• Title/Summary/Keyword: short animation

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Construction of Animation Theory to use 3D Animation (3D 애니메이션을 이용한 애니메이션 이론의 구축)

  • Cho Young-Jun;Bang Woo-Song;Kim Sung-Nam
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.119-122
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    • 2005
  • Recently, 3D Animation which has developed rapidly in short term, is taking a great interest. It has own special method through learning by mistakes. I'm going to study how to apply the method at 3D Animation to the theory of Animation, and find out the way to develope the skill of 3D Animation in this work.

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Metaphorical imagination and storytelling in short animations (단편 애니메이션에 나타나는 은유적 상상력과 스토리텔링 - <페이퍼맨>을 중심으로 -)

  • Lee, Dong-Eun
    • Cartoon and Animation Studies
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    • s.45
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    • pp.435-450
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    • 2016
  • Animation is an artificial image created by artist's imagination. Animation is defined as "the art of the animated image" in the sense that immobile images can be seed as a living creature. In other words, the term "diegesis" in modern arts genre is generally considered as something that indicates fictional world in which narration develops. Therefore, when we say that animation world is formed based on diegesis, it represents the fictionality of animation world. The problem occurs at this point. Even thought the animation world is recognized as a fictional world, we contradictorily believe that the event occurring in the screen world are real and accept them as a true message. This condition is called "quasi-emotion". Quasi-emotion is not fake bit not real either, and it is the third emotional state. It happens when we "make believe" that we believe a fictitious figure or a situation. However, in order to actively operate this "make-believe" state, an appropriate environment and props are required, specially metaphorical imagination and storytelling in short animated film. So that this article will draw a conclusion from the method that make-believe the fictional world and communicate the message through analysing the short animate film, form Disney.

A study on the expression of colors in 2D animation image : Focusing on the colors of short animation different from the representation of three dimension space (2D 애니메이션 이미지의 색채 표현 연구 : 3차원적 공간 재현을 탈피한 단편 애니메이션의 색채를 중심으로)

  • Oh, Jin-Hee;Kim, Jea-Woong
    • Cartoon and Animation Studies
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    • s.16
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    • pp.113-124
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    • 2009
  • This study shows that there is an essential difference between colors of animation and live action film through the expressive colors of 2D animation as distinct from three dimension space. While live action film has an obvious object of representation, the image of 2D animation is a creature made by human without the process of mechanical representation. And this is revealed sharply in the expressive colors of 2D animation. Therefore the expressive colors of 2D animation are the important points in which the autonomous meaning of animation image is revealed.

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3D Computer Animation Approach based on Traditional Animation Principle (전통 애니메이션에 입각한 3D 컴퓨터 애니메이션의 접근)

  • 오근재;신성순
    • Archives of design research
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    • v.14 no.1
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    • pp.177-186
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    • 2001
  • It is true that the new development in digital technology has Influenced on the definition of animation like it did on the other fields of an, but this doesnt mean this development drastically changes the traditional concept and replaces it with innovative new one. The more the technology is being developed, the mon it needs traditional base that can lead it to what it originally should be. As an example, computer animation companies are constantly seeking for people who have traditional animation background rather than well-trained computer oriented artists. This means digital technology will be no more a technological threat to the people who has traditional animation background. Consequently, when considering the extended concept caused by this new technology, we have to find its base on the traditional animation concept. Since we dont have any fundamental base in traditional animation and technological base in computer animation, we should consider those in advanced countries as a standard. However, in these days, there is a tendency to worship the words themselves such as "digital revolution", "information technology" etc., not the basics behind them. We cannot expect any achievement with this in mind. This study might be a short cut to the students and animators who want to learn and approach computer animation in a right wav.

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A Case Study of Short Animation Production Using Third Party Program in University Animation Curriculum

  • Choi, Chul Young
    • International Journal of Internet, Broadcasting and Communication
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    • v.13 no.4
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    • pp.97-102
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    • 2021
  • The development of CG technology throughout the 2000s brought about a significant growth in the animation market. This phenomenon led to an increase in the number of people required by related industries, which led to an increase in the number of related majors in universities. CG application technologies are becoming more common with the advent of YouTube and virtual YouTubers, but high technology is still required for students to get a job. This situation is not easy to include both technological and creative skills in the college animation curriculum. In order to increase students' creativity, we need a lot of production experience, which requires a lot of knowledge and time if we only use tools like Maya and 3D Max. In this paper, We tried to devote more time to storytelling by minimizing the technical process required for production and proceeding with repetitive or difficult processes for content creation using third-party programs. And through the 12-week class, the experimental production process was applied to the process from planning to completion of animation works that students would submit to the advertisement contest.

Study about Set Design for Scene of Animation : Case of Short Animation (애니메이선의 장면연출을 위한 공간디자인 : 단편애니메이션 의 제작사례를 중심으로)

  • Choi, Seung-Won
    • The Journal of the Korea Contents Association
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    • v.7 no.8
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    • pp.152-162
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    • 2007
  • Subject of this Study is focused on set design for short animation, GHOST, made and presented by animation studio, BEYOND PROSCENIUM. Sets in animation have several functions. First, sets are a playground that character can play to lead a story. Second, sets explain background, which is time and space. Third, sets can visualize metaphorical meaning or symbolic system in animation. To obtain final design that is sufficient to those functions, this study analyzes the case that metaphorical and symbolic meaning from scenario is how to apply into set design also, mentions the method that designer multiply considers character, property and composition from the camera and movement from those elements. Set designers for animation should have ability that simultaneously considers so many elements and they need design skills to create it.

mise-en-scen of Digital 3D Short Animation in a Viewpoint of 'Triple Articulation' by U. Eco Focuseed on 3D Digital Animation 'Birthday Boy' (에코의 삼중 분절 개념으로 본 디지털 3D 단편 애니메이션의 미장센 - <버스데이 보이Birthday Boy>를 중심으로 -)

  • An, Se-Ung
    • The Journal of the Korea Contents Association
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    • v.6 no.12
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    • pp.278-286
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    • 2006
  • The purpose of this study was to investigate factors of film aesthetics, a core of creative power for works, and reference indicators to establish the successful model for works by analyzing Mise-en-scene through case works focused on domestic digital 3D short snimation that has developed consistently in recent years. As to the frame of analysis for Mise-en-scene, this study applied to the concept of triple articulation under discussion in U. Eco's film semiotics, but each factor is semes, figures, and cinemorphes. The case works were focused on by a film director Park Se Jong who was nominated for the Academy Award in 2005, and secured its objectivity.

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A Study on the Visual Effects of Non-Photorealistic Rendering Animation focusing on 'Paperman,' a Short Animation (넌-포토리얼리스틱(Non-Photorealistic) 렌더링 애니메이션의 시각 효과 기법 - 단편 애니메이션 Paperman을 중심으로)

  • Park, Sung-Won
    • Cartoon and Animation Studies
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    • s.40
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    • pp.139-155
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    • 2015
  • Animation is completed in accordance with the original planning of visual direction in the process of post-production. Especially, a variety of visualization skills to meet the planning idea are directed in editing and compositing processes such as rendering and shading in the production of 3D animation. Therefore, the studies how to implement these visual effects have been conducted since the emergence of the animation. The rendering method which appears in the recent animations so often is the effect of 2D animation style although it is applied by 3D technique. 3D animation can be classified as two types including photo realistic and non-photo realistic renderings. The former is to render the images realistically while the latter is to highlight the formative effect with analogue style free from the realism of the photographs. Visual effect of 2D animation is non-realistic, that is, non-photo realistic rendering. The animations produced by this method have the depth of 3D animation expression in terms of space and animating, and can direct the viewer-friendly analogue style visuals, which are widely used as a post-production effect. Hence in this study, we selected a short animation, 'Paperman,' one of Disney's animations, produced by cartoon rendering method which belongs to the class of non-photo rendering technique in 3D graphics, as our subject. We analyzed their techniques and visual effects of the scenes expressed by cartoon rendering method so as to understand whether they meet the original direction idea with the composition work. In addition, we expect further developments of post-production methods, exceeding the limit of graphic expression in alignment with the trend that has become more various in the types and genres of non-photo rendering.

A Study on the Importance of Teaching Life Drawing in Commercial Animation (상업 애니메이션에서 라이프 드로잉(Life drawing) 교육의 중요성)

  • Lee, Jee-Eun
    • Cartoon and Animation Studies
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    • s.9
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    • pp.250-265
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    • 2005
  • Life drawing is one of the most important curriculum not only in 2D animation but also in 3D animation. It was secret weapon of Disney how they made great success of Snow White and Seven Dwarfs and all the fame of Disney animation. Life Drawing which has its back ground history is major curriculum of famous animation school such as CAL Arts which Disney made and Sheridan College in Canada. But in Korea, a lot of the universities and colleges which have animation department do not really seem to understand the importance of the life drawing and it's effectiveness, thus do not emphasize it as a short cut to get close to the real work field. Now that the academical society as well as industry are very well of the fact that the animation education is directly related to the animation industry, the schools should have to teach step by step and closer to the basic fundamentals. The intentions of this study is to emphasize the importance of the Life Drawing, one of the essential fundamental course, which not only help the universities and colleges that have animation course to organize their curriculum. but also to help the students who graduate the program easily find their position in the animation industry.

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Composed Animation Production Pipeline using Miniature Set (미니어처 세트를 이용한합성 애니메이션 제작 공정)

  • Kim, Jaejung;Kim, Minji;Seo, Jihye;Kim, Jinmo;Jung, Seowon
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.3
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    • pp.63-73
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    • 2016
  • Animation contents are gradually growing every year, but production period and budget for making one animation contents is insufficient as of now. In particular, in case of animation series that are broadcasted on television, many episodes should be made within a short period of production term. Hence, production pipeline of full three-dimensional animation is frequently chosen in this case. However, another problem emerges as the full three-dimensional animation also requires a lot of time for making high-quality background and for rendering. Composed animation is a production pipeline that attempts to solve such problem. It is a pipeline of producing animation by composing computer graphic (CG) character and real background. It requires relatively small number of human resources compared to the full three-dimensional animation pipeline. Hence, it has an advantage in that natural-looking image can be produced under efficient structure and time for rendering can also be reduced. This paper proposes an efficient process of producing composed animation by using miniature set and three-dimensional computer graphic.