs visual elements and deteriorates an acquaintance with the limit of unfamiliar material methods and dispersion of light. For this reason, a large of number of 3D Animations are repacked with the style of 2D Animation. Most of previous studies for the conversion of output 3D Animation to the style of 2D Animation are analysis for 2D rendering techniques. In case of Non-realistic 3D Character Animation, first and foremost it needs investigation of the basic producing method for the 2D Animation is different with the realistic expression way of the one for the 3D animation. For a case study, expression methods for the non-realistic and the non-actuality 2D Character Animation come with impossible ways in the real life. This study for the 3D Animation with the style of 2D Animation is to investigate on the keynote for effective expression methods, when we turn 3D Animation into the style of 2D Animation.

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The beginning of abstract animation and semiotic meaning (추상애니메이션의 태동과 기호학적 의미 연구)

  • Lee, Young-Hun
    • Cartoon and Animation Studies
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    • s.48
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    • pp.23-44
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    • 2017
  • This study explored aspect and intermedial characteristics at the beginning of the abstract animation and the semiotic meaning of abstract animation. Abstract animation was formed by arbangaridist, and there was an abstract painting on its foundations. The abstract painting belong to 'symbol sign' and do not represent specific objects. The abstract animation loses its object and we knew that the abstract animation itself to be object. Abstract animation is a category of ' media combination ' that combines abstract painting and music with intermediality. Abstract animation began based on abstract paintings, but was combined with music and time, and evolved into new media. The abstract animation was started by avant-gardists such as Walter Ruttman, Viking Eggeling and Hans Richter. They set aside their own time of abstract animation based on music. Oskar Fischinger was influenced by Walter Ruttman who completed abstract animation and went to America to continue his work. After Oskar Fischinger, John Whitney continued his genealogy using computer graphics. The abstract animation was faithful to the underlying meaning of the medium in the absence of the object for representation.

Characteristics of Sitcom in TV Series Animation (TV시리즈 애니메이션 <심슨가족>에 나타난 시트콤의 특성)

  • Park, Youn-O;Kim, Jae-Woong
    • The Journal of the Korea Contents Association
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    • v.11 no.3
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    • pp.157-166
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    • 2011
  • TV sitcom animation is a immensely popular to any religion and age, sex. The five yellow main characters and a great amount of sub characters appear to tell their broad stories every sequence. It makes people laugh using parody and pastiche with the American social subjects and political issues. This paper examines the study of story structures for sitcom animation and main factors of the Simpsons' popularity. The case works are focused on 'The future of korean TV sitcom animation'.

Blending Surface Modelling Using Sixth Order PDEs

  • You, L.H.;Zhang, Jian J.
    • International Journal of CAD/CAM
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    • v.6 no.1
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    • pp.157-166
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    • 2006
  • In order to model blending surfaces with curvature continuity, in this paper we apply sixth order partial differential equations (PDEs), which are solved with a composite power series based method. The proposed composite power series based approach meets boundary conditions exactly, minimises the errors of the PDEs, and creates almost as accurate blending surfaces as those from the closed form solution that is the most accurate but achievable only for some simple blending problems. Since only a few unknown constants are involved, the proposed method is comparable with the closed form solution in terms of computational efficiency. Moreover, it can be used to construct 3- or 4-sided patches through the satisfaction of continuities along all edges of the patches. Therefore, the developed method is simpler and more efficient than numerical methods, more powerful than the analytical methods, and can be implemented into an effective tool for the generation and manipulation of complex free-form surfaces.

Development of 3D Visualization Technology for Meteorological Data Using IDL (IDL을 이용한 기상자료 3 차원 가시화 기술개발 연구)

  • Joh Min-su;Yun Ja-Young;Seo In-Bum
    • 한국가시화정보학회:학술대회논문집
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    • 2002.11a
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    • pp.77-80
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    • 2002
  • The recent 3D visualization such as volume rendering, iso-surface rendering or stream line visualization gives more understanding about structures or distribution of data in a space and, moreover, the real-time rendering of a scene enables the animation of time-series data. Because the meteorological data is frequently formed as multi-variables, 3-dimensional and time-series data, the spatial analysis, time-series analysis, vector display, and animation techniques can do important roles to get more understanding about data. In this research, our aim is to develop the 3-dimensional visualization techniques for meteorological data in the PC environment by using IDL. The visualization technology from :his research will be used as basic technology not only for the deeper understanding and the more exact prediction about meteorological environments but also for the scientific and spatial data visualization research in any field from which three-dimensional data comes out such as oceanography, earth science, or aeronautical engineering.

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A Comparative Study for Digital Animation Production using Database (데이터베이스를 활용한 디지털 애니메이션 제작 방법 비교 분석)

  • Lee, Dong-Eun
    • Journal of Korea Multimedia Society
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    • v.11 no.1
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    • pp.96-105
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    • 2008
  • The introduction of the digital media changed 21 century at time of database paradigm and the database paradigm called forth a big change in production process and industry of the animation. One of the characteristics of animation is that it has to newly produce all of the images. But due to the introduction of digital technology, the original copy of those images produced for animation can be saved. Also, those permanently saved data can easily produce new images through modification and composition. Therefore, this assignment will be focused on the usage of digital base and how it has made a difference in animation creative skills. In order to achieve the goal, I will be reviewing some examples and discuss about the future of animation for the next generation.

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Composed Animation Production Pipeline using Miniature Set (미니어처 세트를 이용한합성 애니메이션 제작 공정)

  • Kim, Jaejung;Kim, Minji;Seo, Jihye;Kim, Jinmo;Jung, Seowon
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.3
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    • pp.63-73
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    • 2016
  • Animation contents are gradually growing every year, but production period and budget for making one animation contents is insufficient as of now. In particular, in case of animation series that are broadcasted on television, many episodes should be made within a short period of production term. Hence, production pipeline of full three-dimensional animation is frequently chosen in this case. However, another problem emerges as the full three-dimensional animation also requires a lot of time for making high-quality background and for rendering. Composed animation is a production pipeline that attempts to solve such problem. It is a pipeline of producing animation by composing computer graphic (CG) character and real background. It requires relatively small number of human resources compared to the full three-dimensional animation pipeline. Hence, it has an advantage in that natural-looking image can be produced under efficient structure and time for rendering can also be reduced. This paper proposes an efficient process of producing composed animation by using miniature set and three-dimensional computer graphic.

Analysis of the use status of animation contents in Over The Top service (Over The Top 서비스의 애니메이션 콘텐츠 이용 현황 분석)

  • Sukyung Park;Teagu Lee
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.445-450
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    • 2023
  • This study analyzed the factors that viewers consider when watching anime on Over The Top(OTT) service platforms and the characteristics of each type of preference, which are the components of anime preference. To this end, the survey data of 240 animation major students were used for analysis, and the conclusions drawn through frequency analysis and cross-tabulation of IBM SPSS Statistics 27 are as follows. Netflix is the OTT service platform that viewers use the most, and TV series are the most preferred for animation works. In addition, it was found that Netflix OTT original animation works were preferred over other platforms, and long-form animation preferred Disney+. Among the characteristics of each type of animation preference, it was found that the factors considered when watching animation in terms of narrative value, aesthetic value, and entertainment value respectively value the structure, screen production, and immersion of the storyline. It is hoped that this study will be used as useful data for producing animation contents with the OTT service platform.

Expressed Follow Pan's real expression study in a long piece Japanese Animation (일본 장편 애니메이션 작품에 표현된 Follow Pan의 실재감 표현연구)

  • Kim Jea-Ho
    • Journal of Science of Art and Design
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    • v.8
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    • pp.45-61
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    • 2005
  • The 2D animation screen is a screen work that is produced on the plane. So, it is superficial in terms of space. Therefore, we expressed via picture technique that uses the movement of camera and back-ground in order to recreate the image of realistic feeling that has multiple effect. Though all multiple-effects were expressed realistically in the early Disney animation of the United States, Japan used the expression of Follow Pan profoundly to provide the animation with economic expression of picture and the depthof screen in order to realize a new technical expression of limited animation while it was producing TV series works in 1960s. Now it is positively expressed even in the United States, too. This study tries to analyze the example that applied the long piece works of Japan which was expressed via the Follow Pan, that is, the movement of camera, to the real approach.

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