• Title/Summary/Keyword: 애니메이션스튜디오

Search Result 44, Processing Time 0.026 seconds

Animated characters of Disney animation using the transformation and alter ego of fantasy (변신과 분신의 환상을 활용한 디즈니애니메이션의 인물표현)

  • Lee, Hye-Won
    • Cartoon and Animation Studies
    • /
    • s.44
    • /
    • pp.117-141
    • /
    • 2016
  • The various representations are receiving attention in modern society that has so many contents. Among them, the fantasy shows that you can not see in reality. But the intention of these fantasies is not giving a visual fun. The fantasy show the reality through stories that are not in reality. The fantasy that allows readers to continue to make the suspect between the real and the imagination and that suspect arises from the desire of real life. If the desire break the community, the social ideology will collapses. Conversely, if the desire is overturned by community, the social will be maintained. The goal of the fantasy which has the relationships of society is revealed through the various expressions of existence. They are divided into the subject and the other show the inner side of the main character. The subject shows the inner side of the main character by the transformation, alter ego and the other exists. The other shows the desire of the subject by the transformation, alter ego and the strangers. Disney animation studios select the target audience and the message in relation with the society. They choose the original like the fairy tale, myth and change them to satisfy the middle class. The characters of Disney animation says that messages by the expression of fantasy. The subject go through the transformation by twice. The first transformation is antisocial and the second transformation is social. The second shows a complete transformation. The other characters personified show the many kinds of the main character. The other as the alter ego of the main character represents the desire of the subject. They are described as an object of fear and exclusion. They expresses as a dark and menacing looks and hinders the complete transformation of the subject. But they were overthrown by the subject at the end of the story and it strengthen the social ideology. As a result, Disney highlights the value and the moral message of the society by using the representation of fantasy.

A Study on the Types of Love in and : Focusing on Plato's Theory of Eros (<센과 치히로의 행방불명>과 <하울의 움직이는 성>에 나타난 사랑의 유형에 대한 연구: 플라톤의 에로스론을 중심으로)

  • Kim, Min-Kyu
    • Cartoon and Animation Studies
    • /
    • s.43
    • /
    • pp.1-22
    • /
    • 2016
  • So far, the Studio Ghibli's major masterpieces, and have been studied extensively from mythical and psychological perspectives due to the films' intrinsic symbolism within their characters and events. However, there have been insufficient in-depth research on the types of love the two works have. Therefore, this study will focus on how the types of love in the two animations mirror the concept of love in Plato's theory of Eros through the analysis of two films' characters. The desire for memory and recovery can be seen in , and glimpses of each phase of aim towards changes in physical appearance can be shown in . These describe the function and the purpose of Eros that Plato states in Socrates' terms in Phaedrus and Symposium. Plato ultimately defined Eros as a spirit that leads to the world of Ideas and suggested the five stages of love that are divided in accordance with the ultimate purpose and attitude of mankind towards Eros. The cognition area, changes in appearance of the characters and spatial ranks in and critically reveal such core concepts of the theory of Eros. It is noteworthy that the two works show the origin of the most universal ideology of the West. These two animation films are particularly significant in terms of that they reflect the western epistemology while covering exclusive and covert ethnic emotions.

Development of a Real-time Sensor-based Virtual Imaging System (센서기반 실시간 가상이미징 시스템의 구현)

  • 남승진;오주현;박성춘
    • Journal of Broadcast Engineering
    • /
    • v.8 no.1
    • /
    • pp.63-71
    • /
    • 2003
  • In sport programs, real-time virtual imaging system come into notice for new technology which can compose information like team logos, scores. distances directly on playing ground, so it can compensate for the defects of general character generator. In order to synchronize graphics to camera movements, generally two method is used. One is for using sensors attached to camera moving axis and the other is for analyzing camera video itself. KBS technical research institute developed real-time sensor-based virtual imaging system 'VIVA', which uses four sensors on pan, tilt, zoom, focus axis and controls virtual graphic camera in three dimensional coordinates in real-time. In this paper, we introduce our system 'VIVA' and it's technology. For accurate camera tracking we calculated view-point movement occurred by zooming based on optical principal point variation data and we considered field of view variation not only by zoom but also by focus. We developed our system based on three dimensional graphic environment. so many useful three dimensional graphic techniques such as keyframe animation can be used. VIVA was successfully used both in Busan Asian Games and 2002 presidential election. We confirmed that it can be used not only in the field but also in the studio programs in which camera is used within more close range.

A Study on the Early Computer Utilization in Korean Broadcasting: Focusing on the History of Election Broadcasting(1985-1992) (한국 방송에서 초기 컴퓨터 활용에 관한 연구: 선거 개표방송 변천사를 중심으로(1985년-1992년))

  • Nah, So-Mi
    • Journal of Digital Convergence
    • /
    • v.20 no.1
    • /
    • pp.301-307
    • /
    • 2022
  • Today, each broadcasting station makes the best use of CG (computer Graphics), which is the latest technology in election broadcasting, and competes to attract the eyes of viewers. This paper investigated the history of CG technology and design transitions in election ballot counting broadcasts from the perspective of CG designers. From the 1980s, when computer-based election ballot counting began, to the full-scale use of virtual studios, the image and technology produced by CG while watching the ballot-counting broadcast video of general elections, presidential elections, and local elections. We analyzed the utilization from various angles. In Korea, we started with the EDDS (Election Data Display System) developed in-house, created a database using a computer, and introduced manual animation CG every day from that time. After that, broadcasting stations focused on diverse and gorgeous CG image competition, and CG images were expanded from 2D to 3D while technology and design developed together. From 1985 to 1992, Korean broadcasting can be seen as a transitional period in which the image changes due to the emphasis on information power while utilizing digital technology.