• Title/Summary/Keyword: Animation Characters

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Transformation of Treasure Island in Feature Animation (애니메이션에 나타난 "보물섬" 의 변용)

  • Ahn, Young-Soon
    • Cartoon and Animation Studies
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    • s.10
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    • pp.137-148
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    • 2006
  • The purpose of this article is to study the aspects of transformation of Treasure Island(1883), Robert Louis Stevenson's novel in two feature animations (1987) of Osamu Dezaki and (2002) of Ron Clements and John Musker by analyzing characters. In the original novel, as a typical wicked villain and traitor, Long John Silver functioned as an obstacle in Jim Hawkins' Bildungsroman. And Osamu Dezaki laid great emphasis on the friendship between Jim and Stiver His might be an excellent example of the faithful adaptation. But in Disney's , from initial mistrust, to friendly co-worker, to mentor and protege, and finally, to mutual rescuers, Jim and Silver have created a permanent bond that can never be broken - their coming together has changed both their lives forever. Jim's voyage of searching for treasure is not just for the discovery of material riches unimaginable but also for the discovery of his own true worth. Making the Sliver/Jim relationship more focused, Jim ends up discovering not just an obvious treasure; he discovers an inner treasure. From this viewpoint, this feature film could be an outstanding transformative adaptation.

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Chinese Elements in RPG Game of USA, JAPAN, and KOREA (中国元素在国外RPG游戏角色造型中的应用分析 )

  • Lee, Won-Jung;Shui, Lin-Lin
    • Cartoon and Animation Studies
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    • s.39
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    • pp.349-363
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    • 2015
  • As the market sheare of the Chinese game market across the world has been largely expanded over a decade, big game exporters of USA, Japan, Korea have developed Chinese factors and promoted export strategies, that target China. The Purpose of this study is to analyze the popular game characters of USA, Japan and Korea in order to provide empirical analysis of traditional Chinese elements applied in existing games. The RPG games in USA, Japan and Korea were selected for the contents analysis of the Chinese elements to show how the existing game companies used Chinese elements. The main findings of the research from survey data are rather inconsistent with the content analysis. In particular, all the RPG game companies of USA, Japan and Korea showed a remarkable ratio of using Manzu clothes more than Hanzu clothes. But, the preference of real game users on the Manzu style were lower than Hanzu style. Moreover, Chinese users showed more preference of the game character background that users more deepen Chinese culture. We suggest that applying Chinese elements need to be more selective based on real user's demand.

Research on the Creative Style of DreamWorks' Animated Film Script (드림웍스 애니메이션 영화 시나리오의 창작 스타일에 관한 연구)

  • Yan, Liu
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.1
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    • pp.97-106
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    • 2020
  • The mainstream of cinema animated film in today's world is the animated film produced by film companies such as Disney, DreamWorks, and 20th Century Fox. These animated films are influenced by Hollywood blockbusters, high cost, and big-budget, which have brought a gorgeous and splendid audio-visual feast to the global audience. DreamWorks Studios founded in 1994 has become noted in just over ten years. It has produced many high-quality animated works which are well-known all over the world. This achievement is no doubt inseparable from its superior external animation industry environment, and benefited from the American animation industry which commercially operated for almost 100 years. However, in addition to these external environmental factors, DreamWorks' achievements have also come from the extraordinary and superior creation of the animated film scripts, strong narrative script ensures the logic and appeal of animated films. This article takes Kung Fu Panda series, Shrek series, The Prince of Egypt, The Croods, Chicken Run, Megamind and other representative films produced by DreamWorks as key analysis object, using Jean Baudrillard's simulation and imaging theory, Syd Field's screenwriting skills, and Hegel's aesthetic point of view, explores the Creative Style of DreamWorks' Animated Film Script which contains the following four aspects. The script is exaggerated and novel, and the subject matter is rich and targeted. The script creation is very imaginative and can fully express the visual beauty. The structure of the story is well controlled, the space comes from reality but full of imagination. The characters have distinctive personality and the dialogue is moderated but forceful.

Affection of Game Character's Jumping Motion Factors on Visual Effects (게임 캐릭터의 점프 동작 요인이 시각적 효과에 미치는 영향)

  • Go, Hye-Young;Yoon, Seon-Jeong
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.3-14
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    • 2011
  • In this paper, affection of jumping motion factors on visual effects are studied for game character's natural motion realization. First, 3 kinds of games that realize natural motions are selected and 4-types of characters jumping motions are captured from it. Then, the motions are measured using four fundamental principles of jumping as takeoff strength, landing impact, landing elasticity and flexibility, and measured in motion factors as time, distance, angle either. Finally, consistent characteristics of visual effects and motion factors on jumping motion are suggested. The study could be used to basic information for realization of character's natural jumping motion.

Example Based Motion Generation and its Applications with Efficient Control for Arbitrary Morphologies (다양한 골격의 효과적인 제어가 가능한 예제 기반의 모션 생성과 응용)

  • Choung, Yu-Jean;Kang, Kyung-Kyu;Kim, Dong-Ho
    • Journal of Korea Game Society
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    • v.9 no.1
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    • pp.127-134
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    • 2009
  • This paper presents a motion generation technique for arbitrary morphologies with the user defined correspondences between joints. Users can define the controlling part in the source character and the part to be controlled in the target character in our system. To remove the restriction in the morphology of the target character, we use the pair of example posture sets. In our system, in order to provide the correspondence regardless of the number of joints, the deformed part in the target character is simplified into the direction vector. The final postures are then generated with the weighted sum of the examples. Our experimental results demonstrate that our approach can generate motions for various target characters and can control the user defined joints in real-time.

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The Stabilizing Method for Face Tracking Data from Markerless Motion Capture System (마커리스 방식의 얼굴 모션캡쳐 데이터 안정화 기법)

  • Lee, Jun-sang;Lee, Imgenu
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.773-774
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    • 2015
  • Motion capture tracks the movement of the actor and quickly transfers it as a motion data for animation purposes. The data from the motion capture can be easily controled and applied to animating characters to make realistic movement. But conventional motion capture system is very expensive and need spacious room for its own. Recently Kinect based motion capture is widely used for its simplicity and comparably low budget. However, the Kinect based motion capture data is often corrupted by jitter and unstable data. In this paper, we propose the novel post processing method to stabilize the unwanted jitter in the motion capture data.

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Modern Application of Design Elements on Ceremonial Costume of Korean Folk Belief (한국 민간신앙 의례복에 나타난 디자인 요소의 현대적 활용 - 배색을 중심으로 -)

  • Kim, Ji-Young
    • Journal of the Korean Society of Costume
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    • v.57 no.9
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    • pp.88-96
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    • 2007
  • The purpose of this study is to present examples for modern application with traditional color on ceremonial costume of Korean folk belief which is regarded as representative research material standing for Korean cultural archetype. The arrangements of color on the ceremonial costume of Korean folk belief were selected from 11 items specified as an import intangible cultural asset. These color arrangements were composed of fundamental colors from the viewpoint of modern color sensation, but had a excellent harmony in Hue. Therefore, not shifting Hue of color arrangement on ceremonial costume, traditional color arrangement was apply to contemporary it by shifting tone. Brilliant and deep chromatic tone that belong to 3, 4 area was converted into toned light grey, light clear, dark deep, toned dark grey, and greyish chromatic tone that belong to 1, 2 area or 5, 6, 0 area or 2, 7, 9 area. The plan that applies arrangement color with brightness contrast of traditional fundamental colors on a modern color harmony was presented from that. Like this, we can combine traditional color into modern color sensation, stylize and apply it on a production of character, logogram design, fashion design for characters in animation or game. From this, we'll be able to be close to the color arrangement sensation including our racial emotion in the everyday life.

Fish Schooling Behavior Simulator for the Contents Production of Cyber Underwater Environment (가상 해저 환경 콘텐츠 제작을 위한 Fish 군중행동 시뮬레이터)

  • Kim, Jong Chan;Cho, Seung Il;Kim, Eung Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.1 no.1
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    • pp.27-35
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    • 2006
  • Crowd behaviors on cyber underwater environment are often produced in entertainment contents, such as films and games. It is easy for us to come in contact with the scenes appearing a lot of characters as digital films and animation works are increased gradually, owing to developing of computer graphics. Though the processing a scene of crowd and the behavior system of crowd, related to the processing techniques of crowd behavior in cyber space, have been implemented so far, the research for developing the natural crowd behavior simulator can not be still satisfying. In this paper, we designed a realistic and efficient Fish Schooling Behavior Simulator for the contents production of cyber underwater environment, which showed each type of fish behavior in cyber underwater smartly, and which generated the animating the behavior automatically, reducing the time and cost.

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The Brand Communication Effect of QR Code for Product Package Design (제품 포장 디자인에서의 QR 코드가 브랜드 커뮤니케이션에 미치는 효과)

  • Lee, Kwang-Sook;Kwak, Bo-Sun
    • Journal of the Korean Graphic Arts Communication Society
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    • v.29 no.3
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    • pp.31-40
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    • 2011
  • Using of QR(Quick Response) code is dramatically extended to various marketing area; not only substitute of bar code but also new tool of PR and marketing. This research attempts to analyze brand communication effect using QR code printed on product package especially in snack product category. Findings are 1) communication effect are different according to the type of book-trailers; 2) cinematic production and animation are the most effective type of book-trailers; 3) for memory and confirmation(sharing), a)stills and straplines, Analysis result of hypothesis I showed that characters of QR code influence on brand attitude. Among dependent variables, only reliability is significant. That means reliability of company and brand using QR code influence on brand attitude. The higher reliability of QR code, the better brand attitude of the brand. Analysis result of hypothesis II found that only reliability is significant on purchasing intention. Reliability of company and product using QR code influences on purchasing intention. The higher reliability of QR code, the higher possibility of purchasing products. Therefore, company can enhance reliability of both company and its products by using QR code. Using QR code will bring high reliability and high brand attitude and purchasing intention.

An Improvement of the Learning Speed through Considered Distance on Jul-Gonu Game (거리를 고려한 줄고누게임의 학습속도 개선)

  • Shin, Yong-Woo;Chung, Tae-Choong
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.105-113
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    • 2010
  • It takes quite amount of time to study a board game because there are many game characters and different stages are exist for board games. Also, the opponent is not just a single character that means it is not one on one game, but group vs. group. That is why strategy is needed, and therefore applying optimum learning is a must. If there were equal result that both are considered to be best ones during the course of learning stage, Heuristic which utilizes learning of problem area of Jul-Gonu was used to improve the speed of learning. To compare a normal character to an improved one, a jul-gonu game was created, and then they fought against each other. Improved character considered distance and attacked other one. As a result, improved character's ability was improved on learning speed.