• Title/Summary/Keyword: 기획극장

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The Character Types and Analysis for 3D Animations : Based on Pixar's Animation (3D 애니메이션의 캐릭터 유형 및 성격 분석 : 픽사의 애니메이션을 중심으로)

  • Oh, Si-Ryong;Suk, Hae-Jung
    • Cartoon and Animation Studies
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    • s.9
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    • pp.161-183
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    • 2005
  • In the main current 3D animations which are put on the screens, the characters in the animations have a directly effect on the audiences by being closely connected with their descriptive constructions. In this research i am going to recognize the importance of characters and trace the points of sameness in the characters that appear in the 3D animations by analysing them. For this, 1 divided the characters that made lots of box-office profits all over the world and were made at Pixar which focused on characters and stories into 7 types according to written by Vladimir Propp and grasped the characters with MBTI system. 1 found out the points of sameness between the characters with this system. That will be able to be made use of referring the streams of stories and fixing the characters at the planning and producing stages. If we should make a study of figures, expressions, motions of the characters in connection with this research, it could help us to create the characters which are suitable for animations not only formative elements but also acting.

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A Study on Character Storytelling for Children's TV Animation Based on Viewing Rate (시청률에 기반한 유아용 TV 애니메이션 캐릭터 스토리텔링 분석)

  • Kim, Seol-Ri;Kim, Nam-Hoon
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.79-85
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    • 2017
  • Since Korea started producing original animations targeting children, market of character for children has been led by TV animation with continuous broadcasting and OSMU. With a successful fondation in animation toy industry, its market is expanding to film industry, at the same time, brings positive effect for benefit of domestic animation. Therefore, this study researched viewing rate of children's TV animation and analyzed character storytelling to help foster and grow the direction of future animation characters. For the analysis, I selected 20 animations with high viewing rate and analyzed the storytelling of 95 characters based on their roles. The results of this study are as follows: in children's animation appeared various types of characters helping each other to make the viewer learn socializing. In addition, character's external setting varied depending on its role. Moreover, in the characters' internal setting, the most frequently appeared keyword was leadership, however, their personality keyword varied depending on the role.

A study on recording Gut's performance history - To search on how to create a performance out of Gut - (굿공연사 기술을 위한 시고 - 굿의 공연화 방법 모색을 위한 -)

  • Kim, Hyung Kun
    • (The) Research of the performance art and culture
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    • no.36
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    • pp.693-724
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    • 2018
  • This article was started to find a way for creating a performance out of Gut. In order to find such way, the first thing that had to be done was to organize the Gut performances that had been made until now. It was to organize the existing study on the performances and to seek a different way from it, believing that the virtue of a performance is to 'create diversity'. However, it was not easy to organize the Gut performances, which became full-scale in the 1980s, because they were never organized before. Therefore, based on my direct and indirect experience, I have organized the most important performances in chronological order. Most importantly, as the planners of the performances (can sometimes be a group or an organization instead of an individual) are the ones who make the show possible, I have noted on them with keen interest. The National Folk Art Performance Contests in Korea, Theater 'Space Sarang', The Association of Gut, Theater 'Madangsesil', Seoul Nori Madang, and National Gugak center were the center space and planning body of the Gut performances. Recording the history of Gut is a worthwhile work of its own. However, it is a substantial amount of task to be done with individual effort, and it has to be progressed as a public project in order to promote and spread its value. Therefore, this article raises the need for it. Meanwhile, as stated earlier, this article has recorded the history of Gut performances as a precondition to finding a way to create a performance out of Gut. From the experimental organization of the Gut performances history, I could find out that most of the performances had the people who did Gut as the main body and the method of the Gut performance did not significantly deviate from just reenacting the original Gut at the time of when it was performed. Therefore, I have introduced Shinmyeong, the Nori-Pae (troupe), and TheGwangdae, the Korean Traditional Performance troupe, who create Madangguk from various Gut materials. By refining the wholly complicated performance elements of the Gut, it could escape from the 'reenacting' performance to becoming a material or a metaphor for a whole new performance.

A Study on the Operation Plan of Powered Wheelchair and Electric Scooter Charging Station (전동휠체어 및 전동스쿠터 충전소 운영 방안 연구)

  • Kim, Seung Eon;Kim, Kyung Sik;Kang, Jung Bae;Song, Byung Seop
    • 재활복지
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    • v.21 no.2
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    • pp.191-216
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    • 2017
  • Recently, according to demands for a mobility right of people with disabilities, the use of powered mobility device has been rapidly increased and recharging facilities have been set up in many places of country. But the standards for the installation and management of the facilities are not clear and many problems are brought up in operating the facilities. Therefore, regulations and realities of recharging facilities were investigated and the user survey was progressed. On the basis of the research results, a rational and efficient installation and management plan was drawn up. The plan suggests that the recharging facilities should be installed in a building managed by government and many kinds of public building like library, theater, sports facilities, department store, museum, etc. Further, the recharging facilities should secure independent place which have specified area for protecting of privacy and provide some amenities for people with disabilities to enhance the conveniences.

A Study on Creating Stage Spatial Effects through the Utilization of Mobile Stage Sets- Focusing on the Musical <Les Misérables> - (이동형 무대장치 활용을 통한 무대 공간성 창출 방안 연구 - 뮤지컬 <레미제라블>을 중심으로 -)

  • Park, Chul-Hyun
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.391-398
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    • 2023
  • This study focuses on the potential for creating spatial and atmospheric effects in small theaters using mobile stage equipment, without being constrained by physical space or theater facilities, for mega musical productions. With the continuous growth of mega musicals in the domestic market, the study analyzes the distribution and sales of musical works in Korea and proposes methods for creating spatial effects in university musical education to facilitate the production of mega musicals in small theaters. The mobile stage equipment is designed based on the principle of the periaktoi, a stage mechanism used in ancient Greek theater and the characteristics of mobile stage equipment used in musicals such as <Notre Dame de Paris> and <Laundry>. The mobile stage equipment is a four-sided column-shaped device, which is applied to the musical <Les Misérables> to derive the potential for creating spatial effects, representing the inner state of characters, and forming the mood of the drama. The study is expected to provide opportunities for performing mega musical productions in university musical education and to contribute to the development of the musical industry and education. The utilization of mobile stage equipment demonstrates the possibility of producing mega musical productions in small theaters.

A Study on Subcontract Animation in Korea during the Industrialization Era - Centered around Animations in 1970-80s - (산업화시대 한국 하청애니메이션에 대한 연구 - 1970-80년대 애니메이션을 중심으로 -)

  • Kim, Jong-Ok
    • Cartoon and Animation Studies
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    • s.43
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    • pp.47-75
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    • 2016
  • This study has analyzed the history of the subcontract animation in Korea that began with Golden Bat of TBC Animation Division in 1966 to 1980s and shed the light on the history of subcontract animation that has been processed over 30 years in Korean animation. For this purpose, through the outlined status of subcontract animation, such as, production company, production status, scale of industry and so forth, the status of the OEM industry then has been checked and it links the solidified background of animation into subcontract production industry with the situation in time for analysis. In addition, on the basis of the foregoing, it is intended to broaden the horizon of the history of animation through the analysis on new search for facilitating the creative animation by overcoming the issues and limits generated by the subcontract animation industry. 1970s was the time that the national objective is to advance heavy-chemical industry and export-led economic growth. From the late 1970s, the animation has been spot lighted as the main-stream export industry through the overseas subcontract orders for animation. Expansion of the subcontract animation production has been influenced from the national policies on public culture, dispersion of color TV, facilitation of video production market and other media changes of the time that led the decline of animation audiences in theaters, and another cause would be in lack of platform of broadcasting companies that avoided the independent animation production for its economic theory. The subcontract animation industry may have the positive evaluation in the aspect of expanding the animation environment, such as, structuring of animation infra, development of new human resources and etc. However, the technology-incentive 'production'-oriented advancement has created distorted structure in advancing the professional human resources due to the absence of 'pre-production' of planning and others as well as the insufficient perception on 'post production (post work)', and it was unable to formulate domestic market by re-investing the capital accumulated for OEM industry into the production of creative animation and it has been assessed as negative aspect. Animation is a cultural and spiritual product of a country. Therefore, the systematic support policy for the facilitation of the creative animation, such as, development of professional human resources, creation of outstanding work, formation of market to make the pre-circulation structure and so forth has to be sought. However, animation is an industry, but there is no perception that it is a cultural industry based on the creativeness, not hardware-oriented manufacturing business. Such a lack of recognition, there was no policies to make the market and facilitate the creative animation by the animation of Korea for this period through the long-term plan and investment for independent work production. Such an attempt is newly begun through diverse searches for protection and advancement of creative animation in Korea after 1990s.