• Title/Summary/Keyword: animation content

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PBSL(Project based Self Learning) for Pre-production of Game·Animation·Visual Images (게임·애니메이션·영상 기획 프로젝트 수업을 위한 PBSL(Project based Self Learning))

  • Lee, Hyun-Seok
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.467-474
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    • 2019
  • Key areas of digital contents, the games and animation industries are increasingly expanding. Therefore, training of a specialized workforce is required in accordance with these enterprises' growing demand. Education in the field of games and animation lies in cultivating talents with creative thinking, collaboration, and problem-solving skills. Thus, this paper aims to propose a PBSL teaching model for creative convergent talent through game and animation projects. The study will focus on the characteristics of creative convergence talents, project teaching, and related job competencies for game and animation education. Based on literature research, a 'Project Based Self Learning' instructional model is presented, in which creative thinking and collaboration competencies are explained in a way they can be performed by the learner. As a case study, D University's class was applied with PBSL. A survey showed that the autonomy aspects were higher than the creativity and convergence attitudes, indicating that the students improved their autonomy and motivation. However, the team composition needs further supplementation.

Real2Animation: A Study on the application of deepfake technology to support animation production (Real2Animation:애니메이션 제작지원을 위한 딥페이크 기술 활용 연구)

  • Dongju Shin;Bongjun Choi
    • Journal of the Institute of Convergence Signal Processing
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    • v.23 no.3
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    • pp.173-178
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    • 2022
  • Recently, various computing technologies such as artificial intelligence, big data, and IoT are developing. In particular, artificial intelligence-based deepfake technology is being used in various fields such as the content and medical industry. Deepfake technology is a combination of deep learning and fake, and is a technology that synthesizes a person's face or body through deep learning, which is a core technology of AI, to imitate accents and voices. This paper uses deepfake technology to study the creation of virtual characters through the synthesis of animation models and real person photos. Through this, it is possible to minimize various cost losses occurring in the animation production process and support writers' work. In addition, as deepfake open source spreads on the Internet, many problems emerge, and crimes that abuse deepfake technology are prevalent. Through this study, we propose a new perspective on this technology by applying the deepfake technology to children's material rather than adult material.

Understanding the Selective Attention and Animation Induction Device According to the Visual Capture of Audience (관객의 시각포획현상에 따른 선택적 주의집중과 애니메이션 유도장치의 이해)

  • Lee, Jong-Han
    • Cartoon and Animation Studies
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    • s.41
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    • pp.133-152
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    • 2015
  • Some artists and scientists in physics and animation originating from research on its form of expression thanks to the rapid development of the example in the late 20th century image production technology integrating existing media feature, perform a re-creation and pop culture content has been recognized as a key factor. animation of the modern emphasis is also commercial and artistic activities as show whether the artist can not be excluded that also target audience. The audience does not want only to receive offers simply 'seeing' and 'hearing' in the animation requires a more indirect mental met. the other side, the director should lead the audience to immerse myself in work as intended mystification induce the world. where a conflict occurs between the audience and the director and The director needs to have its troubleshooting point to 'Technology of the communication'. Which is reduced to 'How will tell,' is technology communication technologies that are abbreviated representations of animation director is accessible to the audience and it is a close relationship between the psychological aspect of audience. Because, the audience is reproduced in a limited space, but he called on the board of directors and the same time the screen, the audience located at reception and the director located at provide. It is given. led force is given to the director. for this reason, The director needs to pay attention to the psychological aspect of audience this can be explained based on psychoanalytic theory. In this paper, "How can you lie to the audience and the director is the same line?" put down logic that is the animation audience under the logic that takes place visually capture phenomenon "selective attention" and sub-concept of "goal-directed selection' and 'stimulus-driven capturel' for theory of psychology. also, Induction device to elicit selective attention of the audience accordingly, let's consider whether and how they apply in animation.

Developing English Proficiency by Using English Animation (영어애니메이션을 활용한 영어 의사소통 능력 향상에 관한 연구)

  • Jung, Jae-Hee
    • Cartoon and Animation Studies
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    • s.37
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    • pp.107-142
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    • 2014
  • The purpose of this study is to examine the effects of the teaching English factors on student's communicative competence and motivation by using animation at the College. To achieve this purpose, this study presented an effective integrative teaching model to develop students communicative competence. The study created animation based teaching English model by using the animation of Frozen and applied it to lectures. Using animation in the classroom was a creative English teaching technique involving authentic activities like English dram, English guide contest, and various communicative activities A case study on the use of the animation in English classes at was examined and the language teaching syllabus were provided. In order to investigate the motivation and proficiency of learners, the writer chose 79 students who took the lecture. The study discovered the students' motivation and proficiency in English improved significantly. The results of experiment are as follows: First, using animation in the English class was found to have meaningful influence student's intrinsic motivation to learn English. Second, using animation in the English class was found to be effective for developing student's English proficiency. Third, appropriate materials should be selected and applied it to the real classroom activities. In conclusion, one of disadvantages of learning is less communication and the authentic interaction in a real life, so that the integrative teaching methodology which is combined English content and English animation content is also the effective method to improve student's intrinsic motivations in the age of global village.

A Study on the Motivation for the Participation in Video UCC Production and Its Effects (동영상 UCC 제작 참여 동기와 효과에 대한 연구)

  • Lee, Seung-Whan
    • Cartoon and Animation Studies
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    • s.18
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    • pp.73-88
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    • 2010
  • With the recent trend of Web 2.0, experts argue that the UCC age has blossomed where people themselves produce their own content and share it on the Internet. However, more academic studies on video UCC production are needed to understand fully the video UCC phenomenon in Korea. This study was done as an exploratory study to investigate the motivations for video UCC production and its effects. Results reveal that the important motivations for participating in video UCC creation are fun, sharing, and self-expression. For the rewards for video UCC creation participation, feedback, sharing and self-satisfaction are considered valuable psychological rewards by the video UCC creators. Furthermore, the total amount of video UCC production is positively correlated with self-evaluation of fun, importance, and practicality of the video UCC content.

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Siamese Cats - Analysis of Six Thai Independent Animators

  • YOUNG, Millie
    • Cartoon and Animation Studies
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    • s.45
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    • pp.367-396
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    • 2016
  • As an animation educator at Mahidol University International College, Bangkok, for eight years I have been in a privileged position to be educating a small section of a new generation of Thai animators. Thailand has had little animation experimentation of their own and pre-internet had limited access to such diversity so I have attempted to bring some of the wealth of animation history, in particular British and European, as this is my background, into the classroom. In particular my teaching aim has been to introduce various possibilities to the choices of medium, styles and textual narratives that early (and current) experimental and independent animators have explored. Since the release of the first commercial feature film, Khun Kluay 2006, the Thai animation industry has gone through various highs and lows in the commercial sector, building a skilled workforce, many of whom trained and worked abroad then returned. Now there is strong evidence of an independent animation starting to emerge. In a continuation to my research on Thai Animation this paper will analyze selected independent works in more detail, exploring the themes, style and technology used. Whilst also acknowledging the possible mis- interpretation as that this is coming from the perspective of an outsider whose cultural language and interpretation may transcend the creators' given experiences and add alternative interpretation. The aim will be to contextualize the content, ideas and cultural perspective and bring more Thai works into the gaze of animation studies academics

Study on the lyrical expression of Mono no aware aesthetic -concentrated on (모노노아와레 미학의 서정적 특성에 관한 연구 -곤 사토시의 <천년여우>를 중심으로-)

  • Xia, Yi;Kim, Hong-Kyun
    • Cartoon and Animation Studies
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    • s.49
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    • pp.169-202
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    • 2017
  • In this thesis, we investigate the animation (2001) based on the three phases of the lyrical expression derived from Ye Weiqu's Mono no aware Aesthetic-a Japanese classical aesthetics' perspective, on the aspects of the perceptions of human, world, and nature. By analyzing each component of three phases of Mono no aware Aesthetic, the thesis illustrated that how (2001) utilized and expressed Japanese classical aesthetic and how Japanese classical aesthetics were widely utilized into modern Japanese animations. Moreover, the thesis also stated that Mono no aware Aesthetic has become a creative element in order to answer a development direction with future Japanese animations. Through integrating Japanese unique classical aesthetics into the animation elements, Satoshi Kon, the director of the animation, well carried and expressed the cultural content of Japanese nation, thus promoting a deep understanding of characteristics for Japanese animation which have a wide appeal. In his masterpiece -, the characters building, plot describing, theme expressing, cultural meaning could be analyzed respectively by means of Ye Weiqu's 3 phases of Mono no aware aesthetic, reflecting how inherited the legacy of Japanese classical aesthetics. Furthermore, based on the analysis method, the animation contributed tremendously to Japanese classical aesthetics and Mono no aware aesthetics. Tradition for classical aesthetics could play a role as a creative tool for contemporary and future animation.

The new explore of the animated content using OculusVR - Focusing on the VR platform and killer content - (오큘러스 VR (Oculus VR)를 이용한 애니메이션 콘텐츠의 새로운 모색 - VR 플랫폼과 킬러콘텐츠를 중심으로 -)

  • Lee, Jong-Han
    • Cartoon and Animation Studies
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    • s.45
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    • pp.197-214
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    • 2016
  • Augmented Reality, virtual reality in recently attracted attention throughout the world. and Mix them mixed reality etc., it has had a significant impact on the overall pop culture beyond the scope of science and technology. The world's leading IT company : Google, Apple, Samsung, Microsoft, Sony, LG is focusing on development of AR, VR technology for the public. The many large and small companies developed VR hardware, VR software, VR content. It does not look that makes a human a human operation in the cognitive experience of certain places or situations or invisible through Specific platforms or program is Encompass a common technique that a realization of the virtual space. In particular, out of the three-dimensional image reveals the limitations of the conventional two-dimensional structure - 180, 360 degree images provided by the subjective and objective symptoms such as vision and sense of time and got participants to select it. VR technology that can significantly induce the commitment and participation is Industry as well as to the general public which leads to the attention of colostrum. It was introduced more than 10 related VR works Year 2015 Sundance Film Festival New Frontier program. The appearance VR content : medical, architecture, shopping, movies, animations. Also, 360 individuals can be produced by the camera / video sharing VR is becoming an interactive tunnel between two possible users. Nevertheless, This confusion of values, moral degeneration and the realization of a virtual space that has been pointed out that the inherent. 4K or HUD, location tracking, motion sensors, processing power, and superior 3D graphics, touch, smell, 4D technology, 3D audio technology - It developed more than ever and possible approaches to reality. Thereafter, This is because the moral degeneration, identity, generational conflict, and escapism concerns. Animation is also seeking costs in this category Reality. Despite the similarities rather it has that image, and may be the reason that the animation is pushed back to the VR content creation. However, it is focused on the game and VR technology and the platform that is entertaining, but also seek new points within the animation staying in the flat Given that eventually consist of visual images is clear that VR sought. Finally, What is the reality created in the virtual space using VR technology could be applied to the animation? So it can be seen that the common interest is research on what methods and means applied.

Compositional Viewpoint Of Camera Appears In Animation Picture Screen (Revolves Around Nonverbal Communication) (애니메이션 영상화면에 나타난 카메라의 구도적 관점 (비언어 커뮤니케이션을 중심으로))

  • Jang, Dong-Yeul
    • Cartoon and Animation Studies
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    • s.33
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    • pp.127-152
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    • 2013
  • This study is focused on a compositional viewpoint of camera appears in animation feature films through nonverbal communication approach; analyzing the approach would reveal more effective interaction between receivers' and actants' communication. The content of study includes semiological analysis of one of Hayao Miyazaki's master pieces, Howl's Moving Castle, in terms of descriptive structure and interpretation of screen. The semiological analysis methods in this study composes with sequence analysis, actant analysis, disjunction and conjunction analysis, and "shot" in media semiology analysis. Through these analyses, a conclusion has been drawn that a characteristic of interactive symbol connects audience and feature films. This study applies nonverbal communication in compositional viewpoint of camera to bring more effective approach for communication among actants, animation feature films, and receivers.

Development of Intuitive Author for 3D Game/Animation Contents (효율적인 3D 게임 및 애니메이션 콘텐츠 제작을 위한 직관적인 저작 기술 개발)

  • Ji, Su-Mi;Lee, Jeong-Joong;Kim, Sung-Gook;Woo, Kyeong-Deok;Baik, Sung-Wook
    • Journal of Korea Multimedia Society
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    • v.13 no.5
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    • pp.780-791
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    • 2010
  • This paper presents a semi-autonomous authoring method which can intuitively create 3D game/ animation contents for unexperienced users. In particular, this method considers their convenience to provide them with easier authoring environments. The 3D game/animation contents created by this method consist of several scene components connected to each other in a logical flow structure. Thus, it is possible to easily understand the overview of 3D content description for its production and manipulate these scene components for efficient management. Four different genres of game/animation contents have been developed by using an authoring tool based on this method. According to results of a survey intended for game developers who created game contents with the authoring tool, this method is shown to save contents development cost/time as well as raise the efficiency and convenience of whole process of contents creation to the expected level.