• Title/Summary/Keyword: 만화캐릭터

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Cartoon Character Rendering based on Shading Capture of Concept Drawing (원화의 음영 캡쳐 기반 카툰 캐릭터 렌더링)

  • Byun, Hae-Won;Jung, Hye-Moon
    • Journal of Korea Multimedia Society
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    • v.14 no.8
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    • pp.1082-1093
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    • 2011
  • Traditional rendering of cartoon character cannot revive the feeling of concept drawings properly. In this paper, we propose capture technology to get toon shading model from the concept drawings and with this technique, we provide a new novel system to render 3D cartoon character. Benefits of this system is to cartoonize the 3D character according to saliency to emphasize the form of 3D character and further support the sketch-based user interface for artists to edit shading by post-production. For this, we generate texture automatically by RGB color sorting algorithm to analyze color distribution and rates of selected region. In the cartoon rendering process, we use saliency as a measure to determine visual importance of each area of 3d mesh and we provide a novel cartoon rendering algorithm based on the saliency of 3D mesh. For the fine adjustments of shading style, we propose a user interface that allow the artists to freely add and delete shading to a 3D model. Finally, this paper shows the usefulness of the proposed system through user evaluation.

The characteristics of scene direction in Wordless Comics (무언만화 장면 연출의 특징)

  • Si, sun-jin;Lee, tae-gu
    • Proceedings of the Korea Contents Association Conference
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    • 2011.05a
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    • pp.107-108
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    • 2011
  • 일반적으로 문자가 있는 스토리만화는 이미지와 대사, 의성어, 의태어 등으로 상황과 이야기를 전달한다. 문자가 없이 그림과 효과선 감정기호와 같은 이미지 만으로 구성 되어지는 형식은 무언만화로 분류 되어진다. 스토리만화와 무언만화는 위의 형식적인 특징 이외에 장면 연출에 있어서도 차이가 매우 크다. 문자가 있는 스토리만화에서는 등장하는 캐릭터의 액션이나 대사와 함께 내레이션이 추가적으로 서술되어 지면서 장면전환이 이루어지고 있지만, 무언 만화에서는 오직 이미지 만으로 장면전환이 이루어지고 있다. 이에 본 연구는 '무언만화'로써 대표되는 마사시 타나카의 작품 <곤>과 J.C.므늬의 작품 <산란주의>를 중심으로 장면전환 시에 반복적으로 나타나는 무언만화 만의 연출적인 특징과 이미지가 가지는 '언어적 성격'에 대해 분석하였다.

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Interesting visual element analysis of 3D character design - Based on the animated Disney - (3D캐릭터 디자인의 시각적 재미 요소 분석 -디즈니 애니메이션을 중심으로-)

  • Jin, Hui;Lee, Jong Han
    • Cartoon and Animation Studies
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    • s.44
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    • pp.163-181
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    • 2016
  • The 3D animation is the trend of more and more as the years go by. 2016 works "red soil" of the works through the analysis of the new changes, and also in the interest of those factors, which play an important role, how to performance in the appropriate way of expression. according to the focus of work in the process of modeling design of meaning and symbol and character, action and expression of the meaning of understanding and appreciation of the works, the meaning of double the fun.

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 Female Hero Characters in Animation According to the Feminist Cultural Theory - Focusing on Korean·American·Japanese Animation - (여성주의 문화이론에 따른 애니메이션의 여성 영웅 캐릭터 비교 분석 - 한·미·일 애니메이션을 중심으로 -)

  • Kim, Juna;Chung, Eunhye
    • Cartoon and Animation Studies
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    • s.36
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    • pp.91-119
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    • 2014
  • This paper analyzed and compared the storytelling of female characters in Korean, American, Japanese animations and revealed the ideal image of woman of each culture. Chapter 2 analyzed the superficial images of the female characters and figured out how these images reflected awareness of a reality. This paper revealed that female characters act as a representative cultural symbols and embodies the paradigm and the order of those cultures. In Chapter 3, this paper analyzed and compared how the female characters solve the dramatic events in the entire narrative structure, and revealed the cultural implications of their action and these events. Korean characters were imitating the idols as an extension of the real world, and American characters were drawn as unreal Super Heroes who were utilized to enhance the order of the world if the United States. Japanese characters, the magical girls are led to create a magic circle and then become surreal goddesses. In this way, this paper revealed that female characters in animation reflect the male-centered ideology of each culture according to the awareness of a reality and cultural paradigm.

A study of the Cartoonish Element in Folk Painting (민화(民畵)의 만화(漫畵)적 요소 연구)

  • Yi, Soon-Gu
    • Cartoon and Animation Studies
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    • s.15
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    • pp.151-164
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    • 2009
  • The discussion on folk painting (minwha) has been continued till recent in various ways. MinWha is applied by painting artists and also utilized as a basic material of design. These are the attempts approved by the viewpoint of the 'Korean beauty'. In saying so, minwha symbolizes for typical types of Korean painting, and is articulated as an aspect of forgotten spirit. However, despite the fact of Minwha's frequent application, and its evident originality, it remains only the thread of the existence. Although minwha has a lot of commonalities and similarities with the characteristics of cartooning, a decisive attempt of cartooning is hardly shown through. Therefore, this paper is aim to classify creative paintings by the distinctive features of minwha, such as exaggeration and abridgment, sarcasm and current affair aspect, common technique of art drawing, caricatured element, expression of an ideal world, various techniques from artist's different comprehension, etcetera and to make opportunity to constructively apply these features in cartoons. The types of minwha are mostly classified by the contents of the painting. However, since the purpose of this thesis is to find caricatured aspects in minwha, it will be largely classified by the elements of animal, plant, human, insect species, finny tribe, feathered tribe, and nature phenomenon. This classification takes advantage of accessibility to understand the characterization of the object, and leads to take a positive approach.

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A Study on Using Formative Nature of The Voice Actor for 2D/3D Animation Character:Based on Disney and Pixar Case (목소리 배우의 조형성을 이용한 2D/3D 애니메이션 캐릭터 연구:디즈니와 픽사를 중심으로)

  • Jo, Eun-Sung
    • Cartoon and Animation Studies
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    • s.16
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    • pp.165-178
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    • 2009
  • It seems like that the main stream of animation for theaters transferred from cells to 30 animations. It can be easily seen if current situation is compared to the time when al! works were Cell animations. Although earlier papers were mostly about studies on Cell animation works, future studies will publish papers related to 30. Accordingly, this study studied the association of the researcher's paper with 30 works while It had been applied to 20. Then, based on the data, this study analyzed how major/supporting characters were transformed to animation characters in the scenes that were animated at the beginning and end of film that were reieased in 2007. This result was compared with the character made using a voice actor in the Pixar's long piece of animation for theater that had been already screened. The data were made into values to some extent in an attempt to increase satisfaction in the result of analysis comparing the character with the voice actor. When making characters using actual persons, it is hoped that grasping the modeling factors of the images making 20/30 characters as indicated in this study will be helpful in producing animation characters.

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Symbolic Meaning and Expression Techniques of Cat Characters in Picture Books by Yoko Sano (사노 요코 그림책에 나타난 고양이 캐릭터의 상징적 의미와 표현기법)

  • Hwang, Soonsun
    • Cartoon and Animation Studies
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    • s.49
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    • pp.563-588
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    • 2017
  • Cats used to be long avoided in Korean culture due to prejudices on their negative implications, yet they are increasingly being favoured by domestic readers along with a growing number of cat lovers, picture books, essays and webtoons. In the case of Yoko Sano's work, half of her published books in Korea depicts cats. Among those is 'The Cat That Lived a Million Times' which is a worldwide million seller. The research analyses five picture books on cats published in Korea, focusing on finding out symbolic representation of cats other than merely being the protagonist of the book. Sano asserts that we respect our own free well and love ourselves just as cats do in her books. In conclusion, cats in Sano's work mostly represent the author herself, which are sometimes depicted as mother and son. The colours and thick outlines of her cats, unlike tender characteristics, describes self-righteous strong personality, while emphasising both static and dynamic movements.

A Research on the Character Modification in Animation Storytelling : Comparative Analysis on (스토리텔링 내부의 캐릭터 변용에 관한 연구 : )

  • Kwon, Jae-Woong
    • Cartoon and Animation Studies
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    • s.25
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    • pp.1-39
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    • 2011
  • It is important to create animation storytelling because it is the most critical factor to make animation successful at the box-office. As such, lots of researchers have paid attention to Disney's animations because the Walt Disney company has produced the largest number of interesting animations. One of Disney's strategies to make story interesting is the application of original works that were already open to public. On this point, this article explores how Disney deals with characters in its animation that is based on an original work. Drawing a comparison between characters of and those of "Hua Mulan", which is its original work, this article focuses on how characters are created and used for the purpose of managing animation storytelling. Significant differences between two works exist. That is to say, actively makes the use of characters. First, it creates several new characters that are not seen in "Hua Mulan." Those characters can be divided into three groups by their roles; realistic characters, unrealistic characters, and realistic characters of unrealistic personalities. Second, Mulan in has both masculine initiative and feminine adaptability, and each one is used as necessary through the whole narrative. Last, it sets up a relationship between characters either in a blood-based family category or in a social category. Through these results, it is possible to confirm that this modification of characters is solely to manage the narrative with more flexibility.

Analysis on elements of policy changes in character industry (캐릭터산업의 정책변인연구)

  • Han, Chang-Wan
    • Cartoon and Animation Studies
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    • s.33
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    • pp.597-616
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    • 2013
  • Character industry is not only knowledge-based industry chiefly with copyrights but also motive power for creative economy to take a role functionally over the fields of industries because it has industrial characteristic as complement product to promote sale value in manufacturing industry and service industry and increase profit on sales. Since 2003, the national policy related to character has aimed to maximize effect among connected industries, extend its business abroad, enforce copyrights through the improvement of marketing system, develop industrial infrastructure through raising quality of character products. With the result of this policy, the successful cases of connected contents have been crystallized and domestic character industry has stepped up methodically since 2007. It is needed to reset the scales of character industry and industrial stats because there are more know-how of self industry promotion and more related characters through strategy of market departmentalization starting with cartoon, animation, games, novels, movies and musicals. Especially, The Korea government set our target for 'Global Top Five Character Power' since 2009 and has started to carry out to find global star characters, support to establish network among connected industries, diversify promotion channels, and develop licensing business. Particularly, since 2013, There have been prospered the indoor character theme park with time management just like character experimental marketing or Kids cafes using characters, the demand market of digital character focusing on SNS emoticon, and the performance market for character musical consistently. Moreover, The domestic and foreign illegal black markets on off-line have been enlarged, so we need another policy alternative. To prepare for the era of exploding character demand market and diversifying platform, it is needed to set up a solid strategy that is required the elements of policy changes in character industry to vitalize character industry and support new character design and connected contents. the following shows that the elements of policy changes related to the existing policy, the current position of market. Nowadays, the elements of policy changes in domestic character industry are that variety of consumers in the digital character market according to platform diversification, Convergence contents of character goods for the Korean waves, legalization of the illegal black contents market, and controling the tendency of consumers in departmentalized market. This can help find the policy issue entirely deferent with the existing character powers like US, Japan or Europe. In its final analysis, the alternatives are the promotion of models with contract copyrights of domestic and foreign connected contents, the diversification of profit models of platform economy, the additive development of target market related to enlarging the Korean waves, and the strategy of character market for the age-specific tendency according to developing character demand market.