• Title/Summary/Keyword: Disney Animation

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A Study on the Change of Gender Expression in Animation and Live Action Films Characters : In the Enneagram Perspective (<알라딘> 애니메이션과 실사영화 캐릭터 젠더표현 변화에 관한 연구 : 에니어그램을 중심으로)

  • Jeong, Jae-Pil
    • The Journal of the Korea Contents Association
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    • v.22 no.7
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    • pp.599-606
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    • 2022
  • This study investigates trends and changes in gender expression in film and animation. It compares how gender, race, and class discrimination that was socially and culturally expressed differently in past and modern media contents. Indiscriminate content appreciation by the "digital native" generation is likely to unconsciously create false stereotypes. In this study, 「Aladdin」(1992) and 「Aladdin」(2019) were analyzed. This study looks at in the characters have changed since the original, which was a 2D animation in 1992, was re-released as a live-action film in 2019. For character analysis, we compare and analyze major characters and find out the differences based on the nine personality types of Enneagram, which define human personality types. As a result, Princess Jasmine's character change was remarkable. In the past, Disney animations had the majority of patriarchal and male-dependent princess characters, but now Disney is aiming for self-directed and independent female characters. Also, scenes that could instill stereotypes of gender, race, and class were changed. Disney's change can be seen as expressing the gender image that the public wants. Analysis of the change in character's personality in these works can be a useful methodology for creating attractive characters for the public.

Analysis of Roles of Lighting and Background Musik for Storytelling - a Case Study of Disney's Short Animated Film (스토리텔링에서의 조명과 배경음악의 역할 분석 -디즈니 단편 애니메이션 <페이퍼맨>을 중심으로)

  • Park, Eun-Hea
    • Journal of Korea Multimedia Society
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    • v.18 no.8
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    • pp.988-995
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    • 2015
  • In 2013, Academy Award for Best Animated Short Film was granted to Walt Disney's short animation, (2012). With various aspects of its excellence, I focus on the very effective use of digital lightings and underscores for storytelling as its success factors. In this respect, this paper aims at analyzing the roles of the visual factors, especially tone, contrast, etc. created by lightings, and audio factors, especially underscores, in the film's story development. I find that can be characterized by the well-built story structure with distinct three acts. The main stream of the story is expressed with the overall mood that is created by the fine adjustments of brightness of the main light, and contrast. And the direction and the intensity of the lighting successfully describe the emotions of the characters in each scene. In addition, I find that properly chosen and positioned underscores make the development of the story more dynamic and more harmonized.

Analysis of Montage Pattern of e-book as a Film Language (영상 언어로써 이북(e-book)의 몽타주 패턴)

  • Shin, Seungyun
    • Journal of Korea Multimedia Society
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    • v.19 no.7
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    • pp.1216-1224
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    • 2016
  • This study analyzed the montage pattern of e-book in a bid to include e-book in the film language system. To this end, this study targeted three pieces of e-books which reproduced the animation for theater use of Disney Company. This study did research on characteristics of montage in films, and kinds of film vectors, and defined it as 'Montage of Experience' according to media characteristics of e-book. This study deducted the montage pattern of 3 sorts of classification, and 10 sorts of detailed classification by doing research on the analysis object. This study has a significance in that it pioneers a new perspective in e-book research which has been biased towards a functional perspective. Analysis of the point of contact where the existing visual media, and new media meet with each other could be a driving force promoting the growth of the relevant industry, and this study thinks that the analysis of the point of contact is the research which is helpful to working out qualitative improvement of e-book contents.

A Study on Development of Disney Animation's Box-office Prediction AI Model Based on Brain Science (뇌과학 기반의 디즈니 애니메이션 흥행 예측 AI 모형 개발 연구)

  • Lee, Jong-Eun;Yang, Eun-Young
    • Journal of Digital Convergence
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    • v.16 no.9
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    • pp.405-412
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    • 2018
  • When a film company decides whether to invest or not in a scenario is the appropriate time to predict box office success. In response to market demands, AI based scenario analysis service has been launched, yet the algorithm is by no means perfect. The purpose of this study is to present a prediction model of movie scenario's box office hit based on human brain processing mechanism. In order to derive patterns of visual, auditory, and cognitive stimuli on the time spectrum of box office animation hit, this study applied Weber's law and brain mechanism. The results are as follow. First, the frequency of brain stimulation in the biggest box office movies was 1.79 times greater than that in the failure movies. Second, in the box office success, the cognitive stimuli codes are spread evenly, whereas in the failure, concentrated among few intervals. Third, in the box office success movie, cognitive stimuli which have big cognition load appeared alone, whereas visual and auditory stimuli which have little cognitive load appeared simultaneously.

Animated characters of Disney animation using the transformation and alter ego of fantasy (변신과 분신의 환상을 활용한 디즈니애니메이션의 인물표현)

  • Lee, Hye-Won
    • Cartoon and Animation Studies
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    • s.44
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    • pp.117-141
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    • 2016
  • The various representations are receiving attention in modern society that has so many contents. Among them, the fantasy shows that you can not see in reality. But the intention of these fantasies is not giving a visual fun. The fantasy show the reality through stories that are not in reality. The fantasy that allows readers to continue to make the suspect between the real and the imagination and that suspect arises from the desire of real life. If the desire break the community, the social ideology will collapses. Conversely, if the desire is overturned by community, the social will be maintained. The goal of the fantasy which has the relationships of society is revealed through the various expressions of existence. They are divided into the subject and the other show the inner side of the main character. The subject shows the inner side of the main character by the transformation, alter ego and the other exists. The other shows the desire of the subject by the transformation, alter ego and the strangers. Disney animation studios select the target audience and the message in relation with the society. They choose the original like the fairy tale, myth and change them to satisfy the middle class. The characters of Disney animation says that messages by the expression of fantasy. The subject go through the transformation by twice. The first transformation is antisocial and the second transformation is social. The second shows a complete transformation. The other characters personified show the many kinds of the main character. The other as the alter ego of the main character represents the desire of the subject. They are described as an object of fear and exclusion. They expresses as a dark and menacing looks and hinders the complete transformation of the subject. But they were overthrown by the subject at the end of the story and it strengthen the social ideology. As a result, Disney highlights the value and the moral message of the society by using the representation of fantasy.

A Study on the Meanings of Bodily & linguistic Expressions Appeared Animation Characters in Cultural Values (문화적 가치로 본 캐릭터 신체언어에 관한 연구)

  • Yoon, Jae-Jun
    • Cartoon and Animation Studies
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    • s.9
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    • pp.184-198
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    • 2005
  • Characters are composed of universal value system that can be applied to the oriental and western world, while there are based on the differences in general and cultural values distinguished by the said two worlds. In modern society expressed as the age of moving image, the products concerning the characters have played a role as a forerunner of the spread of culture in the formation of new markets, regardless of considering the relationship between animation industry in Korea and the counterparts in the USA and Japan. Furthermore, as a successful role model, eastern and western character industries have penetrated deeply into our daily lives, in terms of our cultural values. Based on the assumption that characters reflect the cultural values, This study investigates the meanings of bodily & linguistic expressions appeared in animation characters and reviews the method of enhancing their values and effectiveness as cultural assets.

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A Semiotic Study on Storytelling Structure in Edutatinment -The Educational Animation For Kids, - (에듀테인먼트에서의 캐릭터 중심 기호학적 생성구조 연구 -어린이 대상 애니메이션 <뽀롱뽀롱 뽀로로>를 중심으로-)

  • Song, Mi-Sun
    • Journal of Digital Contents Society
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    • v.9 no.4
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    • pp.669-677
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    • 2008
  • Since the great success of the Disney animations like , the classification of audience target in animation according to an age group started a possibility of edutainment in the industry. Especially, a few animations for preschool children made by Korea have been largely successful in domestic and foreign markets. The study analyzed a distinguished structure of a story stressed by character by Greimas's theories in the educational animation. The animation for kids as this study target is one of successful contents in edutainment. It also analyzed as one of parallel contents in abroad. It is a meaningful study which considers a story structure of the animation as aspects of edutainment contents for preschool children.

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Methodological Review of Animation Narrative Analysis (애니메이션 서사분석을 위한 방법론적 고찰)

  • Kwon, Kyung-Min
    • The Journal of the Korea Contents Association
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    • v.7 no.6
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    • pp.119-126
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    • 2007
  • As the digital environment expended, concern about importance of narrative and its value has been increased. But detailed study regarding narrative analysis leaves much to be desired. Most studies on animation narrative structure are focused on Japanese and Disney animation of America, shot films in particular. Plus these have not been done by the comparative method but separately by product. This study aims at clarifying the peculiar narrative characteristics between Chinese and American animation through the comparative analysis about s, which are produced in the respective countries, China on behalf of High-context culture and America as the Low-context culture.

Expressed Follow Pan's real expression study in a long piece Japanese Animation (일본 장편 애니메이션 작품에 표현된 Follow Pan의 실재감 표현연구)

  • Kim Jea-Ho
    • Journal of Science of Art and Design
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    • v.8
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    • pp.45-61
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    • 2005
  • The 2D animation screen is a screen work that is produced on the plane. So, it is superficial in terms of space. Therefore, we expressed via picture technique that uses the movement of camera and back-ground in order to recreate the image of realistic feeling that has multiple effect. Though all multiple-effects were expressed realistically in the early Disney animation of the United States, Japan used the expression of Follow Pan profoundly to provide the animation with economic expression of picture and the depthof screen in order to realize a new technical expression of limited animation while it was producing TV series works in 1960s. Now it is positively expressed even in the United States, too. This study tries to analyze the example that applied the long piece works of Japan which was expressed via the Follow Pan, that is, the movement of camera, to the real approach.

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A Study on the Family Animation in Korea (국내의 가족(Family)용 애니메이션에 관한 연구)

  • Hwang, Hye-Young;Kim, Ji-Hong
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.232-234
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    • 2006
  • Main purpose of producing animation is to entertain children, however, it is create for adult as an art form. For commercial animation focus on young generation rather than art animation, to make consume all over the world. To extend usability, animation company divert from child only contents to family animation, Especially, not even Disney animation company but many animation productions changed their policy and more stressed on that recently. It, however, can not be detected any research on this subject, So this study can proved a basic theory of defining term of family animation and contents with to overcome the limitation of viewers range as consumers. Firstly, it is investigated the family animation in domestic and overseas, secondly will be clarified the target for animation and compare to market for other country, it also be a basic analysis of understanding a family animation in the ways of producing and merchandising as goods.

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