• Title/Summary/Keyword: animation's view

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A Study on the Alighieri Dante's La Divina Commedia focused on Wuwei-ziran & Humanism in Length animation '9' (단테의 신곡으로 본 장편애니메이션 '9'의 무위자연과 인본주의 연구)

  • Park, Yoon-sung
    • Journal of Digital Convergence
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    • v.15 no.1
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    • pp.435-441
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    • 2017
  • In this study, through the Wuwei-ziran of Alighieri Dante's La Divina Commedia & Humanism and Chuang-tzu, revealed in the full-length animation '9' reflecting the loss of humanity and the recovery and the artististic consciousness of producing animation with a new world view, It is an animation case analysis that restores humanity and awakens the inside of human being. Wuwei-ziran of Chuang-tzu is a way of life which helps humans to flow through relation and coordination. Wuwei-ziran is a way of life of dharma where all things are harmonized by the subjective self It is the beginning.

Image-based Realistic Facial Expression Animation

  • Yang, Hyun-S.;Han, Tae-Woo;Lee, Ju-Ho
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1999.06a
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    • pp.133-140
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    • 1999
  • In this paper, we propose a method of image-based three-dimensional modeling for realistic facial expression. In the proposed method, real human facial images are used to deform a generic three-dimensional mesh model and the deformed model is animated to generate facial expression animation. First, we take several pictures of the same person from several view angles. Then we project a three-dimensional face model onto the plane of each facial image and match the projected model with each image. The results are combined to generate a deformed three-dimensional model. We use the feature-based image metamorphosis to match the projected models with images. We then create a synthetic image from the two-dimensional images of a specific person's face. This synthetic image is texture-mapped to the cylindrical projection of the three-dimensional model. We also propose a muscle-based animation technique to generate realistic facial expression animations. This method facilitates the control of the animation. lastly, we show the animation results of the six represenative facial expressions.

Study on the Academic Discussion about Animation Authorship (애니메이션 작가주의에 대한 학술담론 연구)

  • Jeon, Gyongran
    • Cartoon and Animation Studies
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    • s.43
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    • pp.123-150
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    • 2016
  • There has been discussed very little about animation authorship studies, especially the themes of authors and their original animation texts since 1990s. This study is to explore the academic discourse of animation authorship studies understanding the media aesthetics of animation and the scholarly approach of animation studies about authorship. This article examines 55 articles via meta analysis about animation authorship studies drawn from the 1,516 articles on the general animation studies. The results were as follows. First, the domestic animation studies on the authorship were made about animators of Japan, US, and european countries. Second, It was dominant that scholarly interest on the screen direction and visual expression of animation texts. This shows the authorship approaches were mainly about visual aspects of animations. The domestic animation authorship studies did not trace the authorship issues on author's world view and visual style revealed in the corpus of texts. Instead, they discussed authorship issues on the characteristics of individual animation text. It has been evident that animation studies were not enthusiastic about building the independent theory on animation. Therefore, animation studies have tried theorizing the animation issues borrowing the literature and film theories. This study can contribute to increase phase of animation studies by drawing the intensive discussion of animation authors and their authorship.

Multi-perspective of Korean Folk Paintings (민화의 다시점을 활용한 애니메이션 표현기법 연구)

  • Kim, Do-Yeon
    • Cartoon and Animation Studies
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    • s.9
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    • pp.112-126
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    • 2005
  • This study investigates how 'multi-perspective' can be utilized in animation. For this goal, 1 used the traditional techniques of Korean folk paintings called 'Minhwa.' Most 'Minhwa' works, employ 'multi-perspectives', instead of linear perspective of the Western tradition that has been only taught to students under the formal education system. In Minhwa parts of reality are not only stylized but also fragmented and combined within the same frame. Other common techniques of 'Minhwa' include frontal view, bird's eye view, and inverse-perspective, which are of ien combined in one single work. The purpose of this study is to develop a working principle and practically apply it to , an animation piece based on the Korean folktale of the same title. In doing so, I have proposed a way to reconstruct and revitalize the traditional art form in the age of digital technology and have concluded that 'Multi-perspective' in 'Minhwa' can be utilized in other contents such as animation.'Multi-perspective' in 'Minhwa' is a rich source that has numerous cultural applications.

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Directed Identification, Synchronization by Aesthetic Recognition of Animation Field (애니메이션 분야의 심미적 인식에 의한 동일시와 동기화 연출)

  • Lee, Hyun Woo;Ryu, Chang Su
    • Journal of Korea Multimedia Society
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    • v.25 no.10
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    • pp.1475-1482
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    • 2022
  • Mickey Mousing perfect match between animation sound and image was an aesthetic in the field of animation, but since the 2000s, works such as and released by producers such as DreamWorks and Pixar have expanded the perfection of synchronization to irony. It also influenced the identification system of sentiment. It is time to view the directing attempt of these elements as a factor that changed the new paradigm of narrative, and related research is needed. In this study, the scene of was analyzed as a case study for the synchronization of animation sound and image components and the boundary direction on the recognition of identification between reality and fiction. Aesthetic recognition of the research work is based on the premise of real time and space perception, and the audience can recognize in the conceptual world as an integrated art by playfully producing fictional time and space. The direct antithesis of synchronization and identification was drawn to maintain the curiosity of the next scene by repeating selective concealment and disclosure of information in the direction of conveying an unfamiliar and heterogeneous feeling to the audience.

Comparative Study on Narrative of Animation 'Snow White' (애니메이션 백설공주의 내러티브 비교연구)

  • Sung, Re-A
    • The Journal of the Korea Contents Association
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    • v.7 no.1
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    • pp.199-206
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    • 2007
  • Animation becomes combination of narrative together visual(image) and hearing(sound) information rather than transmits only visual information. The image and sound of such animation are adjusted and controlled in the structure of narrative, and com to receive a meaning by its context. Even if animation begun by equal motive, the meaning which is different in each other with a director is generated. Although Snow White of the Walt Disney Co. and Fleischer's studio was manufactured by motive in fairy tale Snow White, it can look for a large difference in semantic generation of narrative. While Disney's Snow White re-interpreted the original meaning for a director's view of the world and re-made it by animation, Snow White of Fleischer constitutes a work from a meaning of the Snow White original newly completely, is not only weakening the union power of narrative, and but also reflecting the situation at that time.

China, the United States and Japan's animation film creation style of comparative study (중·미·일 애니메이션영화 창작스타일 비교연구)

  • Yang, jian-hua
    • The Journal of Korean Philosophical History
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    • no.39
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    • pp.221-235
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    • 2013
  • Through the comparative analysisand inductive research on main creation styles of Chinese, American and Japanese animation films, a conclusion can be given out, which means that the animation film style of each country can hardly be formed without their own traditional painting art, aesthetics habits and ways of thinking. It is these characteristics that form their unique animation film style. America emphasizes realism art, development and utilization of new technology, Japan pays sepcial attention totraditional painting art and comic stories. In business aspect, they bring about different business models relying on the experience of satisfying the diverse needs of domestic and global entertainment markets. When it comes to the content field, they carry forward universal values and meet the individualistic heroismso that a variety of business animation films and art animation films find their ways into the global market and acquire great popularity among audiences from all over the world. Through the comparasion of American and Japanese animation films, a new view to analyze the animation films of China is created. Animation creation is largely based on the need of socialist ideology from 50s to 80s. Even though the purposes of animation film creations returned to satisfying the diverse requirements of commercial markets and audiences, the consequences, such as the break gap of creations and talents, the lack of diverse creative styles and commercial market operation mechanism, sitll affect China's animation films today. Japan found thier position from the American model and became successful. Nowadays, China need find our own creative style and position from American model and Japanese model. And the systematic reformings that are detailed in the government managements, industry standards, internationalized talents cultivation and accumulation are the essential point.

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.

Brutal history of 'The Others' : Yeon Sang-Ho's Animation ('타자'들의 잔혹사 : 연상호 애니메이션)

  • Seo, Soo-Jung
    • Cartoon and Animation Studies
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    • s.37
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    • pp.267-286
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    • 2014
  • Yeon Sang-Ho's Animation occupies an exceptional place in Korean Animation, being categorized as the kind of realism representing the pitiable actuality rather than the liberal and creative imagination. His animation appreciated as 'stories much more real than the reality' mainly depicts the world of 'the others' who resides on the periphery of the society in a rough and straightforward way. Yeon Sang-Ho's Animation represents the emotions and desire of characters as well as the heartless real world refusing the fantasy, through which it reflects the portraits of people living in post-capitalistic era seen from the microscopic view. This article investigates the textual characteristics, defining his animation as the Brutal history of 'The Others'. Two conditions which constitute the actual world in his works are the absurd social system and the characters who are afflicted with the trauma, belonging to the lower classes. Therefore, the landscape of real life which contains vicious victim, corrupted monster and being as 'homo sacer' looks like a painting of hell. Yeon Sang-Ho's Animation summons the shadow of ourselves which has been negated or neglected through the figure of 'the others' produced in post-capitalistic era and exposes our bare face and the uncomfortable truth by displaying the affected area of out society plainly. Furthermore, his works demonstrate the possibility of Korean animation as a representational language of facing the reality and searching for the truth.

The Surface and the Inside of Japanese Feature-Length Animation: Focused on the Characteristics of Signification (일본 장편 애니메이션의 겉과 속: 의미작용의 특징을 중심으로)

  • Oh, Dong-Il
    • Journal of Digital Contents Society
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    • v.15 no.6
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    • pp.701-710
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    • 2014
  • The analysis on the characteristics of the signification system of Japanese feature-length animations that this essay centrally deals with eventually examines the characteristics of representation and communication in Japanese feature-length animations. In general, most animation works focusing on characters and stories contain the signification systems related to 'denotation' and connotation.' However, tendency of the aesthetic representation and communication that appears differently, depending on the characteristics of the signification system that each animation work pursues. From this point of view, Japanese feature-length animation emphasizes connotative signification system and aesthetic representation, unlike Disney animation that strongly shows the tendency that makes the audience directly immersed in the theme and message of the work conveyed further in the myths by pursuing denotative signification system. And, in the case of Japanese feature-length animation, the 'dissenting and arbitrary interpretation' of the theme, the message that the animation work intends to convey and myths pursued is bound to appear diversely, depending on the audience's experiences and cultural and social backgrounds.