• Title/Summary/Keyword: cartoon style

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Comic-Book Style Rendering for Game (게임을 위한 코믹북 스타일 렌더링)

  • Kim, Tae-Gyu;Oh, Gyu-Hwan;Lee, Chang-Shin
    • Journal of Korea Game Society
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    • v.7 no.4
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    • pp.81-92
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    • 2007
  • Nowadays, many computer games based on NPR(Non-photorealistic Rendering) techniques have been developed due to their distinctive visual properties. However, only limited methods of NPR techniques have been exploited in producing computer games and amongst them cartoon-style rendering techniques especially has had the special interest. In the paper, we suggest an effective rendering method of comic-book style that will be applicable to computer game. In order to do, we first characterize the properties of comic-book from comparing two visuals: celluloid animation and comic-book. We then suggest a real-time rendering method of comic-book style represented by outline sketch, tone, and hatching. We finally examine its effectiveness by observing the game developed using the method.

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Story of the monkey: The modular narrative and its origin of

  • Wang, Lei
    • Cartoon and Animation Studies
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    • s.29
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    • pp.61-75
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    • 2012
  • The essay explores the narrative structure of the classical Chinese feature animation, (a.k.a. Da Nao Tian Gong, 1964). The film is presented with a modular structure which is quite unique compared with the storytelling in feature animated films from other cultures, but could be connected with the tradition narrative structure in Chinese Zhanghui style novels in Ming and Qing Dynasty. By relating the original text of the story, the 16th century novel Journey to the West (a.k.a. Xi You Ji), with the film , the essay addresses the question of how the narrative tradition in Chinese classical literature influenced the Uproar in Heave for its segment narrative structure, character driven storytelling strategy and mirrored repetitive 2 plot lines. The subject of this essay is even more significant after the restored 3D version of was re-released in the spring of 2012 and became one of the best-selling animated feature film in the history of the country.

A changing direction of Story Contents in Animation (애니메이션 스토리 컨텐츠의 전환)

  • Kim, Dong-Ok
    • Cartoon and Animation Studies
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    • s.6
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    • pp.23-33
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    • 2002
  • This study is for making new story contents in animation fields through recent theater's animation trends. It is the Anti-Disney which is totally different from the attribute of Disney animation. It has three results as following. The first, Anti-Disneymation reveals the realistic America's problems such as violence, adolescent's loneliness, the slums of black people, etc. Next, animation's main target changed from just for child to for adults using various story themes. Also, the main characters are no longer beautiful and charming one like Disney animation's one and it makes we look at the matter woman another angle and makes totally different story telling. By the results above, we might to making an effort in creating Korean style animation with lyrical expression and cultural assets.

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A Study on the Visual Style of Animation Documentary Genre (애니메이션 다큐멘터리의 시각적 스타일에 관한 연구)

  • Jung, Hye-kyung;Kim, Hye-kyung
    • Cartoon and Animation Studies
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    • s.42
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    • pp.25-52
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    • 2016
  • Animation documentary is a hybrid genre that is newly highlighted with opposite properties. The actual world is reproduced with an unrealistic method in documentary aspect, but the objectivity of documentaries cannot be guaranteed as the boundary of actual pictures and digital images has become ambiguous. As the animation documentary by Ari Folman succeeded in 2008, the focus of this study is on 'how can fictional animations prove the authenticity of documentaries?' in which the study is mainly conducted in documentary aspect. For this, the researcher considers visual style research has important role in understanding and developing a new video genre, and asserts the necessity of research on reproduction image that is produced by the characteristics of animation which is produced in frame units. This paper has contents on the visual style of animation documentaries with pictorial reproduction methods in which animation images were classified into 3 styles based on previous research on animation documentary style. Visual styles are classified into actual image that is based on similarity with reality to deliver objective facts, image that is transformed through emphasis and omission which are factors of animations, and surrealistic image that reproduces non-visual regions such as illusions and the inner side of characters. Through this study that analyzes visual style types and characteristics, animation documentaries are expected to position as a hybrid genre that illustrates reality with a new method instead of being included in the existing reproduction method of documentaries.

Processing Techniques for Non-photorealistic Contents Rendering in Mobile Devices (모바일 기기에서의 비실사적 콘텐츠 렌더링을 위한 프로세싱 기법)

  • Jeon, Jae-Woong;Jang, Hyun-Ho;Choy, Yoon-Chul
    • The Journal of the Korea Contents Association
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    • v.10 no.8
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    • pp.119-129
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    • 2010
  • Recently, development of mobile service and increased demand for mobile device make mobile environment noticeable in computer graphics. Especially demand for 3D graphic services in mobile devices is steadily increased. However up to the present non-photorealistic rendering is mainly studied in desktop platform. In the result, existing research were designed for desktop computers and are not well-suited for mobile devices. Thus, there is a growing needs for processing techniques that provide the ability to render 3D non-photorealistic graphics through mobile devices. In this paper, we discuss processing techniques for non-photorealistic rendering that are especially cartoon shading and rendering in mobile devices. Through the result of this research, it is expected that silhouette edge rendering for mobile display environment and preprocessing file technique for shading. The efficiency of 3D mobile graphic service like 3D model in cartoon style is increased by using proposed preprocessing file and rendering pipeline. Our work can provide mobile cartoon rendering results and various mobile contents to users.

Development and Content Characteristics of Cartoons in the 1910s: focusing on cartoons published in Maeilsinbo (1910년대 만화의 전개와 내용적 특질: 『매일신보』 게재 만화를 중심으로)

  • Seo, Eun-Young
    • Cartoon and Animation Studies
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    • s.30
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    • pp.139-168
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    • 2013
  • This article aims to explain the significance and value of cartoons in the 1910s which were largely passed unnoticed in the preceding cartoon studies by scrutinizing cartoons published in Maeilsinbo in the 1910s. Until now, Korean cartoons in the 1910s has been neglected just because it were published in Maeilsinbo. However, this writing analyzed cartoons in this period on the base of the fact that the cartoons in the 1910s printed in Maeilsinbo diversified the horizon of the Korean cartoon. Cartoons in Maeilsinbo functioned as a bridge connecting cartoons published in Daehanminbo in 1909 reputed as a root of Korean cartoon and 1920s, the time when satirical cartoons and comics started being printed in newspapers. The characteristics of Maeilsinbo as a bulletin of government general and periodical characteristics that the agent of popular culture begun to move reside as multi layers in the cartoons in the 1910s. In this article, the process and the development of how cartoons published in Maeilsinbo. As pleasure became important in everyday life in Korea, cartoons were able to earn a portion in the newspaper. In the beginning, modern cartoon style seemed vague, but as time goes by, its own style gradually settled. Cartoons in this period were not fixed in specific section but various kinds of cartoons were developed during the time since works of Korean as well as Japanese cartoonists and illustrators were published. Among them, representative cartoons in Maeilsinbo were analyzed in this article under three categories: first, cartoons represented 'Choseon-ness' through scenes of daily life and customs concurrently contained a view of anti-civilization/enlightenment; second, cartoons represented the accumulation of wealth as valid from the view point of public interest; last, cartoons divided Koreans who suffered from hardships of life in Kyungsung and Japanese in Jingogae in order to divide space. In conclusion, Maeilsinbo disciplined the colonized, Koreans, and exposed the discourse of the colonial power via cartoon.

Cartoon Style Video Generation Using Physical Motion Analysis (물리적 운동 분석을 이용한 만화 스타일의 비디오 생성)

  • Lee, Sun-Young;Yoon, Jong-Chul;Lee, In-Kwon
    • Proceedings of the Korean Information Science Society Conference
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    • 2007.10a
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    • pp.195-196
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    • 2007
  • 우리는 비디오의 모션을 전통적인 애니메이션과 같은 스타일로 변환하는 시스템을 제안한다. 우리의 시스템은 비디오의 물리적인 상황에 맞게 자연스러운 변형을 손쉽게 적용할 수 있는 새로운 비디오의 만화화 방법이다. 선택된 비디오 오브젝트의 운동량, 운동방향, 힘과 같은 물리적인 요인들을 분석하여 물리적으로 타당한 변형을 적용함으로써 자연스러운 효과를 적용한다는 것이 장점이다.

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Effect of Abstraction and Realism on Uncanny Valley in 3D Character Model (3D 캐릭터 모델의 추상화와 리얼리즘이 언캐니 밸리 현상에 미치는 영향)

  • Jang, Phil-Sik;Jung, Woo-Hyun;Hyun, Joo-Seok
    • Journal of Digital Convergence
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    • v.14 no.10
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    • pp.277-285
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    • 2016
  • The purpose of this study is to quantitatively and empirically investigate whether cartoon-realism, which is referred to as a guideline for avoiding the uncanny valley phenomenon, is actually effective. An experiment was carried out to investigate whether or not methods that try to realistically express the texture of human skin while making 3D models whose outward appearance abstract like a cartoon actually reduce the negative sentiments associated with the uncanny valley phenomenon. The results found that when human skin textures were applied to cartoon-type 3D models, the degree of eeriness significantly increased (p<0.05), while there was no change in the degree of human likeness. When cartoon-style skin textures were applied to human-type 3D models, there was no significant difference in the degree of eeriness, but the degree of human likeness significantly decreased (p<0.05). These results show that, cartoon realism is not actually effective, and rather creates a perceptual conflict and induces the uncanny valley phenomenon. The results of this study are expected to be used as quantitative and empirical data for developing design guidelines that will overcome the uncanny valley phenomenon in the future.

Visual Narrative as a Color Storytelling in DISNEY and GHIBLI Studios (디즈니와 지브리 애니메이션 비주얼 서사구조에 관한 비교 연구)

  • Brito, Yahaira Moreno;Cho, Dong-Min
    • Cartoon and Animation Studies
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    • s.49
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    • pp.221-246
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    • 2017
  • Visual narrative or storytelling involve two important aspects of the cognitive perception: the conscious and subconscious. Color is one of the cognitive storytelling elements, its interpretation is captured by the subconscious and it is considered an emotional resource due to its psychological background. On the other hand, the character is also part of cognitive perception and storytelling tool, but this is interpreted consciously, character is considered as a logical resource. Ghibli and Disney have organized their cinematographic techniques in different ways, so it would be unfair to say that one narrative style is better than the other, it depends of perception of beauty which varies according to society. However the present study seeks to determine the differences between Ghibli and Disney narrative style, taking as reference color. Ghibli and Disney are perfect example about color effects as a storytelling agent, It can be classified in two aspects: dynamics of color and color as a narrative sequence. The dynamics of color analyzes how color acts and is perceived into a stage, its meaning and symbolism regardless of the character's actions. The narrative sequence studies how color thermologic evolves in scene's development.

A Study on the Artistic Techniques of the Chinese Early Cartoons -Focusing on Lian Huan Hua(連環畵) and - (중국 초기 만화 예술기법 연구 - 연환화 작품 <산향거변>과 <백모녀>를 중심으로-)

  • Lurenjing, Lurenjing
    • Cartoon and Animation Studies
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    • s.39
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    • pp.451-472
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    • 2015
  • Lian Huan Hua(連環畵) has occurred in the history of China Cartoon was initially developed as a unique literary style of Chinese painting and narrative combined. Also Lian Huan Hua are also tend to form once the fusion 1920s was also a very creative fashion cartoon style. This is also referred to as chain cartoon. In 1950-1960, China 's Lian Huan Hua also mature a 'golden age' legal group reaches to indicate the unique formal features developed independently. This work is a dramatic expression of Lian Huan Hua narrative, shows a more realistic representation techniques and art forms such as portraiture is a very big breakthrough was achieved artistic maturity of the work increased significantly. by He You Zhi(賀友直) and by Hau San Chuan(華三川) is a masterpiece of artistry and maturity in the period leading side. Chapter 2 looked at the origin and development of Chinese Lian Huan Hua, it was seen by the fact that China achieved new progress in Lian Huan Hua upset every time the combination of content and form, In addition, the work of 1950-1960 in the development process of China's Lian Huan Hua confirmed the fact that they won the biggest achievement in artistry and maturity surface. Therefore, Chapter 3 how 'golden age' masterpiece of and the dramatic narrative of expression by analyzing a specific angle in the multifaceted image of the , realistic portraiture, such as the acquisition of Chinese concrete artistry Lian Huan Hua I want to show. Analysis of the figures depicting nature, landscape screens. consisted of highlights and background and techniques of utilization, production methods. The purpose of this research work is to identify two conditions of great Lian Huan Hua through analysis of concrete work and painting techniques such as framing and directing the Lian Huan Hua's artistic achievements is to investigate the influence of China in the early comics. These two works are focused on a realistic view of life and put out was to create a more effective representation of information it attempts to pass a new production techniques and will have the significance. Also completed was a new style absorbed throughout the aesthetic advantages are compelling own personality writers of Eastern and Western paintings are remarkable in that its performance. But the difference in the two works represent all types and painting techniques has a the mood of common China's lives.