• 제목/요약/키워드: character animation

검색결과 604건 처리시간 0.021초

애니메이션캐릭터를 이용한 국내 패션산업의 현황 분석 (Analysis of the Present Situations of Internal Fashion Industry Using Animation Character)

  • 백경실;유태순
    • 한국의류산업학회지
    • /
    • 제1권4호
    • /
    • pp.326-334
    • /
    • 1999
  • The purpose of this study was known the animation history, function of the animation character, the development process of the animation industry, and the industry process of the animation character in the center of the animation character of America and Japan occupying the internal character market largely. Also, it was examined how the animation character was used in the fashion industry and was recognized the importance of the character industry, and it was seen the design development of the fashion character in the future and the proceeding method of the fashion marketing strategy. The following this study was examined by using the various newspaper and magazine, the internal and external reference. In the result of this study, the animation character created in the TV and the screen is extended the related industry and is developed the various cultural products, and it is recognized as the product of the highly added value. The internal animation characters are mostly the characters of America and Japan, but now the internal animation productions is recognized the importance of the animation industry and is producted the animation to attack the internal and external market. The potential of the animation character was really excessive. The excellent animation product was important but the animation character and the activity of the accompaniment industry related to it was important. Also the animation character mostly had influence on the fashion industry.

  • PDF

조형성을 바탕으로 한 애니메이션 입체 캐릭터 모델링 연구 (A Study on Animation Cubic Character Modelling Based on Plasticity)

  • 최돈일
    • 만화애니메이션 연구
    • /
    • 통권6호
    • /
    • pp.116-131
    • /
    • 2002
  • Character plays an important role not merely in animation but also in the modern image industry. From this perspective a new academic approach to and an analysis of character seems of much significance. With this in view this study carried out an elucidation of the basic factors and concept of plasticity for the creation of animation character on the basis of animation structural elements. Furthermore, an inquiry was conducted into fundamental requirements and factors of animation characters, human anatomy serving as the basis of forms for animation character modelling, the characteristics and techniques for creating animation cubic character, and then suggested a method of creation. In this process it was revealed that integral cubic character was applied to diverse animations, that character of high density was prerequisite for the creation of creative and effective animations, and that cubic character plasticity played a catalytic role in activation popular sympathy and the character industry.

  • PDF

한국의 대중문화에 Animation Character가 미치는 부정적인 영향 (A Negative Effect of Animation Character in Mass Culture of Korea)

  • 김홍산;신정숙
    • 디자인학연구
    • /
    • 제14권2호
    • /
    • pp.147-154
    • /
    • 2001
  • 애니메이션 캐릭터는 아이디어 지향의 고 부가가치 산업으로 다양한 시너지 효과를 창출하기 때문에 경제적인 측면만으로도 그 가치가 높다. 무엇보다도 애니메이션 캐릭터의 가치는 대중문화 커뮤니케이터로서의 역할에 있다. 애니메이션 캐릭터의 범람속에서 생활하는 대중들은 캐릭터에 의해 표현되는 다양한 성격과 행동에 영향받고 있다. 그러나 범람이라고 할만큼 대중의 생활을 둘러싸고 있는 애니메이션 캐릭터들의 성격과 행동들은 주로 극단적인 성향을 나타내고 있어, 대중사회의 유지와 존속에 필요한 역할모델의 제시에 부정적인 기능을 하고 있다.

  • PDF

익스프레션을 이용한 캐릭터 애니메이션의 동작 제어 (Motion Control of Character Animation Using Expressions)

  • 김형균;오무송;고석만;김장형
    • 한국정보통신학회:학술대회논문집
    • /
    • 한국해양정보통신학회 2003년도 춘계종합학술대회
    • /
    • pp.574-577
    • /
    • 2003
  • 본 논문에서는 캐릭터 애니메이션의 효율적인 동작 제어를 위하여 익스프레션을 이용한 애니메이션을 제작하였다. 익스프레션을 이용한 애니메이션은 움직임의 표현에 있어서, 자연스러운 애니메이션을 좀더 쉽고 유용하게 표현하기 위한 방법으로 캐릭터의 동작 제어점들을 분석하여 익스프레션에서 애니메이션을 제어할 수 있는 요소를 찾아 그 식에 사용하였으며, 이것을 토대로 캐릭터의 동작을 자동적으로 제어하는 애니메이션을 구현하였다. 익스프레션에 의한 애니메이션은 간편한 조작으로 자연스럽고 현실적인 움직임을 생성할 수 있다는 익스프레션의 효율성이 장점으로 나타났지만, 애니메이터에 의한 키 프레임 방식에 의한 애니메이션보다는 어색함을 보였다.

  • PDF

스톱모션 애니메이션 캐릭터 의상제작과정에 관한 사례 연구 (A case study on the costume making process of stop motion animation characters)

  • 김기훈;서지성
    • 복식문화연구
    • /
    • 제20권5호
    • /
    • pp.655-663
    • /
    • 2012
  • Due to increased interest in character costumes, the field of animation character costume design is gradually developing into a specialized domain. The costume-making process for animation characters presents many differences from the costume-making process for regular apparel. However, there remains insufficient research on the actual process of making the character costumes used in stop motion videos both in Korea and abroad. The purpose of this study is to establish a costume design process for animation characters. Furthermore, this study presents a case study on the costume planning and making process for 3D stop motion animation characters. The character costume-making process was segmentalized into the following stages: character analysis stage, character modeling stage, and character costume making stage. In the character analysis stage, the investigator analyzed the character's movements, designed the character images, and analyzed the movements and motions of the animation characters. After completing character modeling, this study proposed a method for making the character costume. The style of the character costume was designed, and the structural design reflected the position and size of joints as well as the angle of movements. The patterns of the character costume were produced through dimensional tailoring after measuring the body size of the character. Afterward, the costume was completed after passing through the fitting and revision stages. The clothing material was selected to fit the colors and feelings shown in the illustration. To complete the costume after comparing it with the initial illustration, it was revised based on the assessment of its volume and overall atmosphere.

Classification of Behavioral Lexicon and Definition of Upper, Lower Body Structures in Animation Character

  • Hongsik Pak;Suhyeon Choi;Taegu Lee
    • International Journal of Internet, Broadcasting and Communication
    • /
    • 제15권3호
    • /
    • pp.103-117
    • /
    • 2023
  • This study focuses on the behavioural lexical classification for extracting animation character actions and the analysis of the character's upper and lower body movements. The behaviour and state of characters in the animation industry are crucial, and digital technology is enhancing the industry's value. However, research on animation motion application technology and behavioural lexical classification is still lacking. Therefore, this study aims to classify the predicates enabling animation motion, differentiate the upper and lower body movements of characters, and apply the behavioural lexicon's motion data. The necessity of this research lies in the potential contributions of advanced character motion technology to various industrial fields, and the use of the behavioural lexicon to elucidate and repurpose character motion. The research method applies a grammatical, behavioural, and semantic predicate classification and behavioural motion analysis based on the character's upper and lower body movements.

애니메이션 캐릭터를 이용한 토들러복 디자인 연구 - 아기공룡 둘리를 중심으로 - (Design Development for Toddler Apparel Line using Animation Characters - Focusing on ″Little Dinosaur Dooly″ -)

  • 하승연;이연희
    • 복식문화연구
    • /
    • 제12권1호
    • /
    • pp.104-120
    • /
    • 2004
  • Animation character market in Korea has been dominated by licensed characters (e.g., Walt Disney′s) of which market share is 80%. While market share for Korean characters such as "Mashimaro" and "Little Dinosaur Dooly" is increasing, the application of such characters to fashion products is still limited. For the development of the Korean character market, application of original animation characters should be applied to various fashion products. The main purpose of this study was to design toddler apparel line using "Little Dinosaur Dooly," one of the most popular domestic animation characters. The design focus is the green color of Dooly because the color is the distinctive concept of the brand. Results of the study indicated that developing toddler apparel line with a Korean animation character was a meaningful attempt, as imported licensed characters were dominant in domestic fashion market. The key differentiating factor was the use of green color. In addition, use of various supporting characters, namely Dooly′s friends, demonstrated potential line extension forming animation character groups similar to Warner Brothers′"Looney Tunes."

  • PDF

A Study on Character Design Using [Midjourney] Application

  • Chen Xi;Jeanhun Chung
    • International Journal of Advanced Culture Technology
    • /
    • 제11권2호
    • /
    • pp.409-414
    • /
    • 2023
  • In recent years, the emergence of a number of AI image generation software represented by [Midjourney] has brought great impetus to the development of the field of AI-assisted art creation. Compared with the traditional hand-painted digital painting with the aid of electronic equipment, broke the traditional sense of animation character creation logic.This paper analyzes the application of AI technology in the field of animation character design through the practice of two-dimensional animation character . This is having a significant impact on the productivity and innovation of animation design and character modeling. The key results of the analysis indicate that AI technology, particularly through the utilization of "Midjourney,"enables the automation of certain design tasks, provides innovative approaches, and generates visually appealing and realistic characters. In conclusion, the integration of AI technology, specifically the application of "Midjourney," brings a new dimension to animation character design. The utilization of AI image generation software facilitates streamlined workflows, sparks creativity, and improves the overall quality of animated characters. As the animation industry continues to evolve, AI-assisted tools like "Midjourney" hold great potential for further advancement and innovation.

3차원 캐릭터 애니메이션 산업현황에 관한 연구 (A Study on the Status of 3Dimension Character Animation Industry)

  • 백승만
    • 디자인학연구
    • /
    • 제14권2호
    • /
    • pp.87-94
    • /
    • 2001
  • 3차원 캐릭터 애니메이션은 컴퓨터 그래픽과 소프트웨어의 기술적인 발전에 힘입어 큰 성장을 맞이하게 되었으며, 영화, 광고, 애니메이션, 게임, 영상물 제작은 물론 여러 분야에서 3차원 캐릭터 애니메이션은 중요한 위치를 차지하게 되었다. 특히, 가상아이 돌 등장으로 3차원 캐릭터 애니메이션의 나아갈 방향을 제시함은 물론 상업적 측면에서 다른 매체의 상호작용을 함으로써 팬시, 테마파크 산업 등에 큰 시너지 효과를 창출시킬 수 있다. 본 내용은 3차원 캐릭터 애니메이션에 관련된 컴퓨터 그래픽 기술과 만화영화, PC게임, 영화, 가상아이돌, 리얼타임 퍼포먼스 등 산업현황을 살펴보고 문제점과 개선방향을 제시하고자 한다.

  • PDF

애니메이션 캐릭터의 젠더 정체성 (Gender-Identity of Animation Character)

  • 성례아
    • 한국콘텐츠학회논문지
    • /
    • 제7권11호
    • /
    • pp.150-157
    • /
    • 2007
  • 영상은 어린이들의 호기심을 불러일으키고 많은 것을 접하게 하여 자연스러운 학습을 유도한다. 특히 애니메이션은 어린이들을 사회화시킴은 물론, 자아 정체성을 형성하는데 중요한 역할을 한다. 따라서 애니메이션 캐릭터의 젠더 정체성 재현은 중요하다. 애니메이션 캐릭터의 젠더 정체성의 재현 방식은 시각정보를 통한 재현방식과 내러티브를 통한 재현방식으로 나누어 볼 수 있으며, 내러티브를 통한 재현방식이 시각정보의 재현방식을 더욱 확고히 해줌을 알 수 있다. 또한 애니메이션 캐릭터의 젠더 정체성의 양상을 살펴보면, 보수적이고 상업적인 이데올로기를 투영하는 젠더 고정관념과 일치하는 캐릭터와 젠더 고정관념에서 탈피하고자하는 캐릭터로 구분되어 진다. 그러나 젠더 고정관념을 탈피하고자하는 캐릭터의 재현 역시 젠더 역할의 과장이나 희화를 통한 비판에 그치고 있다. 따라서 애니메이션 캐릭터들은, 여성이나 남성으로 구분되는 스테레오타입으로 재현되는 것이 아닌, 하나의 인간으로서의 가치를 주체적으로 형성해 가는, 미래지향적인 젠더 정체성을 가진 캐릭터들로 재현되어야 한다. 미래지향적인 젠더 정체성을 재현하는 애니메이션은 어린이들에게 올바른 자아 개념과 젠더 역할을 심어주며, 이미 획득된 전통적인 젠더 정체성을 완화시키는 역할을 수행한다.