• Title/Summary/Keyword: Disney animation

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A Study on the Visual Effects of Non-Photorealistic Rendering Animation focusing on 'Paperman,' a Short Animation (넌-포토리얼리스틱(Non-Photorealistic) 렌더링 애니메이션의 시각 효과 기법 - 단편 애니메이션 Paperman을 중심으로)

  • Park, Sung-Won
    • Cartoon and Animation Studies
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    • s.40
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    • pp.139-155
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    • 2015
  • Animation is completed in accordance with the original planning of visual direction in the process of post-production. Especially, a variety of visualization skills to meet the planning idea are directed in editing and compositing processes such as rendering and shading in the production of 3D animation. Therefore, the studies how to implement these visual effects have been conducted since the emergence of the animation. The rendering method which appears in the recent animations so often is the effect of 2D animation style although it is applied by 3D technique. 3D animation can be classified as two types including photo realistic and non-photo realistic renderings. The former is to render the images realistically while the latter is to highlight the formative effect with analogue style free from the realism of the photographs. Visual effect of 2D animation is non-realistic, that is, non-photo realistic rendering. The animations produced by this method have the depth of 3D animation expression in terms of space and animating, and can direct the viewer-friendly analogue style visuals, which are widely used as a post-production effect. Hence in this study, we selected a short animation, 'Paperman,' one of Disney's animations, produced by cartoon rendering method which belongs to the class of non-photo rendering technique in 3D graphics, as our subject. We analyzed their techniques and visual effects of the scenes expressed by cartoon rendering method so as to understand whether they meet the original direction idea with the composition work. In addition, we expect further developments of post-production methods, exceeding the limit of graphic expression in alignment with the trend that has become more various in the types and genres of non-photo rendering.

An Animated Study Based on Games - based on the 12 Stages of Christopher Vogler's heroic journey

  • Kim, Tak Hoon;Jeon, Cheon Hoo
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.175-184
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    • 2018
  • The commercial success of the game has also led to animation of the original game, especially the live version of The Street Fighter II in 1994 and a variety of videos of the game-based version, 2D Animation and 3D Animaion until now. But animations are not always successful because they are based on popular and commercially successful games. That's because when the original game was remade into an animation, the difference between the narrative structure of the original game story and the setting of the game and animation is striking. Nevertheless, a feature-length animation based on the Angry Birds game, which was released on May 19, 2016, has also been a huge commercial success, with this paper analyzing the case applied to the 12th stage of Christopher Vogler's hero's journey, Aengibird the Movie, and discussing the way in which the animation developed based on the game compared with other animations. Christopher Vogler, a Hollywood playwright, analyzed the structure of popular-loved movies based on the common narrative of the myth as the main motif of the mythologist Joseph Campbell. His narrative style is a hero's journey, using a total of 12 stages of epic narrative structure to help the protagonist find himself and achieve what he wants. Foreign heroes, adventure films as well as animations from big studios like Disney, Pixar, and Ghibli are using the story-development method of this Christopher Vogler.

Analysis of Gender Role Behaviors in Accordance with Visual Expression of Disney Animation: Focusing on Female Characters of Mulan, Tangled, Moana, and Frozen 2 (디즈니 애니메이션의 시각적 표현에 따른 성 역할 행동 분석: 뮬란, 라푼젤, 모아나, 겨울왕국2 여성 캐릭터를 중심으로)

  • Jung, Yi Seul;Kim, Eun Jeung
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.107-117
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    • 2020
  • Animation films form a substantial part of pop culture and depict the sociocultural changes and values of the time in which they are made through visual expression of story and characters. In the process of appreciating animation films and accepting the characters, the audience learns the gender role behaviors that appear in the works as socially acceptable representations of men and women. This study illustrates whether the expression of gender role and behaviors of characters from animation films have changed over time or not by analyzing the costume and gestures of the female protagonists in 'Mulan', 'Tangled', 'Moana', and 'Frozen 2'. These films are considered to reflect the modern female identity on their story and characters. The study confirms that the stereotypical gestures and behaviors of women are still used today to portray the female protagonists in the animation films contrary to the story composition and various aspects of characters which escaped the formal stereotype. It is important for children and adolescents, the main consumers of animation, to learn and know how to consume media properly. Thus, this study seeks to illuminate the importance of research on animation literacy eduction for children and adolescents by examining the visual expressions and their implications in various animation films.

Design of A Tool for Color Combination Image Effects on Animated Characters' Clothes (애니메이션 캐릭터의 의상 컬러에 대한 배색 이미지 탐색도구 설계)

  • Sohn, Eun-Ha;Kim, Jae-Ho
    • Journal of Korea Multimedia Society
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    • v.10 no.10
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    • pp.1319-1327
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    • 2007
  • Clothing color for animation characters is very important in expressing a given characters image and characteristics. Consequently, in this paper, we propose a tool that allows an easy and simple selection of clothing color combinations in conjunction with previous color combination image research (color image chart). This tool has two functions, The first allows the user to search what color best fits a given image, and the second calculates which image is closest to the color that user has chosen. This tool was developed so it can be used over the web, and was used to verify whether the color combination for Disney and Dream Works animated characters' clothing has been selected appropriately according to the character's image, as determined through a survey.

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Metaphorical imagination and storytelling in short animations (단편 애니메이션에 나타나는 은유적 상상력과 스토리텔링 - <페이퍼맨>을 중심으로 -)

  • Lee, Dong-Eun
    • Cartoon and Animation Studies
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    • s.45
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    • pp.435-450
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    • 2016
  • Animation is an artificial image created by artist's imagination. Animation is defined as "the art of the animated image" in the sense that immobile images can be seed as a living creature. In other words, the term "diegesis" in modern arts genre is generally considered as something that indicates fictional world in which narration develops. Therefore, when we say that animation world is formed based on diegesis, it represents the fictionality of animation world. The problem occurs at this point. Even thought the animation world is recognized as a fictional world, we contradictorily believe that the event occurring in the screen world are real and accept them as a true message. This condition is called "quasi-emotion". Quasi-emotion is not fake bit not real either, and it is the third emotional state. It happens when we "make believe" that we believe a fictitious figure or a situation. However, in order to actively operate this "make-believe" state, an appropriate environment and props are required, specially metaphorical imagination and storytelling in short animated film. So that this article will draw a conclusion from the method that make-believe the fictional world and communicate the message through analysing the short animate film, form Disney.

A Study on the Change of Female Characters in Disney Animation Films - Focusing on (디즈니 애니메이션 영화의 여성 캐릭터 변화에 대한 연구 - <말레피센트, 2016>를 중심으로)

  • Zhao, wen-jiang;Choi, dong-hyuk
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.59-60
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    • 2019
  • 2016년 개봉한 <말레피센트>는 디즈니 애니메이션 영화 <잠자는 숲속의 공주>를 원작으로 한 판타지 영화이다. 원작 <잠자는 숲속의 공주> 이야기를 바탕으로, 기존의 전통적인 공주와 왕자의 사랑이야기를 벗어나지 않으면서, 마녀가 진정한 사랑을 깨닫는 이야기로 각본되었다. 이러한 각본의 특징은 최근 반복적인 이야기 구조에서 벗어나 시청자와 공감대를 형성하려는 스토리로써 크게 성공하고 있다. 때문에 디즈니 애니메이션의 캐릭터 변화에 대한 연구를 통해 최근 여성 가치관의 변화에 관한 연구가 필요하다. 이를 위해 본 연구에서 디즈니 애니메이션의 대표작품을 선정하고 주요 여성 캐릭터를 대상으로 외모측면, 권력 및 계급 측면, 젠더 측면 등의 캐릭터의 대비를 진행하였다. 연구결과 전통적인 여성 캐릭터 이미지와 의미는 능동적이고 주체적으로 변화되고 있는 것으로 확인되었고, 현 시대가 공감하는 여성의 가치를 중심으로 스토리를 더욱 현실감 있게 표현하여 영화를 성공으로 이끌 수 있었음을 알 수 있었다.

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Research on the Development of One IP(intellectual property) Animation & Game in Chinese Market

  • Pan, Yang;Choi, Chul-Young;Meng, Zilu
    • International Journal of Internet, Broadcasting and Communication
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    • v.11 no.2
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    • pp.67-75
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    • 2019
  • "No IP, No Content" has become a phenomenon in the content industry, high-quality IP has a strategic importance. It has become a Trinity in the movie-anime-game basic package, Competition is more intense. However, there is a tremendous amount of know-how hidden behind the use of IP to operate games well. We are worth exploring in detail. The research and analysis of digital IP market, the advantages and disadvantages will be the focus of our pragmatic research. As an emerging market in the digital industry, China has great research value. This paper analyzes the status quo of the current Chinese market by comparing the mature US and Japanese markets. For example, the research of American Disney Company analyzes the mature market structure of Japan. compared with the excellent case of the Chinese market legend of qin. By studying the current situation of China's digital market, analyzing the interest trends of the customer base, discovering existing problems and improving the accuracy of the prediction and judgment of the Chinese digital market in the future.According to the survey, the IP heat is mainly concentrated in six categories of games, animation, TV, variety, movies, and novels. At present, the most popular IP of manufacturers have three major categories. This article will conduct research and analysis on digital IP, and analyze the market status of China, the United States, and Japan and the research on outstanding representative works in the market.

Comparison of Acting Style Between 2D Hand-drawn Animation and 3D Computer Animation : Focused on Expression of Emotion by Using Close-up (2D 핸드 드로운 애니메이션과 3D 컴퓨터 애니메이션에서의 액팅(acting) 스타일 비교 -클로즈-업을 이용한 감정표현을 중심으로-)

  • Moon, Jaecheol;Kim, Yumi
    • Cartoon and Animation Studies
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    • s.36
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    • pp.147-165
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    • 2014
  • Around the turn of 21st century, there has been a major technological shift in the animation industry. With development of reality-based computer graphics, major American animation studios replaced hand-drawn method with the new 3D computer graphics. Traditional animation was known for its simplified shapes such as circles and triangle that makes characters' movements distinctive from non-animated feature films. Computer-generated animation has largely replaced it, but is under continuous criticism that automated movements and reality-like graphics devaluate the aesthetics of animation. Although hand-drawn animation is still produced, 3D computer graphics have taken commercial lead and there has been many changes to acting of animated characters, which calls for detailed investigation. Firstly, the changes in acting of 3D characters can be traced from looking at human-like rigging method that mimics humanistic moving mechanism. Also, if hair and clothing was part of hand-drawn characters' acting, it has now been hidden inside mathematical simulation of 3D graphics, leaving only the body to be used in acting. Secondly, looking at "Stretch and Squash" method, which represents the distinctive movements of animation, through the lens of media, a paradox arises. Hand-drawn animation are produced frame-by-frame, and a subtle change would make animated frames shiver. This slight shivering acts as an aesthetic distinction of animated feature films, but can also require exaggerated movements to hide the shivering. On the contrary, acting of 3D animation make use of calculated movements that may seem exaggerated compared to human acting, but seem much more moderate and static compared to hand-drawn acting. Moreover, 3D computer graphics add the third dimension that allows more intuitive movements - maybe animators no longer need fine drawing skills; what they now need is directing skills to animate characters in 3D space intuitively. On the assumption that technological advancement and change of artistic expressionism are inseparable, this paper compares acting of 3D animation studio Pixar and classical drawing studio Disney to investigate character acting style and movements.

A Diachronic Analysis of Characters in Movie Versions of Cinderella (영화화된 <신데렐라> 캐릭터들의 통시적 비교분석)

  • Lee, Youn H.
    • Cartoon and Animation Studies
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    • s.40
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    • pp.315-336
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    • 2015
  • Since it is imperative to share the values with the spectators to convince the public of the era, the main characters of a story that underwent numerous adaptation through time would change gradually. This paper examined changes of the main characters in various versions of Cinderella. Until the mid-20th century, Cinderella would be portrayed as a meek, passive and obedient girl as in the original fairy tale version of Perrault. As moving to 70s, a heroine who acts with her own feelings and thoughts began to appear. In the 90s, spectators could meet a protagonist who fought fiercely to be the owner of her own fate, and in the recent Disney movie, Cinderella stood up for herself while accepting herself as she was. The prince character also underwent similar transition. In the early versions of Cinderella, the prince would be a vague figure with a title who was desired by all maids in the country. It is in the 70s that the prince began to be portrayed as a person who has his own problems. In the recent years, the spectators could see the process that the prince transformed from a naive aristocrat to a man with responsibilities. In modern society, women have more social opportunities compared to the past, and women's social statuses do not need to be secured by relationship with men any longer. Thus Cinderella story is not as popular nowadays, moreover somebody whose dream is becoming Cinderella would subject to social reproach. However, beside the gender, the story could be the only hope for people who feel a sense of helplessness that there is no chance in their lives. As result variations of Cinderella story will go on as long as people of social deprivation exist.

The Characteristics of Hybrid Visual Direction of Musical Animation Film -Focusing on - (뮤지컬 애니메이션 영화의 혼성적 영상연출 특성 -<겨울왕국, 2013>을 중심으로-)

  • Lee, Hae-Ra;Lee, Hyun-Seok
    • The Journal of the Korea Contents Association
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    • v.15 no.12
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    • pp.50-60
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    • 2015
  • The animation film , which became a worldwide sensation with its theme song 'Let it go', did not only rank first in the U.S. box office - it was also the greatest box office hit in the history of Disney animation. Why did , recreated into a musical animation, become a worldwide success and what were the characteristics of its materialized hybrid visual direction technique? In order to look into this, firstly, literature on musicals and animations were studied, and secondly, analysis standards were drawn for musical characteristics of musicals and direction techniques of animations. Thirdly, analyzation and investigation will be conducted on hybrid visual direction techniques based on the research above with as the example. Through this study, it's known that realizes its musical features such as 'exaggerated acting,' 'delivering the meaning of circumstances', 'dramatic expression of emotion' and etc. through animated characters and that its background music is aided by 'narrative features' through its musical composition. Besides, its snow effect through animated VFX composing scenes along with its musical characteristics realizes hybrid image direction. It can be said that image directing effects of musical animations through hybrid grafting and the characteristics of image aesthetics generate public demands worldwide.