• Title/Summary/Keyword: Television animation

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A Comparative Study on Government Policy for Animation Industry between Korea and China (한국과 중국의 문화콘텐츠 산업정책 비교 : 애니메이션 산업정책을 중심으로)

  • Kim, Young-Jae
    • Cartoon and Animation Studies
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    • s.13
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    • pp.45-65
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    • 2008
  • The animation industries of Korea and China shares the effort for transition from work-for-hire Industry Into creative industry. In spite of similar industry background and characteristics, and the aggressive government policy to support this industry transition at the same point of time, the current status of animation industries in Korea and China are showing very different statistics as of the end of 2007. The production amount of Chinese original animation has grown rapidly since 2004, which has made China the top class country in the world in original animation production amount, and more than 600 million audience of Chinese TV animation has firmly established the Chinese domestic animation market basis. On the other hand, despite the Korean government support, original animation production of Korea has been showing a slow and sluggish growth, and Korean animations are losing the domestic market basis with only 1% TV ratings due to unfavourable Korean TV stations' programming practices against Korean animations. This different status of animation Industries of two countries are the result of different government policies and the fallacy of Korean government. While the Chinese government has focused its industry policy on the facilitating the domestic market by establishing the stable broadcasting TV distribution and encouraging the animation production through organic cooperation between related government agencies, Korean government spent lots of effort into facilitating the development of original animation projects, without cooperative structure In the government, and without sincere consideration on the importance of establishment of domestic market consumer basis.

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By Theory of Proportion the Human Body, An Analysis on Character's Proportion in Kids TV Animation on EBS (인체비례론에 근거한 EBS 유아동 애니메이션 캐릭터 등신비율 분석)

  • Suk-Rae, Kim;Jean-Hun, Chung
    • Journal of Digital Convergence
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    • v.13 no.10
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    • pp.491-499
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    • 2015
  • The potential competency from the animation industry, as known as a foundation which spawned a variety contents from the piece of work, has a high importance in the content development field. The pivotal role of the domestic animation industry has produced the term of convergence content which composed by both educational elements and entertainment features especially from the domestic kids TV animation industry. This study analysis the ideal indicator of the preferred characteristic design being broadcasted on EBS, not only presenting the status of the character proportion rates but also proposing the creative aesthetic indication where the substantial leverage would be available as the purpose of this research.

A Study on the Expressive Characteristics of the Aesthetics of Japanese 3-Comma Animation (일본 3콤마 애니메이션 미학의 표현적 특징 연구)

  • Oh, Dong-Il
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.164-171
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    • 2022
  • The aesthetics of Japanese animation have developed in earnest since Tezuka Osamu produced TV animation . This is because provided the aesthetic foundation of '3-comma animation' and 'limited animation techniques based on 8 frames per second. In fact, Miyazaki Hayao and Takahata Isao of Ghibli studio have expanded the influence of the Japanese animation industry to the world through the production of feature animation based on 3-comma animation. Inoue Toshiyuki, who participated as an animator in many works representing the Japanese animation industry, also said that the essential feature of Japanese animation aesthetics is 3 comma animation that shows the impressive movement of the character concisely. As such, 3-comma animation technique is the main aesthetic background that has led to the industrial development of Japanese animation.

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 Education Plan for 3D Animation-Focusing on University Education (3D 애니메이션 제작 교육 방안 -대학교육을 중심으로)

  • Park, Sung-Dae;Lee, Junsang;Kim, Young Chul
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.5
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    • pp.991-1002
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    • 2017
  • Most animation films running on cinema or TV are based on 3D images. Domestically, a lot of 3D animations are produced, and the number of 3D animation films are on the annual rise. Many human resources relating to animation participate in a variety of domestic and foreign animation projects of domestic producers. In the animation participate in a variety resources are of more importance. As a result, many university make the effort to raise human resources for 3D animation. In this paper, we will look into the curriculum of 3D animation. In particular, based on the questionnaire survey in which domestic 3D animation producers participated, this study analyzed the survey results and tried to discuss how to rise human resources for creative 3D animation in university. It is aimed at suggesting the directions of raising human resources for 3D animation in proper 3D animation education and of their contributions to the development of the domestic 3D animation industry.

A Study of the Development of Domestic Animation Industry through the Analysis of the OSMU cases in TV Contents (방송콘텐츠의 OSMU사례고찰을 통한 애니메이션산업의 육성방안 연구)

  • Bang, Kee-Chun;Oh, Seong-Suk;Cho, Hyun-Il
    • Journal of Digital Contents Society
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    • v.7 no.3
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    • pp.211-217
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    • 2006
  • The digital contents industry has now become the most important industry in the 21st century. Among the various digital contents industries, the animation industry has emerged as a higher value-added culture contents business with a strong possibility of growth from the field of image and character to the copyright area. Yet, the overall market structure has not been consolidated except for a few successful projects because of the sharp decline in domestic animation and the upward trend in global animation business. Due to reduced investment in producing TV animations, OSMU is an essential alternative for the animation industry. In this research, we aim to analyze the development of the domestic animation industries by studying the actual condition of OSMU for broadcasting contents.

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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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By Basic Plane Figure, An Analysis Study on Appearance Type of Character in Domestic Kids TV Animation -Focus on the Broadcasting Animation on EBS- (기본 평면도형을 활용한 국내 TV 유아동 애니메이션 캐릭터 형태 분석 -한국교육방송 방영작을 중심으로-)

  • Kim, Suk-Rae;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.14 no.4
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    • pp.397-405
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    • 2016
  • Specially, the character in the kids animation is the fundamental visual element, and also has the high value which is to connect to various related businesses. The main purpose of this study is the analysis for character's appearance by the basic plane figure, and it has studied on the authority of recognition capability which is to catch the simple shape rapidly and clearly rather than complex shape. For this study, I established the standard of analysis and then applied that to the characters which were selected in broadcasting domestic kids animation on EBS. Through this procedure, I analyzed character's appearance with the distribution chart. As the result, the circular and oval shapes are the most frequently used shapes for character's appearance. Finally, I expect the result of this study could be one of the design index for the character creation in practical environment.