• Title/Summary/Keyword: Korea Animation

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Animation System for Crowd Behavior Using Information of 3D Models (3차원 모델 정보를 이용한 군집행동 애니메이션 시스템)

  • Cho, Seung-il;Ryu, nam Hoon;Kim, Jong-chan;Kim, Jong-il;Kim, Cheeyong;Kim, Eung-Kon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.05a
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    • pp.131-134
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    • 2009
  • The development of computer graphics leads to high value-added products, such as film, game contents, 3D animation. In realistic animation, it is impossible and inefficient to produce the movement of each objects as handwork to display the various behaviors of a lot of characters. So we need the techniques of the crowd animation which presents the movement of objects realistically and efficiently by calculating automatically. In this paper, we designed a modeler which generates the attitudes of objects in crowd behavior animation using information of 3D models. We developed an animation system for crowd behavior which was applied for animation, VR, or games.

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A Study on 3D Animation Production Using the iClone (아이클론을 활용한 3D 애니메이션 제작에 관한 연구)

  • Ryu, Chang-su;Hur, Chang-wu
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.520-522
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    • 2014
  • The 3D animation these days is confronted with a situation that should develop new contents fit for those circumstances of media in which new platforms such as smart phones, tablet PCs, and smart TVs, etc. are in a rapid change and establish media strategies. Attempts are made of developing methods to diversify content type coping with new smart media characteristics including smart phones, tablet PCs, and smart TVs, etc., with materials of the same story and character, and developing animation video contents based on new media technology. This study made avatas utilizing iClone, avata 3D production technology and investigated 3D animation production methods through costume editing and motion editing.

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The Study about Necessity of Production Managing Program in 3D Animation - Focus on Lighting Production Pipeline - (3D애니메이션에서 제작관리프로그램의 필요성에 관한 연구 - 라이팅 제작파이프라인 중심으로 -)

  • Lee Jung-Ho;Kim Hyun-Jo
    • The Journal of the Korea Contents Association
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    • v.6 no.5
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    • pp.66-75
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    • 2006
  • Korea animation industry has a face with many difficulties even if the worldwide animation industry is booming stage. The funding of korea animation industry has been getting decreased from the outside which are ordinary investors and government since 'Wonderful Days' showed on the screen in 2003 didn't has enough box-office profits. In this kinds of circumstance, Animation producers should check out the current production system very closely and restructure improvement factors resolutely. It is very important issue that the serious problems that have been repeated in the past like the absence of planning skill and saving time and money through the improvement of production system. Therefore, the purpose of this thesis is to check out the whole production process used in the current 30 animation industry and analyzes problems, show the necessity of the production management program that makes a given condition of the effective production system in 3d animation.

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A Study on the direction of Media Literacy education based on the development of animation (애니메이션 제작을 통한 미디어 리터러시 교육 방향 연구)

  • Park, HeeHyeon
    • Journal of the Korea Convergence Society
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    • v.8 no.2
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    • pp.149-155
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    • 2017
  • The purpose of this research was to develop the method of media literacy education program based on animation production for the 21 century student. A total of four stages of educational programs were constructed by linking the media literacy education goals and the animation production process through the previous research. First, Acquisition of animation production tools for enhancing media access capability. Second, Animation production practice stage for strengthening creative production capacity. Third, the development of critical understanding stage for presentation and discussion the results. Forth, social sharing stage to strengthen social communication capacity. For the practical application of the education program, it was produced as an educational model for Hanseo University animation summer camp, and was educated by 79 middle school students in Chungcheong province. Based on this research, students improve an analytical ability and help them become active participants by creating their own animations. In future, it will be needed a continuous research on the development of educational programs using various media.

Research on Effectiveness of Policy to Ban Violent Animation (폭력성 애니메이션 금지 정책의 효과에 관한 연구)

  • Choi, Seong-Rak;Park, Kyoung-Lae;No, Woo-Young
    • Cartoon and Animation Studies
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    • s.13
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    • pp.181-197
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    • 2008
  • Government set violence as one of the important criteria when it rates movies or TV programs for juveniles. The purpose of selling this criteria is to prohibit the violence in TV programs or movies from affecting the actual behavior of juveniles. However, it is still under discussion how much the violence in broadcasting media actually affects juvenile violence. Korea once carried out a social experiment on juvenile violence media. Back in 1970, violent animation was popular in Korea and Korean government completely banned televising violent animations from September 1980 in an effort to prevent juvenile violence. Investigating the effect of this policy on juvenile violence would draw some implications. The result shows that the policy to ban violent animation in September 1980 didn't have meaningful effect on the trend of juvenile violence. The implication from this paper is that there is no certain cause-and-effect relationship between violent animation and juvenile violence. Another implication is that In-depth discussion is needed if this governmen4 policy is violating the juvenile's right to choose public media.

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Effective expression of the caustic effect in 3D animation (3D Animation에서 효과적인 Caustic표현 연구)

  • 이순영;최유미
    • Proceedings of the Korea Contents Association Conference
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    • 2003.05a
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    • pp.132-138
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    • 2003
  • The caustic effect provides some of the most amazing indirect illuminated light patterns or scenery one could find in nature. We can perceive this in forms of twinkling stars, shimmering, visually deflected spoon in the water and other various occasions. To generate the caustic effect more realistic and effectively in 3D animation the understanding of the caustic effect and its application is very crucial. However, thor exists various factors in creating the caustic effect other than two main factors discussed in this paper and these factors will require to be studied and tested. In this report, various cases, which used the caustic effect to create more realistic scenery are studied and the role of the caustic effect played in various sceneries are analyzed. In addition to these case studies it is also experimented with changes in different conditions On the basis of the result of case studies, the report demonstrates how the caustic effect can be used to create more realistic scenery by conducting substantiate experiment and research on practicing 3D animation. With all of these researches, the paper is to present the education guide to produce more realistic scenery in 3D animation.

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Study about Set Design for Scene of Animation : Case of Short Animation (애니메이선의 장면연출을 위한 공간디자인 : 단편애니메이션 의 제작사례를 중심으로)

  • Choi, Seung-Won
    • The Journal of the Korea Contents Association
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    • v.7 no.8
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    • pp.152-162
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    • 2007
  • Subject of this Study is focused on set design for short animation, GHOST, made and presented by animation studio, BEYOND PROSCENIUM. Sets in animation have several functions. First, sets are a playground that character can play to lead a story. Second, sets explain background, which is time and space. Third, sets can visualize metaphorical meaning or symbolic system in animation. To obtain final design that is sufficient to those functions, this study analyzes the case that metaphorical and symbolic meaning from scenario is how to apply into set design also, mentions the method that designer multiply considers character, property and composition from the camera and movement from those elements. Set designers for animation should have ability that simultaneously considers so many elements and they need design skills to create it.

New 3D Animation Style in (<스파이더맨 뉴 유니버스>를 통해 본 새로운 3D 애니메이션 스타일 연구)

  • Lee, Yong Min
    • The Journal of the Korea Contents Association
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    • v.20 no.2
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    • pp.127-140
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    • 2020
  • Since the first episode of (1995) by Pixar, a world leading animation company, 3D animation has been focused on realistic motion and rendering techniques. However, in 2018, 3D animation was released, with unique backgrounds created through illustration techniques and dynamic movements of characters that seemed to be produced by hand rather than computers. It shows a lot of difference from other 3D animations. In this study, I analyzed 's new production techniques and expressions into two categories, first, the use of old comics techniques, and second, other factors that made the animation stand out. in 3D animation market focused on realistic motion and rendering techniques can have positive implications in terms of expanding animation diversity. This study is expected to be used as academic or research data for researchers studying new production techniques in related fields.

Determinants of U. S. Theatrical Animation Box Office Performance (미국 극장용 애니메이션 흥행 결정요인 연구: 100대 흥행 애니메이션을 중심으로)

  • Kuem, Hyun Soo;Park, Su Kyeong;Han, Seo Yeon;Hong, Seon Yeong;Chon, Bum Soo
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.597-607
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    • 2013
  • This research examined factors in determining the success of theatrical U.S. animation movies. Based on movie characteristics and content factors, this study explore determinants of the success for animation movies. The results are follows: firstly, the success of animation movies were determined by some factors such as production expenses, the way of producing animation movies, sequential movies and viewer ratings. Secondly, there differences between the success in the U.S. and other countries. Although the success of animation movies in the U.S. were more production related factors, those in other countries were more quality related factors.

Gender-Identity of Animation Character (애니메이션 캐릭터의 젠더 정체성)

  • Sung, Re-A
    • The Journal of the Korea Contents Association
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    • v.7 no.11
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    • pp.150-157
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    • 2007
  • The image calls forth the curiosity of the children. children experience the many thing through the image and it makes children to study naturally. Specially, the animation socializes children and it plays an important role in form of a self-identity. The gender-identity reappearance of the animation character is important. Gender-identity reappearance type of the animation character is able to classify with the reappearance type of visual information and the narrative. The narrative reappearance type does more clearly visual information reappearance type. Also classifying the gender-identity of animation character aspects into each type, they are; gender stereotype that character reflects the conservative and commercial ideology; gender non-stereotype that character doesn't reflect gender stereotype. But reappearance of the gender non-stereotype character as well, it is stopping in the exaggeration or the caricature of gender role of the character. Consequently the animation characters must be reappeared with the character which have the future oriented gender identity-as one human being that forms a value subjectively. The animation which reappears the future oriented gender-identity plants a proper self-perception and gender role in children and relaxes the traditional gender-identity which is already acquired.