• Title/Summary/Keyword: Animation Curriculum

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Direction for Designing a 3D Animation Curriculum Utilizing AI Technology

  • Jibong Jeon
    • Journal of Information Technology Applications and Management
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    • v.30 no.5
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    • pp.141-158
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    • 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.

A Comparative Analysis of Animation Education in Korea and China -Focusing on the Curriculum for Animation Major (한·중 애니메이션 교육 비교분석 -전공 교과과정을 중심으로)

  • Song, Tao;Lee, Sang Eun;Yang, Jong Hoon
    • The Journal of the Korea Contents Association
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    • v.17 no.12
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    • pp.505-515
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    • 2017
  • As animation industry continues to evolve in China, the demand for excellent manpower is on the increase. However, there is a difficulty in cultivating practical talents because many colleges and universities in China do not have the systematized animation education. This study compares the curriculum for animation major in Korea and China in order to find out the major problems and the improvement plans of animation education in China. It was shown that the curriculum in China mainly consisted of the subjects to learn technical skills and lacked the subjects to enhance students' creativity. Especially, universities in China did not offer the practice environment in which students apply and utilize what they learned. As a result, students had less opportunity to experience creative process of making animation. In order to solve these problems, it is necessary to make the balanced basic curriculum, link the practice courses with the creativity courses, develop the specialized learning methods and provide the training opportunities through industry-university cooperation. The results of this study suggest that good quality animation education is an important element for universities and animation industry to continue to prosper together.

A Study on the Education and Training system in Korean Animation Industry - Suggestions about Curriculum in a Department of Animation in Korean Universities from the Perspective of Arts and Cultural Management (한국 애니메이션 인력 양성 시스템에 대한 연구 - 대학 애니메이션 교육 과정에 대한 예술경영적 제언)

  • Kang, Yunju
    • Cartoon and Animation Studies
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    • s.34
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    • pp.317-344
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    • 2014
  • Perspectives on the basis of arts and cultural management, this study intends to suggest improvements in core curriculums that are required in order for South Korea, a country that has initiated into the animation industry through outsourcing from big-budget animation production countries such as America and Japan, to develop its own strong base in creative animation industry. The perspectives of arts management in this context means an integration nexus between human studies, social science and management, and suggestions are as follow: First, it is crucial to understand the current trend of animation industry structure across the globe, as well as to develop the ability of co-production. Animation industry often requires technical skills, capital strength and human resources, each having equal importance. Therefore, thorough analysis of the three components in worldwide animation industry must be preceded for animation production services. To do so, collaboration with major animation creation countries is the best option and is highly encouraged, so that the national animation curriculum shall be enhanced to meet such demands and hence develop various abilities. The second is a good understanding of new-media and new-platforms. Not only the traditional distributor of animation such as television and theater, the distribution system expands its scope to a variety of online sources including pod-casts and the Internet. Under these circumstances, a deep understanding towards animation distribution system and an analysis of the new consumer channel are also of paramount importance for animation production. Third, a possibility of animation supply chain through diversified routes and media have paved the way for a possible animation production services and distribution without a mega-budget. Thus, new curriculum shall need to reinforce marketing and management aspects that will in turn help individuals to establish a self-employed creative business. Last but not least, this study further includes illustration of current curriculum of animation studies in national universities, followed by detailed suggestions for the curriculum improvements based on the above mentioned three factors. It was observed that the current curriculums have been solely focused on practical works and technical skills of animation and art studies; a four-year-course colleges that provide animation courses usually lack components of human studies, social science and management. Thus, this study proposes essential contexts of management studies that are needed for individual business and also curriculum improvements that are derived from the analysis of the current industry and the new media.

The analysis of configuration and errors in animation sections of middle school art textbook (중학교 미술교과서 애니메이션 단원의 구성 및 오류 분석)

  • Ham, Jong-Ho
    • Cartoon and Animation Studies
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    • s.15
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    • pp.89-107
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    • 2009
  • As the importance of visual media has been highlighted, the proportion of the animation curriculum is growing in middle school curriculum. However, the analysis of errors in the textbook is very important for the authentic education. The present art textbooks were authorized as 7 kinds-total 21 books of the 7th curriculum and have been used in junior high schools since 2001. As an analysis configuration or errors in the animation section of art textbooks, the problems were as follows. Firstly, the animation section has considerable differences depend on the contents and the authors of the textbooks. Secondly, the most practical contents are at the first stage of the production of video equipment. In addition, ineffective picture process, incorrect concepts and terminology are presented. There were also errors in using them.

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A Study of U.S. Animation University Curriculum Focus on the Required Courses, Liberal Arts at AAU, CalArts, RCAD, RSID, SVA (미국 대학 애니메이션학과 교육과정에 관한 연구 AAU, CalArts, RCAD, RSID, SVA 전공, 교양 교육과정 중심으로)

  • Kim, Ho
    • The Journal of the Korea Contents Association
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    • v.16 no.11
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    • pp.614-622
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    • 2016
  • As media become diversified, animation fields are being expanded. Various types of animations which were not seen in the past have appeared and the fields which did not have a suffix of "animation" now use the words of animation like motion graphic-animation or interactive-animation. This thesis is a comparative analysis study of U.S. animation education. This study collected and reviewed respective curricula of total 5 universities such as Academy of Art University, California Art of Institute), Ringling College of Art and Design, Rhode Island School of Design, and School of Visual Arts which have led U.S. animation education since animation education was first introduced in 1961. Based on the result drawn from the analysis on the classification of animation curricula into a required subject, an elective subject, liberal arts, a theory subject and a practical subject, it intends to consider improvements of Korean animation curriculum.

A Study on the Importance of Teaching Life Drawing in Commercial Animation (상업 애니메이션에서 라이프 드로잉(Life drawing) 교육의 중요성)

  • Lee, Jee-Eun
    • Cartoon and Animation Studies
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    • s.9
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    • pp.250-265
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    • 2005
  • Life drawing is one of the most important curriculum not only in 2D animation but also in 3D animation. It was secret weapon of Disney how they made great success of Snow White and Seven Dwarfs and all the fame of Disney animation. Life Drawing which has its back ground history is major curriculum of famous animation school such as CAL Arts which Disney made and Sheridan College in Canada. But in Korea, a lot of the universities and colleges which have animation department do not really seem to understand the importance of the life drawing and it's effectiveness, thus do not emphasize it as a short cut to get close to the real work field. Now that the academical society as well as industry are very well of the fact that the animation education is directly related to the animation industry, the schools should have to teach step by step and closer to the basic fundamentals. The intentions of this study is to emphasize the importance of the Life Drawing, one of the essential fundamental course, which not only help the universities and colleges that have animation course to organize their curriculum. but also to help the students who graduate the program easily find their position in the animation industry.

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A Case Study of Short Animation Production Using Third Party Program in University Animation Curriculum

  • Choi, Chul Young
    • International Journal of Internet, Broadcasting and Communication
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    • v.13 no.4
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    • pp.97-102
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    • 2021
  • The development of CG technology throughout the 2000s brought about a significant growth in the animation market. This phenomenon led to an increase in the number of people required by related industries, which led to an increase in the number of related majors in universities. CG application technologies are becoming more common with the advent of YouTube and virtual YouTubers, but high technology is still required for students to get a job. This situation is not easy to include both technological and creative skills in the college animation curriculum. In order to increase students' creativity, we need a lot of production experience, which requires a lot of knowledge and time if we only use tools like Maya and 3D Max. In this paper, We tried to devote more time to storytelling by minimizing the technical process required for production and proceeding with repetitive or difficult processes for content creation using third-party programs. And through the 12-week class, the experimental production process was applied to the process from planning to completion of animation works that students would submit to the advertisement contest.

A Study on Development of a Curriculum for Teachers in Culture & Art Education: Focused on Cartoon & Animation Courses (문화예술교육을 위한 교사차원 교육과정 개발과정 연구 -만화 애니메이션 과목을 중심으로)

  • Park, Yoo Shin
    • Cartoon and Animation Studies
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    • s.43
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    • pp.387-433
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    • 2016
  • The ability to develop curriculums is a crucial factor in evaluating the expertise of a teacher who teaches culture & art education. Establishing a one-year plan for classes is an effort to create a well-designed curriculum for the year and also to foresee the big picture of classes in the corresponding year. A curriculum should not be composed of merely educational content or a series of knowledge and skills. It should be well-designed, based on principles of a coherent plan. This study examines organizational principles on which common curriculums are based on and looks at how a curriculum can be designed, especially for cartoon & animation classes, as part of Culture & Art education, and which factors should be considered in planning. In the process of forming such a curriculum, these steps should be followed: considering educational standards for cartoon animation classes; determining the learning experience, organizing the learning experience; and, lastly, evaluating the level of learning. In addition, effective teaching strategies that reflect the characteristics of a class on cartoon animation should be formulated. This study suggests actual examples of an effective annual curriculum for cartoon animation classes based on all the factors presented above.

The Education Plan for 3D Animation-Focusing on University Education (3D 애니메이션 제작 교육 방안 -대학교육을 중심으로)

  • Park, Sung-Dae;Lee, Junsang;Kim, Young Chul
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.5
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    • pp.991-1002
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    • 2017
  • Most animation films running on cinema or TV are based on 3D images. Domestically, a lot of 3D animations are produced, and the number of 3D animation films are on the annual rise. Many human resources relating to animation participate in a variety of domestic and foreign animation projects of domestic producers. In the animation participate in a variety resources are of more importance. As a result, many university make the effort to raise human resources for 3D animation. In this paper, we will look into the curriculum of 3D animation. In particular, based on the questionnaire survey in which domestic 3D animation producers participated, this study analyzed the survey results and tried to discuss how to rise human resources for creative 3D animation in university. It is aimed at suggesting the directions of raising human resources for 3D animation in proper 3D animation education and of their contributions to the development of the domestic 3D animation industry.

A Study on the Direction of Department of Contents, University Curriculum Introduction According to the Development Status of Image-generating AI

  • Sung Won Park;Jae Yun Park
    • Journal of Information Technology Applications and Management
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    • v.30 no.5
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    • pp.107-120
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    • 2023
  • In this study, we investigate the changes and realities of the content production process focusing on Image generation AI revolutions such as Stable Diffusion, Midjourney, and DELL-E, and examine the current status of related department operations at universities and Find out the status of the current curriculum. Through this, we suggest the need to produce AI-adaptive content talent through re-establishing the capabilities of content-related departments in art universities and quickly introducing curriculum. This is because it can be input into the efficient AI content development system currently being applied in industrial fields, and it is necessary to cultivate talent who can perform managerial and technical roles using various AI systems in the future. In conclusion, we will prepare cornerstone research to establish the university's status as a source of talent that can lead the content industry beyond the AI content production era, and focus on convergence capabilities and experience with the goal of producing convergence talent to cultivate AI adaptive content talent, suggests the direction of curriculum application for value creation.