• Title/Summary/Keyword: Traditional Animation.

Search Result 198, Processing Time 0.021 seconds

A Study on Character Design Using [Midjourney] Application

  • Chen Xi;Jeanhun Chung
    • International Journal of Advanced Culture Technology
    • /
    • v.11 no.2
    • /
    • pp.409-414
    • /
    • 2023
  • In recent years, the emergence of a number of AI image generation software represented by [Midjourney] has brought great impetus to the development of the field of AI-assisted art creation. Compared with the traditional hand-painted digital painting with the aid of electronic equipment, broke the traditional sense of animation character creation logic.This paper analyzes the application of AI technology in the field of animation character design through the practice of two-dimensional animation character . This is having a significant impact on the productivity and innovation of animation design and character modeling. The key results of the analysis indicate that AI technology, particularly through the utilization of "Midjourney,"enables the automation of certain design tasks, provides innovative approaches, and generates visually appealing and realistic characters. In conclusion, the integration of AI technology, specifically the application of "Midjourney," brings a new dimension to animation character design. The utilization of AI image generation software facilitates streamlined workflows, sparks creativity, and improves the overall quality of animated characters. As the animation industry continues to evolve, AI-assisted tools like "Midjourney" hold great potential for further advancement and innovation.

The study of the Korean Traditional Hybrid Character Shape: for Jangseung and Dokkaebi (한국형 전통 하이브리드 캐릭터 형상 연구: 장승과 도깨비를 중심으로)

  • Lee, Chae Ron;Lee, Young-Suk
    • Cartoon and Animation Studies
    • /
    • s.31
    • /
    • pp.1-27
    • /
    • 2013
  • The study looks a shape of hybrid character in animation and suggests extended discussion to develop the Korean creative characters and to repeat traditional culture that can reproduce in mass media. First, this study considers Jangseung and Dokkaebi that appear frequently in the Korean traditional culture, and prepares a way to try to develop the Korean hybrid characters. To do this, I analyze examples of hybrid characters direction in as-found animation characters, and grasp the meaning of it. Hybrid character is classified as a character produced by mix and combination of shape and a character produced by shape exaggeration. And I shed new light on characters and meanings of Jangseung and Dokkaebi remaining as cultural assets. Through this, the study wants to help handling measure about a problem of character that the Korean animation has. Therefore, this study looks characters of description about imaginary creatures expressed in existing animations, and wants to shed new light on the Korean Jangseung and Dokkaebi regarded as from an object of folk religion and custom, to an object that is possible to use in the Korean traditional character development.

Analysis of 2D Animation Scene Color Design - focused on "Uproar in Heaven" (2D 애니메션 장면에서 칼라디자인 분석 - 작품 "Uproar in Heaven" 중심으로)

  • Zhang, Ping;Kim, Hav-Yoon
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2014.11a
    • /
    • pp.325-326
    • /
    • 2014
  • With a history of over 100 years, animation is an art of film and television, and a diversified special form of art as well. Animation scene design is not just about scenic painting but also a time-space formative art that serves for film and television animation, presents story plots, unveils dramatic conflicts and depicts character personalities. Scene design requires both high creativity and artistry. Scene design shall cover the living places, social environment, natural environment and historical environment where the characters live. The use of color is an important part in animation creation. In terms of scene design, it plays a significant role in building up the scene atmosphere, promote the plot and enriching screen contents. Focused on Uproar in Heaven-a classic Chinese animation, this paper analyzes the traditional characteristics of Chinese animation scene color and discusses the application and development of color.

  • PDF

A Brief Analysis of the Application of Chinese Traditional Culture in Big Fish and Begonia (<대어해당> 중 중국전통문화의 응용에 대한 간략 분석)

  • Xiaoli, Wang
    • Journal of Korea Entertainment Industry Association
    • /
    • v.13 no.5
    • /
    • pp.67-72
    • /
    • 2019
  • Animation is a comprehensive audio-visual art, animation literature, painting, music, architecture, photography and other art forms are integrated. China's animation industry has made some achievements in the new century, but on the whole, with the globalization of China, China's animation industry has been influenced by Japan and the United States. China has a history and culture of five thousand years, with profound social deposits and cultural foundation. Of the four ancient civilizations in the world, the Chinese civilization is the only one that has survived. China has too many stories to tell. From the development history of Chinese and foreign animation, we can see that many Chinese traditional cultural elements are used for reference. Since the 1980s, Chinese animation has been on the road of national revival. Chinese animation has begun to draw close to traditional culture in terms of themes, characters and scenes, and integrate Chinese traditional cultural elements. The theme of big fish and begonia is to repay kindness by sacrificing one's own life for the sake of justice and friendship. This fearless spirit of sacrificing one's life for justice is the concentrated embodiment of the fine qualities of the Chinese nation over the past several thousand years. Kun to save chun and give up his life, chun in order to repay rather give up half of his life, and qiushui in order to help their beloved, also would rather give up all of their own. These three protagonists are very distinctive personality characteristics, are to "righteousness" and give up their most precious things. At the same time, big fish and begonia combines many traditional Chinese cultural elements to form an animated film with Chinese characteristics.

Japanese Experimental Animation in 1960s (1960년대 일본의 실험적 애니메이션)

  • Park, Gi-Ryung
    • Cartoon and Animation Studies
    • /
    • s.29
    • /
    • pp.37-60
    • /
    • 2012
  • This essay is discusses the phase on expression as experimental animation for the tendency of the animation which appeared newly 1960s in Japan by "3 members in animation". In general, experimental animation is contrary to traditional animation. "3 members in animation" tried to present the concept of animation newly with the various trials which overthrow the form of the conventional animated cartoon. Those days, the feature animation of Toei was the mainstream of the cartoon film. When comparing with Yoji Kuri's works, the movement and theme on expression are different. It can be said that the difference is an alternative method to the mainstream. Other members Ryohei Yanagihara and Hiroshi Manabe connected design and illustration with animation. The independent creators participated in the animation festival which "3 members in animation" held. They tried to create animation interchanging with other genres. It can be said that the intermediality seen in their work is trial which sets variegated the object of animation and it expands the possibility of the new animation. Their approach overthrew the traditional tendency and was able to call it experimental animation. Japanese experimental animation in 1960s is the historical starting point of recent independent animation which searched for art in which an original expression has been formed in Japan.

A Parodic Comparison On Body & Political Power in Traditional Animation & Shrek Series - Centered on the Political Power Discourse of Foucault - (전통애니메이션과 슈렉시리즈에 나타난 몸과 정치권력에 대한 패러디적 특성비교 - 푸코의 정치권력 담론을 중심으로 -)

  • Lee, Hyewon;Kim, Min-Ja
    • Journal of the Korean Society of Costume
    • /
    • v.63 no.1
    • /
    • pp.56-63
    • /
    • 2013
  • This study provides comparative analysis on the parodying of the body and political powers in the traditional animation and Shrek Series based on the discourse of Foucault. For the research, parody theories and Foucault's discourse were reviewed through the literature study, and Shrek Series was analyzed through positive study. The Shrek Series overturned stereotypes of the traditional animation by means of parody, especially showing a true body and a political power in the post-modern society. Foucault focused on the body and newly changed political power in the post-modern society. A body was changed into resistant and combative forms rather than obedient and submissive under control of the community power. In addition, political power was changed into relationship-oriented, decentralized and creative power rather than the centralized and class-based. In the traditional fairy tales, heroes and heroines are beautiful and perfect characters who obtain wealth and honor and live a happy life forever. However, heros and heroines in the Shrek Series are not attractive and do not have the ideal body shape, but rather have creative and active personalities and show indifference towards wealth and honor. Furthermore, their dress colors show the change into lower value and higher chroma. The Shrek Series is a future-oriented animation which created a fluid body and a creative political power in the post-modern society.

A Fluence of Animation Character on the Youth (애니메이션 캐릭터가 청소년에게 미치는 영향에 관한 연구)

  • 김홍산;신정숙
    • Archives of design research
    • /
    • v.13 no.1
    • /
    • pp.179-186
    • /
    • 2000
  • Animation Characters are very important in mass society because they are not a part of mass culture but the major part of mass culture. Animation Characters varies shapes and dassifications, and its influences are surprising. The youth shares their joys and sorrows with Animation characters, and they are controlled by characters and behaviors of Animation character. Therefore, not only they gain various experiences, but also they pursue unreliable dreams. And native culture extincted by westernlization and contemptation of traditional culture. Also, the youth are toxicated by features of Animation Characters. Features of Animation Characters are immmorality, violence, enjoyment, etc.

  • PDF

The Analysis of Stop Motion Animation based on 3D Printing (3D프린팅 기반 스톱모션 애니메이션 분석)

  • Zhang, Wan;Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2017.05a
    • /
    • pp.207-209
    • /
    • 2017
  • 3D printing, will make it integrated into one of the important branches of animation art, such as stop-motion Animation, to improve stop-motion Animation and put the modern science and technology and the manual craft into perfect combination. Throughout the development of stop-motion Animation, innovation in traditional concept is needed, to put the 3D printing integrated into traditional making and apply it to stop-motion Animation creation, and make sure to reconsider the animation production technology and production material, exploit its unique and distinctive features in multi-level and multi-angle, reshape art form of stop-motion Animation so as to highlight the advantages of 3D printing in making stop-motion animation.

  • PDF

A Study on the Aesthetic Characteristics of the digital silhouette animation, (미셀 오슬로의 <밤의 이야기>를 통해 본 디지털 실루엣 애니메이션의 미학적 특성 연구)

  • Moon, Jae-Cheol;Kim, YoungOk
    • Cartoon and Animation Studies
    • /
    • s.32
    • /
    • pp.1-21
    • /
    • 2013
  • Silhouette Animation has been recognized as a genre of animation since the very beginning of the animation history, and also Its segmental movement and Aesthetic expression has led a variety of semantic interpretations. Especially the French animation director, Michel Ocelot, recently integrated 3-dimensional digital to the silhouettes animation, and it extended the possibility of the silhouettes animation in many aspects. In his latest animation feature, , he showed how he made changes in 3-dimension by creating and evolving his own way and style of silhouette animation. Although mainstream digital animations preferably to show realistic images and motion, Michel Ocelot used very selective movement, subjective digital colors and extended space which couldn't be expressed in the way of creating traditional style of silhouette animation. This alternative slow movement and the unique aesthetics in 3-dimension emphasize the unconscious elements of color, composition, patterns, and it provides digitally enhanced images and pictorial impression. In addition, the acquisition of digital three-dimensional use of space made possible to provides the wider formative imagination to the audience. In this paper, we analyzed aesthetic characteristics of the digital silhouette animation, (2011), specially focusing on the aspects of Movement, Image, Space, which could not be found in the traditional silhouette animation. It is significant to obtain diversity of the future digital animation and its positive development. In addition, this provides opportunity to explore Michel Ocelot's new experiments and animation philosophy.

A Study on the Realization of Virtual Simulation Face Based on Artificial Intelligence

  • Zheng-Dong Hou;Ki-Hong Kim;Gao-He Zhang;Peng-Hui Li
    • Journal of information and communication convergence engineering
    • /
    • v.21 no.2
    • /
    • pp.152-158
    • /
    • 2023
  • In recent years, as computer-generated imagery has been applied to more industries, realistic facial animation is one of the important research topics. The current solution for realistic facial animation is to create realistic rendered 3D characters, but the 3D characters created by traditional methods are always different from the actual characters and require high cost in terms of staff and time. Deepfake technology can achieve the effect of realistic faces and replicate facial animation. The facial details and animations are automatically done by the computer after the AI model is trained, and the AI model can be reused, thus reducing the human and time costs of realistic face animation. In addition, this study summarizes the way human face information is captured and proposes a new workflow for video to image conversion and demonstrates that the new work scheme can obtain higher quality images and exchange effects by evaluating the quality of No Reference Image Quality Assessment.