• Title/Summary/Keyword: 제작극장

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Analysis of Tendency of 3D Computer Graphic Techniques in 2D Animations: Majorly in Japanese Animations (2D 애니메이션 작품에서 활용되고 있는 3D 컴퓨터그래픽스 기술 경향 분석 : 일본 장편애니메이션 중심으로)

  • Park, Sea-Young
    • Cartoon and Animation Studies
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    • s.10
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    • pp.121-135
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    • 2006
  • At present, it is very common to use techniques beyond the 2D (two-dimensional) in animations which are found in motion pictures, OVA and TV series. As you can see, PIXAR and Disney have reduced their 2D departments and recently put more effort into 3D (three-dimensional) animation. There is no doubt that producing 3D animation is the big trend. Along with this trend, the national education institutions and the national support policies are also changing to be supportive of 3D animations. We, however, should ask ourselves, if we are on the right track with this change. Through the analysis of the methods of creating 2D animation which we should keep as it is, but instead we import and incorporate with 3D techniques of Japanese 2D animation, I would like to present the importance and the significance of the 2D animation and also to suggest an effective way to create 2D fused with 3D computer graphics techniques.

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Evaluation of Hollywood and Recognition of Audience on Incheon(1981) (영화 <인천>(1981)에 관한 평가와 관객의 인식 양상)

  • Kim, Jong-Guk
    • The Journal of the Korea Contents Association
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    • v.17 no.1
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    • pp.750-758
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    • 2017
  • Korean film actors and staff participated in Incheon(Terence Young, 1981) Hollywood filmmaking workforces had taken in South Korea. According to the dictation of the elders who participated in the making of the film Incheon, through the movie they were able to experience Hollywood film production system and said it had an impact on Korea filmmaking system. It is the reason that this study tracks the historical traces of the almost forgotten film. This article analyzed an expert assessment and recognition of the audience about the film Incheon produced by the Hollywood production system. Expert review was utilized in such press articles and tomes about the actors and staff who participated in the film. Also, the audience rating was analyzed in terms of the recognition at the theater or watching cable TV, Internet etc. Evaluation of expert in Incheon was monotonous but negatively red, I could confirm that the viewers recognized in various ways, rather than evaluated the film.

Animation Spectators' View Motive and Selection for Each of Group (애니메이션 관객의 집단별 관람동기와 선택기준)

  • So, Yo-Hwan
    • The Journal of the Korea Contents Association
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    • v.8 no.12
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    • pp.109-117
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    • 2008
  • This research analyzed which average comparisons and differences between groups' view motive and selection for information sources, product properties with theater animation spectator. Based on view frequency, each of groups' organization were classified to heavy, occasional, and thinly viewers. As average comparison analysis result, firstly, view motive appeared in order to "want to see animation", "to spend time and leisure activity", "to enjoy fun activity", and "because of others canvassing or recommendation", etc. Secondly, view selection for information source appeared in order to "rumor circumstance or reputation", "theater or TV previews", "internet evaluation and grade", etc. At last, view selection for practical property appeared in order to "story", "character", "special effects", "background music", "background art", "director/directing", "manufacturer/nation", and "dubbing of artist". As difference between group result, view motive and selection for product properties appeared significant differences between each of group. To the contrary, view selection for information sources did not appeared significant differences between each of group.

The Consume Characteristic of Musicals through Korea Performing Arts Box Office Information System(KOPIS) (공연예술통합전산망(KOPIS)을 통한 뮤지컬 소비 특징)

  • Shin, Jong-Chul
    • The Journal of the Korea Contents Association
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    • v.20 no.6
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    • pp.241-255
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    • 2020
  • The purpose of this study is to analyze musical performances with the use of performance booking information from 2017 to 2019 which was obtained in Korea performing Arts Box Office Information system (KOPIS), and to make suggestions of Korean musical performances. Based on the data of KOPIS, relevant studies, internet based information, news articles, and magazines, musical performances were analyzed. In addition, the previous data of KOPIS and the data of the Broadway League were analyzed. The analysis results are as follows. Firstly, it is necessary to concentrate on Korean mid-sized theatre musical performances. Secondly, producers need to open their production costs invested in performances transparently. Thirdly, Off-Broadway system needs to be introduced after being modified in consideration of Korean situations. Thirdly, it is necessary to make long-run performances in order to achieve commercial success. Fifthly, it is necessary to make a bold attempt of theatre for performances just as in Broadway.

Spectator Evaluation Process for Animation : Focusing on Netizen Grades and Review Bulletin Board (애니메이션 속성이 관람 후 평가에 미치는 영향 : 네티즌 평점.리뷰 게시판을 중심으로)

  • So, Yo-Hwan
    • Cartoon and Animation Studies
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    • s.13
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    • pp.115-131
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    • 2008
  • This research analyzed whether some loading persons influence at process that spectator sees and evaluates animation for theater. Research target did netizen grades and review bulletin board and mentioned estimation contents after inspection and sorted virtue research by attribute practical attribute and emotional attribute to foundation to measure assessment of consumption form. As research result, that story, character, directing, background art, background music, actor dubbing, special effect, publisher etc. are review variableness in practical attribute by appeared emotional enemy in attribute review variableness of fun, emotion, satisfaction, fascinating, fantasy, excitement etc. be appear. Specialty, showed positive correlation that do individually is between two attributes, and predicted that relation between two attributes Influences in animation estimation after inspection. Conclusively, animation spectator emotional enemy about specific practical Intensive experience analysis that evaluate whole work by intermediation process possible.

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A Policy Plan for the Improvement of Artists's Welfare Law (예술인복지법 개선을 위한 정책방안)

  • Noh, MooNee;Hyun, TaikSoo;Lee, JeongSeo
    • The Journal of the Korea Contents Association
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    • v.16 no.5
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    • pp.440-448
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    • 2016
  • This study analyzed the issue and limit of artists's Welfare Law. The issue is about artists' labor, their status, and the process for buying social insurance. In this study, we used the literature method the existing data collection clean up, analysis, and evaluating. The solution plan for the vitalization of the guarantee of social insurance for stage actors is as follows. First, based on social insurance law, is to grant an exceptional status to stage artists. Second, the process for buying social insurance has to be changed to posterior judgement by Ministry of Culture, Sports, and Tourism after buying social insurance through Ministry of Employment and Labor. And when a theater company as a leaseholder rent a theater, it should be mandatory for it to get existing industrial accident compensation law. As a new numerical formula, there are an unemployment insurance numerical formula considering distinct characteristics of artists' labor and a formula of calculating insurance fee for industrial accident compensation. Last, there needs to be an introduction of exceptional method allowing a preparatory period for the production of a play and stage actors' side job.

Factorial analysis on commercial success of the American theatrical CG animation movies : Focused on characters, situations, and images (미국 극장용 CG애니메이션의 흥행 요인 분석: 인물, 상황, 이미지를 중심으로)

  • Chang, Wook-Sang;Han, Boo-Young
    • Cartoon and Animation Studies
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    • s.30
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    • pp.59-86
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    • 2013
  • 'Spectacles' and 'factuality' provided by computer technology are strengths of CG animation to still lure the audience and after commercial success of a number of theatrical CG animations whose typical producing companies are PIXAR and DreamWorks, were produced to be commercially successful and they win massive popularity even now. In Korea as well, several works tried to achieve a box office success including , , etc. but the result was truly miserable. In the past, this failure was often attributed to a lack of 'technical expertise', but it became clear that in the process of continuous trial and error, 'narrative' and 'images of imagination' which are bases and characteristics of animation are key elements of commercial success. Actually, statistics indicate that narrative is what is considered to be the most important by the audience when they select animation and its importance is so absolute that they say the most significant thing in animation is 'story.' In particular, it can be said that 'characters', 'situations', and 'ideas' play a key role in them which become elements of the story. This paper studied with what characteristics each animation aroused pleasure and fun focused on characters, situations and images in relation to , , and which are American theatrical CG animation films which succeeded in gaining popularity home and abroad. We hope that analysis in this paper will be helpful even just a little bit as a reference material, which allows domestic writers and producers to develop familiar and characteristic works based on imagination and creativity expressing each work's unique personality and characteristics.

Realistic Re-lighting System with Occlusion (사실적인 리라이팅 시스템 연구)

  • Park, Jae-Wook
    • Cartoon and Animation Studies
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    • s.38
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    • pp.133-144
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    • 2015
  • Lighting work on 3D animation requires much time and labor. For example, about 60 lighting artists were needed for the theater animation named Postman Pat the Movie globally distributed in 2014. These artists were needed to rapidly respond with shot feedback. However, complicated shots required much of rendering time. Therefore, it was difficult to correspond the work in the middle of test rendering. After 2005, re-lighting techniques were developed to cope with such situations. However, it was not feasible to create shadow with current re-lighting technique which doesn't make natural or realistic result. This paper has realized relighting system that could realistic quality while maintaining fast calculation by applying rasterized ambient occlusion to the relighting calculation of each of the lights. This relighting system has been used for the Hollywood animation titled "Postman Pat: The Movie" globally released in 2014. It is anticipated for this method to be more widely used for animation manufacture that other manufacturers can reduce expenses and create well completed output in the future.

A Study on the Analysis of Uncanny of 3D Animation Originated from 2D Animation (2D애니메이션을 원작으로 하는 3D애니메이션의 Uncanny현상에 대한 연구)

  • Bae, sun cheol;Choi, dong-hyuk
    • Proceedings of the Korea Contents Association Conference
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    • 2015.05a
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    • pp.83-84
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    • 2015
  • 최근 개봉하는 영화들을 살펴보면 2D Animation이었던 작품들이 3D Animation으로 제작되고 있다. 먼저 1981년 미국 NBC에서 방영된 후 2011년과 2013년에 실사합성 Animation으로 개봉된 'The Smurf'가 있고, 1999년 'Nickelodeon Kids' Choice Awards'에서 처음 방영되어 2015년 2월에 실사합성 Animation으로 극장에 개봉한 'The SpongeBob Movie: Sponge Out of Water'이 있다. 과거 만화책과 TV에서 방영되어 아주 큰 호응을 받은 작품들을 기억하는 관객들에게는 3D Animation에서 만들어지는 3D의 공간감과 입체감이 보는 관객들로 하여금 이질감을 느낄 수 있다. 본 논문은 이러한 이질감을 프로이트의 논문 '두려운 낯설음'에서 이야기한 Uncanny현상에 대입한다. 2D Animation이 원작인 작품을 3D Animation으로 만드는 데는 적지 않은 어려움이 있고 각 작품들만의 특징이 있기 때문에, 본 연구를 통해서 2D Animation을 원작으로 하는 3D Animation작품에서 감상하는 관객들로 하여금 이질감을 느끼는 Uncanny현상이 작품에 미치는 영향 대한 연구 결과를 도출하고자 한다.

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The Analysis on 3D Film Industry of China through 3D Film History (3D입체영화의 역사를 통해 중국3D입체영화 산업분석)

  • Yuan, Pin Fang;An, Sung-Woo;Han, Myung-Hee
    • Proceedings of the Korea Multimedia Society Conference
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    • 2012.05a
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    • pp.108-111
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    • 2012
  • 중국은 2008년 9월 개봉한 '잃어버린 세계를 찾아서'을 통하여 디지털 입체영화의 시대가 열렸다. 이후 2010년 1월 제임스 카메론 감독의 <아바타>를 통해 중국입체영화산업은 세계적인 입체영상산업에 발맞추어 놀라운 속도로 발전 하였다. 중국의 디지털 시네마 디스플레이 시스템의 발전과 입체영화를 통한 극장 흥행수입 등의 데이터를 바탕으로 중국시장의 발전가능성을 발견할 수 있다. 하지만 현재까지 중국 입체영화 시장의 주요 콘텐츠는 해외에서 수입된 콘텐츠가 주를 이루고 있다. 중국 입체영화 시장의 발전에 비하여 제작분야는 아직은 발전초기단계이다. 본 연구는 중국3D입체영화의 부실이 스토리와 입체효과기술에 있다고 판단하여 콘텐츠 선진국의 3D입체영상 역사와 현황을 파악하고 중국의 3D입체영화의 현황 비교분석하여 그 해결방안을 제시하는데 목적을 두고 있다.

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