• Title/Summary/Keyword: Korea Animation

Search Result 1,414, Processing Time 0.025 seconds

The Expression of Postmodern Pop Art Style in Contemporary American Animation (현대 미국 애니메이션에서의 포스트모던 팝의 표현)

  • Wu, Ying;Chang, Wook-sang
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.4
    • /
    • pp.727-741
    • /
    • 2022
  • This article focused on contemporary American animation since the 1990s and later detailed clues to the theory that contemporary pop art style influenced contemporary American animation art creation expression and contemporary American animation. Knowing why American animation swept the world summarizes the art creation characteristics of modern American animation. After a combination of theoretical and actual animation works, the main manifestations of the postmodern pop art style in contemporary American animation: exaggerated and superficial shapes highlight character characteristics; rebellious colors reconstruct emotional perception; creation impacts the mass media-dependence; bizarre collage and repetition, embodying the postmodern pop spirit of jokes and spoofs, Etc. Through this, it is expected that the current analysis of American animation will provide new innovative ideas for domestic animation design and increase the competitiveness of domestic animation in international video animation.

Unity: A Powerful Tool for 3D Computer Animation Production

  • Ecole Luthermilla;Kim Won-Tae;Yoon Jeong-Shick
    • Journal of the Korea Computer Graphics Society
    • /
    • v.29 no.3
    • /
    • pp.45-57
    • /
    • 2023
  • Unity is a powerful game engine that can be used to create 2D or 3D content. The current study focuses on the use of Unity for 3D computer animations, covering the strengths, basic concepts and tools for creating and integrating 3D animations in Unity, including the use of keyframe animation, animation controllers, and blend trees. Also covering advanced topics such as skeletal animation, procedural animation and their applications in games, simulations, and other interactive media. Case studies that showcase the potential of Unity for 3D animation will be analyzed and discussed taking in the quality of visuals and the receptance by the public in general.

The Imageable Animation produced with inspiration by melodies of a Classical music -No War, 3'55"16K- (클래식음악선율의 영감으로 제작한 이미지애니메이션 -반전, 디지털애니메이션, 3분55초16K-)

  • 김현호
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2003.11a
    • /
    • pp.493-496
    • /
    • 2003
  • An animation is synthesis art. It is very important to synchronize between background music and picture's image. In this animation, B.G.M. is not selected by picture's story to be an abstract images' animation produced with feelings of artist by B.G.M. It is necessary to study & produce various experimental animation to educate in the original work & to develop the Korean animation industry at dept. of animation of University

  • PDF

Real-time Facial Modeling and Animation based on High Resolution Capture (고해상도 캡쳐 기반 실시간 얼굴 모델링과 표정 애니메이션)

  • Byun, Hae-Won
    • Journal of Korea Multimedia Society
    • /
    • v.11 no.8
    • /
    • pp.1138-1145
    • /
    • 2008
  • Recently, performance-driven facial animation has been popular in various area. In television or game, it is important to guarantee real-time animation for various characters with different appearances between a performer and a character. In this paper, we present a new facial animation approach based on motion capture. For this purpose, we address three issues: facial expression capture, expression mapping and facial animation. Finally, we show the results of various examination for different types of face models.

  • PDF

Analysis on the Backgrounds Expression for 3D Animation (3D 애니메이션의 배경 표현에 관한 분석)

  • Park, Sung-Dae;Jung, Yee-Ji;Kim, Cheeyong
    • Journal of Korea Multimedia Society
    • /
    • v.18 no.2
    • /
    • pp.268-276
    • /
    • 2015
  • This article analyzes the background representation of 3D animation and look at what its proper background expression. With the development of computer graphics technology, the background of the 3D animations can be expressed as The actual background. In contrast, "The Smurfs" which was released recently was created to take the actual background. However, 3D animation with real background is not appropriate in terms of creative expression space in the main role of the animation. In this Study, we analyze the character and background of the animation made in 3D graphics. Based on this, we propose a correct representation of 3D animation background.

A Guide on Narrative Production Process in Computer Animation (컴퓨터 애니메이션의 나레이티브 제작과정에 관한 지침)

  • Kim, Sung-Yeon
    • Journal of the Korea Computer Industry Society
    • /
    • v.7 no.5
    • /
    • pp.555-562
    • /
    • 2006
  • Computer animation is tile most advanced composite art to apply image, sound to the theme, Domestic technique is improved but still lacks creativity and content in theinternational market. In this paper, I'll notify the importance of planning and introduce narrative animation to produce their own style of animation. A successful career in the digital animation industry requires more than just technical expertise. It also demands creative mastery, a sense of wonder and boundless imagination. This unique hands-on program combines traditional, creative and technical skills and develops digital artists, not software technicians. Especially, people involved in the industry shouldrecognize a special quality of narrative animation in today's 3D animation and game- saturated climate. Therefore, they are able to create a new form of high-quality animation. It will be expected to promote digital animation education with a new index.

  • PDF

Data-driven Facial Animation Using Sketch Interface (스케치 인터페이스를 이용한 데이터 기반 얼굴 애니메이션)

  • Ju, Eun-Jung;Ahn, Soh-Min;Lee, Je-Hee
    • Journal of the Korea Computer Graphics Society
    • /
    • v.13 no.3
    • /
    • pp.11-18
    • /
    • 2007
  • Creating stylistic facial animation is one of the most important problems in character animation. Traditionally facial animation is created manually by animators of captured using motion capture systems. But this process is very difficult and labor-intensive. In this work, we present an intuitive, easy-to-use, sketch-based user interface system that facilitates the process of creating facial animation and key-frame interpolation method using facial capture data. The user of our system is allowed to create expressive speech facial animation easily and rapidly.

  • PDF

A Two Layered Approach for Animation Sketching

  • Sohn, Ei-Sung;Jeon, Jae-Woong;Park, Tae-Jin;Sohn, Won-Sung;Lim, Soon-Bum;Choy, Yoon-Chul
    • Journal of Korea Multimedia Society
    • /
    • v.12 no.12
    • /
    • pp.1736-1744
    • /
    • 2009
  • In this paper, we present an animation sketching system using a two layered approach. Animation sketching is a popular technique to create informal animations but it is often suffered by the low-quality output due to a trade-off between convenience and complexity. Our aim is to support sketching practical animation scenes easily and fast while not complicating the simple sketching interface. The key idea is to combine two conceptual stop motion layers, a whiteboard and cutout animation layer, in a seamless interface. As a background, the whiteboard animation layer handles stroke-oriented objects, while the cutout animation layer takes charge of transform-oriented objects. We found that this approach enables users to express more complicated animation fast while still maintaining a concise sketching interface. We demonstrate the usability and flexibility through resulting animations from user experiments.

  • PDF

A Study on the Activation Plans of Chinese Animation Industry (중국 애니메이션 산업의 활성화 방안에 관한 연구)

  • Yan, Ni;Zhang, Meng-Ze;Bae, Ki-Hyung
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.3
    • /
    • pp.236-251
    • /
    • 2019
  • The animation industry is an emerging and promising industry of the 21st century, characterized by a wide range of consumer segments, high market demand, and a long life cycle of products. The paper is aimed at examining the current situation of the animation industry of Korea, the U.S., China and Japan, analyzing the success factors and presenting measures for activation of problems in China's animation industry, and contributing to the promotion of China's animation policies in the future. To realize this goal, the study methods were adopted literature review by using Internet data, statistical data, reports, papers and academic journals which are related to the Chinese animation industry and presented methods for activation. The aviations as follows, firstly, it is suggested actively train creative men of animation for profession. Secondly, it is advised to encourage the creativity and originality of Chinese animation works through various ways. Thirdly, it is suggested to develop an industry chain of animation which is suitable for the market circumstances. Fourthly, it needs to expand its viewer and strengthen its reality in the form and content of animation works.

Analysis of Color Transform About Animation Film - Focused on the Hollywood Animation - (애니메이션 영화의 색채 변화 분석 - 미국 애니메이션을 중심으로 -)

  • 강대석;전정숙
    • Archives of design research
    • /
    • v.17 no.2
    • /
    • pp.55-66
    • /
    • 2004
  • Full-length Animation has been producing very actively with a large of U.S.A and growing rapidly as a pare of entertainment industry since the middle of the 1990's. However, in actual fact, Korea Animation doesn't have any characteristics as compared with Japan Animation & U.S.A Animation's growth. It is owing to in financial difficulty and that there's no conversion about consciousness that Animation is only for children. This study is constructed with color information as the central figure from a gradation of information delivery and analyzed ‘Image Color’ of full-length animation which is produced by large studio in U.S.A. This study predicts about past, present and future of animation centering around a color that visual sensitivity factor which recognize enormous information very quickly among sensitivity stimulus of human being. With this study analysis a color of U.S.A animation, looking for sensitivity color factor that react to elaborate and delicate stimulus, and then expressed color from developed animation skill apply to sensitivity industry.

  • PDF