• Title/Summary/Keyword: The History of Korean Animation

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A study of animation story-telling technique based on the archtype myth - Focus on " Oneuli" directed by Lee Sung-gang- (원형신화를 모티브로 한 애니메이션 스토리텔링 기법 연구 -이성강 감독의 "오늘이"를 중심으로-)

  • Rou, Kyoung-A
    • Cartoon and Animation Studies
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    • s.44
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    • pp.211-233
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    • 2016
  • Fairy tales starting with the phrase 'Once upon a time' have been told throughout generations to generations. These stories of the past started with the history of mankind, and are constantly recreated under the names of legends, fables and myths. Through understanding the archetypes frequently occurring in legends and story telling techniques used to visualize them, the possibility of better recreation of stories and animations are sought. The purpose of this study is to analyze how the original form of archetypical Jeju epic dance lyrics are adjusted accordingly to meet the author's intention as it transforms into the modern animation 'Oneuli' By this comparative analysis, the utilization of archetypes and mythic motifs in the creation of animation are expected to enhance the interactions with the audiences beyond the border and age.

Siamese Cats - Analysis of Six Thai Independent Animators

  • YOUNG, Millie
    • Cartoon and Animation Studies
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    • s.45
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    • pp.367-396
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    • 2016
  • As an animation educator at Mahidol University International College, Bangkok, for eight years I have been in a privileged position to be educating a small section of a new generation of Thai animators. Thailand has had little animation experimentation of their own and pre-internet had limited access to such diversity so I have attempted to bring some of the wealth of animation history, in particular British and European, as this is my background, into the classroom. In particular my teaching aim has been to introduce various possibilities to the choices of medium, styles and textual narratives that early (and current) experimental and independent animators have explored. Since the release of the first commercial feature film, Khun Kluay 2006, the Thai animation industry has gone through various highs and lows in the commercial sector, building a skilled workforce, many of whom trained and worked abroad then returned. Now there is strong evidence of an independent animation starting to emerge. In a continuation to my research on Thai Animation this paper will analyze selected independent works in more detail, exploring the themes, style and technology used. Whilst also acknowledging the possible mis- interpretation as that this is coming from the perspective of an outsider whose cultural language and interpretation may transcend the creators' given experiences and add alternative interpretation. The aim will be to contextualize the content, ideas and cultural perspective and bring more Thai works into the gaze of animation studies academics

A Study on Spectators Reception of Visual Error in Manually Produced Animation (아날로그 제작 방식 애니메이션에 나타나는 시각적 오차성의 관객 수용에 대한 연구)

  • Kim, Jean-Young
    • Cartoon and Animation Studies
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    • s.13
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    • pp.83-96
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    • 2008
  • Digital production method in animation has enabled us to reconstruction the real world in the way we had sought in visual all. However, spectator's visual desire is not satisfied with mere photographic visual reconstruction. It demands traditional picturesque qualify with involves a great deal of contingencies and errors. Naturally, Digital film technology has also sometimes tried to simulate analogue technique such as hand drawing so on. This is not caused by nostalgia, but by recursive instinct. The spectator's visual desire for media doesn't remain only precision of real world but require mental demand on successive visual and perceptive errors while repealing ripeness of new media and going through perception and recognition. This spectator's desire and visual art technology pursuits variously its visual perfection in history.

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Analysis of the Symbolicity of "Haechi," Seoul's Promotional Animal Character (서울시 홍보용 동물캐릭터 '해치'의 상징성 분석)

  • Lee, Hwa-Ja
    • Cartoon and Animation Studies
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    • s.17
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    • pp.133-146
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    • 2009
  • In modern days, the iconic symbolicity of animal characters functions as a sign by the social promise after being made with voluntary intentions. Representing a public organization or corporation, an animal character is put to active use as a symbol. Today illusionary animal characters serve as important icons, and product developers incessantly put out animal contents. This study set out to examine the applications of animal characters in modern times according to media development by integrating animal characters into animation, which was the beginning of animal characters, based on the theoretical background of "symbolicity" in the aesthetics history. It also analyzed the symbolicity of "Haechi," which is Seoul's animal character and one of the good examples of utilization of a promotional animal character by a corporation or public organization.

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The Influence of Digital Animation on the choreography of K-pop idol (K-pop아이돌 무대 퍼포먼스 디자인에 반영된 디지털 애니메이션의 영향)

  • Park, Yoo Shin
    • Cartoon and Animation Studies
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    • s.34
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    • pp.129-165
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    • 2014
  • K-pop performances are in the center of the contemporary popular arts and cultural industry, and implicitly reveal the way that our society views the body and the time-space. This paper explores the motif of automaton in the K-pop idol group ShiNee's stage performance of 'Everybody' and the song's music video. At the same time, the paper relates the motif with the automaton of the digital era-that is, the sense of time-space in digital animations. The motif of the automaton has its origins in the mythical forms related to the animation, and is related to the human desire to create humanlike forms. Also, this motif is closely linked to the aesthetical meaning of the animation, being played in different variations since the beginning of the animation. This paper explores the tradition of automaton motif in culture and the arts, and look into the cases in which the history of the relationship between the media and body performance harboring the automaton motif has been displayed in 19th century ballet or modern body expressional arts. In addition, this paper will compare and analyze representative contemporary works that reveal digital viewpoint and the choreography of 'Everybody', and compare other works that stand in similar aesthetic tradition, investigating the influence of digital animation reflected in the K-pop idol and its aesthetic and social undertones.

As the social role of public art cartoon.animation : Mainly in Urban space (공공미술로서 만화.애니메이션의 사회적 역할 : 도시공간을 중심으로)

  • Yu, Sung-Ha
    • Cartoon and Animation Studies
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    • s.24
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    • pp.199-222
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    • 2011
  • While Korea has actively discussed the fields of comics and animation, with an aim toward public art and publicity for cultural welfare, research on public cultural content for the underprivileged and their regions is in fact lacking. The Korean government has also tried to improve Korea's cultural welfare, but its benefits have failed to be evenly given to the underprivileged. Therefore, we need to take greater interest in the underprivileged and their regions. Korea should work to correct the unbalance among regions in the field of cultural welfare (cultural differences between the capital area and other regions, and between new towns and old), as well as improve the living environments of isolated areas. For this reason, such a public art project should be conducted from two directions. First, the underprivileged living in poor conditions should be allowed to live in clean and cultural environments. And second, public art, comics, and storytelling through animation should be formed with an eye on urban culture. This project aims to focus on improving "the quality of citizens' lives" through creating the unique characteristics and landscape of the city. It will be presented through the use of public art, which presents the elements of the city with charm and vitality. The two directions stated above are our urgent tasks. Public art, comics, and animation storytelling regarding the history, culture, and natural resources of the region will develop with the affection and pride of the citizens, and public art will help create an environment that allows people to discuss their issues. In addition, it will be cultural environments that will allow all citizens to enjoy beautiful streets and events. This project will be an opportunity to realize cultural democracy by pursuing social values such as publicity, communication, equality, and participation.

Modernist painting style in Disney animation (디즈니 애니메이션에 나타난 모더니즘 회화스타일 : 색, 형태, 공간을 중심으로)

  • Moon, Jae-Cheol;Kim, Yu-Mi
    • Cartoon and Animation Studies
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    • s.33
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    • pp.31-53
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    • 2013
  • In the early twentieth century, history of animation began by modern artists, they produced various experimental images with the newly invented film and cameras. Artists in the field of movie, photography, paintings and others manipulated images in motion. But as some animated movies won industrial success and popularity, they became the trend but experimental style of early animation preserved by so-called non-mainstreamers or experimental animators, counteracting commercialism. Disney animation also followed the trend by applying realistic Hollywood film style, the worse critics placed a low value on the animation and it tarnished the image, although it was profitable investment from a business standpoint. To make images realistic, they opened a drawing class that animators developed skills to imitate motions and forms from subjects in real life. Also some techniques and gizmos were used to mimic and simulate three dimensional objects and spaces, multiplane camera and compositing 3D CG images with 2D drawings. Moreover, they brought animation stories from fairly tales or folk tales, and Walt's personal interest in live-action movies, they applied Hollywood-film-like narratives and realistic visual, and harsh criticism ensued. On the surface early disney animations' potential seems to be weakened, but in reality it still exists by simplifying and exaggerating forms and color as modern arts. Disney animation employs concepts of the modernism paintings such as simplified shapes and colors to a character design, when their characters are placed together in a scene, that visual elements cause mental reaction. This modification gives a new internal experience to audiences. As conceptual colors in abstract paintings make images appeared to be flat, coloring characters with no shading make them look flat and comparing to them, background images are also appeared to be flat. On top of that, multi-perspective at background images recalls modernist paintings. This essay goes in details with the animation pioneers' works and how Disney animation developed its techniques to emulate real life and analyses color schemes, forms, and spaces in Disney animation compared with modern artists' works, in that the visual language of Disney animation reminds of impression from abstract paintings in the beginning of the twentieth centuries.

Robot locomotion via IRPO based Actor-Critic Learning Method (IRPO 기반 Actor-Critic 학습 기법을 이용한 로봇이동)

  • Kim, Jong-Ho;Kang, Dae-Sung;Park, Joo-Young
    • Proceedings of the KIEE Conference
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    • 2005.07d
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    • pp.2933-2935
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    • 2005
  • The IRPO(Intensive Randomized Policy Optimizer) algorithm is a recently developed tool in the area of reinforcement leaming. And it has been shown to be very successful in several application problems. To compare with a general RL method, IRPO has some difference in that policy utilizes the entire history of agent -environment interaction. The policy is derived from the history directly, not through any kind of a model of the environment. In this paper, we consider a robot-control problem utilizing a IRPO algorithm. We also developed a MATLAH-based animation program, by which the effectiveness of the training algorithms were observed.

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Recent Developments in Multibody Dynamics

  • Schiehlen Werner
    • Journal of Mechanical Science and Technology
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    • v.19 no.spc1
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    • pp.227-236
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    • 2005
  • Multibody system dynamics is based on classical mechanics and its engineering applications originating from mechanisms, gyroscopes, satellites and robots to biomechanics. Multibody system dynamics is characterized by algorithms or formalisms, respectively, ready for computer implementation. As a result simulation and animation are most convenient. Recent developments in multibody dynamics are identified as elastic or flexible systems, respectively, contact and impact problems, and actively controlled systems. Based on the history and recent activities in multibody dynamics, recursive algorithms are introduced and methods for dynamical analysis are presented. Linear and nonlinear engineering systems are analyzed by matrix methods, nonlinear dynamics approaches and simulation techniques. Applications are shown from low frequency vehicles dynamics including comfort and safety requirements to high frequency structural vibrations generating noise and sound, and from controlled limit cycles of mechanisms to periodic nonlinear oscillations of biped walkers. The fields of application are steadily increasing, in particular as multibody dynamics is considered as the basis of mechatronics.

The Study of Satire Shown in Animation -Focusing on and (애니메이션에 나타난 풍자성 연구 -<대화의 차원>과 <이웃>을 중심으로)

  • Choi, Don-Ill
    • Cartoon and Animation Studies
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    • s.44
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    • pp.143-161
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    • 2016
  • This study was conducted focusing on the role of auteurism animation. The purpose of auteurism animation is to criticize irregularities of a society in witty and fierce way through satires from the sharp perspectives of a animator that is not bound by tastes of people or the interests or standpoints of specific groups, and thus to induce positive changes in a society as a purifier. In the context, this study investigated satires shown in by Jan Svankmajer and by Norman Mclaren among the animators who utilize animation as a tool to produce social meaning. As a result, the following characteristics and meanings were found. First, Dimensions of Dialogue is an animation that satires absurdity and irregularities of a human society in symbolic and exceptional way through directing by segmentations of images and omnibus structures. The satire carries the lesson of improvement in the hidden part of cynical attack to history, society, and human beings. It also maximizes absolute reality and engagement of images of Jan Svankmajer through unique and grotesque images of the animator such as alienated world, confusing shapes, and amusement of irregularities. Second, the movie, is an exemplary animation that applied core concept of animation through pixilation techniques based on an event story structure by causal relationship. It satires the changing process of a good man to violent madness through confrontation and conflicts for material desires, with exaggerated slipstick movements and humors as a black comedy. The satire methods of both animation works are delivered through unique image styles and symbolic wordage of the animators who triggered ironical laughter in attacking humanism and moral insensitivity that might be felt seriously otherwise. That is, the animators try to show the positive will for changing the society to a sound one through the form of negativity in terms of moral perspective in animation rather than destruction against the target. As such, the satires in both works worked as an auteurism allegory that maximizes social functions and artistic influence of animation.