• Title/Summary/Keyword: Traditional Animation.

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Detecting Interactive Elements from a Story for Interactive Animation through Semiotic Analysis (인터랙티브 애니메이션의 기호학적 분석을 통한 이야기의 상호작용 요소)

  • Suk, Hae-Jung
    • Cartoon and Animation Studies
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    • s.37
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    • pp.83-106
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    • 2014
  • The trends of smart devices and interactive media are demanding expansion of the form of Animation and there were some challenges to create interactive animation as completed contents. However, most of interactive storytelling with the branch structure do not meet the audiences' expectation and the use of distracters has even audiences' immersion drop down. This paper proposes 4 conditions for the completed interactive animation content. To suggest the way how to complete a story by the roles and actions of the audiences' participation, which is the most important one among 4 conditions above, this study has analyzed the story of . This interactive animation is considered as a successful case of interactive animation as an interactive contents with a completed story. This paper analyze the story with 20 functional narrative structure, semiotic rectangle and 'Actantial model' by Greimas in semiotics. Finally, this paper concludes 'what the interactive elements will be' and 'where the interactions will take place' in a traditional narrative structure through finding the answers of what the audience's role is.

A study on the Significance of Hand Image in Animation (애니메이션 텍스트와 이미지로써 손의 의미작용에 관한 연구)

  • Kim, Yun-Kyung
    • Cartoon and Animation Studies
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    • s.14
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    • pp.53-63
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    • 2008
  • This paper examines the expression of hand appeared in animation. The hand changed its role from the status of the traditional representation to the enlarged meaning; the hand image has shown the individual consciousness and the social reality that has been reflected to our society. On the basis of clarify these concern, the hand appeared in animation gives a new communication and another way to express reality. Futhermore, the hand is no longer an image with realistic representation which generated a form of the consciousness of human being based on the reflection of its own self-identify through the exaggeration and transformation. This means that the hand as a whole is represented by naming one of its parts or vice versa. Therefore, the main purpose of this paper to study the effect and signification process which a synecdoche creates on the work of animation. In conclusion, the expression of hand as new interpretation appeared in animation adapts itself to changing the perspective on animation.

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A Study on the Efficient Improvement of the Animatics for Animation Production in Education (애니메이션 교육을 위한 애니메틱스 제작의 효율적 방안 연구)

  • Hong, Il-Yang
    • Journal of Korea Multimedia Society
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    • v.13 no.9
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    • pp.1391-1398
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    • 2010
  • Animation is breathing life into drawings through motion. Animation is formed by the afterimage phenomenon, that is, deviation of sequential pictures in every frame makes a person possibly perceive it as a live video. Consequently, animation is mostly produced using traditional frame-by-frame methods. The study of relations on timing has been a major concern of animation theory. Nevertheless, issues of timing on production outcomes and effectiveness are mostly ignored. Special focus, analysis and leadership studies on timing are addressed on animatics. Creating better timing through animatics, that is writing movies, directing, scheduling and amending storyboard in pre-production stage, eventually shorten time to animation production. This research is centered on animatics as a cutting edge educational courses. This course will introduce students to the animation production skill and instructors to in-depth teaching points. One of the concepts that we want to go for is keeping animatics apart from mere storyboard. In conjunction with the animation theory, this research conducted under the focus of production of animatics will lead to more efficient way of education on animatics.

Robert Zemeckis's Realistic Animation and Audience Acceptance (로버트 저메키스의 사실적인 애니메이션과 관객의 수용성)

  • Lee, Jung-Ho
    • The Journal of the Korea Contents Association
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    • v.12 no.6
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    • pp.142-150
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    • 2012
  • The development of technology in traditional media is affecting a variety of ways. In particular, the influence of digital images, the animation turned to a realistic 3D animation. With the release of realistic 3D animation , Robert Zemeckis received much attention but the audience did not like the animation of this style gradually. Robert Zemeckis gave up 3D animation after that drew attention for having a huge production budget while failing at a record-setting proportion in the American box-office. A digital actor in realistic 3D animation looks like real but the audience know that it is not real and they know that realistic 3D animations and live-action movies are different. So the audience will experience an emotional conflict like confusion, hesitation. The visual completion in realistic 3D animation is due to the development of technology and technology must develop to connect the audience acceptance and movie.

English Learning Application by Animation and Multimedia Software (애니메이션과 멀티미디어 소프트웨어의 영어 학습 연구)

  • Lee, Il Seok
    • Journal of Digital Contents Society
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    • v.16 no.5
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    • pp.707-715
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    • 2015
  • With the development of computer technology, the multimedia mediums that allow for animated videos, conversational illustrations are increasingly receiving attention for materials for educational purposes. Accordingly, there is a need to research whether multimedia resources and material is more effective compared to traditional educational material and resources. This study aims to compare traditional English reading and writing learning methods with learning methods using educational multimedia mediums such as illustrations or animation. Students were divided into a experimental group and a control group, and during 6 months the groups were exposed to different educational resources and on the basis of student evaluation feedback and grades, a new approach to English education is offered.

3D printer-based stop-motion animation industry and its impact on the production process (3D 프린터 기반 스톱모션 애니메이션 산업과 제작프로세스에 미치는 영향)

  • Zhang, Wan;Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.191-193
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    • 2017
  • Stop-motion animation, which is based on the physical object and is shot frame by frame, is an traditional art of animation. As an independent art form, it has formed a unique art language through a century-long development. With the continuous exploration by animators, stop-motion animation has actively combined with digital technology, and has made a great progress in the use of materials and the technique of filming. the introduction of digital technology not only enriched it's artistic expression, but also laid the basis for it's sustainable development in the new era. This study investigates how 3D printer technology affects the production process and industry of stop motion animation.

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A Comparative Study on Female Character Design in Disney Animation

  • DaYun Kang;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.314-320
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    • 2023
  • This paper examines how the design of female characters in Disney animations is evolving over time, and explores whether these changes are related to the social status of women in modern society. We analyze in detail how Disney's female character design has undergone changes in form, characteristics, and personality with the transition from 2D animation to 3D animation, and show that the change in perception of women in modern society is behind this change. It shows. It deals with changes in the design and personality of female characters, focusing on major Disney animation works before and after 2010. Starting with the movie <Rapunzel>, released in 2010, female characters showed stronger and more active characteristics and changed from traditional Disney princesses. Disney is bringing about this social change by breaking away from the image of an independent woman and showing the growth process of overcoming hardships based on one's abilities and the support of one's family, as well as the increasing number of female characters of various races and appearances. The conclusion was reached that it shows a conscious and active willingness to accept it.

The study about historical style of animation :Focused on the individual style and USA's style & Japan's style (애니메이션의 역사적 양식에 대한 연구:개인양식과 미국의 디즈니.일본의 지브리 양식을 중심으로)

  • Kim, Jae-Woong
    • Cartoon and Animation Studies
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    • s.16
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    • pp.49-65
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    • 2009
  • I try to extract typological factors from the historically relevant works of animation, for that we can refer 'style.' creator's individuality, general tendencies and restraints of his time, the national properties work on them. It is the individual aspect that excels in the works of Jiri Trnka, Tim Burton, Yuri Norstein, so they stand out not only in their own specific sensibility, vision but also in the elucidation of themes and the technology of dealing medium. On the other hand the Walt Disney's animation has so distinctive characteristics that we could identify them. Disney's so-called classical model accomplished a typically American animation form as full of expressive visual language, over reaction, full animation describing detail action. We could tell, Miyajaki Hayao's Gibri Studio represents Japanese animation, which works on traditional motives of Japan and expresses unique humanity.

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Character Design of North Korean Puppet Animation : focused on Change of Distinct Feature Around 1985 (북한 인형영화의 캐릭터 디자인 : 1985년경 특징적 변화를 중심으로)

  • Moon, Jae-Cheol;Hong, Joo-Ok
    • The Journal of the Korea Contents Association
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    • v.10 no.11
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    • pp.113-124
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    • 2010
  • This article studies on the character design of North Korea's puppet animation around 1985. At that time North Korea's puppet animation are improved glaringly in quantitative side and qualitative side of modeling. There has been constant support nationalistically to puppet animation from the initial period of animation production in North Korea unlike South Korea, and North Korea communicated lively with European socialist countries where tradition of puppet animation is strong. We can discover structural and figurative change of distinct feature in character design in 1985. Structurally, experimental forms and correct movement of joint were possible, because they used ball and socket armature. Expressively, they established own esthetics of character design in puppet animation applying technique of korean traditional painting to character design: laconism, perspicuity, delicacy.

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.