• Title/Summary/Keyword: Villain Character

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Analysis of Villain Characters in Animation : Focusing on the Characteristics of Animation Characters in the U.S. and China (애니메이션에 나타난 악당 캐릭터 분석 : 미국과 중국 애니메이션 캐릭터 특징을 중심으로)

  • Zhao, Yue;Park, Sung-won
    • Journal of Information Technology Applications and Management
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    • v.27 no.6
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    • pp.1-14
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    • 2020
  • Since the birth of animation, the United States has created many classic characters. For example, Mickey Mouse and Minnie, Tom and Jerry, Lion King, and Nemo, which are imaged with animal images, include Snow White, Bell, Mulan, and Aladdin. In addition, there are villain characters designed with strong personality and personality design, such as Snow White's stepmother Grimheel, Ursula, Bad Girl Crew El Radville, Scar, Captain Hook, and so on. These animation characters have been remembered for a long time with stories in people's minds, and have also brought laughter and emotion to people all over the world, which has brought a lot of business value to animation companies. Recently, the villain of American animation works is becoming more and more suited to the taste of the audience. The villain is not a symbolic image of the brutality we have seen before. They are not only visual images with rich and diverse personalities, but are also designed to suit the tastes of the public with a multifaceted inconsistency. They appear as ordinary people in our lives in works, or as powerful people who are not realistic. The villain characters designed in this way are real human miniatures appearing in the relationships in our lives, and they cannot judge good or bad only by their appearance. Through the study of villains in American animation, many villains in American animation were summed up, and villains could be classified into three types: brutal, violent, and sneaky. Based on this, it was possible to analyze the appearance and attire of the villain character in American animation, and to create a vivid and popular image of the villain, it was found that the character of the character should be emphasized when constructing the shape and costume of the villain character. In conclusion, the attractive formation of villain characters is an important part for successful animation. The production of vivid and long-lasting villain characters must begin with detailed settings such as personality, shape, and dress from the planning stage, which is not only the intention of the producer, but also a reflection of the aesthetic psychology that society should pay attention to today.

Color Analysis of Disney Animation Villain Characters (디즈니 애니메이션 악당 캐릭터의 색채분석)

  • Sung, Rea;Kim, Hyesung
    • Journal of Information Technology Applications and Management
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    • v.28 no.6
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    • pp.69-85
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    • 2021
  • In the era of the 4th Industrial Revolution, not only artificial intelligence, big data, robots, and biotechnology, but also cultural industries that require human creativity will lead. Among the cultural industries, the animation industry has high industrial utilization value due to its high connection with other industries. Among them, animation characters play the most important role as the subject leading the story of animation. In particular, the villain character not only serves as a medium for the main character to lead the story, but also captivates the audience with a different presence from the main character, adding to the fun and completeness of the animation. These characters consist of visual elements such as form and color, of which color is a tool that effectively conveys the character's personality and role to the audience, and is the first visual element to be considered in delicately describing the character's emotions and the relationship between characters. Therefore, this study attempts to analyze the color of the villain character. To this end, we will select eight Disney animations to derive the characteristics of the villain character's color by analyzing the color, value, chroma, and color association of the colors used in the Disney villain character. As a result of the analysis, the colors mainly used by Disney to convey the villain's image were red (R) and Orange (YR), and there was no difference depending on the times or animation production methods. Second, the brightness of Disney villain characters appeared to be the same medium/famous regardless of the times and production methods, and the frequency of use of high brightness was very low. In terms of saturation, the frequency of use of high and low saturation was high. Third, blackish (Bk), Strong (S), dull (Dl), and deep (Dp) tones were mainly used for tones. In particular, in recent 3D animations than previously produced 2D animations, the use of low chroma and the high black mixing rate increased. Fourth, it can be seen that Disney uses color as a visual method to more clearly express the psychology of the villain character using color association. In conclusion, the color selection of animation characters should be carefully considered as a tool to convey the character's personality, role, and emotion beyond simply using color, and the color selection of characters using color associations and symbols strengthens the narrative structure. It is hoped that this study will help analyze and select the character color of animation.

An Analysis of the Visual Image of Villain Characters - Focusing on Korean Films Since 2000 - (영화에 나타난 악인 캐릭터의 시각적 이미지 분석 - 2000년대 이후 사례를 중심으로 -)

  • Lee, Hye-Joo;Jeon, In-Mi
    • Journal of the Korean Society of Costume
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    • v.59 no.1
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    • pp.1-13
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    • 2009
  • The villains in recent films are given interesting roles not only through the actual contents of the story but also by attractive personal characteristics including internal and psychological aspects. The purpose of this paper is to take a deeper look into the image styling process of villain characters. The cases will focus on seven representative Korean films that have attracted over one million audiences as of the year 2000, and the leading and supporting actors within those films. Analysis will be made mainly on the visual image creations of those villains. The visual images are categorized by the make-up, hair-do, clothing and accessories relevant to the psychological personality type of each actor's role and their background based on the given scenarios. The results are as follows: First, villain characters are portrayed as an individual with multiple personalities with regards to psychological, economical, and vocational aspects. Second, fashion trends of the character is an important element to keep pace with the times or to visualize the sense of the times in which the villain exists. Third, a specific point that characterizes the villain's character are expressed through various touches using noticeable accessories, specific colors in make up, hair style, and a certain fashion.

System for Generating Interactive Animation for Children's Dental to Relax Tensions (긴장 완화를 위한 어린이치과용 상호작용 애니메이션 생성 시스템)

  • Heo, Yu-Gyeong;Moon, Mikyeong
    • Journal of the Institute of Convergence Signal Processing
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    • v.20 no.1
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    • pp.37-44
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    • 2019
  • Recentrly, early dental care for children is becoming more important, and the number of children patients' dental services is on the rise. So, a variety of seduction therapies are needed to alleviate the tension in children who are anxious about dental care. This paper describes the development process and contents of system that can display the animation of different stories according to the treatment stage by grasping the use state of the treatment device in real time. In the animation, the hreo character and the villain, the cavity character, appear and the hero defeat the villain at each treatment stage. Animation is played when treatment starts and ends after treatment. Current existing one-side played animation of dental clinics is not enough to attract children's attention. If the flow of animation changes depending on the treatment process, it will give children a different enjoyment and consequently ease the tension over the treatment.

The Visual Counterpoint immanent in Production of Animated Characters' Changing Role -With Focus on the Lighting Design of 3D Animation Toystory3 Digital Colorscript - (애니메이션 캐릭터의 역할변화 연출에 내재된 시각적 대위법 - 3D 애니메이션 <토이스토리 3> 디지털 칼라스크립트의 조명디자인을 중심으로 -)

  • Park, Hyoung-Dong
    • Cartoon and Animation Studies
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    • s.35
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    • pp.155-180
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    • 2014
  • The roles of the characters of 3D animation Toystory3, which was released in 2010 and achieved worldwide success, can be classified into typical, simple and easy-to-understand roles such as hero, villain, princess, and assistant. However, the process, in which each character's role is finally recognized by the audience, is embodied in a very colorful and exquisite manner and makes the curiosity of the audience continue effectively. The stream of the diverse role changes of the characters of Toystory3 is represented through "visual rhythm of the lighting design" and such rhythm can be confirmed most clearly in the digital colorscript stage. This researcher analyzed the characters' role changes in the work based on Propp's folktale character analysis theory, and extracted the core scenes that lead to inference, doubt, performance, reinforcement by character in order to grasp how the audience gasps major characters' role changes. The visual differences of the lighting design, which the four core scenes of each character show, were represented in graph and analyzed, and the results showed that the changes that one character has constituted rhythmical, visual contrast gradually and the rhythms of each independent character achieve visual contrast and harmony each other like the voice part of polyphony. This researcher calls this "the visual counterpoint of character's changing" and derives the conclusion that a dual visual counterpoint is hidden in the character production of the full-length animation Toystory3. Along with this, this researcher proposes the production of full-length animation that actively utilizes constructive aesthetics.

Character Analysis of the Movie "THE HANDMAIDEN" (영화 [아가씨]의 악인형 분석)

  • Jeong, Moun-Kwon
    • The Journal of the Korea Contents Association
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    • v.19 no.1
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    • pp.413-420
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    • 2019
  • The purpose of this study is to analyze the main character characters of the movie [THE HANDMAIDEN]. All four characters in the movie [THE HANDMAIDEN] have in common is that they all have seen 'the Existence' and have the factors behind the villainous figure. Kozuki and Hideko had clear and typical symptoms, have been diagnosed as a structural layer of perversion and neurosis by Lacan's psychoanalysis Methodology. On the other hand, since Sook-hee and Ko-pandol have the nature of being a criminal, they have long been faced up to the existence. It was difficult to approach to the structural layer of psychoanlysis Methodology. Therefore, the PCL-R diagnosis used to analyze the personality type of Sook-hee and Ko-pandol and add structural analysis again. As a result, Kouzuki had an Sadist, Hideko had an obsessive compulsive and Sook-hee had an anti-social lifestyle, but she was in a normal emotional category. It was noted that the Ko-pandol was a potential Sadist and part of a sociopath.

A Study on the Costumes of Superhero in the Movie 'Watchmen' (영화 '왓치맨(Watchmen)'에 나타난 슈퍼히어로 의상 분석)

  • Kim, Seung-Ah;Ko, Hyun-Zin
    • Journal of the Korean Society of Costume
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    • v.63 no.5
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    • pp.151-166
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    • 2013
  • In order to create a national myth and be able to control international society, America with her short national history, used popular culture to accomplish these goals. The medium fit this purpose the best was the use of superhero characters based on comics. Born and developed from the 1930s through the 1960s, which could be seen as America's national crisis era, superhero characters were thorough advocates of American justice and was perfect for the role of spreading the legitimacy of American ideology. From the 1970s, superhero characters became part of movies and became even more influential through the Hollywood's massive film industry and the box office success. American ideology in superhero characters symbolically appeared in movie costumes. Starting with Superman and Batman, the very first and typical superhero characters' costumes work as metaphors for realization of American justice. After the 1980s, superheroes were newly developed through a genre called graphic novel and the most representative piece of this genre is Alan Moore's Watchmen. In the Watchmen, which was also turn into a movie in 2009, six changed superhero characters appear ranging from a non-human superhero, villain superhero, superhero with mental disorder and superhero with sexual impotency, the characters were never-seen-before superheroes with different aspects that connote introspection and philosophical ideology. The changed type of heroes and ideology became another form of heroes, and this brought changes to character costumes that were never considered before. The superhero costumes that used to symbolize America now express different types of superhero by borrowing exotic mythical elements, undressing, pastiche and daily life clothes. The superhero characters and their changes in costumes from Watchmen imply American popular culture's introspective tendency. Amongst these changes, we need to raise our critical vision towards popular culture.

A Study on Utility and Appreciation of the Plants in "Poetry of the South" - Focusing on Qu-Yuan's Poetry - (초사(楚辭)에 나타난 식물 소재의 활용 및 향유 방식 - 굴원(屈原)의 시문을 중심으로 -)

  • Yun, Jia-Yan;Sung, Jong-Sang
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.32 no.4
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    • pp.50-60
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    • 2014
  • This study aims to sort out the plants in "Poetry of the South" what is in the written by Qu Yuan in the Kingdom of Chu and to analyze the utility and appreciation of plants. The conclusions are as follows. First, there were 80 plant names and 56 plant species were sorted out, and these results can confirm that the plants were existed in the 340-277 BC. Second, through analyzing the utility of the plants, herba lycopi, basil etc. as the garden plants; lotus, chrysanthemum etc. as the ornamental plants; galangal and cannabis sativa as the present; basil, musa basjoo, etc. as the sacrifice plants. Third, through analyzing the appreciation of the plants, golden birch, chrysanthemum etc. for gustatory appreciation; herba lycopi and pine tree etc. for tactile appreciation; bamboo for sensory appreciation. Forth, through analyzing the token of the plants, calamus and basil etc. are the symbol of personal character noble; wormwood and caltrop etc. are the symbol of villain. Based on the research of "Poetry of the South", it can help to understand the plants culture in 340-277 BC, and it will be a useful information for the plant design.

A Study on Symbolism and Appreciation of Plants through 'Xianqingouji Zhongzhibu' (『한정우기(閑情偶寄)』 「종식부(種植部)」를 통해 본 식물의 상징성과 완상(玩賞) 방식)

  • Zhang, Lin;Yang, Yoo-Sun;Sung, Jong-Sang
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.37 no.2
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    • pp.30-39
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    • 2019
  • In this study, 27 representative plants with symbolism and appreciation were extracted from 68 plants collected in Li Yu (1611-1680)'s monograph named 'Xianqingouji Zhongzhibu'. The interpretations were as follows. First, symbolism of plants could be summarized as 1) Li Yu thought that Paeonia suffruticosa was called 'the king of flowers', not only because of its beauty, but also because of its upright character. The only flower that could compete against Paeonia suffruticosa was Paeonia lactiflora Pall.. This flower was called 'the flower prime minister' by common people. But Li Yu thought that Paeonia lactiflora Pall. should also be included in the feudal princes. 2) Prunus persica and Camellia japonica were compared to 'beautiful cheeks', and Malus spectabilis (Ait.)Borkh, Jasminum sambac, Rosa multiflora var. platyphylla, Narcissus tazetta, Papaver rhoeas were compared to 'beautiful women', expressing his love for flowers. 3) Li Yu called Nelumbo nucifera a 'gentleman in flowers' and Buxus sinica Rehd. et Wils. Cheng a 'gentleman in trees'. On the contrary, Daphne odora was compared to 'villain in flowers'. 4) Ilex integra was compared to a hermit, and Campsis grandiflora was compared to an immortal. Second, appreciation of plants could be organized by 1) Appreciation of plants required assistive tools. When going to suburb to enjoy the scenery, tents needed to be prepared. Paper screens should be used to appreciate Prunus mume in the courtyard so as to gain more elegant. Li Yu also proposed that ornamental objects should be properly placed near Orchidaceae so as to gain more elegant. 2)Li Yu took Lagerstroemia indica and Prunus armeniaca L. as examples to interpret that plants were as perceptive as animals and human beings. 3) Li Yu took Salix pierotii and Albizia julibrissin as examples to interpret that people should communicate with plants through five senses to produce resonance. And took Nelumbo nucifera and Rosa rugosa to emphasize the ornamental and practical value of plants. 4) Plants were metaphored sth. similar to them. An interesting example was Celosia cristata L. which was more like an auspicious cloud in the sky than the crest on the cock's head. To sum up, Li Yu personified plants and thought that people should communicate with plants by multi-sensory world when appreciating plants. Through this, it fully showed his love for plants. Meanwhile, Li Yu's symbolism and appreciation of plants, to some extent, reflected the elegant life of literati in the early Qing Dynasty.