• Title/Summary/Keyword: 애니메이션 사운드

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Research on Animation Sound (애니메이션 사운드에 관한 연구)

  • Lim, Woon-Ju
    • The Journal of the Korea Contents Association
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    • v.7 no.6
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    • pp.127-134
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    • 2007
  • The biggest purpose of sound is communication with spectator in animation. Animation sound delivers background to spectator more naturally through music age enemy, space enemy of fantastic, realistic work and use rhythm and rhythm according to smoke action of character and character delineation and specific character of character, atmosphere as is intimate to spectator. This research achieved research of connection literature data to grasp the importance of role and function that sound reaches in animation reflex. Because is companionate with reflex at animation sound manufacture process with this, in work whole atmosphere in Naereotibeu's structure progress of the event smoothly connect and focused to if make video and interaction of sound smoothly and deliver to spectator.

The sound analysis of (<이야기 속의 이야기> 사운드 분석)

  • Mok, Hae-Jung
    • Cartoon and Animation Studies
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    • s.20
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    • pp.87-104
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    • 2010
  • Animation creates meaning and affection by combinig image and sound like film. directed by Yuri Norstein is a good text for analyzing animation sound in that it combines image and various music and sound effects well. This study focuses on analyzing the way that sound function to make meaning in this text. Generally sound is categorized into dialogue, music, and sound effect. And animation has its own characteristic in each category. The voice for dialogue is created corresponding to the image of the character and the rhythm is very important in Animation. Plus Sound effect in animation can be said to mimic not just sound but also movement. This study analyzes sound based on three sound factors and the concepts of the point of listening, subjective sound, and sound bridge. Subjective sound using the point of listening of the wolf and the baby bestows a special position on the main characters in the text. It is the overall characteristic of the sound use of this text that the repetitive combination of sound and image, the linguistic and annotative function of sound effect, and comparatively conventional use of music and sound effect enhance the affection and readability.

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the study of timing using animation sounds : focus on the mickey mousing (애니메이션 사운드를 이용한 타이밍에 관한 연구 : Mickey Mousing을 중심으로)

  • Lee, Myung-hwan;Ryu, Chang-su
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.585-587
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    • 2013
  • one of the most difficult thing for beginner animators is timing. In animations, timing can help to make character animatedly and have function that delivers the character's feeling. However, it is impossible to formulate this timing, since timing for certain time and situation can only express the character's environment, so it is important to make you own timing. the timing has special relationship with animation sounds. This sound decides the animation's mood. Even only accurate cord and music can make dramatic mood for animations. One of the technique is mickey mousing which synchronizes movement and music together. This these will explain about the animation sound using mickey mousing technique to get for animation timing and character movement followed by sound rhythm and tempos with examples 'Tom and Jerry' and 'Nightmare of christmas'.

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A Program for Korean Animation Sound Libraries (국내용 애니메이션 사운드 라이브러리 구축 방안)

  • Rhim, Young-Kyu
    • Cartoon and Animation Studies
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    • s.15
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    • pp.221-235
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    • 2009
  • Most of the sounds used in animated films are artificially made. A large number of the sounds used are either actual sound recordings or diversely processed artificial sounds made with professional sound equipments such as synthesizers. One animation episode contains numerous amounts of sounds, resulting in significant sound production costs. These sounds have full potential to be reused in different films or animations, but in reality we fail to do so. This thesis discusses ways these sound sources can be acknowledged as added new values to the present market situation as a usable 'digital content'. The iTunes Music Store is an American Apple company product that is acknowledged as the most successful digital content distribution model at the time being. Its system's sound library has potential for application in the Korean sound industry. In result, this system allows the sound creator to connect directly to the online store and become the initiative content supplier. At the same time, the user can receive a needed content easily at a low price. The most important part in the construction of this system is the search engine, which allows users to search for data in short periods of time. The search engine will have to be made in a new manner that takes into consideration the characteristics of the Korean language. This thesis presents a device incorporating the Wiki System to allow users to search and build their own data bases to share with other users. Using this system as a base, the Korean animation sound library will provide development and growth in the sound source industry as a new digital sound content.

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Analyzing animation techniques used in webtoons and their potential issues (웹툰 연출의 애니메이션 기법활용과 문제점 분석)

  • Kim, Yu-mi
    • Cartoon and Animation Studies
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    • s.46
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    • pp.85-106
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    • 2017
  • With the media's shift into the digital era in the 2000s, comic book publishers attempted a transition into the new medium by establishing a distribution structure using internet networks. But that effort shied from escaping the parallel-page reading structure of traditional comics. On the other hand, webtoons are showing divers changes by redesigning the structure of traditional sequential art media; they tend to separate and allot spaces according to the vertical scroll reading method of the internet browser and include animations, sound effects and background music. This trend is also in accordance with the preferences of modern readers. Modern society has complicated social structures with the development of various media; the public is therefore exposed to different stimuli and shows characteristics of differentiated perceptions. In other words, webtoons display more relevant and entertaining characteristics by inserting sounds and using moving texts and characters in specific frames, while traditional comics require an appreciation of withdrawal and immersion like other published media. Motions in webtoons are partially applied for dramatic tension or to create an effective expression of action. For example, hand-drawn animation is adopted to express motions by dividing motion images into many layers. Sounds are also utilized, such as background music with episode-related lyrics, melodies, ambient sounds and motion-related sound effects. In addition, webtoons provide readers with new amusement by giving tactile stimuli via the vibration of a smart phone. As stated above, the vertical direction, time-based nature of animation motions and tactile stimuli used in webtoons are differentiated from published comics. However, webtoons' utilization of innovative techniques hasn't yet reached its full potential. In addition to the fact that the software used for webtoon effects is operationally complex, this is a transitional phenomenon since there is still a lack of technical understanding of animation and sound application amongst the general public. For example, a sound might be programmed to play when a specific frame scrolls into view on the monitor, but the frame may be scrolled faster or slower than the author intended; in this case, sound can end before or after a reader sees the whole image. The motion of each frame is also programmed to start in a similar fashion. Therefore, a reader's scroll speed is related to the motion's speed. For this reason, motions might miss the intended timing and be unnatural because they are played out of context. Also, finished sound effects can disturb the concentration of readers. These problems come from a shortage of continuity; to solve these, naturally activated consecutive sounds or animations, like the simple rotation of joints when a character moves, is required.

Reconsideration on the Analysis of Images and Sounds of Norman McLaren's "Dots" and "Loops" - Focused on the Analysis Theories of Michel Chion and Siegfried Kracauer - (노먼 맥라렌(Norman McLaren)의 "Dots"와 "Loops"에 나타나는 이미지와 사운드의 분석적 재고(再考) - 미셸 시옹(Michel Chion)과 지그프리트 크라카우어(Siegfried Kracauer) 분석이론을 중심으로 -)

  • Lee, Sang-Yoon
    • Journal of Korea Entertainment Industry Association
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    • v.10 no.4
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    • pp.77-92
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    • 2016
  • In this study, the relationship of images and sounds of the animations "Dots" and "Loops" which Norman McLaren animated with his Animated sound technique when he worked at Guggenheim museum at New York, are analyzed through the audiovisual analysis theory by Michel Chion, and through the theory of synchronism/asynchronism and parallelism/counterpoint by Siegfried Kracauer. For the results of the analysis, there are a few difference between "Dots" and "Loops" regarding the aspect of sound arrangement and expressive aspect of abstract animation. However, there are being of two main elements of sound, composing with monophony sound, making musical structure with sound effects, and the emphasizing of parallelism with synchronization bewteen images and sounds in common with both "Dots" and "Loops". In "Dots" and "Loops", there are close correlations between pitch of sound and arrangement/shape of image, between loudness of sound and size of image, and between length of sound and length/shape of image. The image and sound of "Dots" and "Loops" have equal relationship each other, rather than subordinate relationship according as image become sound and the sound become new image with the animated sound technique. "Dots" and "Loops" show tendency of minimal art and music video. Since these two films, and remind about the new approach to sound creation in today's animation production.

Internal Pulsation (내면의 박동)

  • Choe, Gwang-Chun
    • Cartoon and Animation Studies
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    • s.5
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    • pp.517-524
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    • 2001
  • 인간의 내면에 숨어있는 양면성을 주제로 그 양면의 극적인 대조를 이용하여 인간의 고뇌를 그리고, 타이포애니메이션을 이용하고 영상과 사운드의 접목을 통하여 인간내면의 갈등구조를 그리고자 했다. 겉으로는 일상적으로 반복되는 생활이 평화스럽게 보이지만, 인간의 내면에서는 항상 갈등이 존재함을 한 방울씩 떨어지는 반복적인 물방울 소리와 영상, 그리고 다듬이질 소리를 이용해 다들이질 치는 심장박동을 표현함으로써 대신하고자 했으며, 이와 더불어 극적인 타이포애니메이션을 구현하고자 했다. 인간내면의 갈등구조, 화면의 스크레치와 노이즈의 표현으로 이를 더욱 심화하고, 흑과 백, 그리고 맑은 영상과 비트있는 사운드를 통한 평화스러움과 인간내면 갈등구조에서 고뇌하면서도 평화스러워 보이는 한 인간의 속내를 표현하고자 했다. 인간내면의 갈등이 존재함에도 불구하고 평화스러워 보일 만큼 일상에 젖어 인간본연의 가치를 쉽게 잊고 살아갈 수도 있는 인간의 양면성, 급속한 변화를 담고 있는 현대사회 구조에 적응하여 살아가면서 느껴야 하는 무기력, 반복적인 생활, 획일화되는 사람들, 그러면서도 어쩔 수 없이 존재하는 내면의 갈등구조, 이 모든 것을 짧은 영상물에 담기에는 한계가 있으나, 어떤 결론을 만들어 제시하는 것이 아니라 상황의 표현에 중점을 두고 작품을 전개하려 했다.

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A Study on Sound Synchronized Out-Focusing Techniques for 3D Animation (음원 데이터를 활용한 3D 애니메이션 카메라 아웃포커싱 표현 연구)

  • Lee, Junsang;Lee, Imgeun
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.2
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    • pp.57-65
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    • 2014
  • The role of sound in producing 3D animation clip is one of the important factor to maximize the immersive effects of the scene. Especially interaction between video and sound makes the scene expressions more apparent, which is diversely applied in video production. One of these interaction techniques, the out-focussing technique is frequently used in both real video and 3D animation field. But in 3D animation, out-focussing is not easily implemented as in music videos or explosion scenes in real video shots. This paper analyzes the sound data to synchronize the depth of field with it. The novel out-focussing technique is proposed, where the object's field of depth is controlled by beat rhythm in the sound data.

Sound Researches in Computer Graphics Community: Part I. Sound Synthesis and Spatialization (컴퓨터 그래픽스 커뮤니티에 소개된 사운드 관련 연구들: Part I. 사운드 합성과 공간화)

  • Yoo, Min-Joon;Lee, In-Kwon
    • Journal of the Korea Computer Graphics Society
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    • v.15 no.1
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    • pp.25-34
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    • 2009
  • Sound is very important element to enhance and reinforce reality and immersion of users in virtual reality and computer animation. Recently, significant researches about sound modeling are presented in computer graphics community. In this article, main subjects are explained and major researches are reviewed based on the sound papers presented in computer graphics community. Specially, several papers about following two subjects are reviewed in this paper: 1) synthesing sound using physically-based laws and generating sound synchronized with graphics. 2) spatializing sound and modeling sonic environment. Many research about sound modeling have been focused on more efficient modeling of real physical law and generate realistic sound with limited resources. Based on this concept, various papers are introduced and the relationship between researches about sound and graphics is discussed.

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A Study of Sound Expression in Webtoon (웹툰의 사운드 표현에 관한 연구)

  • Mok, Hae Jung
    • Cartoon and Animation Studies
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    • s.36
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    • pp.469-491
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    • 2014
  • Webtoon has developed the method that makes it possible to express sound visually. Also we can also hear sound in webtoon through the development of web technology. It is natural that we analyze the sound that we can hear, but we can also analyze the sound that we can not hear. This study is based on 'dual code' in cognitive psychology. Cartoonists can make visual expression on the basis of auditive impression and memory, and readers can recall the sound through the process of memory and memory-retrieval. This study analyzes both audible sound and inaudable sound. Concise analysis owes the method to film sound theory. Three main factor, Volume, pitch, and tone are recognized by frequency in acoustics. On the other hand they are expressed by the thickness and site of line and image of sound source. The visual expression of in screen sound and off screen sound is related to the frame of comics. Generally the outside of frame means off sound, but some off sound is in the frame. In addition, horror comics use much sound for the effect of genre like horror film. When analyzing comics sound using this kinds of the method film sound analysis, we can find that webtoon has developed creative expression method comparing with simple ones of early comics. Especially arranging frames and expressing sound following and vertical moving are new ones in webtoon. Also types and arrangement of frame has been varied. BGM is the first in using audible sound and recently BGM composed mixing sound effect is being used. In addition, the program which makes it possible for readers to hear sound according to scroll moving. Especially horror genre raise the genre effects using this technology. Various methods of visualizing sound are being created, and the change shows that webtoon could be the model of convergence in contents.