• Title/Summary/Keyword: Success of Animation

Search Result 89, Processing Time 0.026 seconds

Comparative Analysis of Markerless Facial Recognition Technology for 3D Character's Facial Expression Animation -Focusing on the method of Faceware and Faceshift- (3D 캐릭터의 얼굴 표정 애니메이션 마커리스 표정 인식 기술 비교 분석 -페이스웨어와 페이스쉬프트 방식 중심으로-)

  • Kim, Hae-Yoon;Park, Dong-Joo;Lee, Tae-Gu
    • Cartoon and Animation Studies
    • /
    • s.37
    • /
    • pp.221-245
    • /
    • 2014
  • With the success of the world's first 3D computer animated film, "Toy Story" in 1995, industrial development of 3D computer animation gained considerable momentum. Consequently, various 3D animations for TV were produced; in addition, high quality 3D computer animation games became common. To save a large amount of 3D animation production time and cost, technological development has been conducted actively, in accordance with the expansion of industrial demand in this field. Further, compared with the traditional approach of producing animations through hand-drawings, the efficiency of producing 3D computer animations is infinitely greater. In this study, an experiment and a comparative analysis of markerless motion capture systems for facial expression animation has been conducted that aims to improve the efficiency of 3D computer animation production. Faceware system, which is a product of Image Metrics, provides sophisticated production tools despite the complexity of motion capture recognition and application process. Faceshift system, which is a product of same-named Faceshift, though relatively less sophisticated, provides applications for rapid real-time motion recognition. It is hoped that the results of the comparative analysis presented in this paper become baseline data for selecting the appropriate motion capture and key frame animation method for the most efficient production of facial expression animation in accordance with production time and cost, and the degree of sophistication and media in use, when creating animation.

A Study for Visual Style for Feature Animation - A Case of Feature Animation - (극장 판 장편 애니메이션의 시각적 스타일에 관한 연구 -장편애니메이션 'Life is Cool'의 제작사례를 중심으로-)

  • Choi, Seung-Won
    • Journal of Broadcast Engineering
    • /
    • v.12 no.5
    • /
    • pp.391-400
    • /
    • 2007
  • The ways of expression are infinite to make animated film. When we compare to live action film, that fact is the actual power that animation only has and is one of the big weapons to appeal to the audience. Nonetheless, techniques to be chosen are monolithic like drawing, 3D computer, and clay when animation maker makes feature animation to screen in movie theatre. It's probably because feature animation must have popularity of visual style and they need to standardize technique about side of making. But popularity in expression does not mean monolithic visual style and making technique. It should be understood about side of artistic value to fascinate public audience. Audience is always eager for new subject, new directing style and new visual style. Monotonous and boring animation cannot but turn away from the audience. So if production does not have artistic value, we cannot expect commercial value and success also even it plans and makes for the feature animation. To create new visual style fnr animation is not only limited to artwork itself but also creation, which is included story and tone of the film and acting style about character. Also making process must be calculated and experimented to actualize that visual style about side of making.

An Analysis of Visual Storytelling Characteristics of Desire in Animation - Regarding Affiliation, Achievement, and Nurturance (애니메이션에서 욕망 비주얼 스토리텔링 특징 분석 - 소속, 성취, 보호에 대하여)

  • Jiang, Weiyi;Wang, Yuchao;Kim, Jong Dae;Chin, Danni;Kim, Jae Ho
    • Journal of Korea Multimedia Society
    • /
    • v.19 no.6
    • /
    • pp.1074-1088
    • /
    • 2016
  • Successful Visual Story Telling(VST) of desire is a crucial key for the success of animation because desire is the leading power of story development of animation. An analysis of the desire of VST using the top 5 successful American feature film animations is carried out. Totally, 147 desire shots are extracted by using the proposed Objective Selection of Desire Shots(OSDS) method based on the theory of Makee's conflict and desire pursuing modeling, Maslow's 20 desire types, Greimas's actant model, and the 17 narrative process classification. In addition to them, the 5 Beat(5B) model of a scene is proposed. Five image specialists have evaluated VST of the selected 147 desire shots. For each shot, the desire type among the 20 desires and the strength are obtained. Among them, the top 3 desires(affiliation, achievement, and nurturance) appearing 51.8% are analyzed. The composition elements of shots affecting the desire type and the strength have found. These can be used for better VST of preproduction and production of animation.

Analysis on Immersion of Digital Animation -Focused on complex analysis on the concept and story- (디지털 애니메이션의 몰입감 분석 연구 - 콘셉트와 스토리의 복합적 분석을 중심으로 -)

  • Kim, Ki Bum;Kim, Kyoung Soo
    • Korea Science and Art Forum
    • /
    • v.24
    • /
    • pp.1-13
    • /
    • 2016
  • The aim of this study is to find the reasons of success and failure of digital animations in terms of 'immersion.' For the purpose, the causes of immersion were analyzed through complex comparison about concepts and stories of two animation films with similar size of budget: 'Shrek 2' which ranked number 1 in the box-office of animation and 'Mars Needs Moms' which ranked number 172 in the same category. The complex results showed that immersion becomes bigger with creativity and popularity of the characters' outer concept, diversity and organic of the characters' inner concept, and diversity and consistency of the background. Moreover, gradual arrangement of characters' appearance in the story and increasing number of the characters, and visual changes around the plot heightening with a well-organized passage increase immersion. After all, immersion of digital animation requires developing creative, diverse, and popular concept and arranging and strengthening strategic well-organized plot of parts and the whole. This is the key to convergence it.

A Study on the Aesthetic Motive in e-Card Design (e카드 디자인의 미적 동인에 대한 연구)

  • 박성완
    • Archives of design research
    • /
    • v.16 no.3
    • /
    • pp.401-410
    • /
    • 2003
  • With increase of internet users, usage frequency of e-mail card is growing up. In addition to advantage of delivering message in real-time, e-mail card contains words, animation and sound. So users can enjoy it's multiple characters. For these reasons, there is a shift in preference from traditional card to e-mail card especially in young age. In character portal sites sewing users with e-mail card it is regarded as useful media for character promotion. After bizarre rabbit 'Mashimaro' wins a great success as Flash animation, Flash card has been treated as an important media in character business. As the study on the aesthetic motive in Flash card, this thesis analyzes what is the meaning existing in characteristic expression of Flash card and proposes that the meaning is related to tension reduction from the viewpoint of entropy principle. We can summarize that contents of animation are based on striving toward simplicity and expressions of animation are based on catabolism. Both lead to pleasure of tension reduction. We can draw conclusion that pleasure of tension reduction becomes one of major factors of the aesthetic motive felt in Flash card.

  • PDF

Analysis of Ideology characteristic reflected in -With focus on Lance of Longinus and A.T Field- (<신세기 에반게리온>에서 나타난 이데올로기 특징 분석 -'롱기누스의 창'과 'AT필드'를 중심으로-)

  • Liu, Si-jie;Lee, Jong-han
    • Cartoon and Animation Studies
    • /
    • s.47
    • /
    • pp.149-170
    • /
    • 2017
  • which was first shown as TV series in 1995 has been highly praised until now successful animation that reflected human psychology and ideology. first gained popularity in Japan and spreaded into global animation market. Characteristics of can be summarized as mechanical design, realistic military mise-en-scene, and philosophical view of the world based on the bible. All works reflect the philosophy and ideology of the writer/creator, but reflects various form of ideology. Furthermore, 's ambiguous and vague plot made the fans to discuss and analyze about the work, which brought secondary marketing effect. In this report, the ideology reflected in will be analyzed and understand how these ideologies were reflected in the work. By analyzing religious, psychological and philosophy ideologies in , ideology can be proved as success factor of animation films.

An Analysis on the Title Sequence of Disney Full-length Animation (디즈니 장편애니메이션 타이틀 시퀀스 분석)

  • Kim, Seol-Mi;Kim, Kyu-Jung
    • Cartoon and Animation Studies
    • /
    • s.39
    • /
    • pp.183-214
    • /
    • 2015
  • For a long time, Disney has made animations including world views such as family-focused, conservative ideology, happy ending, etc. for families. Periodical situation and spectators' demands have been changed little by little, but Disney is still a company who is the most successful both nominally and virtually in animation industry. For the secrets of their success, there is fantasy world of fabricated animation, thoroughly organized story and image. When spectators watch animations, their sufficient immersion in the fantasy is to let them forget realities. In the introduction of Disney animations, spectators turn off the switch of realities and turn on the switch of fantasy world through the procedure to recognize and confirm virtual world sufficiently. In the switch of the introduction used frequently by Disney, there are four methods. First is to start while opening the cover of storybook. Second is to start while storyteller gives a talk directly. Third is to start with live action film and continue to animation. Fourth is musical method. Those four switches play a role of the gate which distinguishes spectators' realities from Disney's fantasy clearly. The process makes an opportunity to set spectators who feel uneasy due to the vague boundary between realities and fantasy at ease and let them immerse in animation sufficiently with mind at ease.

The Analysis for 'Shrek' Based on Greimas Method (그래마스 방법론 기반 슈렉 분석)

  • Xia, Yang Xiao;Song, Seungkeun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2016.10a
    • /
    • pp.185-186
    • /
    • 2016
  • Animations are filled with emotional expressions of childlike innocence and fun, their dramatic plots and boundless imaginations have made them the focal points in a global context featuring industrialization and marketization, and people around the world like watching these animations. Animated adaptations are very common artistic phenomenons and cultural practices, and they have been one of central topics of theoretical discussions since the creation of animation films. Currently, the research on animated adaptations is mainly about case analysis, but from the perspective of methodology, there lacks a theoretical and systematic study on the adaptation and recreation of narrative text. This paper takes western narratology as the theoretical tool to do a systematic research analysis on the narrative adaptation of animation films, and it will involve the method and values of animated adaptation. This paper used to the method of 'Greimas' and to study the procedure of adaption from an origin to an animation. The paper found the success factors in animation through it.

  • PDF

Research on the Technique to Produce Stereoscopic Animation Contents using 3D Computer Graphics (3D 컴퓨터 그래픽을 이용한 입체 애니메이션 콘텐츠 제작기법 연구)

  • Kim, Jung-Hyun
    • The Journal of the Korea Contents Association
    • /
    • v.12 no.1
    • /
    • pp.112-124
    • /
    • 2012
  • The remarkable development of digital technologies and the success of 3D stereoscopic films have led to started drawing attention to stereoscopic images. The stereoscopic images have not become a passing fad in the present time unlike in the past, but have constantly showed their potentials. Unfortunately, the domestic stereoscopic images market is faced with difficulties, such as lack of the capital strength and of insufficient production infrastructure, and the production of 3D from 2D. As a result, it is not easy to produce creative stereoscopic animation contents. Therefore, in Korea, more efforts should be made in accumulating a plenty of data on production techniques. In order to make film production reflecting stereoscopy and effective stereoscopic implementation, which are necessary to produce high-quality stereoscopic contents, this thesis gave an explanation about a production technique studied on the basis of 3D graphic. Stereoscopic images are definitely one of the most promising image contents in the 21st digital contents industry. For the reason, in order to produce stereoscopic animation contents with high quality, fundamental studies on the stereoscopic images should be performed in a constant and cautions way.

Strategy of Disney Animation Using Hero's Narrative (영웅서사를 활용한 디즈니 애니메이션의 전략)

  • Kim, Sae-Hoon;Lee, Hye-Won
    • The Journal of the Korea Contents Association
    • /
    • v.14 no.9
    • /
    • pp.76-84
    • /
    • 2014
  • Despite the fact that culture and the industrial market is growing rapidly and becoming competitive, Disney animation studio has kept its reputation. They have their own know-how accumulated for a long time to stimulate the audience's sensibilities beyond time and space. This study is looking for the strategy of Disney animation using effects and forms of Hero's narrative. As a result, the original works have been adapted by 3 spaces of hero's narrative and songs was prepared according to the journey. Characters was constructed by combining original and it made an antithetical Antagonist and the triangle of helpmates. These strategies satisfy contemporary needs, as well as Disney's ideology using transformational resilience. Research will be needed to utilize the elements of culture through the analysis of the common strategy for success in spite of the time change.