• Title/Summary/Keyword: Animation effects

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A Study on the Correlation of the Theory of Montage in Film Arts with Animation (영상예술 몽타주이론과 애니메이션의 상관관계 연구)

  • Lee, Lee-Nam
    • Cartoon and Animation Studies
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    • s.9
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    • pp.199-219
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    • 2005
  • This paper is studying about how things are showed the montage theory and mis-en-scene effect in the screen media, what the concrete project's cases and how those theories have been supported to the animation's effects and its development. Besides, 1 tried to describe the shown things in the animation area, what the montage theory and mis-en-scene effect had been imported and expressed based on the screen studies of representative genre in the visual media. The purpose of this thesis suggests to help the creative animation scenes by liberal understanding and acceptance about the montage theory and mis-en-scene effect for the future animation's progressive aspect. With the improvement, there this thesis's suggestions could help the creative and special effects of animation asa part of Screen Arts, and would be the part of the progressive factors in the animation area.

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Study of Character Animation to improve Production Efficiency

  • Choi, Chulyoung
    • International journal of advanced smart convergence
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    • v.9 no.2
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    • pp.179-184
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    • 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.

The Effects of Animation-based Instruction using "Magic School Bus" on Elementary Students' Level of Understanding and Interests on Plant's Structure and Function ('신기한 스쿨버스' 만화영화 도입이 식물의 구조와 기능에 대한 초등학생의 개념 이해와 흥미에 미치는 영향)

  • Choi, Seop;Kim, Heui-Baik
    • Journal of Korean Elementary Science Education
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    • v.32 no.4
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    • pp.379-392
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    • 2013
  • The purpose of this study was to examine the effects of animation-based instruction on elementary students' level of understanding and interest on a plant's structure and function, using "Magic School Bus(Joanna Cole, Bruce Degen, 1986)". The understanding and interest measurements were administered to 99 fifth grade students at a elementary school located in Seoul. The study examined the changes in understanding and interest through pre-test and post-test of the two groups. Intensive interviews were conducted to find factors that enhance understanding and interest. Three key findings were revealed from the results. First, the animation-based instruction enhanced the level of understanding in the experimental group compared to the control group. Second, animation-based instruction made high-achieving students enhance their interest in topic component and attitude component. And, animation-based instruction did not led low-achieving students to increase their interest in the topic component and attitude component. We suggest that animation-based instruction positively influences students' understanding, but its effects on students' interest are dependent on their conceptual understanding of the topic.

An Analysis on Learning Effects of Character Animation Based-Mobile Foreign Language Vocabulary Learning App (캐릭터 애니메이션 기반 모바일 외국어 어휘 학습 앱 효과 분석)

  • Kim, Insook;Choi, Minsuh;Ko, Hyeyoung
    • Journal of Korea Multimedia Society
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    • v.21 no.12
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    • pp.1526-1533
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    • 2018
  • This study aims to provide implications for mobile foreign language vocabulary learning app by analyzing the effects of mobile vocabulary learning app based on character animation. For this purpose, we applied the learning application designed with character animation and text, and the application designed with text only to two groups of learners, and analyzed the effect. As a result, we found that application designed with character animation and text was useful in recognition frequency and duration concerning learning. Regarding learning outcomes, we found that it is useful not only in memory but also in learning interest and motivation. This study provides implications for learning method and design development of mobile-based foreign language vocabulary learning application which actively using recently.

Case Study of Animation Production using 'MetaHuman'

  • Choi, Chul Young
    • International journal of advanced smart convergence
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    • v.11 no.3
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    • pp.150-156
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    • 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.

Analysis and Proposal of Abstractive Expression of 3D Animation (3D 애니메이션의 추상적 표현에 관한 분석 및 제안)

  • Park, Sung-Dae;Jung, Yee-Ji
    • Cartoon and Animation Studies
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    • s.37
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    • pp.1-24
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    • 2014
  • The advancement of computer technology has blurred the border in image expression between live-action films and 3D animation to an indistinguishable extent. Despite the ever-evolving image expression, it has been found that animation properly incorporating abstractive expression receives more positive responses from the audience than the animation closely akin to live-action films. This indicates that animation-specific abstractive expression can exert more significant effects than that of live-action expression as proved in Dr. Mori Masahiro's 'Uncanny Valley.' Also, such effects apply only to characters, whilst the technology capable of live-action expression is acknowledged only for the background of 3D animation. Without doubt, animation has its own infinite world of expression, and thus more effective methods for its expression can no longer be considered a matter of technology. The present study analyzes the abstractive expression of 3D animation in terms of characters and backgrounds and explores a more effective method to apply the current technology of image expression to 3D animation with a view to proposing a direction for more appropriate application of 3D animation technology to future animation.

A Study of Streetscape Evaluation Methods Using Computer Animation -A Comparison of Static and Dynamic Simulation Methods- (컴퓨터 애니메이션을 이용한 가로경관의 평가기법 연구 -정적 및 동적 시뮬레이션 기법의 비교-)

  • 김충식;이인성
    • Journal of the Korean Institute of Landscape Architecture
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    • v.26 no.4
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    • pp.1-13
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    • 1999
  • Previous research for visual assessment of streetscape employed static simulation methods to represent future landscape. However, streetscape is experienced sequentially, and thus dynamic simulations can be more effective. This study tried to adopt computer animation in the evaluation of streetscape, and examined its effects and possibilities. Three development scenarios for the redevelopment districts of Sokong-Ro and Banpo-Ro in Seoul were designed, and simulations were produced by three methods-photo-retouching, computer still image, and animation. A preference questionnaire was asked to 69 university students, and the effects of simulation methods on visual preference were examined. In addition, the frames of the animation were reclassed to identify the visibility of physical elements. The relationships between the visibility and visual preference were analyzed. The results showed that visual preference can be explained by three factors-Amenity, Tidiness, and Variousness-that account for 62.4% of the total variance, and the Amenity showed the highest proportion: 36.0%. Among the three simulation methods, animation showed the largest difference in preference for the most important factor(Amenity), and yielded the highest correlation between visibility of physical elements and Amenity. This result demonstrated that dynamic simulations can provide more accurate observation of visual changes, especially because the simulated landscape is experienced sequentially. The results also revealed that the sequential change in the visibility of physical elements can be examined easily and precisely by animation. This benefit of animation enables analysts to identify the points where the landscape varies the most, and thus visual preference should be evaluated.

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Some Problems and Their Solutions of Maximum Requirements of Animation Broadcasting (애니메이션 총량제의 문제점 및 개선방안)

  • Ko, Jeong-Min;Kim, Young-Jae
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.256-266
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    • 2010
  • This study is to suggest the solutions about the problems of maximum requirements of animation broadcasting. About 10 experts of broadcasting, animation production, animation related professor and researcher and government take part in this study and discuss problems and their solutions of maximum requirements of animation broadcasting from January to march in 2009. This policy introduced 4 years ago had the positive effects such as the increase of animation production and the number of animation production company, but also the negative effects such as continuous decrease of rating in terrestrial broadcasting and transferring to low rating time slot of animation, downward equalization of animation and changing to minimum securement method. This study suggested the solutions as follows; first the enlargement of this policy to cable and satellite broadcasting, second introducing incentive policy in prime time, third the subsidy of media oriented investment. Finally this study stressed that this solutions should not be compulsory order but voluntary system.

Case Analysis on Stop Motion Animation based on the Acceptance of New Technology : Focusing on 3D Printer & Special Effect Technology Application (신기술 수용 스톱 모션 애니메이션 사례분석 : 3D 프린터, 특수효과 기술 응용을 중심으로)

  • Zhang, Wan;Song, Seung-Keun
    • The Journal of the Korea Contents Association
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    • v.18 no.1
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    • pp.665-672
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    • 2018
  • The purpose of this study is to analyze the problem of existing stop motion animation and to apply 3D printer technology and computer special effect technology applied with latest technology as a solution to solve this problem. For this purpose, we review the history of stop motion animation and confirm how the technology applied to stop motion animation through previous research. As a result, we have overcome limitations of the existing stop motion animation limited to the cline cloth in terms of expression by using 3D printer like recently released and . Furthermore, the natural phenomenon, which is the biggest limitation of stop motion animation, was able to produce a unique work of stop motion animation rather than computer special effect processing. Therefore, in the stop-motion animation, the acceptance of 3D printer technology and computer special effects technology has enabled unlimited imagination and original expression. Recent technology-based stop-motion animation is expected to provide the foundation for the continued development of the animation field in the future.

A Negative Effect of Animation Character in Mass Culture of Korea (한국의 대중문화에 Animation Character가 미치는 부정적인 영향)

  • 김홍산;신정숙
    • Archives of design research
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    • v.14 no.2
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    • pp.147-154
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    • 2001
  • The Animation Character is high value-added industry in an aspect of economic value. Because Animation Character creates various synergic effects. First and most importantly, the value of animation character is role of communicator in mass culture. The diverse personality and behavior of Animation character affects masses's a way of thinking and act. But the personality and behavior of Animation character express an extreme inclination, for the most part. And presentation of role's model that is necessary for maintenance and continuance of mass society is Auctioning wrongfully.

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