• 제목/요약/키워드: Animation

검색결과 2,729건 처리시간 0.031초

Direction for Designing a 3D Animation Curriculum Utilizing AI Technology

  • Jibong Jeon
    • Journal of Information Technology Applications and Management
    • /
    • 제30권5호
    • /
    • pp.141-158
    • /
    • 2023
  • In the field of animation, as technology advances, production technology, production methods, and production culture are also steadily developing. The demand for content is increasing rapidly around the OTT platform, and the demand for animation content and diversity is increasing. With these market changes, animation creation ability is becoming a more important animation education goal. There is also a need to innovate educational methods to provide students with the skills and knowledge required in the modern animation business. This paper investigated the composition of the educational curriculum of domestic and foreign animation universities education. It examines artificial intelligence (AI) technology that can be used in animation creation and explores the design and direction of the university animation curriculum using it. AI technology has already proven its potential in various areas, and it is integrated into the animation curriculum to present various development potentials. Using AI technology, students can focus on practical and essential animation education by preventing technical difficulties in animation creation, increase their experience in animation production, and experiment with planning and producing various contents. It is proposed to design an educational curriculum that further strengthens animation creation and production capabilities by forming smart animation classes to foster talents who can lead the future animation industry in a new direction.

애니메이션캐릭터를 이용한 국내 패션산업의 현황 분석 (Analysis of the Present Situations of Internal Fashion Industry Using Animation Character)

  • 백경실;유태순
    • 한국의류산업학회지
    • /
    • 제1권4호
    • /
    • pp.326-334
    • /
    • 1999
  • The purpose of this study was known the animation history, function of the animation character, the development process of the animation industry, and the industry process of the animation character in the center of the animation character of America and Japan occupying the internal character market largely. Also, it was examined how the animation character was used in the fashion industry and was recognized the importance of the character industry, and it was seen the design development of the fashion character in the future and the proceeding method of the fashion marketing strategy. The following this study was examined by using the various newspaper and magazine, the internal and external reference. In the result of this study, the animation character created in the TV and the screen is extended the related industry and is developed the various cultural products, and it is recognized as the product of the highly added value. The internal animation characters are mostly the characters of America and Japan, but now the internal animation productions is recognized the importance of the animation industry and is producted the animation to attack the internal and external market. The potential of the animation character was really excessive. The excellent animation product was important but the animation character and the activity of the accompaniment industry related to it was important. Also the animation character mostly had influence on the fashion industry.

  • PDF

리미티드 애니메이션에서 나타난 동작비교연구 -미국과 일본애니메이션 중심으로- (Comparative study of motion in limited animation - Focusing on American Animation & Japanes Animation-)

  • 임용섭
    • 디지털융복합연구
    • /
    • 제17권8호
    • /
    • pp.385-392
    • /
    • 2019
  • 일본 애니메이션 프레임 연출방법인 리미티드(Limited) 애니메이션기법은 비록 미국에서 태동했지만, 일본에서 리미티드 애니메이션기법을 활용하고, 발전시켜, 그 근본을 흔들어놓았다. 그래서 본 연구자는 미국애니메이션과 일본 애니메이션 동작 및 연출기법을 비교, 분석하고, 두 나라의 리미티드 애니메이션기법이 어떠한 차이점이 있는가에 대해 살펴보았다. 두 나라의 애니메이션 분석에 앞서, 먼저 전통 애니메이션(Orthodox Animation)과 실험 애니메이션(Experimental Animation)의 개념의 차이를 살펴보았다. 그리고, 리미티드 애니메이션 개념을 살펴보고, 풀 애니메이션(Full Animation)과의 차이점 살펴보았다. 마지막으로, 본 연구의 핵심인 미국과 일본 리미티드 애니메이션의 차이 분석을 위해, 디즈니가 개발하여 확립시킨 이론'디즈니 애니메이션 12법칙'에 적용하여 분석하였다.

북한 애니메이션의 현황과 남북교류 가능성에 대한 고찰 (A Study about the Status of the North Korean Animation Industry and Intra-Korean Interchange & Cooperation for Animation)

  • 이용배
    • 만화애니메이션 연구
    • /
    • 통권6호
    • /
    • pp.221-250
    • /
    • 2002
  • After MIPA of Annecy International Animation Festival in 1997, the North Korean animation has been spot-lighted in the world including the south Korean animation companies. And increasing the economic cooperation between South and North Korea, a few case of intra-Korean cooperation for animation is starting practice now. But in the internal situation there is little short of information and data about North Korean Animation. Therefore this study will be intended to examine the past and present of the North Korean animation, to present the possibility of inter-Korean cooperation project etc.

  • PDF

애니메이션의 시적(時的) 이미지에 관한 연구 (A study on the poetic image of Animation)

  • 조미라
    • 만화애니메이션 연구
    • /
    • 통권6호
    • /
    • pp.72-90
    • /
    • 2002
  • The nature of animation is to create a moving image. Also, it creates a narrative space and visual image which is different form a reality. Therefore, image expression is very important in the animation. Although the domestic animation has a movement, it has not an image which has meaning. For instance, Korean fiction animation ${\ulcorner}$My beautiful girl, Mary${\lrcorner}$ has grand prize in Anncy International Animated Film Festival, 2002. Such achievement give new vision and present a clue of development to our national animation. However, not many people went to the cinema to watch it. The reason is that although 'Mary' has the Fantastic image, she doesn't show a true life image. The film is revival of reality through the image. However, animation is revival of reality through the 'transformation' of the existing image. Therefore, reviving exactly the same as a reality is not the most important fact in the animation image. Preferably, the most important fact in the animation image is that reviving reality into highly wrought image. This paper will study an expression form of animation trough the image. This paper will study an expression form of animation trough the image. Especially, it will concentrate on poetic image. For this, It will associate 'poetic' in literature with 'poetic image' in animation. For this, It will associate 'poetic' in literature with 'poetic image' in animation. Also, a variety poetic animation image will be divided into 1)mongtage 2)rhythm 3) compression 4)metaphor & symbol, and will be looked 'poetic image' effect.

  • PDF

플래시 애니메이션의 차별성 및 성공 요인에 관한 연구 - 기존 애니메이션과의 차별성을 중심으로 (A study on distinctions and successful elements of flash animation: Focused on distinctions of existing animation)

  • 홍미희
    • 만화애니메이션 연구
    • /
    • 통권6호
    • /
    • pp.172-190
    • /
    • 2002
  • Flash animation occupied public attention since . It started to by payed attention through the internet first, and it spread into the off line. Flash animation becomes one of animation genre, as it tooks the place at the international animation festival. Also, as it is produced for tv, and the cinema, it has an infinite of possibilities. In this point, we have to notice that the domestic flash animation is the most successful in the world. Therefore, this paper will show accomplishment point and distinction of flash animation. Chapter 1, 2, will talk about basic outline and practical use of flash. Chapter 3 will look at a growth industry and process of flash animation, focused on Mashmaro, Zolaman, and Woobyboy. Chapter 4, will discuss about accomplishment point and distinction of flash animation compare with existing animation. Also it will conclude with a reflection on recommendations for further improvement.

  • PDF

Study of Character Animation to improve Production Efficiency

  • Choi, Chulyoung
    • International journal of advanced smart convergence
    • /
    • 제9권2호
    • /
    • pp.179-184
    • /
    • 2020
  • Recently, webtoons-based animations have been expanding in Korea, where the role of mobile devices is growing, and media videos such as "YouTube" and "Tik-Tok," which have shorter screening and production cycles than traditional feature films, dramas, and animations, are attracting attention and being enjoyed by public. In order to produce animation content that fits the trend of this shortening video and production cycle, efficiency must be increased not only in story but also in production. Production methods and production technologies need changes to increase efficiency. Animation using motion capture, which is highly production-efficient, is widely used in movies that shows realistic movements, but still has little use in producing cartoon-style animations with exaggerated movements. We analyzed the production method of 2D animation and CG animation and applied the result to CG animation to increase the efficiency of production and production. The methods of production through such experiments are expected to help improve the efficiency of producing animation content that is suitable for the latest trends such as webtoon animation.

모션 캡처 애니메이션 프로세스 연구 : 단편 애니메이션 'Drip'을 중심으로 (A study on motion capture animation process : Focusing on short animation film 'Drip')

  • 김지수
    • 한국게임학회 논문지
    • /
    • 제16권4호
    • /
    • pp.97-104
    • /
    • 2016
  • 이 연구는 단편 애니메이션 'Drip'을 통해 키 프레임 애니메이션과 모션 캡처 애니메이션을 융합하여 애니메이션 제작을 실현하는 기법을 제안한다. 상호 유기적 연결을 통해 효율적인 프로세스 관리가 가능할 뿐만 아니라 키 프레임 애니메이션과 모션 캡처 애니메이션의 단점을 서로 보완하는 과정을 처리함으로써 제작 기간을 단축 시켰다. 이를 통해 키 프레임 애니메이션과 모션 캡처 애니메이션의 한계를 극복하고 복합적인 프로세스를 인지하고 응용하여 효율적인 애니메이션 제작에 도움이 되고자 한다.

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

  • 배순철;최동혁
    • 한국콘텐츠학회:학술대회논문집
    • /
    • 한국콘텐츠학회 2015년도 춘계 종합학술대회 논문집
    • /
    • pp.83-84
    • /
    • 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.

  • PDF

Case Study of Animation Production using 'MetaHuman'

  • Choi, Chul Young
    • International journal of advanced smart convergence
    • /
    • 제11권3호
    • /
    • pp.150-156
    • /
    • 2022
  • Recently, the use of Unreal Engine for animation production is increasing. In this situation, Unreal Engine's 'MetaHuman Creator' helps make it easier to apply realistic characters to animation. In this regard, we tried to produce animations using 'MetaHuman' and verify the effectiveness and differences from the animation production process using only Maya software. To increase the efficiency of the production process, the animation process was made with Maya software. We tried to import animation data from Unreal Engine and go through the process of making animations, and try to find out if there are any problems. And we tried to compare animations made with realistic 'MetaHuman' characters and animation works using cartoon-type characters. The use of the same camera lens in realistic character animations and cartoon character animations produced based on the same scenario was judged to be the cause of the lack of realistic animation screen composition. The analysis revealed that a different approach from the existing animation camera lens selection is required for the selection of the camera lens in the production of realistic animation.