• Title/Summary/Keyword: animations

Search Result 446, Processing Time 0.027 seconds

Analyzing animation techniques used in webtoons and their potential issues (웹툰 연출의 애니메이션 기법활용과 문제점 분석)

  • Kim, Yu-mi
    • Cartoon and Animation Studies
    • /
    • s.46
    • /
    • pp.85-106
    • /
    • 2017
  • With the media's shift into the digital era in the 2000s, comic book publishers attempted a transition into the new medium by establishing a distribution structure using internet networks. But that effort shied from escaping the parallel-page reading structure of traditional comics. On the other hand, webtoons are showing divers changes by redesigning the structure of traditional sequential art media; they tend to separate and allot spaces according to the vertical scroll reading method of the internet browser and include animations, sound effects and background music. This trend is also in accordance with the preferences of modern readers. Modern society has complicated social structures with the development of various media; the public is therefore exposed to different stimuli and shows characteristics of differentiated perceptions. In other words, webtoons display more relevant and entertaining characteristics by inserting sounds and using moving texts and characters in specific frames, while traditional comics require an appreciation of withdrawal and immersion like other published media. Motions in webtoons are partially applied for dramatic tension or to create an effective expression of action. For example, hand-drawn animation is adopted to express motions by dividing motion images into many layers. Sounds are also utilized, such as background music with episode-related lyrics, melodies, ambient sounds and motion-related sound effects. In addition, webtoons provide readers with new amusement by giving tactile stimuli via the vibration of a smart phone. As stated above, the vertical direction, time-based nature of animation motions and tactile stimuli used in webtoons are differentiated from published comics. However, webtoons' utilization of innovative techniques hasn't yet reached its full potential. In addition to the fact that the software used for webtoon effects is operationally complex, this is a transitional phenomenon since there is still a lack of technical understanding of animation and sound application amongst the general public. For example, a sound might be programmed to play when a specific frame scrolls into view on the monitor, but the frame may be scrolled faster or slower than the author intended; in this case, sound can end before or after a reader sees the whole image. The motion of each frame is also programmed to start in a similar fashion. Therefore, a reader's scroll speed is related to the motion's speed. For this reason, motions might miss the intended timing and be unnatural because they are played out of context. Also, finished sound effects can disturb the concentration of readers. These problems come from a shortage of continuity; to solve these, naturally activated consecutive sounds or animations, like the simple rotation of joints when a character moves, is required.

Magical Realism of Korean Independent Animation (한국독립애니메이션 <무림일검의 사생활>에 나타난 마술적 사실주의)

  • Cho, Young-Eun;Seo, Chae-Hwan
    • Cartoon and Animation Studies
    • /
    • s.39
    • /
    • pp.59-83
    • /
    • 2015
  • Magical realism, blooming and improving in Latin America, opened the new vision about reality and rationalism, coming out from the out-styled frame of past. While having common points with unrealistic literature, which uses fantastical components, magical realism is different from Surrealism and fantasy literature that is focusing on reality and realizing reality intensely. In the early stage of this research, magical realism was restricted by the characteristics of literature of Latin America, but the research of magical realism is expanding in planning Post-Modernism nowadays. Lately, the influence of magical realism is identified in literatures, arts, films, and animations over the world; according to the research, however, research about magical realism in animations was not done in Korea before. A Korean independent animation "A coffee vending machine and its sword" was evaluated positively in many international film festivals is valuable as the research of magical realism. Throughout this study, this animation "A coffee vending machine and its sword" was analyzed by its narrative and images. The analysis of narrative consists two parts. One is about the form of narrative and the other is about contents through the story. Analysis of Image is also divided into two parts: background image and character image. In this animation, the protagonist is narrating about the fantastic accidents in his life and his own feelings towards it. The narration leads audience to understand his situation and feelings in meta-fiction. On the surface, audience watches the love story of a normal girl and coffee vending machine in this artwork, but deep inside the animation, it is visible that the directors tried to make audiences think about the life of 880,000-won Generation in Korea. The background image was represented as real places in Seoul including the landmark of Seoul, making mimesis of reality in Korea. The character image has two conflicting aspects with reincarnated warrior, Jinyoungyoung and a coffee vending machine. It is a hybrid-character transmogrifying between two characters. Likewise, "A coffee vending machine and its sword" has the characteristics of Korean magical realism through form, content and image. Through analyzing the Korean independent animation "A coffee vending machine and its sword", this research tried to find a way of using factors of fantasy, of representing reality as a dramatic device and of using magical realism of Korean animation for bond of sympathy with audience.

A study of the small productional system for 3D digital animations (3차원 디지털애니메이션을 위한 소형제작시스템 연구)

  • Choi, Bek
    • Archives of design research
    • /
    • v.19 no.2 s.64
    • /
    • pp.73-80
    • /
    • 2006
  • The main purpose of this study is to help develop the productional system of the three dimensional digital animation domestically. Many 30 digital animation projects are being developed and finished with foreign computer graphics technology. However, the 3D animation market in Korea is not as good as the ones in other countries. One of the most significant problems is the lack of a program of study in Korea concerning productional systems used to create 3D animation. We previously imported an advanced productional system from the U.S., which was adaptable to big projects, and consequently, expanded the international digital animation market. Now, we need to develop a new production system which is fully adaptable to the Korean market. A non-sequential system of 3D digital animation tailored for small projects is more adaptable to domestic industry than the sequential system known as the 'Pipeline system.' A non-sequential system is good for small productions that are trying to create animation on a limited budget. The workers in this system can learn to make animation fast and effectively. They can also learn how to discuss with the others in order to avoid duplication of action. In contrast, in the Pipeline System, many workers repeat confirmation steps during the process for the same animations. The benefit of the non-sequential system is that the worker's interest and education can speed up production, because he/she can quickly learn every step of the animation process instead of just doing a particular job which does not allow him/her to observe the other steps involved. The 'animatic' step is the most important in the non-sequential system. The final animation is produced from the animatic. It is developed from scratch through to the final product but only after the agreement of all the workers, including a director.

  • PDF

A Program for Korean Animation Sound Libraries (국내용 애니메이션 사운드 라이브러리 구축 방안)

  • Rhim, Young-Kyu
    • Cartoon and Animation Studies
    • /
    • s.15
    • /
    • pp.221-235
    • /
    • 2009
  • Most of the sounds used in animated films are artificially made. A large number of the sounds used are either actual sound recordings or diversely processed artificial sounds made with professional sound equipments such as synthesizers. One animation episode contains numerous amounts of sounds, resulting in significant sound production costs. These sounds have full potential to be reused in different films or animations, but in reality we fail to do so. This thesis discusses ways these sound sources can be acknowledged as added new values to the present market situation as a usable 'digital content'. The iTunes Music Store is an American Apple company product that is acknowledged as the most successful digital content distribution model at the time being. Its system's sound library has potential for application in the Korean sound industry. In result, this system allows the sound creator to connect directly to the online store and become the initiative content supplier. At the same time, the user can receive a needed content easily at a low price. The most important part in the construction of this system is the search engine, which allows users to search for data in short periods of time. The search engine will have to be made in a new manner that takes into consideration the characteristics of the Korean language. This thesis presents a device incorporating the Wiki System to allow users to search and build their own data bases to share with other users. Using this system as a base, the Korean animation sound library will provide development and growth in the sound source industry as a new digital sound content.

  • PDF

A Study on the Expression of Symbolism in the Production of Animation for the Original Work 'Grave of the Fireflies(火垂 墓)' ('반딧불의 묘' 원작에 대한 애니메이션 연출의 상징성 표현 연구)

  • Kim Il-Tae;No Su-Ah
    • The Journal of the Korea Contents Association
    • /
    • v.5 no.4
    • /
    • pp.111-121
    • /
    • 2005
  • The appearance of digital culture swiftly has changed the culture in domestic and international arenas before and after the year 2004 and the image and animation have become two of the most important expression media in contemporary age. Among the Japanese animations that have demonstrated the rapid development of cartoon and animation in the world, the director Dakahata Isao's 'Graves of the Fireflies' that has influenced many works has been evaluated as one of the noticeable works that has a unique method and scenario dramatization in terms of producing the original novel into an animation. This study investigates the metaphor and symbolism shown in this work according to each sequence, divides the production ability in the work into three elements and applies them to the important elements such as camera, colors and mise-en-scene when the original work is depicted into image. It can be summarized in more detail as in the following: firstly, I study the rhythm of camera corresponding to the symbolism of the angle that the camera has and production; secondly, I analyze the artistic elements appeared in the process of expressing the original work into the image, especially the production for the colors and symbolism contained in them and the composition of screen. Thirdly, I analyze how effectively the atmosphere for the situations for the original work is expressed in animation with the aid of one of the image elements, mis-en-scene. It is expected that the analyzed findings will be effective as a way of overcoming the limitation of expressions that the original work in text and the study on these processes will become good examples to the relevant workers and will be the good references to the producers who are interested in the creation of animation in Korea.

  • PDF

Digital Restoration of Ring-Pommeled Sword by Using Technology of 3D Shape Information Processing (3차원 형상정보 처리기술을 이용한 환두대도의 디지털 원형복원)

  • Kim Young-Won;Jun Byung-Hwan
    • The Journal of the Korea Contents Association
    • /
    • v.5 no.4
    • /
    • pp.133-140
    • /
    • 2005
  • Culture Technology is the basic technology which produces cultural contents in a narrow sense. All nations do their best in order to create new contents which can form international and cultural sympathy. If a variety of contents are created by applying Korean proper cultural heritages, they will be creative and competitive internationally. Therefore, technology of original cultural restoration is an essential and crucial skill. In this paper, 'gilt bronze dragon-phoenix ring-pommeled sword', a cultural heritage of baekje age, will be restored to the original form digitally on the basis of three-dimensional shape-information processing technology and the scientifically analyzed data. First of all, data from three-dimensional scanning is revised using stuffing and smoothing methods after sampling, extracting characteristics, and align. Then, they are modeled in a curved surface with NURBS and B-Spline. Secondly, textures are edited by estimating the color of components and the quality of materials, and then they are mapped. Original form model which was made was revised and corrected by specialists' examinations. The digitally revised ring-pommeled sword was combined with information technology, and it can be used to revise damaged cultural heritages by constructing formal database of ring-pommeled sword with regard to age, area and type. It can be also used as educational contents in archaeology or preservation science and cultural contents such as movies, broadcasts, games, animations and so on.

  • PDF

Leading Character's Unconsciousness-oriented Self-growth in Animations - Focusing on a Comparative Analysis of and - (애니메이션에서 주인공의 무의식을 통해 바라본 자아성장에 대한 연구 -<센과 치히로의 행방불명>과 <코렐라인>의 비교분석을 중심으로)

  • Jung, Min-Young;Kim, Jae-Woong
    • Cartoon and Animation Studies
    • /
    • s.37
    • /
    • pp.287-306
    • /
    • 2014
  • Human mind consists of what he or she knows, namely 'a portion of awareness', as well as of what he or she does not know, namely 'a portion of unawareness'.1) Self refers to both consciousness and unconsciousness, whereas self-growth seems to be an ability with which a human being appropriately faces with the hidden desire and resistance of unconsciousness for himself and maintains its balance and unification with consciousness harmoniously. On this account, examination on character's unconsciousness seems to be an important methodological means to prospect for the original looks of self, based on character's internal psychology, and to grasp the change and growth throughout the course. Study subjects, namely and , are quite similar in internal/external factors around the leading character. Two girl leading characters, who have nested in parental influences and boundaries, confront with unfamiliar circumstances under the abrupt absence of parents. In order to resist contradictory and irrational situations there and to restore all the things to its original places, both carry out a hard adventure. Interestingly, both characters are similar in their unconscious characteristics, but they take different channels for their journey, confronting attitudes and changes of internal self. The purpose of this study was to examine the concrete origin of two characters' unconsciousness and then comparatively analyze the role of leading character's unconsciousness in the drama and its effects on the whole work. Therefore, the author tried to prove such a hypothesis as the probability and persuasiveness of story could be found out through establishing a character of higher completion degree and connecting between situations and events that are most appropriate for character's internal unconscious psychology.

A Study on the Influence of the Drawing Style of Comics in Animation (만화 그림체가 애니메이션에 미치는 영향)

  • Kim, Ji-Hong
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2006.11a
    • /
    • pp.223-226
    • /
    • 2006
  • It can formulate a basic concept to the study on styles of drawing on animation which is influenced by styles of drawing on comic. Especially the transferability of comic and eel animation have high possibility because they have common part as drawing, continuity of imagery and narrative, in spit of the differentiation with comic for spatial and animation for temporal. So the study on comic drawing styles are inevitable check point for investigating it's animation. To analyse of the style of animation drawing, can be employed the styles of comic drawing. For a case study, comic authors and their works is utilized for establishing basic concept of transferring comic to animation with the influence of drawing styles to animation and than it will apply to classify and analyse animation by them. The consequence of this study, it can be sorted in the three areas that are the cheerful comic, the drama, the boy-meets-girl comic. and can be proved that the close relationship of comic and animation. Among three aspects, a boy-meets-girl comic can not be detected in any selected animations. The presumption of this result that can be apply to the general idea which is a rare case to use in animation. Also to use partly cheerful comic to drama style as different drawing styles is for elucidating the effect of intending isolation with the play theory of Bertolt Brecht and empathizing dramatical situation through the disparity of emotion. This study is to investigate on the influence of the drawing style of comics in animation, and can provide the basic ideas of inter-relation of media through drawing styles study with the concept of hybrid.

  • PDF

Film Line Scratch Detection using a Neural Network based Texture Classifier (신경망 기반의 텍스처 분류기를 이용한 스크래치 검출)

  • Kim, Kyung-Tai;Kim, Eun-Yi
    • Journal of the Institute of Electronics Engineers of Korea CI
    • /
    • v.43 no.6 s.312
    • /
    • pp.26-33
    • /
    • 2006
  • Film restoration is to detect the location and extent of defected regions from a given movie film, and if present, to reconstruct the lost information of each region. It has gained increasing attention by many researchers, to support multimedia service of high quality. In general, an old film is degraded by dust, scratch, flick, and so on. Among these, the most frequent degradation is the scratch. So far techniques for the scratch restoration have been developed, but they have limited applicability when dealing with all kinds of scratches. To fully support the automatic scratch restoration, the system should be developed that can detect all kinds of scratches from a given frame of old films. This paper presents a neurual network (NN)-based texture classifier that automatically detect all kinds of scratches from frames in old films. To facilitate the detection of various scratch sizes, we use a pyramid of images generated from original frames by having the resolution at three levels. The image at each level is scanned by the NN-based classifier, which divides the input image into scratch regions and non-scratch regions. Then, to reduce the computational cost, the NN-based classifier is only applied to the edge pixels. To assess the validity of the proposed method, the experiments have been performed on old films and animations with all kinds of scratches, then the results show the effectiveness of the proposed method.

Photon Mapping-Based Rendering Technique for Smoke Particles (연기 파티클에 대한 포톤 매핑 기반의 렌더링 기법)

  • Song, Ki-Dong;Ihm, In-Sung
    • Journal of the Korea Computer Graphics Society
    • /
    • v.14 no.4
    • /
    • pp.7-18
    • /
    • 2008
  • To realistically produce fluids such as smoke for the visual effects in the films or animations, we need two main processes: a physics-based modeling of smoke and a rendering of smoke simulation data, based on light transport theory. In the computer graphics community, the physics-based fluids simulation is generally adopted for smoke modeling. Recently, the interest of the particle-based Lagrangian simulation methods is increasing due to the advantages at simulation time, instead of the grid-based Eulerian simulation methods which was widely used. As a result, because the smoke rendering technique depends heavily on the modeling method, the research for rendering of the particle-based smoke data still remains challenging while the research for rendering of the grid-based smoke data is actively in progress. This paper focuses on realistic rendering technique for the smoke particles produced by Lagrangian simulation method. This paper introduces a technique which is called particle map, that is the expansion and modification of photon mapping technique for the particle data. And then, this paper suggests the novel particle map technique and shows the differences and improvements, compared to previous work. In addition, this paper presents irradiance map technique which is the pre-calculation of the multiple scattering term in the volume rendering equation to enhance efficiency at rendering time.

  • PDF