• Title/Summary/Keyword: animations

Search Result 441, Processing Time 0.025 seconds

A Study on the Mechanism of the Immersion of the Spectators of the Fictional Narrative Animation (허구서사 애니메이션의 관객 몰입 메커니즘 연구 - 구성주의 인지서사학적 접근을 중심으로 -)

  • Kim, Ki-Hong
    • Cartoon and Animation Studies
    • /
    • s.17
    • /
    • pp.37-51
    • /
    • 2009
  • Immersion is the key factor in determining success or failure for fictional narrative animations. It does matter to not only for the socio-economic achievements like box-office success but to the asthetical achievement, immersion is very important prerequisite character that are raised in terms of research needs. Fictional narrative animation shares the audience's immersive method with the narrative content and Virtual Reality, since animation has the character which narrates itself with the visual image format (including sound) and added the fact that 3D format which emphasizes realism compared with the recent 2D animation has been ubiquitous phenomenon. In other words, the artistic for called 'animation' is located between the view point that text has the immersive point intrinsic and oppositely, specific function of the certain media which stays extrinsic of the text enforce the participants into the immersion. In any case, the subject who experience immersion is the audience, so the most useful theory to research the phenomenon 'immersion' is Constructivism cognitive narrotologic approach which lies the peader-spectator as the centric notion and is more useful than text analysis or research on the visual effects. In this study, research and review about the studies on the audience's immersive experience would be preceded particularly aroud the constructivism theories, and examine the uniqueness and naures of the animation which makes the audience immersive.

  • PDF

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
    • /
    • s.16
    • /
    • pp.125-140
    • /
    • 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.

  • PDF

The Status of Chinese University Animation Education & Seeking Ways for Academic-Industrial Cooperation between Korea and China (중국 애니메이션 교육 현황과 기업체 산학협력 실태조사)

  • Lee, Won-Jung
    • Cartoon and Animation Studies
    • /
    • s.17
    • /
    • pp.69-81
    • /
    • 2009
  • Recently, the animation industry in China is rapidly developing drawing the government and the whole society's attention. To cope with a large-scale animation market by each region, they busily seek revitalization program of animation industry and are producing lots of animations that maximized their creative ability with its own competence and breaking the existing OEM production method. Up to now, when the scale of sales related with animation in China exceeds 10 times than that in Korea, the concrete studies on current state of animation education AS the basis of development of animation industry of China and the way of academic-industrial cooperation through that education are proved to be insufficient. Therefore, this study has surveyed and analyzed the current state of animation education by directly visiting 6 local universities related with animation. Equivocally, it has also examined current state of academic-industrial cooperation in industrial field related with animation in China by directly visiting around 10 main companies related with animation in China. Through this study, it has been possible to grasp the current state and problems of academic-industrial cooperation in China and various programs of academic-industrial cooperation system that can be implemented in universities and businesses which are intended to be suggested to them as based on this analysis. The touchstone of intensive studies on academic-industrial cooperation system in China could be suggested through this study, which has been previously unsatisfactory and it is considered to be worthy of application as many preceding studies that engraft on reality of education in the country today.

  • PDF

The Study of Sceneries Shown in Animation Movies -Focusing on & (애니메이션에 나타난 풍경 연구 -<오세암>과 <원령공주>를 중심으로)

  • Choi, Don-Ill
    • Cartoon and Animation Studies
    • /
    • s.50
    • /
    • pp.1-22
    • /
    • 2018
  • This study investigated realism sceneries shown in animation movies of auteurism. Although animation has properties of mechanical images arranged by short cuts, it essentially starts with the images dealing with space art based on the consciousness of an author. In this aspect, sceneries of animation movies can be the most proper subject for study from the viewpoint of image. Generally, sceneries of animation movies maintain the neutral position as a stage setting for story. However, as for auteurism animation, the sceneries have subjective meaning as major media to express the work or the vision and value of the author on the world. The representative animation movies that reflect the role and meaning of realism sceneries among auteurism animations are and . The former shows Korean sceneries and the latter presents local sceneries of Japan quite well. Reviewing the characteristics of sceneries shown in two movies, the sceneries of are the discovery of internal consciousness of the author that signifies pure innocence of childhood into the voice of nature through the style of the author. Meanwhile, sceneries of adopted nature landscape surrealistically based on the internal consciousness of the author and described the forest as the absolute utopia of the author. As such, the sceneries shown in two movies were utilized as the "framework of thought" of the authors that intensify the viewpoint of the movies on the world through empirical interpretation and detailed description of neutral landscape based on internal consciousness of the authors.

An Intelligent Electronic Performance Support System for Semiconductor Testing Equipment (반도체 검사 장비를 위한 지능형 전자 성능 지원 시스템)

  • 이상용
    • Korean Journal of Cognitive Science
    • /
    • v.9 no.1
    • /
    • pp.31-39
    • /
    • 1998
  • This paper describes an electronic performance support system called HELPS(Handler Electronic Learning Performence Support) for semiconductor testing e equipment. The purpose of this system is to improve productivity of operators by providing just-in-time, on-the-job, mutimedia-based system information for operational support, training, and knowledge-based trouble shooting and repair. HELPS is composed of a operation module and a trouble shooting module. The operation module uses multimedia and hypermedia to provide the detailed and easily accessible information about equipment to users. Multimedia incorporate multiple. media forms including still and video images. animations 'texts' graphics. and audio. Hypermedia a are provided through a hierarchical information structure which offers not only specific information which is needed to perform a task to experienced operators. but detailed system guidance and information to novice operators. The trouble shooting module is composed of an integrated mutimedia-supported expert system which assists operators in trouble shooting and equipment repair. After diagnosis through the use of the expert system. multimedia advice is presented to the user in either still images with text or motion sequences with sound HELPS is evaluated in term of training time and trouble shooting and repair time. It improved productivity by saving more than 30% of the total time used without the system. This s system has the potential to improve productivity when it is used with ICAIOntellignet Computer Aided Instruction) and virtual reality.

  • PDF

Development of Road Surface Management System using Digital Imagery (수치영상을 이용한 도로 노면관리시스템 개발)

  • Seo, Dong-Ju
    • Journal of the Korean Association of Geographic Information Studies
    • /
    • v.10 no.1
    • /
    • pp.35-46
    • /
    • 2007
  • In the study digital imagery was used to examine asphalt concrete pavements. With digitally mastered-image information that was filmed with a video camera fixed on a car travelling on road at a consistent speed, a road surface management system that can gain road surface information (Crack, Rutting, IRI) was developed using an object-oriented language "Delphi". This system was designed to improve visualized effects by animations and graphs. After analyzing the accuracy of 3-D coordinates of road surfaces that were decided using multiple image orientation and bundle adjustment method, the average of standard errors turned out to be 0.0427m in the X direction, 0.0527m in the Y direction and 0.1539m in the Z direction. As a result, it was found to be good enough to be put to practical use for maps drawn on scales below 1/1000, which are currently producted and used in our country, and GIS data. According to the analysis of the accuracy in crack width on 12 spots using a digital video camera, the standard error was found to be ${\pm}0.256mm$, which is considered as high precision. In order to get information on rutting, the physically measured cross sections of 4 spots were compared with cross sections generated from digital images. Even though a maximum error turned out to be 10.88mm, its practicality is found in work efficiency.

  • PDF

A Study of the Narrative Features in Animation as an Art Form - Focusing on Brad Bird's "The Iron Giant(1999)", "The Incredibles(2004)", "Ratatouille(2007)" - (예술 형식으로서의 애니메이션의 서사적 특성 연구 - 브래드 버드 감독의 "아이언 자이언트(1999)", "인크레더블(2004)", "라따뚜이(2007)"를 중심으로 -)

  • Kim, Soong-Hyun;Lee, Tae-Hoon
    • Journal of Digital Convergence
    • /
    • v.16 no.3
    • /
    • pp.429-438
    • /
    • 2018
  • Brad Bird, a screenwriter and animation director in the United States, criticized the situation in which most animations were produced and released for the children since the early 2000s. He said that animation is an art form capable of conveying messages not only to children but also to adults, and that their development potential is high. In this study, I analyzed overall components such as narrative structure, character, subplot, symbol, and foreshadow of Brad Bird's animated feature films , , and examined his narrative features and strategies. As a result, the narrative features of animation as an art form are as follows: First, conveying the message of a serious subject that will deeply sympathize with adults as well as children. Second, expressing the social agenda which criticizes the contradiction of the real world and the periodic mistakes. Third, solid narrative structure through a dense plot based on realistic situation setting. I hope that this study will be used as basic research material for various animation production in the future.

The Usage of Animation and Social value.Clothing behavior of Adolescents (청소년들의 애니메이션 이용현황과 사회적 가치관.의복행동에 대한 연구)

  • Kim, Tae-Kyung;Chae, Jin-Mie;Oh, Kyung-Wha
    • Journal of Korean Home Economics Education Association
    • /
    • v.21 no.2
    • /
    • pp.127-138
    • /
    • 2009
  • The purpose of this study was to find out the usage of animation and its relation to the social values and clothing behaviour of adolescents. A survey was conducted in four different high schools in the metropolitan area (Seoul) and 187copies were analyzed by SPSS 12.0 package. The results were as follows; First, According to Usage survey, a number of adolescents watched animations mainly through the internet and 39% of them used the internet $2{\sim}3$ times a week. The most watched genre of animation was action/science-fiction but some differences were observed between male students and female students. Male students enjoyed action/science-fiction, comedy and drama/romance, whereas female students enjoyed drama/romance, action/science-fiction and comedy in the decreasing order. Second, It was found that the favorite genre of animation by adolescents had influence on their community mind and materialism. The most significant genre affectingcommunity life was drama/romance and the one affecting materialism of adolescents was action/science-fiction. Third, Materialism had a significant influence on clothing conformity and the next was community mind. Only materialism proved to be a significant variable affecting fashion followers. In conclusion, the results of this study showed that the adolescents' community life and materialism were significantly influenced by their favorite genre of the animation, and their social values were related to their clothing behaviors.

  • PDF

Performance Analysis of Screen Contents Coding Tools to Reduce Inter-Color Component Correlation (색 공간 내 중복 정보 감소를 위한 HEVC 스크린 콘텐츠 부호화 기법 성능 분석)

  • Kang, Je-Won
    • Journal of Broadcast Engineering
    • /
    • v.20 no.5
    • /
    • pp.687-696
    • /
    • 2015
  • JCT-VC (Joint Collaborative Team on Video Coding) continues developing HEVC/Screen Content Coding (HEVC/SCC) as an extension for efficiently coding screen content videos, including computer animations, graphics, and electrical documents, based on HEVC/Range extension (HEVC/RExt.). Color space conversion from RGB space being captured from CCD sensors is popular in natural video coding. However, the conversion is often undesired for screen contents because of a significant loss in perceptual quality. Therefore, several coding tools including cross-component prediction (CCP) and in-loop adaptive color space transform (ACST) have been developed for an efficient screen content video coding in order to reduce the redundancies between color spaces while maintaining the original color space. In this paper, we review the two coding tools, i.e., CCP and ACST exploiting the correlation in the RGB color space and conduct the performance analysis of the coding tools. In our simulation results, CCP and ACST provide 11.7% BD-rate saving and 16.4% BD-rate saving, respectively, while the two coding tools provide 18.2% BD-rate saving in total. Following this idea, if the two coding tools are exclusively selected, we provide 93% encoding measurement time with a 0.3% coding loss.

Development and Application of the e-learning courseware about the Earth Science I (based on the Earth Environmental Change) (지구과학 I의 e-learning 교수·학습자료 개발 및 적용 - 지구환경변화 단원을 중심으로 -)

  • Kim, Yun-Jeong;Lim, Seong-Kyu
    • Journal of Science Education
    • /
    • v.32 no.2
    • /
    • pp.17-32
    • /
    • 2008
  • The purpose of this study was to analyze the use of the e-learning courseware which is about the properties of earth environmental change. I made these materials using Lectora program, and to have more visual effect, I used movies and animations as much as possible. A lot of movies and pictures are added to help student understand the geographical age. Especially the forms of performance test questions are various, and student can check the answer right after taking test. Because of this, they can get a immediate feedback. In addition, this allows you to adapt yourself to the age of information by using the internet. Every plug-in is already linked together, so you only need to once. Pictures and moving reflections can be edited with ease. I hope this study will provide valuable aid for the education of earth science and a chance to develop better materials.

  • PDF