• Title/Summary/Keyword: Korea Animation

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Effective approaches of using Cut-out Animation for Design and Implement of Integrated Subject (교과통합 설계 및 구현을 위한 컷아웃 애니메이션 활용 방안)

  • Kim, Byeung-Won;Kim, Jong-Seo;Kwak, Hoon-Sung
    • The Journal of the Korea Contents Association
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    • v.8 no.6
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    • pp.111-120
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    • 2008
  • This paper purposes to suggest subjects integration method for effective cut-out animation production education activity. So we suggest concrete method to integrate subjects focusing on animation production. We gave cut-out animation production lessons to a group of students. As a result, their degrees of study accomplishment were higher than those of students under a general teaching style. And we conducted a questionnaire survey of participants, they gave an affirmative answer in understanding, satisfaction, participation, interest. With this, we confirmed that the animation production class activity with integrated subjects raised the creative learning ability.

A Study of the Etched Animation Expression Techniques of Piotr Dumala (Piotr Dumala의 메조틴트 애니메이션에 나타난 동판화의 제작 기법 연구)

  • Jang, Seo-Woo;Kim, Jea-Woong
    • The Journal of the Korea Contents Association
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    • v.17 no.8
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    • pp.685-692
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    • 2017
  • Fine art production methods are frequently incorporated into animation production. The Printing Expression method is often employed among fine art production. There are three main techniques in Printing Expression: Silk Screen, Woodcut and Etching. Animations that use Silk Screen and Woodcut techniques are quite common. However, it is rare to find Etching techniques in animations. So with that being said, I would like to introduce etching animation through the work of Piotr Dumala; the well known Ink Etched film director. Also, I analyzed the characters: movement, unique texture and sensuous feeling; that only mezzotinted Etched-Animation expression technique can show. If we can expand methods on how to show our imagination through etching techniques, it can allow many directors to produce etched animation films in which they can express their imagination.

Grotesque Analysis of Animation (애니메이션 <악어의 거리>의 그로테스크성 분석)

  • Sung, Re-A
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.310-313
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    • 2006
  • People have regarded animation as the subculture for childishness or children compared with other art fields. Although many such aspects changed, of course recently, animation has focused on the commercial side rather than the cultural or artistic side as usual. However, the animation of art using various experimental expression is also continuously manufactured among short animations. Therefore, the purposes of this study were to look at Quay brother's animation with an experimental and an authorial disposition rather than commercial side. And then it is going to analyze the grotesque of . Moreover, it is going to consider the meanings who are going to express with this animation through grotesque expression.

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Predicting Box Office Performance for Animation Movies' Evidence from Movies Released in Korea, 2003-2008 (애니메이션 영화의 흥행결정 요인에 관한 연구 : 2003-2008년 개봉작품을 중심으로)

  • Jung, Wan-Kyu
    • Cartoon and Animation Studies
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    • s.16
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    • pp.21-32
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    • 2009
  • This study provides an empirical analysis of box office performance for animation movies released in Korea between 2003 and 2008. Two dependent variables are both the number of audiences in the whole country and the number of audiences in Seoul. Such independent variables are employed : power of distributors, the number of screens, release time, sequel/remake, awards, film ratings, nationality, online reviews, and critics' reviews. For the total number of audiences in the whole country, significant variables are the number of screens, the power of USA distributors, Summer release, and online reviews. Since there is no analysis for box office performance for animation movies released in Korean theaters, this study will be considered to be meaningful.

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A Study on Intimacy for Animation Character by the Intimacy Process -Focus on the Sternberg's Triangular Theory of Love (애니메이션 캐릭터에서 친화작용에 의한 친밀성 연구 -스턴버그의 사랑의 삼각형 이론을 중심으로)

  • Kim, Myeong Sam
    • Journal of Korea Multimedia Society
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    • v.18 no.7
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    • pp.895-900
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    • 2015
  • This study is to identify the elements, the types and the degrees of intimacy for animation character by the intimacy process through viewer. Firstly it is identified the element of intimacy by 1)Viewing, 2)Purchasing, and 3)Visiting. And secondly utilizing the psychological theory that is the Sternberg's triangular theory of love and then classifying the types and the degrees with the love to animation character in order to establishing the intimacy process. Finally it is considered mainly the type and the degree of intimacy by concept of completion and existence, the elements of intimacy are applied to 8 types of Sternberg's triangular theory of love. Those 8 types were compounded by those three elements of love. The results of study said that type 1.2.3 are uncompleted and low of the intimacy level, and type 4.5.6 are also uncompleted and average of the intimacy level, type 7 is completed and high of the intimacy level, and finally type 8 is nothing and no level. And the degree of intimacy is to be revealed by the relative comparison. It was concluded that the three elements have to be equally effects to animation character for establishing the high level of intimacy.

HEEAS: On the Implementation and an Animation Algorithm of an Emotional Expression (HEEAS: 감정표현 애니메이션 알고리즘과 구현에 관한 연구)

  • Kim Sang-Kil;Min Yong-Sik
    • The Journal of the Korea Contents Association
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    • v.6 no.3
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    • pp.125-134
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    • 2006
  • The purpose of this paper is constructed a HEEAAS(Human Emotional Expression Animaion System), which is an animation system to show both the face and the body motion from the inputted voice about just 4 types of emotions such as fear, dislike, surprise and normal. To implement our paper, we chose the korean young man in his twenties who was to show appropriate emotions the most correctly. Also, we have focused on reducing the processing time about making the real animation in making both face and body codes of emotions from the inputted voice signal. That is, we can reduce the search time to use the binary search technique from the face and body motion databases, Throughout the experiment, we have a 99.9% accuracy of the real emotional expression in the cartoon animation.

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Research on Animation Sound (애니메이션 사운드에 관한 연구)

  • Lim, Woon-Ju
    • The Journal of the Korea Contents Association
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    • v.7 no.6
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    • pp.127-134
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    • 2007
  • The biggest purpose of sound is communication with spectator in animation. Animation sound delivers background to spectator more naturally through music age enemy, space enemy of fantastic, realistic work and use rhythm and rhythm according to smoke action of character and character delineation and specific character of character, atmosphere as is intimate to spectator. This research achieved research of connection literature data to grasp the importance of role and function that sound reaches in animation reflex. Because is companionate with reflex at animation sound manufacture process with this, in work whole atmosphere in Naereotibeu's structure progress of the event smoothly connect and focused to if make video and interaction of sound smoothly and deliver to spectator.

Directed Identification, Synchronization by Aesthetic Recognition of Animation Field (애니메이션 분야의 심미적 인식에 의한 동일시와 동기화 연출)

  • Lee, Hyun Woo;Ryu, Chang Su
    • Journal of Korea Multimedia Society
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    • v.25 no.10
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    • pp.1475-1482
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    • 2022
  • Mickey Mousing perfect match between animation sound and image was an aesthetic in the field of animation, but since the 2000s, works such as and released by producers such as DreamWorks and Pixar have expanded the perfection of synchronization to irony. It also influenced the identification system of sentiment. It is time to view the directing attempt of these elements as a factor that changed the new paradigm of narrative, and related research is needed. In this study, the scene of was analyzed as a case study for the synchronization of animation sound and image components and the boundary direction on the recognition of identification between reality and fiction. Aesthetic recognition of the research work is based on the premise of real time and space perception, and the audience can recognize in the conceptual world as an integrated art by playfully producing fictional time and space. The direct antithesis of synchronization and identification was drawn to maintain the curiosity of the next scene by repeating selective concealment and disclosure of information in the direction of conveying an unfamiliar and heterogeneous feeling to the audience.

The Test Questions Analysis of Animation Field in the National Skills Competition (국내기능경기대회 애니메이션직종 과제 분석)

  • Kim, Seo-Young
    • Journal of Digital Contents Society
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    • v.13 no.3
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    • pp.373-383
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    • 2012
  • World Skills Korea Committee for Industrial Policy in the 21st century to meet the needs of the historical profession in animation filed excellent acquisition and the need for human resources through research and public hearings beginning in 2009 a new animation filed in the National Skills Competition adopted the profession. Youth animator's features, technologies, and creativity to develop features that help the tournament by forming social relationships and participation. In this study, four years of the test questions analysis and making questions on animation field the way the game athletes and coaching staff interviews, surveys of major in animation through a detailed analysis of the challenges and constructive suggestions by the direction of the best animated field, excavation and occupations were aimed at improving levels of functionality.

The Current Status and Problems of Researches about SICAF (서울국제만화애니메이션페스티벌, 그 현황과 과제)

  • Jo, Jeong-Rae
    • Cartoon and Animation Studies
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    • s.22
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    • pp.99-112
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    • 2011
  • Korea cartoon animation industry is recognized as a cultural content that the spread of popular culture, value-added industries. Yet in spite of external growth and support policies tend it sluggish. This aspect of the cartoon animation market status and government policy that best reveals the cultural industry held the status of Seoul International Cartoon & Animation Festival also not irrelevant. This study retrospect Seoul International Cartoon & Animation Festival that started in 1995 and enhances the scale of the cultural industry and popular culture has grown around, and tried to find a solution for establish the identity and the development plan.

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