• Title/Summary/Keyword: Korea Animation

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An Interactive Character Animation and Data Management Tool (대화형 캐릭터 애니메이션 생성과 데이터 관리 도구)

  • Lee, Min-Geun;Lee, Myeong-Won
    • The KIPS Transactions:PartA
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    • v.8A no.1
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    • pp.63-69
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    • 2001
  • In this paper, we present an interactive 3D character modeling and animation including a data management tool for editing the animation. It includes an animation editor for changing animation sequences according to the modified structure of 3D object in the object structure editor. The animation tool has the feature that it can produce motion data independently of any modeling tool including our modeling tool. Differently from conventional 3D graphics tools that model objects based on geometrically calculated data, our tool models 3D geometric and animation data by approximating to the real object using 2D image interactively. There are some applications that do not need precise representation, but an easier way to obtain an approximated model looking similar to the real object. Our tool is appropriate for such applications. This paper has focused on the data management for enhancing the automatin and convenience when editing a motion or when mapping a motion to the other character.

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An Activated Analysis of the Development of Animation in Taiwan (대만애니메이션의 발전과 그 동향 분석)

  • Jo, Jeong-Rae
    • The Journal of the Korea Contents Association
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    • v.14 no.1
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    • pp.40-47
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    • 2014
  • Animation in Taiwan has been profoundly influenced by the production of labor intensity for American and Japanese in the early days of its development. This phenomenon of the labor intensity reached peak in the 1980s. Information Bureau of Taiwan began to establish a system of supportive funding for its animation industry in the 1990s. During this period, the animation industry in Taiwan gave special emphasis to the theme of the local culture and to the creative works of the animation. By the 2010s, the elements of Chinese culture were introduced in the animation production in Taiwan. Through cross-national cooperation in production with other advanced countries, the Taiwan-made animation was successfully expended to the international market. However, the animation industry in Taiwan is facing the following problematical challenges: Firstly, the Taiwan government gives special attention to the financial support of animation industry rather than training university students to become professional experts in animation production. Secondly, there is no professional higher institution established to train specialized professional animation film-makers. Thirdly, Due to the lack of the cultural inspiration and the original mind, the form of its creative animated production is primarily imitated from other advanced countries. And fourthly, despite the fact that there is a cooperation and exchange programs between Taiwan and other foreign animation industries.

A Study Animation on 3D Mobile Game -With Game [Fly to The Music]- (3D Mobile Game에서의 Animation 활용사례연구 -Game [Fly to The Music]을 중심으로-)

  • Kim, Hyeon;Lee, Nam-Kook
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.302-309
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    • 2006
  • Game and Animation are considered as two different fields. The definition of animation is "moving picture" and game is a kind of animation which can be controlled by users. Actually, many principles of animation are applied to the production of games, and are even more emphasized in the mobile game contents which are becoming popular these days because of the characteristics of mobile devices such as small screen size. In this paper, we study on the application of the 12 principles of animation through the making of a mobile 3D game called "Fly to the music" and that game is going to be serviced in late 2006 by SK Telecom. Moreover, we studied the differences between 3d mobile game animation and ordinary animation.

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A Study on 3D Animation as total Art (총체적 예술로서의 3D Animation에 대한 연구)

  • 최성원
    • Archives of design research
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    • v.16 no.3
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    • pp.33-40
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    • 2003
  • With the view of an art history, 3D Animation is one of the media that was anxiously solved the issue of time and space by traditional painters, however it still could not acquire the proper position in the art field due to compromising commercialism. This is the result of devaluating for the possibility of art itself and it is only a matter of the range to apply 3D animation. In order to obtain a proper position for an art genre, previously it can be focused on how to visualize the 3D animation from our perceptions. 3D animation should not ding to the realism, it can be understand in the way of a narrative relation between the description of objects and the objects itself, further more it will be illustrated as whole units. After the aesthetical reflection, 3D animation production can be defined as an art genre and also independent from commercialism. Therefore this paper is the first step for improving 3D animation as an art and trying to discuss the way to observe 3D animation.

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Research on Disney's 3D Animation 's Style, Layout Pipeline, and Camer a Capture System

  • Paik, Jiwon;Kim, Cheeyong
    • Journal of Korea Multimedia Society
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    • v.16 no.11
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    • pp.1348-1356
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    • 2013
  • Disney Animation has showed not only artistic excellence but also technological innovations through a lot of animation films that they released. Especially with the unique concept that free-willed game characters dive into different worlds of games in animation film, received both critical and commercial acclaim for its stunning visuals and outstanding CG (computer graphics) effects. The purpose of this study is to analyze different styles of game worlds, Disney's layout pipeline, and in-house camera capture system used in . This paper analyzes that three game worlds in this film such as Fix-It Felix Jr., Sugar Rush, and Hero's Duty express different styles by using appropriate character animation and camera movements. Especially Hero's Duty game which new in-house camera capture system is extensively used maximizes unseen visuals by perfectly making realistic and believable game world. Disney's newly developed in-house camera capture system, which is used in this film for the first time, allows real camera's motion and shake and real-time camera's movement and correction within animation set. Result of this study proves that this system improves directing of feature animation and enhance efficiency of the layout department's production process. Therefore, it contributes to a great extent to development of animation films' business.

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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A Comparative Analysis of Animation Education in Korea and China -Focusing on the Curriculum for Animation Major (한·중 애니메이션 교육 비교분석 -전공 교과과정을 중심으로)

  • Song, Tao;Lee, Sang Eun;Yang, Jong Hoon
    • The Journal of the Korea Contents Association
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    • v.17 no.12
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    • pp.505-515
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    • 2017
  • As animation industry continues to evolve in China, the demand for excellent manpower is on the increase. However, there is a difficulty in cultivating practical talents because many colleges and universities in China do not have the systematized animation education. This study compares the curriculum for animation major in Korea and China in order to find out the major problems and the improvement plans of animation education in China. It was shown that the curriculum in China mainly consisted of the subjects to learn technical skills and lacked the subjects to enhance students' creativity. Especially, universities in China did not offer the practice environment in which students apply and utilize what they learned. As a result, students had less opportunity to experience creative process of making animation. In order to solve these problems, it is necessary to make the balanced basic curriculum, link the practice courses with the creativity courses, develop the specialized learning methods and provide the training opportunities through industry-university cooperation. The results of this study suggest that good quality animation education is an important element for universities and animation industry to continue to prosper together.

3D Computer Animation Approach based on Traditional Animation Principle (전통 애니메이션에 입각한 3D 컴퓨터 애니메이션의 접근)

  • 오근재;신성순
    • Archives of design research
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    • v.14 no.1
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    • pp.177-186
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    • 2001
  • It is true that the new development in digital technology has Influenced on the definition of animation like it did on the other fields of an, but this doesnt mean this development drastically changes the traditional concept and replaces it with innovative new one. The more the technology is being developed, the mon it needs traditional base that can lead it to what it originally should be. As an example, computer animation companies are constantly seeking for people who have traditional animation background rather than well-trained computer oriented artists. This means digital technology will be no more a technological threat to the people who has traditional animation background. Consequently, when considering the extended concept caused by this new technology, we have to find its base on the traditional animation concept. Since we dont have any fundamental base in traditional animation and technological base in computer animation, we should consider those in advanced countries as a standard. However, in these days, there is a tendency to worship the words themselves such as "digital revolution", "information technology" etc., not the basics behind them. We cannot expect any achievement with this in mind. This study might be a short cut to the students and animators who want to learn and approach computer animation in a right wav.

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A Study of U.S. Animation University Curriculum Focus on the Required Courses, Liberal Arts at AAU, CalArts, RCAD, RSID, SVA (미국 대학 애니메이션학과 교육과정에 관한 연구 AAU, CalArts, RCAD, RSID, SVA 전공, 교양 교육과정 중심으로)

  • Kim, Ho
    • The Journal of the Korea Contents Association
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    • v.16 no.11
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    • pp.614-622
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    • 2016
  • As media become diversified, animation fields are being expanded. Various types of animations which were not seen in the past have appeared and the fields which did not have a suffix of "animation" now use the words of animation like motion graphic-animation or interactive-animation. This thesis is a comparative analysis study of U.S. animation education. This study collected and reviewed respective curricula of total 5 universities such as Academy of Art University, California Art of Institute), Ringling College of Art and Design, Rhode Island School of Design, and School of Visual Arts which have led U.S. animation education since animation education was first introduced in 1961. Based on the result drawn from the analysis on the classification of animation curricula into a required subject, an elective subject, liberal arts, a theory subject and a practical subject, it intends to consider improvements of Korean animation curriculum.

Artistic Achievement of Abstract Animation and Contemporary Significance (추상 애니메이션의 예술적 성과와 현대적 의의)

  • Son, Kook-Hwan;Park, Sung-Dae
    • The Journal of the Korea Contents Association
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    • v.12 no.6
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    • pp.132-141
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    • 2012
  • This paper historically sheds the new lights on the artistic worth and achievement of abstract animation in the animation genre, and presents the contemporary significance and importance of abstract animation through the study on the avant-garde characteristic and the works of abstract animation artist, including Mirai Mizue. Though abstract animation which is artists' experimental work dealing with speed and movement of image has an essential role for the development of modern visual culture and animation, it is losing meaning and value because of the commercialism and capitalism of digital contents industry. Therefore, this paper first presents that the study of experimental animation like abstract animation contributes to the diversification and improvement of digital contents industry then it discusses the effect on the contemporary digital contents industries, next analyze the historical development and comtemporary evolution of abstract animation, which is diversified from modernism to contemporary art, and finally discuss the experimental feature and expression of abstract animation.