• Title/Summary/Keyword: Game Animation

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Analysis on designer's cognitive thinking process in 3D animation design (3D 애니메이션 제작을 위한 디자이너의 인지적 사고과정 분석)

  • Kim, Kie-Su
    • Cartoon and Animation Studies
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    • s.20
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    • pp.1-14
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    • 2010
  • The success of a three-dimensional blockbuster movie, AVARTA, brought an public attention on the expansion of three-dimensional computer applications, and it allows experts predict further hardware technology developments to support the such applications. Futhermore, an internet based infra structure and three-dimensional structure, third generation network community, advanced computer networks have influenced advancement in computer technology within the 3D game industry and the spread of 2D computer animation technologies. This advancement of computer technologies allow the industry to overcome a limitation of generating cultural design contexts existed within 2D network community. However, despite of the expansion of 2D and 3D computer technologies, a limitation of analysing designers' intentions on morphology of digital contents and user interface still exists. Therefore, the purpose of this study is to analyze (1) present conditions of the 3D industry and (2) protocols of designers' cognitive design processes based on their design communication, contents, and tools. Analysis was conducted based on literature reviews and case precedent analyses. For the analysis, a 2D Avarta sketch character was designed and then applied into a 3D game system. Observations how designers solve cultural problem within the structure via Avarta were conducted. Outcomes were then coded for further analysis.

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A Comparative Case Study on Studio Specialized in Digital Concept Art -Focused on the Field of Animation and Game- (디지털 컨셉 아트 전문 스튜디오에 관한 사례 비교 연구 -애니메이션 및 게임 분야를 중심으로-)

  • Choi, Do-Won;Lee, Heon-Woo;Lee, Hyun-Seok
    • Cartoon and Animation Studies
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    • s.36
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    • pp.167-187
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    • 2014
  • Animation-related films and game industries have been expanding their markets rapidly responding to sharply increasing public demand. The production processes of major studios are getting more and more specialized and detailed. Therefore, they feel burden to manage and maintain as the HR and physical sizes are getting greater. So, independent studios which perform partial processes of the works are increasing over North America and Europe. Specialized studios build previous functions and related business models. They are expanding their areas. Therefore, this study targeted studios specialized in digital concept art in free production step. The characteristics of such studios were analyzed. To this end, first definitions of digital concept art concepts and functional & artistic features of entire production, and their application to business were deliberated through documents and online. Based on the results, the features of 'concept art service', 'self-brand business/ communication', and 'education service' were drawn. Second, based on it, targeting three con cept art studios such as Atomhawk (UK), FengZhu Design (Singapore), and Studio Gage (Korea), case research was done. Comparative analysis for the cases was conducted. It turned out that concept art studio s lead new market demand through active business strategies such as related contents development, marketing, etc. based on specialization. This research is significant to understand global trend of newly establishing specialized studios market and suggest reference data to improve prospective domestic specialized studios competitiveness.

A Study of Trans-media in Fantasy Genre - Focusing on the Game of Thrones - (판타지 장르의 트랜스미디어 연구 -왕좌의 게임(Game of Thrones)을 중심으로-)

  • Jang, Dong-Gon;Kang, Ji-Young
    • Cartoon and Animation Studies
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    • s.48
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    • pp.173-197
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    • 2017
  • The purpose of this study is to investigate the extensibility of transmedia contents of fantasy genre, and then to examine the characteristics of trans-media contents and analyze how the contents of fantasy genre have become trans-media. The definition and characteristics of the trans-media are distinguished from the existing theories such as One Source Multi Use (OSMU) and Crossmedia. At the same time, this study analyzes the extensibility of the trans-media contents applied to the fantasy genre and it compares with other medias such as novels, videos, games, etc. This shows that the game of the throne was more like to the second order adaptation through video adaptations that succeeded in success compared to the original novels that in expanding into trans-media compared with existing fantasy genre contents represented by the Lord of the Ring. The difference is that although the game of the throne is a fantasy genre content, it does not inherit the existing database genre elements, and it has been found that it has a different aspect from the existing customary form from the role of the character to the whole narrative. The analyzes presented in this study are equally valid for single content, not just for transmedia specific elements.

Meta-representation of Video Game through the Cross-media Storytelling: Focusing on the Animated Motion Picture Game Over (크로스미디어 스토리텔링을 통한 비디오 게임의 메타적 재현 : 애니메이션 <게임오버>를 중심으로)

  • Cho, Eun-Ha
    • Journal of Korea Game Society
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    • v.12 no.3
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    • pp.25-36
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    • 2012
  • Cross-Media Storytelling(CMS) is the new method of media representation. It picks the features and the elements in one media, and uses them in another media. 'Remediation' in digital era uses the content of old media in new form based on new technology. But 'CMS' represents the basic elements of the media experience in each unique style of media. It changes the focus from the technology to experience. So CMS is the new strategy of the media not based on the new technology. Adam PESapane's (2006) is a example for this strategy. It takes the game media as a subject matter. But it expresses the meta-representation of game experience in the "stop motion animation" Especially it emphasizes the narrative chain between the usual phenomenon and the visual imagination. And it shows the possibility of representation of new media experience in the old media genre. So it suggests the conditions of CMS.

The Analysis of the Successful Factor of in Japanese Mobile Game (일본 모바일 게임 <퍼즐 앤 드래곤>의 성공요인 분석)

  • Baek, Jae-Yong;Kim, Young-Jae
    • Cartoon and Animation Studies
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    • s.40
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    • pp.367-395
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    • 2015
  • Mobile games have taken 80% of the market sales in smart device application industry that is highly regarded as one of the fast growing pool of cultural content after the distribution of smart devices. One of the most successful mobile games after the smart device's appearance is . created by Gung-ho Online entertainment under Softbank Japan, has gained the sales revenue of one trillion dollars after its release in 2012, just after one year of its exposure to the market. The game also has been the top rank by Worldwide Mobile Game Revenues for 2years achieving 40 million downloads worldwide in 2015. However, there is no place for a Korean game in world mobile game sales ranks yet. Even though the mobile game industry has been expanding every year, Korean games are losing its places in the market. Therefore, the analysis of a successful game such as is vital for diagnosing Korea's game content and its lack of direction. This study utilizes K. Masanao's Matrix for Creating Profit System for analyzing 's factors for its success. First, the game has incorporated puzzle and RPG contents for creating a new genre, which led various age groups to play the game. Second, the developers have applied 'limited time' in-game festivals and collaborations between the game and famous contents such as God Festival and Character Draw system to increase the profit revenue. Third, the company communicated with on and off line players to seek their needs for developing the game's better development. Consequently, the three success factors of deduced from this study not only reflect the related researches and academic values, but also contribute for the search in finding better ways to developing game contents for Korean mobile game industry.

Using Maya Walking Motion Analysis in the Changing Environment of the Ground and Implement Realistic Character Animation (마야를 이용한 지형변화 환경에서의 보행동작 분석과 현실적 캐릭터 애니메이션 구현)

  • Yoon, Yeo-Geun;Song, Teuk-Seob
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.521-523
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    • 2012
  • In the field of virtual reality and game production with realistic, real-time character's behavior is frequently used. In this paper, the terrain changes or other actions on the surrounding environment by implementing adaptive any action that is the most natural and can be adapted to analyze real-time character animation is implemented. For this purpose, in order to control the various movements of the character of the human body, by highlighting the major joints Kinematic dummy character animation is to create a way. Changes in terrain height difference of the two stairs that could cause analysis of the behavior in the environment and the other on the surrounding environment by adapting behavior to analyze the behavior of the slope climbing Based on this, the character animation is implemented.

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Scenario-based 3D Objects Synthesizing System Design

  • Nam, Ji-Seung;Gao, Hui;Kang, Mi-Young;Kim, Kyoung-Tae;Son, Seung-Chul;Pom, Chung-Ung;Heo, Kwon
    • Journal of Information Processing Systems
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    • v.2 no.1
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    • pp.18-22
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    • 2006
  • This paper proposes the framework of the scenario-based 3D image synthesizing system that allows common users who envision a scenario in their mind to realize it into the segments of cool animation. We focused on utilization of the existing motions to synthesize new motions for the objects. The framework is useful to build a 3D animation in game programming with a limited set of 3D objects. We also propose a practical algorithm to reuse and expand the objects. This algorithm is based on motion path modification rules. Both linear and nonlinear curve-fitting algorithms were applied to modify an animation by key frame interpolation and to make the motion appear realistic.

A Study of Technical Innovation Model of Digital Contents (디지털콘텐츠의 기술기반 진화모델연구)

  • Han, Chang-Wan
    • Cartoon and Animation Studies
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    • s.10
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    • pp.159-178
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    • 2006
  • Digital Media have been advanced and disseminated at the same time around the world. Digital contents have been evolved while Product Technology and Process Technology of 3D Digital Animation and On-line game have completed the innovative developments. First of all, several problems can be occurred when product technology can not lead the evolvement of digital contents. To accomplish the evolvement of both product technology and process technology of digital contents, the whole production system and process system must be modulized. Modulization of system can be completed by the consistent and stable integration of platform. Modulization of production system can bring out the modulization of product technology and then the modulization of technology can speed up the commercialization and market test.

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Computer Assisted Line Pattern Drawing with Animator's Artistic Characteristics (애니메이터의 예술적 특성을 반영한 라인패턴 자동생성 기법)

  • Im Hun;Lee Jong-Weon
    • Journal of Game and Entertainment
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    • v.2 no.1
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    • pp.27-34
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    • 2006
  • Computer-assisted animation production tools have an important role in animation production industries. They could reduce the production cost and time, but they rarely copy artistic characteristics of an animators. In this paper, a new computer-assisted line pattern drawing system is proposed. The system automatically copies artistic characteristics of an animator and applies them to computer-generated animations. The artistic characteristics are captured from key frames drawn by an animator. The result shows that the presented approach can copy artistic characteristics from key frames well and reduce time and cost for producing artistic animations.

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Avatar Animation Modeling using X3D (X3D를 이용한 아바타의 애니메이션 모델링)

  • Lee, Sung-Tae;Oh, Guan-Tak;Lim, Suk-Ja;Lee, Yun-Bae
    • Proceedings of the Korea Information Processing Society Conference
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    • 2003.05a
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    • pp.67-70
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    • 2003
  • 웹 브라우저로 쉽게 접근 할 수 있는, VRML과 XML을 이용한 X3D(Extensible 3D)구조를 통해 가상공간에서 인간의 움직임에 대한 체험을 하도록 하는 Humanoid를 생성해 사용자와 상호 작용할 수 있는 방법을 제안한다. 즉 X3D의 특징, X3D를 이용하여 컴퓨터 그래픽스의 화려한 영상이 사실처럼 보이는 기술인 반사효과(Reflection), 실시간 디스플레이(Compression & Reduce), 대화식의 상호작용(Interaction)통의 Web3D 기반 3D 그래픽 표현에 대한 알고리즘을 제안하고 검증할 것이다.

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