• Title/Summary/Keyword: Animation Production

Search Result 401, Processing Time 0.026 seconds

Revitalization of Old Time Comics: Case Study on the Remake Policy Managed by KOMACON (만화산업의 발전과 진흥 사례연구: 한국만화영상진흥원의 리메이크 정책을 중심으로)

  • Kwon, Jae-Woong;Park, Seung-Hyun
    • Cartoon and Animation Studies
    • /
    • s.19
    • /
    • pp.199-224
    • /
    • 2010
  • Since the mid 1990s, Korea has recognized the importance of content industry and has carried out several support policies. Especially, the support system for the comic industry has been systematically organized, and organizations for this area have tried to extend the type of support programs and objects as well. One of the remarkable changes made by these support programs is to encourage the remaking of old comics, which mostly are published comics in 1970s and 1980s, into the new format, the webtoon. Some of revitalized old comics are open to public through several portal web sites, and people can reach them easily by free. This research is to consider support programs run by policy organizations that are managed in the regional level. This research mainly deals with the type of support programs for the remade old comics and, at the same time, considers the meanings of this support programs for the Korean comic industry.

  • PDF

Presentation for OSMU development method through the musical - Focused on the 'flying superboard' - (뮤지컬 공연을 통한 원소스멀티유즈의 개발방안 제시 - 뮤지컬 '날아라슈퍼보드'를 중심으로 -)

  • Lim, byung-suk;Ahn, seong-hye
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2007.11a
    • /
    • pp.680-684
    • /
    • 2007
  • In Korea the musical was granted very close an art however recently it is rapidly take the position a new trend of the mass culture industry with some of promoted lifestyle due to increased income and with spreading consumer culture of well-being. This study is to consider the musical as a way of OMSU to observe how to produce the musical the with the original one that recorded as the best animation program with highly broadcasting rate as it is broadcasted on TV. It is belongs to a category of musical or a performance, has a good feature of children's program with arranging the broadcasting. Through this study, developing performance art to OSMU, it wishes to utilize people that produce the performance applying the contents of animations and cartoons, to make value added This study is for presenting an effective way of OSMU, with studying and researching the production process of the musical . The original source the cartoon and animation is transferred to a musical with a technical feature of digital audio-visual, with characterizing to an attractive musical characters from the original characters, and with humorize twisted story structure based on the basic storyline.

  • PDF

Intertextuality between Comics and Films : A Case Study of (만화의 영화로의 전환 : 영화 <식객>의 사례연구)

  • Park, Seung-Hyun;Lee, Yun-Jin
    • Cartoon and Animation Studies
    • /
    • s.17
    • /
    • pp.97-115
    • /
    • 2009
  • Most films have not made by original storytelling. They get their storylines and themes from diverse sources such as novels, comics, performing arts, and previous film products. Comics have become a primary source for film production since 1960s in such nations as Japan and USA. In the contemporary period, this becomes a more visible trend in many countries including Korea, China, and France. Unlike novel, comics combine words with images. Since a comic strip isa graphic medium in which visible images are created in order to express a sequential narrative, it seems more relevant when films adapt original comics in order to recreate new products. The progress of 3D graphics technology enables film creators to realize imagined images in screen, most of which were once imagined only in comics. Keeping an eye on the strength of comics, this study tries to tries to investigate the relationship between a comic strip and its adaptation to film. It will firstly discuss the cases of comics in Korea, which are adapted to film in Korea. And this study will discuss "Le Grand Chef"as a case study in order to investigate what is the difference between original comics and film adaptation.

  • PDF

A Study on the Effective Image Sequence Format in 3D Animation Production (3D 애니메이션 제작에 있어서 효율적인 Image Sequence format에 관한 연구)

  • Kim Ho
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2005.11a
    • /
    • pp.131-136
    • /
    • 2005
  • In 3D animation rendering process, Although we can render the output as a movie file format, most productions use image sequences in their rendering pipelines. This Image Sequence rendering process is extremely important step in final compositing in movie industries. Although there are various type of making image rendering processes, TGA format is one of most widely used bitmap file formats using in industries. People may ask TGA format is most suitable for in any case. As we know 3D softwares have their own image formats. so we need to testify on this. In this paper, we are going to focus on Alias' 3D package software called MAYA which we will analyze of compressing image sequence, Image quality, supporting Alpha channels in compositing, and Z-depth Information. The purpose of this paper is providing to 3D Pipeline as a guideline about effective image sequence format.

  • PDF

The Research and the Development Case of Smart phone based Serious Gamed Application with traditional cultural materials : Focused on the game "Find the wrong picture on Sacheonwang(四天王)" (문화원형을 활용한 모바일 기능성게임 개발에 관한 연구 : 사천왕(四天王)을 틀린그림찾기를 중심으로)

  • Lee, Young-Suk
    • Cartoon and Animation Studies
    • /
    • s.35
    • /
    • pp.271-289
    • /
    • 2014
  • This study produced the serious game based of Sacheonwang for the smart phone. The popularization of smart phone has expanded the contents market. However the game content made of various Korean traditional cultures is just few. According to this problem, it considered Sacheonwang (Dongbang Jigukcheonwang, Bukbang Damuncheonwang, Namban jungcheonwang, Seobang Gwangmokchoenwang) and tried to develop the serious game application of smart phone based on the Korean traditional culture. It modernized the 4 types of Sacheonwang analyzed the characteristics, and it was created to super deformed characters. It suggested the production and development of game using Sacheonwang character and the Buddhist image. This study looked at the contents of the Buddhist and developed the Buddhist civilization and applied on the game contents to extend Korean traditional culture and interact Korean traditional culture. This study, therefore, will develop the Korean traditional characters and the game content using the research of the Buddhist cultural elements.

A Proposed Role for Semiotics Methodology in Education of Comics Studies Majors (전공자 대상의 만화교육에 있어서 기호학적 방법론의 역할제안)

  • Kwon, Kyung-Min
    • Cartoon and Animation Studies
    • /
    • s.32
    • /
    • pp.141-158
    • /
    • 2013
  • Comics are a genre that convey meaning through compositional arrangements of dialogue and images as well as through the flow of panels across a page. Communicating that meaning to readers through a combination of language and visual lexicons is the essential process of drawing comics, a process that in itself is significant. The semiotics of comics is a field of scholarship grounded in the broader discipline of semiotic theory in which all the components of comics, both visual and verbal, are the subject of study and research. By adopting a semiotic approach we are able to objectively analyze and understand the symbolic, social and ideological meanings embedded in the signs and sign processes expressed in comics. The fundamental pedagogical mission of teaching comics is to cultivate human nature through the study of theory as well as through the production and completion of original works that explore new modes of expression. To go further, interpreting those embedded meanings in the context of comics fosters effective and creative skills of expression that go beyond a mere fascination for the genre itself. In short, because the semiotic approach to understanding visual communication is the essence teaching comics, we can expect that the act of reading and creating comics plays a significant role in understanding visual communication.

A Study on Image Representation of Digital Synthesis Methodology (디지털 합성을 통한 이미지 표현 연구)

  • Chang, Wook-Sang;Park, Youn-Seul
    • Cartoon and Animation Studies
    • /
    • s.49
    • /
    • pp.203-220
    • /
    • 2017
  • In the field of visual arts, the introduction of synthesis allowed us to express various expressions that were outside the constraints of time and space. Digital synthesis is constrained by realistic representation due to technical limitations. However, it is no exaggeration to say that after digital synthesis has been fully established, at least the limits of image representation through synthesis have almost disappeared. The existing research papers on composing are either technical studies on the production techniques, or the synthesis was mainly focused on the change of the space-time concept and meaning of the visual arts. I felt the need for research on. In addition, I felt the need to look back on the changes in my view of art. Therefore, in this paper, rather than dealing with the conceptual theory of the technical part or spatio-temporal extension, it is necessary to classify it as natural, heterogeneous, heterogeneous and natural according to the traits revealed in the artistic expression of art, And diversity.

Digital Acting Method (디지털 연기 연구)

  • Park, Hoyoung
    • The Journal of the Korea Contents Association
    • /
    • v.18 no.11
    • /
    • pp.205-212
    • /
    • 2018
  • Learning how to express and express the characteristics of acting expressions required by different media is easy to express the acting required in various mediums. The style of acting required by each medium is different depending on the characteristics of the medium. In particular, digital acting using computer graphics technology expresses actors as if they are in the space by imagining the imaginary space. Through computer graphics post-production, the actual space that will be visible on the final screen is completed and creates a story based on the actual situation. The role of digital actors in applying motion capture to movies is becoming increasingly important. Natural cross-reaction acting between live-action actors and digital character actors has become a trend in animation films where only digital actors appear. In animation films, a real actor plays a major role in connecting the characters of a digital actor. The core of a digital actor is the realization of a unique character performance. In the era of trans-media, the importance of digital acting is increasing day by day.

A Study of Digital Convergence And Integration Contents Utilizing Ink Painting Technique (수묵화 기법을 활용한 디지털 융복합 콘텐츠연구)

  • Guo, Dawei;Chung, Jeanhun
    • Journal of Digital Convergence
    • /
    • v.17 no.9
    • /
    • pp.391-397
    • /
    • 2019
  • Ink painting is an important art creation method in oriental culture. Although ink painting lacks of sense of reality compared to western painting, it contains its unique drawing skills, which is of great significance to the inheritance and development of Oriental culture. Animation or game utilizing by ink painting technique are derivative contents from ink painting. This paper will through research the brief history of 3D ink contents works and traditional drawing skills to research existing ink works' art characters and the general production method. Also describe the extensibility of 3D ink animation contents. There has extremely high research value of new convergence contents as mobile game, VR / AR etc. And according to those research ink style image contents can be assumed get further development in the future.

Development of a Simulation Model for Supply Chain Management of Modular Construction based Steel Bridge (모듈러 공법 기반 강교 공급사슬 관리를 위한 시뮬레이션 모형 개발)

  • Lee, Jaeil;Jeong, Eunji;Kim, Sinam;Jeong, Keunchae
    • Korean Journal of Construction Engineering and Management
    • /
    • v.23 no.2
    • /
    • pp.3-15
    • /
    • 2022
  • In this study, we develop a simulation model for Supply Chain Management (SCM) of modular construction based steel bridge. To this end, first, Factory Production/Site Construction system data for the steel bridge construction were collected, and supply chain, entities, resources, processes were defined based on the collected data. After that, a steel bridge supply chain simulation model was developed by creating data, flowchart, and animation modules using Arena software. Finally, verification and validation of the model were performed by using animation check, extreme condition check, average value test, Little' s law test, and actual case value test. As a result, the developed simulation model appropriately expressed the processes and characteristics of the steel bridge supply chain without any logical errors, and provided accurate performance evaluation values for the target system. In the future, we expect that the model will faithfully play a role as a performance evaluation platform in developing management techniques for optimally operating the steel bridge supply chain.