A Case Study of Intellectual Property Rights Using Animation Characters
0
조회
0
다운로드
0
인용
0
참고문헌
키워드
초록
Recently, with the development of convergent media, the digital animation industry has developed a variety of content centered on the role of Intellectal Property. The excellent IP role image has created huge economic benefits in business. This paper selects three representative Intellectual Property animation cases from Japan, the United States and China. Analyzed of the reuse of IP animation character images and combined with the era technology and the style of culture and art, the traditional cultural IP roles are reconstituted into modern character design two aspects. Through the research of this paper, can understand the expansion possibility of IP animation according to the use of character image. It is expected that when making digital animation, can recognize the importance of intellectual property and use it as a reference for role development.
Abstract
Recently, with the development of convergent media, the digital animation industry has developed a variety of content centered on the role of Intellectal Property. The excellent IP role image has created huge economic benefits in business. This paper selects three representative Intellectual Property animation cases from Japan, the United States and China. Analyzed of the reuse of IP animation character images and combined with the era technology and the style of culture and art, the traditional cultural IP roles are reconstituted into modern character design two aspects. Through the research of this paper, can understand the expansion possibility of IP animation according to the use of character image. It is expected that when making digital animation, can recognize the importance of intellectual property and use it as a reference for role development.
참고문헌 (15)
- X. Zhang, "An analysis of the prosperity of China comics IP animation and the new ecology of the animation industry", Today's Massmedia, 26(09), pp.86~89 (2018)
- X. M. Zhang, "Animated IP character shaping mode and influence", Contemporary Animation, 2019(03), pp.70~73 (2019)
- 장은영, "유아동 교육 애니메이션의 미디어 리터러시 평가항목 요구도 분석", 디지털융복합연구, 19(5), pp.365~373 (2021), 한국디지털정책학회[DOI]
- "What is "animated movie IP"? What is "IP animated movie"?" (2016)[URL]
- H. J. Liu, "On the "IP adaptation"animated film under the "Pan entertainment" culture", Art Science and Technology, 30(11), pp.25~ (2017)
- "KAKAO FRIENDS" (2021)[URL]
- "Moshu Kuaidou 1412" (2020)[URL]
- "Despicable Me" (2021)[URL]
- "An analysis of the characters of 'Minions' in the <Despicable Me>" (2016)[URL]
- "How does the 'Minions' grow into the world's most valuable IP?" (2017)[URL]
- 판덩, "중국 신화의 IP 애니메이션 창작에 관한 연구 -<Legend of Deification(姜子牙)>를 중심으로", 만화애니메이션연구, (61), pp.173~194 (2020), 한국만화애니메이션학회[DOI]
- S. C. Chu, "A beneficial attempt on national style -- an analysis of the national style of the large-scale cartoon 'The Legend Of Nezha'", China Television, 2003(09), pp.4~4 (2003)
- 주은령, "원작 ‘미녀와 야수’를 활용한 다양한 콘텐츠 확장성 연구", 디지털융복합연구, 15(12), pp.461~468 (2017), 한국디지털정책학회[DOI]
- Q. Y. Xia, "Research on the innovative performance of Nezha IP series domestic animation from the perspective of digital media art", Journal of Ethnic Art, 2021(03), pp.76~82 (2021)
- 이현석, "게임·애니메이션‧영상 기획 프로젝트 수업을 위한 PBSL(Project based Self Learning)", 디지털융복합연구, 17(11), pp.467~474 (2019), 한국디지털정책학회[DOI]
