• Title/Summary/Keyword: Cartoon Frame

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Study on the Cause of Generalized Quadrangle Frame in Comics (만화에서 사각형 칸의 일반화 원인에 대한 분석)

  • Kim, Jony
    • Cartoon and Animation Studies
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    • s.23
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    • pp.51-66
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    • 2011
  • Rodolphe Toepfer invented cartoon frames and following cartoonists developed this idea. But cartoon frames defineed before in historical documens and artifacts give a hint of the structure of a cartoon frame. In historical documents and artifacts show various form of the quadrangle frames. Now we see the cartoon frame is a result of historical things. Artists input in the framework, dubbed as a cartoon frame, all kinds of icons that belong to cartoon's language. Readers accept messages that artists want to say by considering this formation. Although cartoon frames are similar to camera frames they are more flexible than other general frames. By this flexibility, different shapes of frame influence reader's experiences. Applying these various cartoon frames extends function of framework. And if used by many cartoonists, you gradually get a rule. A time-tested rule standardizes it. In theory, shapes of frame are changeable in many ways. But frequently used frames are standardized in just one formation. In the process, I think it is a tacit rule of human lifestyle. That is a quadrangle. Why is the quadrangle chosen by a long term polished rule of frame? This study is to realise why a quadrangle form is used and its relation to human lifestyle.

The Work's of Art on Syncronized Interaction between Frame Images and the Sound (프레임 이미지와 음의 상호작용에 관한 작품연구)

  • Lee, Gwang-Hun
    • Cartoon and Animation Studies
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    • s.5
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    • pp.472-475
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    • 2001
  • 논고에 제시한 작품의 제작 과정과 발표를 토해보편성을 가진 실사의 동영상 이미지들을 프레임(frame)이라는 구조적 차원으로 확대하고 분석하여 시간속의 이미지와 음의 관계를 파악하고, 환원하여 이를 통한 시각적 훈련과 교육의 방법적 기틀을 마련함으로써 애니메이션의 학문적 가능성을 파악하고자 한다.

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Mobile Web Capture notes system Research on learning maturity (모바일 웹 캡처 메모 시스템의 학습 완성도에 대한 연구)

  • Lee, Yean-Ran;Lim, Young-Hwan
    • Cartoon and Animation Studies
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    • s.32
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    • pp.363-381
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    • 2013
  • In this paper, on the web, offline mobile learning content to reinforce the learning of the video frame-by-frame necessary for re-learning area to capture only the important areas. The frame of the captured image and the image in the form of advanced training time saved and also a description of the notes feature to store. The area needed for the capture area re-learning the learner to learner-centered custom systems can be applied. In order to capture the learning program, regardless of the configuration of the selected frame by frame in order to capture the user-centric storytelling-based learning can be applied. Capture the full effect of the system compared to learning and learner-centered learning time-saving reconstruction of the frame according to the customized learning to play a positive role in improving effectiveness.

Auto Frame Extraction Method for Video Cartooning System (동영상 카투닝 시스템을 위한 자동 프레임 추출 기법)

  • Kim, Dae-Jin;Koo, Ddeo-Ol-Ra
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.28-39
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    • 2011
  • While the broadband multimedia technologies have been developing, the commercial market of digital contents has also been widely spreading. Most of all, digital cartoon market like internet cartoon has been rapidly large so video cartooning continuously has been researched because of lack and variety of cartoon. Until now, video cartooning system has been focused in non-photorealistic rendering and word balloon. But the meaningful frame extraction must take priority for cartooning system when applying in service. In this paper, we propose new automatic frame extraction method for video cartooning system. At frist, we separate video and audio from movie and extract features parameter like MFCC and ZCR from audio data. Audio signal is classified to speech, music and speech+music comparing with already trained audio data using GMM distributor. So we can set speech area. In the video case, we extract frame using general scene change detection method like histogram method and extract meaningful frames in the cartoon using face detection among the already extracted frames. After that, first of all existent face within speech area image transition frame extract automatically. Suitable frame about movie cartooning automatically extract that extraction image transition frame at continuable period of time domain.

Cuts and Frames as the Segmented Formation of Time and Space : From Prehistory Picture to Hypertext (시간과 공간의 분절(分節)형식으로서의 칸과 틀 : 선사화(先史畵)에서 하이퍼텍스트까지)

  • Lee, Soon-Gu
    • Cartoon and Animation Studies
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    • s.9
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    • pp.1-17
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    • 2005
  • The image that reflects the lapse of time can only take the form of segmentation originally. All of the fixation status in an image is shown to us as the form of division(segmentation) whether it is the form of two dimensional paintings or three dimensional sculptures, but not the form of video monitors. This kind of method was extremely developed in the cartoon field. Therefore, the cartoon evolves the subjects of events and finds the worth and meaning through the arrangement of cuts. Also, Animation inquires into the principles of attaching the media continuously. The media is represented in the segmentation according to the lapse of time and I tend to analyze the origination of cartoon formation. Consequently, I tired to find the examples of the prehistoric cuts and forms, the divisions of fragmented cartoon stripes, and the cuts and forms which are composed of narrative and descriptive styles of arrangement, and finally can certify and validate them. In summary, the sections and divisions of the variable kinds of cuts and frames for the expression of the time were corroborated. The potentials of the space usage and the diversity of the cartoon formation were also founded and illustrated to suggest the broader stands of cartoon.

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Typological characteristic of the comics published gutter (출판만화 칸새의 유형별 특징)

  • Lee, Suk Jae;Yoon, Ki Heon
    • Cartoon and Animation Studies
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    • s.33
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    • pp.271-291
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    • 2013
  • Cartoons exhibit contents and images and deliver them to readers by repeating frames. Frames embody the cross sectional factors of space-time, and the repetition of frames makes those cross sectional factors into a continuous flow. The gutter, which exists between frames, takes the role to make the continuous flow link smoothly, and at the beginning stage of the gutter, the operating of the gutter was usually passive by the frame meanings. However, the gutter is not just a medium for linking the frames, but is an efficient participation device for creating new expression methods of cartoon organization. By producing new directing methods for cartoon organization, the distinctive functions of the gutter have been kept alive with cartoon history. The distinctive functions of the gutter can be divided largely into transition function, reminiscence function, speech balloon function, pen function, and decorative function. And those functions perform actively as direct expression method of the gutter. When those functional methods are expressed by the author's intention and the frequency of them is generalized according to described contents, using each author's individual differences can suggest direction for new directing organization of cartoons.

영상에서 프레임(Frame)의 등가성(等價性)에 관한 공간연구

  • Choe, Don-Il
    • Cartoon and Animation Studies
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    • s.5
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    • pp.525-530
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    • 2001
  • 영상의 시작은 시나리오의 내용을 가장 밀도 있게 담아내기 위해 피사체를 카메라를 통해 특정 부분을 찾고 선택하는 일에서부터 이루어진다. 이러한 의미에서 영상의 최소단위인 프레임에 대한 이해와 연구는 매우 중요하다. 따라서 본 작품연구에서는 사각의 틀에 고립된 피사체와 고립 전 피사체의 본래 의미를 살펴봄으로써 프레임 공간의 관계성을 이해하고 밀도 있는 애니메이션의 화면 구성을 연출하기 위한 단초를 마련해 보고자하였다. 이러한 맥락에서 스토리가 있는 입체방식의 클레이툰 형식으로 작품을 제작하여 의도적으로 선택된 틀 속의 인물과 틀 밖의 대상(인물과 자연)에 대한 가치이 동일성을 제시하고자 하였다. 또한 작가 자신의 다양한 역할에서 요구되어지는 이중적 사고의 명암을 상징적인 사각틀(삶의 공간)을 통해 내면적인 포용과 갈등의 관계로 표현하였다. 그러나 이때의 포용과 갈등은 삶의 전체공간에서 용해되어 새로운 가치를 이끌어 내는 원천이 되고 이는 곧 일상 속의 다양한 행태(틀)가 삶이라는 전체의 공간과 동등한 가치를 갖고 있음을 진지하게 생각하는 계기가 되었다.

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Comparative Study On Frame And Mise-en-Scene in Animation, Live-Action Movies & Digital Cinema (애니메이션, 실사영화, 디지털영화의 프레임과 미장센 특성 비교연구)

  • Kum, Bo-Sang
    • Cartoon and Animation Studies
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    • s.11
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    • pp.41-53
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    • 2007
  • Due to the development of digital cinema, Animations are no longer a peripheral part of movies and become major role in making films, including live action movies. This kind of change makes the distinctive line between animations and live action movies vague. In order to prevent such side-effect, this study is aimed at building solid territory again between the two by reviewing the difference and, based on it, looking for effective cinematic techniques to produce synthesized and digitalized images. First of all, consideration on mise-en-scene is crucially required to tell this line. The mise-en-scene is a director's own unique style in making films. In other words, it is a symbol expressed by him/her. With the mise-en-scene, competitive directors explore huge possibility of image expression and know how to use it audiences can understand. Therefore, I look into a set of studies on the mise-en-scene and methodological problems because it is thought that the mise-en-scene is an important element to distinguish way of expression in animations, live action movies and digital cinema. In addition, owing to these fundamental differences, both movies have their own limitation on representation even though they imitate it each other. Synthesized images produced by both representation may not overcome that limitation and even worse bring up the lack of expression and the increase on unfamiliarity, which reduce audiences' interest. But ironically speaking, digital cinema accept each representation. And it serves as hindrance to narrative's delivery not to balance each of it. Therefore, digital cinema that integrate animations and live action movies should keep an eye on the overuse of images and pursue balanced mise-en-scene.

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Automatic Video Genre Classification Method in MPEG compressed domain (MPEG 부호화 영역에서 Video Genre 자동 분류 방법)

  • Kim, Tae-Hee;Lee, Woong-Hee;Jeong, Dong-Seok
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.27 no.8A
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    • pp.836-845
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    • 2002
  • Video summary is one of the tools which can provide the fast and effective browsing for a lengthy video. Video summary consists of many key-frames that could be defined differently depending on the video genre it belongs to. Consequently, the video summary constructed by the uniform manner might lead into inadequate result. Therefore, identifying the video genre is the important first step in generating the meaningful video summary. We propose a new method that can classify the genre of the video data in MPEC compressed bit-stream domain. Since the proposed method operates directly on the compressed bit-stream without decoding the frame, it has merits such as simple calculation and short processing time. In the proposed method, only the visual information is utilized through the spatial-temporal analysis to classify the video genre. Experiments are done for 6 genres of video: Cartoon, commercial, Music Video, News, Sports, and Talk Show. Experimental result shows more than 90% of accuracy in genre classification for the well -structured video data such as Talk Show and Sports.

Analyzing the Mise en Scene of Animation (애니메이션 미장센 분석)

  • Lee, Tae-Gu;Lee, Hwa-Sei
    • Cartoon and Animation Studies
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    • s.13
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    • pp.153-162
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    • 2008
  • This paper show that we analyze the mise en scene of animation based on the theory of mise en scene in film. The mise en scene of animation has a large range of utilization in contrast to film. This affects the development of film synthesized with an actuality film. The theory of mise en scene of early realistic film director is extended by the animation techniques. And the theory of mise en scene in digital film is raised newly. The mise en scene in animation has the property that ail elements Is represented in one frame. And then this has a success in different aesthetics. The problems of in-country animation - the absence of production in the present condition - is to be achieved by the production using mise en scene.

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